____ __ _________ __ ___ __ ___ [ \ [ ] [ ______/ [ ] / _ \ [ ] / / | \ | | | [ | | |_/ \ | | | / / | \ \ | | | '----, | | ) ) | |/ / | |\ \| | | -----' | | / / | ( | | \ \ | | | | | / / | |\ \ | | \ | | | | '----, / '--, | | \ \ [__] \____] [__] [_______] (______] [__] \__\ ----------------------------- N F L 2 K G u i d e ----------------------------- Version 1.3 12/30/1999 by JOliver nfl2kfaq@yahoo.com http://www.geocities.com/nfl2kfaq/ ==================== | C O N T E N T S | ==================== i. Revisions ii. Contact Info iii. Conventions 1. Controls 2. Speed Burst vs. Power Move 3. Pass Indicators 4. Maximum Passing 5. Running the Ball 6. Passing the Ball 7. Pass Defense 8. Run Defense 9. Kicking 10. Blocking Kicks 11. Replays 12. Codes ------------------- i. Revision History ------------------- 10/25/1999 - v 1.0 10/26/1999 - v 1.2 - Reworded several paragraphs. - Fixed spelling and grammatical errors. - Changed document title from 'FAQ' to the more accurate 'Guide'. - Added visually offensive ASCII "art". - Added all-pro deep passing section. 12/30/1999 - v 1.3 - Added Kick Blocking section ---------------- ii. Contact Info ---------------- Please send any comments, questions, or corrections to: nfl2kfaq@yahoo.com ---------------- iii. Conventions ---------------- L = Left Trigger R = Right Trigger D-Pad = The digital directional pad on your controller ===================== 1. Controls (Default) ===================== Offense ------- Before the snap as QB) A - snap the ball B - hard count X - quiet the crowd Y - audible Left(analog stick) - send man in motion to the left Right(analog stick) - send man in motion to the right Left or Right Trigger - view entire formation and receiver button assignments. Running the ball A(tap) - speed burst A(hold) - instant energy B - spin X - dive Y - hurdle Left Trigger - stiff arm left Right Trigger - stiff arm right Left + Right Triggers - shoulder charge Going out for a pass (i.e. Your playing a receiver without the ball, possible when two or more human players are on the same team) A(tap) - speed burst A(hold) - instant energy X - dive Y - wave Left Trigger - stutter step left Right Trigger - stutter step right Defense ------- After the snap A(tap) - speed burst A(hold) - instant energy B - select player nearest to the ball X - dive tackle Y - jump D-pad - select another defender Left Trigger - left arm swim move to the right Right Trigger - right arm swim move to the left Left + Right Triggers - helmet ram ============================= 2. Speed Burst vs. Power Move ============================= First, it's important to understand the difference between a speed burst and a power move. You may have noticed that the booklet included with the game fails to make it completely clear. Speed Burst ----------- Tapping the 'A' button will give you a speed burst and tapping it again will give you another. So for maximum speed, without the delay of an instant charge, tap the 'A' button like mad. Power Move ---------- The instant charge uses the 'A' button also, however you must hold down the button in this case. As you hold down the button you'll notice your selected player's arrow fill up with the color orange. Once the orange power meter has completely filled the arrow (if you have a jump pack then you'll get a distinct little buzzing to let you know you're charged up) you can release the 'A' button and your power arrow will hold it's charge. Now the next move you do, speed burst, jump, dive, spin, stiff arm, shoulder charge, etc. will be more powerful than normal. Afterwards your power meter will return to normal. Also note that an interception attempt will be more likely to succeed with a full instant energy charge prior to an action move to the ball(i.e. a jump). For example: WITHOUT Instant Energy charge (offense) A - speed burst for 6 yards Y(while running) - jump 2.5 yards WITH Full Instant Energy charge (offense) A - speed burst for 12 yards Y(while running) - jump 5 yards ================== 3. Pass Indicators ================== There are three distinctly colored target like indicators that will appear on the field when a pass is thrown. Red - Shows where a receiver will have to dive or scoop low in order to make the catch. Blue - Shows the optimum position to be in to make a normal standing or running catch. Orange - Shows where to jump in order to catch or knock down the pass. ================== 4. Maximum Passing ================== Turn on maximum passing by pressing the 'A' button on the controller select screen. When maximum passing is turned on the position of your controller's analog stick effects the passes you throw. Notice the word position, this means that both the direction and how far in that direction you push the analog stick will make a difference. Here's how the directions translate from your controller to the game. Up - Further downfield Down - Shorter Left - Lefter Right - Righter Don't be afraid to use Maximum Passing you'll find it makes passing in Pro or All-Pro a lot more effective. =================== 5. Running the Ball =================== The most important aspect of being able to effectively run the ball is your opponent's defense. It's hard to run if the defense is ready for it. So be ready to call an audible if the defense looks well prepared for your selected running play. For example, I often call an audible All Streak when I see a man-to-man coverage oppportunity with Rocket Ismail. The number of times I've burnt the computer doing that is incredible. So once you've selected your running play and checked the defense get ready to find your hole. Of course the first place you want to look for a hole is exactly where the play had it drawn up. But it won't always be there so don't hesitate to go your own way if the opportunity is there. Running outside - Tap the 'A' button frantically to outrun the coverage towards the sideline as soon as that first lineman gets within tackling range use the Left or Right trigger button as appropriate to stiff arm his ass into the ground and then turn it upfield and mash 'A' again like crazy. Running inside - Again, the best approach is to find your lane and hit it quickly by tapping the 'A' button repeatedly, then get ready to make some sharp cuts, running directly ahead without a cut or two will rarely get you more than