A Tecmo Super Bowl For NES FAQ Part 1 of 3: Cross-Cutting Concerns and Tournament Priorities Version 6.2 20 November 2016 By Leif Powers Stock e-mail address: LEPmf@yahoo.com Matchup template based on mort's This document is in the public domain (or CC0 if your country does not allow). I encourage the community to update it as necessary instead of waiting 13 years. ^_^ 1234567890 .......... ---------------------------------------------------------------- Table of Contents Note: changelogs and similar items are in Part 2 for now. Foreword Game Theory and Tecmo (no-holds-barred and Madison rules) Tournament Game Structure/Rules Matchup Calling - Overall Notes and Tiers - Playbook Recommendations - Even Matchups - Trap Matchups - Full Matchup List RPS-type strategy card play (don't get your play called) Strategy card <=> game situation/matchup interplay (how well your chosen plays would actually play out on the field) Offensive player selection/lineup Defensive player selection for the play In passing, manipulating the opponent to cover the wrong receiver, or manipulating the quarterback to make a bad throw A-button tapping (vs. dive tackling) Clock management "Standard" Playbook Other Common Playbook Notes Training Regimen ---------------------------------------------------------------- Foreword A coach can only teach lessons. A player has to incorporate those lessons in their game through practice and experience. (spiritual credit to Shaun Thompson) Your coach has been playing this game off and on for a little less than 20 years. Your coach is highly talented in the thumb, in defense, and the running game, but is relatively weak in the passing game. However, what I'm going to tell you in this portion of the guide is almost all about passing. The structure of the modern TSB tournament is so heavily geared towards passing that you should not really concern yourself with advanced defensive techniques or tricky running moves. If you are anywhere other than in the elite level (top 25% at tournaments), you will get more out of improving your passing game and playcalling than out of any other skills. Even at that level, you see that the big mistakes will almost always come from bad passing and bad playcalling. ---------------------------------------------------------------- Game Theory and Tecmo (no-holds-barred and Madison rules) Tecmo incorporates the following sub-games/disciplines: Getting the matchups you want: High-level matchup comparison/meta-strategy (team selection) RPS-type strategy card play (don't get your play called) Strategy card <=> game situation/matchup interplay (how well your chosen plays would actually play out on the field) Offensive player selection/lineup Defensive player selection for the play Move-zone fundamentals: In passing, manipulating the opponent to cover the wrong receiver, or manipulating the quarterback to make a bad throw In passing, execution of proper technique (covered in Part 2) In running, execution of proper technique (covered in Part 2) In defense, execution of proper technique (covered in Part 2) In special teams, execution of proper technique (covered in Part 2) Physical prowess and chicken: A-button tapping (vs. dive tackling) Level-headed execution: Clock management Not hitting the console, the table, pulling the controller, etc. Each of these correspondingly has a different optimization, which will be covered in the following sections. But first, a quick overview of additional rules used in tournaments. ---------------------------------------------------------------- Tournament Game Structure/Rules The key additional restrictions of note in "Madison rules" are as follows: - No nose tackle dives, left or right end dives, or passing through players at a snap on a path directly to a ballcarrier, when using a defensive lineman. Comboing on an offensive lineman is probably legal, but check with the officials before using those moves. - No WR as a ballcarrier and in a RB slot (he can be the ballcarrier of a play that you never call). All games are played in Preseason matchup, which means you know who can roll whom in the first quarter. Matchup calling will be dealt with in a separate section. What this really boils down to is that you need to know how to stop the power dive, whereas in a no-holds-barred tournament, you can get away with not knowing the secondary options. There are some other tricks: for example, one way to deal with Pitch L Open is to use the LE and pull up at the snap; this is illegal under Madison rules. Now you have to use a LB (iffy) or try to attack it through the top blockers. This also makes the pass even more dominant because you can't sack the QB even if you know he's dropping back. Plus, without Marv Cook or Andre Rison at RB, your running game is weaker and you will find yourself favoring the single-back playbooks. ---------------------------------------------------------------- Matchup Calling In the typical tournament structure, the winner of the coin toss chooses the matchup, while the other player chooses the player in the matchup (or maybe the 1P or 2P position). There may be other variations, such as winner of coin toss taking 1P or 2P, but those tend to be less common because choosing the matchup is usually a disadvantage. Simple one first: which of the three options yields the most advantage? Given that one player chooses the matchup and the other the team in the matchup, the player who chooses the team in the matchup can choose the optimal team in that matchup against the player and strategies they expect. Then it's only a question of whether having 1P controller is more or less of an advantage than the advantage betweeen the two teams. There are only two structural advantages to 1P: - You can recover an onside kick (2P can almost never do it) - You can more effectively practice certain plays in 1P vs. 2P, so you're likely better in 1P You can remediate 2P play disadvantage on offense through MAN vs. MAN play and leaving selection on a neutral player to the play you are using. However, 2P defensive disadvantage can only be remedied through custom ROMs or playing a lot against a MAN. That disadvantage is almost certainly smaller than choosing the optimal team, unless the two teams are almost equal in strength for you. As you will see in the below breakdown, there are only about 10 or so matchups that are actually equal, and so you are almost certainly going to choose a team. Hence, it only really matters if you are offered one of those 10 or so matchups, and those 10 or so matchups really are equal for you (because you have practiced the two sides equally or because you can get more or less equal outcomes). My take: always choose team, because you will be more confident in your play afterwards. If you can't decide, per mort, choose the team with the better QB. The playbook details will have to wait for later; they are listed below to help show how you should prepare. ####################################################################### Matchups (focus on no-lurch and no WR at RB) ####################################################################### This changes the dynamics of the matchups significantly. As many/most players operate with these rules (unlike my typical game which is no-holds-barred), you will see the rankings I put down here differ from what you see elsewhere in this guide. When choosing the general range of matchups, here are the most important thresholds you should consider: - How fast can a RB be for you to have to start calling runs to stop him - Are you going to give your opponent a good QB - Can you effectively run the ball with the MS of the RB that you are putting on the other side - Can you deal with the QB you are going to end up with You want to choose matchups that line up with the game you intend to play. Per Mort, the higher tier you go, the more likely it's going to be a shootout. From my experience, I can tell you that the lower matchups wind up being garbage-fests with jump balls. I tend to go with mid-ranking matchups both because a) I don't trust the lower-tier ones and they tend to get unbalanced, because you have more tackles and fumbles, plus the teams' strengths and weaknesses don't obviously offset. Plus I hate garbage-fest. b) My strength is in defense and top teams become very difficult to defend in the passing game e.g. Miami, even when you sell out pass. c) At the top tiers you bring in unique players like QB Eagles and Bo Jackson, and you might wind up running into someone that really knows how to exploit the game to favor those players. With that said, if you do what I do, you better be able to run with 50 MS RBs and throw with 44 PC QBs. I get away with it a lot because I play defense, not because I'm skilled with those teams offensively. Here are some tiers or groupings that you will likely want to keep in mind as you decide what type of game you want to play: --- Teams with great QB-WR combos (i.e. you can throw into them on called plays instead of normal outlets, and in general you can throw it at them on basically any play that the MAN isn't shadowing that receiver with a strong pass defender): S.F. HOU. BUF. K.C. PHI. MIA. RAMS It's surprising how many players won't fully exploit those advantages, but part of it is the desire to avoid just rolling the dice. However, you can even see guys