a couple or three yards. =================== 6. Passing the Ball =================== Before you hike the ball make sure you take note of any of your receivers that have been left in man coverage by the defense. If there are any, then look for these guys first. If coverage on your wide outs is tight, then start looking for your tight end or your running back(s). Whatever you do don't just throw it up blindly. On the harder levels the computer will pick those types of passes off more often than you'd think. Passing Deep(Pro) - Turn Maximum Passing on and throw deep and away from the coverage. It can be difficult to keep from pressing the analog stick all the way in any one direction, so don't hold down on your receiver's pass button for too long while holding the analog stick forward, or you'll over throw your receiver. =============== 7. Pass Defense =============== Rookie or Pro ------------- Select a safety(or a corner if you prefer) and speed burst towards the orange pass indicator if you have time, otherwise head for the blue one. If you get to the orange spot early then power up and jump a little before the ball gets overhead. This will not only give you the best shot at breaking up the pass, but also your chances of getting an interception will greatly improve. All-Pro ------- Preventing the deep pass on all-pro can be pretty tough. In order to consistantly break up plays to receivers like Moss you'll have to be quick. Start the play as a safety on the same side of the field as the offense's best receiver. After the snap charge up and head downfield, make sure you keep your eye on the quarterback the whole way, because you're going to need every spare moment if he throws to the other side of the field. If the QB goes for your man then keep your charge and take a position on the orange pass mark to the inside of the receiver. That's important, if you give a good receiver the inside position then he can outjump you for the ball and knock you out of the way even if the AI DB(assuming double coverage) has the inside while you have the outside. You must also make sure that your player's body is facing towards the ball before you make your jump for the ball('Y' button), just being in the right spot isn't enough. If you can do all that then you are an ass kicker. Like I said, you have to be quick. On the other hand, the QB may pass to a different receiver. In that case you'll need to switch to the nearest defender in a hurry(that's why I suggest keeping an eye on the QB). Then speed burst(keep tapping 'A') towards the orange mark and make your move. You probably won't have time for an energy charge, but of course you should charge up if there's time to spare. Your defense won't be as effective in this situation, that's why you'll want to start the play defending the best receiver. ============== 8. Run Defense ============== The key to stopping a running play cold is to break it up in the backfield. Here's a couple of techniques: -Power: Choose a lineman and power up as soon as the ball is snapped then either blow through the line head first(L+R) or try swim move(L or R). -Speed: Use 'A' to get the quick jump and then L or R to swim move past the offensive line. If your being blocked then keep hammering away at the buttons(e.g. press 'A' repeatedly) until your free. ========== 9. Kicking ========== When lining up a kick make sure to focus more on the yellow directional arrow's shadow than the arrow itself. The shadow will give you a better indication of your kick's direction. Other than that kicking is straightforward, just tap 'A' to get the kick power meter moving then hit 'A' again when it reaches the top(if you're going for distance that is). -Kick Offs: Just kick it as hard as you can downfield, don't kick it too low though or else you'll out kick your coverage. -Punting: If you're near or past midfield then try to align your punt so that it heads out of bounds inside your opponents 10 yard line, leaving him with no chance of a return. Otherwise, punt it high and far. -Field Goals: For deep field goals you may need to lower your kick's angle just a bit in order to achieve maximum distance. Then just line up the arrow's shadow and launch it. ================= 10. Kick Blocking (courtesy of Daniel Holamon) ================= a) Select field goal or punt block defense as appropriate. b) Before the start of the play select a defensive end or a tackle (do not select the nosetackle. Also, selecting the best tackle or end on your team is advisable. c) After selecting the player to go for the block with you want to line up to the right of the center(the centers right hand) and to the left of the right guard(in between the two) d) THIS STEP IS VERY TRICKY!!! Get your players hand as close to the nuetral zone(the blue line)as possible (you have to be careful not to get over the line). e) As soon as the cpu snaps the ball(the kicking arrow comes up a split second before the actual snap-you must key off this because this is a timing drill) use the headrush to get past the player you are lined up against and as soon as you are past the line jump!!! Even if you think there is no chance of blocking the kick you need to jump so that you can get the timing down. =========== 11. Replays =========== This is one of the best features of the game. I particularly love the way the analog Left and Right triggers allow you to precisely control the speed of replay either forward or backward. By default the blue target selection indicator will be focused on the ball and the camera will follow the ball throughout the replay. However you can use the D-pad to select any other player to follow or just a position on the field. The replays are an excellent way to analyze what your're doing wrong. Left trigger - replay backwards Right trigger - replay forwards A - replay at game speed B - zoom out X - zoom in Y - replay menu D-Pad - move camera's focus ========== 12. *Codes ========== TURBO - Unlocks Turbo setting on the game speed menu. SUPERSTARS - Unlocks the Sega Sports team. SCRAWL - Changes the game's font. SQUEEKY - Squeeky announcer voices. LARD - Players now have really wide asses. Wider is better? DEDMAN - Unlocks Slowmo setting on the game speed menu. *Taken from IGN.com ( http://dreamcast.ign.com ) This document Copyright 1999 NFL2K is copyright Sega.