like Regulator airing it out deep. With these teams, it is a fundamentally strong strategy to throw to that WR against almost any single coverage. Against a strong defender or a player that is clearly better than you, I definitely recommend calling a matchup like BUF-HOU. If you are a strong defender or you feel you are superior to your opponent, you should avoid these teams in a matchup, and if the opponent calls a matchup with only one of these teams, you should strongly consider taking that team. --- Teams with dangerous RBs (> 50 MS) (note this list is not relevant in no-holds-barred) RAI. DET. BUF. DEN. S.D. CHI. CIN. GIA. The key here is if you think you are likely to get out-tapped, avoid matchups with these teams. A good player will try and target you in the running game. --- Teams with high PS QBs MIA. S.D. DEN. PIT. With these teams, you will not have to worry about the jump ball as much; certain plays like R&S Z Fly become weaker as a result, particularly in called-play situations. Most of these QBs are pretty inaccurate, so when playing as these teams, you really want to focus on getting on line with your receiver and giving your QB easy throws. Consequently these teams are for patient, high-execution players. You see these teams used a lot, and I highly recommend getting in a lot of practice with these QBs; if you can accurately throw the ball with PIT, for example, you have a huge advantage over most of the competition. --- Teams with slow QBs that you would actually play K.C. MIA. Again, patience is the key, but you have to deliver the ball faster out of called plays unless you see really strong blocking up front. This is a situation where you really want to check conditions after quarter change, because if they go up to 13 MS, the way you handle called plays significantly changes. For example, you can now pound the WR #2 in R&S Flare C regardless of coverage, whereas at 6 MS, you will get sacked most of the time before you can marker over to him. --- Teams with fast MS QBs S.F. (Steve Young, but it's an error to use him in Preseason) PHI. T.B. DET. CLE. DEN. This allows you to stay alive longer on the called plays, but also when staying in the pocket and waiting out a deep route to force the MAN to decide between short and long. However, with the exception of PHI, most of these should not fundamentally change your defensive play. These are good teams to help you transition to being a pocket passer when the situation is right. --- Teams without relatively strong ROLB or LOLB (they draw power dives) IND. MIA. JETS RAI. SEA. WAS. DAL. CHI. T.B. ATL. If you take one of these teams or think you will get it served up to you in the matchup, you should know that seeing the power dives, as well as Toss Sweep R/FB Power Dive, become far more likely. Many of these teams can sort of defend out of the LILB position if the opposing RB isn't that fast. With that said, you might like that matchup if you want to take the other player out of passing (e.g. in the K.C. vs. MIA matchup, where Deberg to Paige is tough to stop). In the game situation, let your opponent show you he is actually going to pound the football before calling runs. --- Teams that frequently draw Pitch L Open, Onesetback L, etc. in opponent's playbook WAS. T.B. ATL. You can make the adjustment in the game, but you will see the Pitch L Open used as a means to get you off the star player at RCB. IMO that's wonderful, because that means they have to take a weaker pass play to install it, and you can basically optimally defend the run out of the LOLB or maybe the LILB, or even the LCB in the case of WAS. Even if you are using the RCB on air patrol, you can just run away when they call it - you aren't required to eat the play. You can also harass by taking on the WR #1 and then comboing with one of your teammates. --- I also drew upon Mort's knowledge and advice in filling out the below. Both he and I would advise you to tailor the below advice for your specific strengths and weaknesses. In particular I place strong emphasis on the running game to neutralize playcalling advantages; if you throw the ball a lot, you would want to lean more towards mort's original rankings. Overall Team Ranking (no WR at RB, no DL lurching) ----------------------------------------------------------------------- San Francisco 49ers (no fearsome running game, but great quality team) New York Giants (got impact players everywhere but the defensive line) Buffalo Bills (too average on D) Los Angeles Raiders (great everywhere but QB, LB, K, P, and a DB or two) Houston Oilers (star-oriented defense, Pinkett/Jones at RB) Philadelphia Eagles (horrid secondary, QB Eagles = 80% of the offense) Kansas City Chiefs (offensive speed and depth/returner problems) Cincinnati Bengals (lacking 8 guys on D and good receivers) Detroit Lions (defense needs help and QB position is inconsistent) Miami Dolphins (running game is flat out weak) San Diego Chargers (need more juice to go to the next level) Denver Broncos (Elway isn't very good, the D can't intercept) --- Pittsburgh danger line: most teams below this line are liable to get beat up by the PIT defense --- Dallas Cowboys (passing game is not up to snuff, just solid otherwise) Washington Redskins (Rypien and Humphries, good but CB-driven D) Minnesota Vikings (QB position lacking, Herschel only 44 MS) Chicago Bears (no passing game whatsoever) Phoenix Cardinals (no punch in the offense, safety-driven defense) Tampa Bay Buccaneers (offense has 2-3 good players, defense has Haddix) Los Angeles Rams (horrible defense, help on special teams wanted) Atlanta Falcons (defense needs much help, offense has bad depth) Pittsburgh Steelers (painful-to-watch offense) New York Jets (only a few stars to carry this team, weak offense) Cleveland Browns (QB Browns + W. Slaughter + 2-3 OK defenders = the team) New Orleans Saints (hot-and-cold offense, defense lacking punishers) Green Bay Packers (day-to-day offense, pitiful D) Seattle Seahawks (offense has no speed anywhere, terrible defense) New England Patriots (little offense, but some defensive stars) Indianapolis Colts (no defense, worst pair of QBs in the game) Playbook Recommendations ----------------------------------------------------------------------- Running playbook options: Max RB #1, if fast QB/weaker safeties: R&S L, R, QB Sneak or Run (fast QB) Max RB #2, Max Power, Kill RCB: Off I Sweep + Pitch L Open + Off I Dive 2 RBs, Balanced D: Off I Sweep, R&S Sweep R LOLB iffy compared to RB MS: T Power Dive LOLB good: Weakside Open FB Power Dive if Off I Sweep Passing: Normal QB: R&S Flare C, R&S Z Fly (Off I Flare if needed by runs) Bad PC QB: Shotgun X Curl T Power Dive: Pro T Flare C Pitch L Open: X Out and Fly (consider Pwr Fake X Fly) No T (or 2 good WRs): Shotgun X Drive Redgun Z Slant Validated Equal Matchups ----------------------------------------------------------------------- mort's original list has a pretty good breakdown of teams that are well matched in the above format. The below is my take on which ones are really equal, or as close as you're going to find that will still give you the 10-ish matchups you need in a tournament situation. Some of mort's starred matchups are traps or strange; next section discusses those. Others are clearly unequal in my opinion, but those teams may have a lot of similarities, which is why mort would have starred them. Obviously my suggestion of which team to take is pretty soft because the teams are pretty close. 6. KC vs CIN*: Take KC You want to establish early in the game whether the opponent can defend the run at a disadvantage with Fulcher. Also, you want to understand whether the opponent is willing to use James Francis, either to bait you into a disadvantageous run to the top (e.g. R&S Sweep L), or in general to try and prevent you from R&S Sweep R on Fulcher all game. In general I think you want to stay with the Pro T Flare C, even though it runs through Fulcher and has fewer receivers, because using Shotgun X Drive allows the opponent to get BOTH Francis and Fulcher as CPU players who will be involved in the play, while they can drop with Buck or another defensive lineman. You can argue either way whether to match Paige up on Fulcher, but I think you match him up there in case you make a mistake, and to put pressure on Fulcher's side. If Robb Zombie is over there, you will get too conservative, and then Fulcher can bait you into bad short throws with your iffy RBs. Other reason being it's not much better with Barney Bussey as far as CPU defense is concerned. There is a case for putting Word at WR #2, but I think you give up too much in the passing game by doing that. Okoye and Fulcher are going to battle no matter whether Word takes on a player or not, just because Fulcher will run in. I almost think you prefer that bait in this case, because you do have Okoye vs. Barry Sanders (where you would try to protect him with a high HP WR #2 if you could). On the CIN side, this is not really any different than other matchups. vs MIA*: Take KC If the KC opponent shows a power playbook, you are going to wind up abandoning LOLB David Griggs and instead using the MIA ROLB to stop the Off-I sweep and all dive plays. In Onesetback you will still use Griggs, but also you can go for the QB with Offerdahl if they try to use HATS plays. Offerdahl can also be used on a gamble dive to stop Play Action. As MIA, even though you have two RBs close in speed, you definitely don't want to install Off-I plays because Derrick Thomas will eat you alive. What you really want to do is Pro T Flare C and T Power Dive to force the MAN off of Thomas if you can, along with the usual R&S Sweep L. Easier said than done, though. If you are running low on matchups and are facing a strong opponent, or are drunk, this is one I would call; you can autopilot throwing to Paige or Duper/Clayton deep. 9. CIN vs SD*: Take CIN As SD, similar considerations with putting Anthony Miller vs. Derrick Walker at WR #2 as with K.C., but here Walker is a much more defensible choice. I'd try it both ways depending on what you see out of the MAN - and I'd also recommend making that switch and then going opposite tendency. I recommend CIN here because CIN doesn't have a RNG QB...but SD's defense is much better for stopping the run, and has an easier job in this matchup. It's really a question of whether you can handle the BJ. 10. MIA vs WASH: Take MIA (close) Marino's job is to throw to open receivers before Green and Mayhew get there. WASH has to run the football effectively in order to compensate for Humphries. 13. MINN vs WASH*: Take WASH Players have an extremely pronounced tendency to get away from the run with MIN. With that said, they are still about as good as WASH, so you should run Herschel now and then. 19. DAL vs PHX*: Take PHX (close) 20. PHX vs NYJ*: Take PHX (take NYJ if you are good at passing) 22. ATL vs CLE*: Take CLE Remember to take Deion into the middle if the field if you deal with a high-blocker run to the top. 23. CLE vs GB*: Take GB (take CLE if you are not good at passing, or if you suspect your opponent may try jump balling on you) Bob Nelson is actually your best bet for a number of the T formation run plays, because Mack and Metcalf are so slow. 26. NE vs SEA*: Take NE (SEA is valid if you intend to jump ball) Trap/Strange Matchups ----------------------------------------------------------------------- Note to anyone that modifies the FAQ: feel free to add/edit the below, I don't know these matchups as well as players who use them frequently. 5. CHI vs KC**: Take CHI if you run, KC if you pass This will come down to the running game and 63 MS Anderson is the explosive threat if you are a tapper. KC can throw the ball very effectively against some teams, but CHI is not one of those. With tap disadvantage, KC is probably the pick to have Okoye, plus avoid getting out-tapped on a deep ball. However, if you have a strong passing game, you should definitely take KC in this matchup because Tomczak is horrible and he has no good receivers. Against CHI: You should consider using the Off-I playbook in Slots 1 and 4 against CHI, because that forces the MAN out of Mike Singletary. You can definitely use the Pro T Flare C WR #2 (who should be Stephone Paige) lead throw against Donnell Woolford and Shaun Gayle. Against KC: Make sure to have a player with some hitting power as your RB #2 if you are going lead-block; the MAN will use Derrick Thomas and you need to prevent him from being able to blow up your dives. 9. CIN (DON'T CALL) vs MIA*: Take CIN CIN is the clear favorite due to a much better running game. Marino must get a lot of coverage catches to win this game. If you can get good coverage in an obvious passing situation, you can try to go for Marino with Francis. vs DET*: Take DET DET has a much better running game. The key for CIN to win is for David Fulcher to play possessed and stop their running game by bowling over blockers. DET should counter by using the Max RB2 playbook with Pitch L Open to keep Fulcher occupied, and put any players with Hitting Power (e.g. due to conditions) at WR #2. 10. MIA (DON'T CALL) vs SD: Take SD This matchup strongly favors SD as long as you play conservatively. Marino will have to throw coverage catches to win. 11. DET (DON'T CALL) vs SD*: Take DET DET has the advantage here because of the QB running game. 12. SD vs MINN*: Take SD Not really a close game here due to the MS and PS difference. vs WASH: Take SD Likewise, not a close game. SD defense is weaker in some spots but offense is far less likely to get shut down. 14. WASH vs TB*: Take WASH This isn't an even matchup. WASH defense is twice as strong while their offense still has some good players. WASH can avoid some of the RCB killing that TB will have to deal with. Stan Humphries is nowhere near as good as Testaverde, but he doesn't have to be if he has to deal with the TB secondary. vs RAMS: Take RAMS (close) The WASH running game and defense advantages are offset by the far better RAMS passing game. vs DEN: Take DEN Not close here. 15. TB vs RAMS*: Take RAMS The RAMS' offensive advantages match up very well to the TB weaknesses. Meanwhile the Testaverde running game should work, but won't be exceptionally effective. vs DEN*: Take DEN This is NOT a close matchup. vs PITT*: Take PITT If Rod Woodson can shut down Anderson, then Testaverde's MS doesn't mean diddly. vs DAL: Take TB Really up to the skill of the player as to which is better. Both TB and DAL have different advantages. vs (PHX): Take TB (close) Phoenix has a better-rounded defense, but TB has the better offense. Which one you take depends on how often you feel you will be able to make effective use of Haddix when the MAN shows you a running formation tendency. 16. DEN vs RAMS*: Take DEN Denver's running game is twice as good and their defense is better. As RAMS you should basically throw it to Flipper or Ellard (depending on how the MAN uses Dennis Smith) on every single play. I'm not really exaggerating. vs PITT*: Take DEN 63 MS RB vs. 38 MS RB, clearly better QB, this is not even. You might look at DAL and say, "isn't DEN about as good as DAL?" On quantity of attributes, yes, but the high QB PS makes Elway much more effective in this matchup on the short ball than Aikman, which is where DAL gets killed against PIT, since he can't JJ very well either. vs DAL*: Take DEN This is closer but Denver is clearly better. 17. RAMS vs PITT: Take PITT RAMS will not be able to run the ball in this game, while Kevin Greene is going to have a hard time picking off passes. vs DAL: Take DAL DAL is clearly the superior team in this matchup, although there may be a lot of junk on Everett JJs. RAMS are justified if you intend to air it out or if you feel you will be out-tapped. 18. PITT vs DAL: Take PITT PITT is just good enough to completely shut down DAL. vs PHX: Take PITT Same deal. 21 . NYJ vs ATL*: Take NYJ Deion is going to be neutralized and without Rison in the backfield, ATL will not have that much of an advantage in the running game. vs CLE*: Take NYJ This is not even given the difference in speed of the running game and the defenses. vs NO*: Take NYJ This is relatively close but the Jets have a better back-end defense. 23. CLE vs NO: Take NO against a fundamentals player, CLE otherwise QB Browns is awesome but you are giving up a running game to get him. Likewise this is a trap matchup because QB Browns can also kill you if he gets some coverage catches. This is a high volatility matchup and do not recommend calling. Template Matchup List ----------------------------------------------------------------------- I included the below list, a re-format of Mort's, as an example. Note that I put all my personal ratings for each matchup/which side I would take. Typically that was based on either: - Which team I felt had impact players like Bo Jackson that I did not want my opponent to have - Which team was better in this format, assuming equal A buttons You should tailor this to your play style, experience with each team, and particularly your ability to stop the opposing offense. I included some playbook matchups in the early part of this list: you could also put your personnel matchups if they don't vary. Note that * matchups were recommended by mort as equal, and () matchups were recommended as uneven in disfavor of the team in parentheses. Matchups: 1. SF vs NYG: Take SF; R&S PB/Run. vs Hou: Take SF; R&S PB/Run. 2. NYG vs HOU: Take NYG; 2RB-WS-FB as HOU: 2RB-WS-Run vs BUF*: Take NYG; 2RB-WS-FB as BUF: R&S PB 3. HOU vs BUF*: Take BUF; 2RB-WS-Run as BUF: R&S PB vs CHI: Take HOU; 2RB-WS-Run as CHI: 2RB-WS-FB vs PHI: Take HOU; R&S PB/Run as PHI: R&S PB/Run 4. BUF vs CHI: Take BUF 5. CHI vs KC**: Take CHI vs PHI: Take PHI vs RAI: Take RAI vs CIN: Take CIN 6. KC vs PHI*: Take PHI vs RAI*: Take RAI vs CIN*: Take KC vs MIA*: Take KC 7. RAI vs PHI*: Take RAI vs CIN*: Take RAI vs MIA: Take RAI 8. PHI vs CIN: Take PHI vs MIA: Take PHI vs SD: Take PHI vs DET: Take DET 9. CIN vs MIA*: Take CIN vs DET*: Take DET vs SD*: Take CIN vs MINN: Take CIN 10. MIA vs DET: Take DET vs SD: Take SD vs MINN: Take MIA vs WASH: Take MIA (close) vs TB: Take MIA 11. DET vs SD*: Take DET vs MINN*: Take DET vs WASH: Take DET 12. SD vs MINN*: Take SD vs WASH: Take SD vs TB: Take SD vs (RAMS): Take SD vs (DEN): Take SD 13. MINN vs WASH*: Take WASH vs TB: Take MINN 14. WASH vs TB*: Take WASH vs RAMS: Take RAMS (close) vs DEN: Take DEN 15. TB vs RAMS*: Take RAMS vs DEN*: Take DEN vs PITT*: Take PITT vs DAL: Take TB vs (JETS): Take TB vs (PHX): Take TB (close) vs (CLE): Take TB 16. DEN vs RAMS*: Take DEN vs PITT*: Take DEN vs DAL*: Take DEN vs (PHX): Take DEN vs (CLE): Take DEN 17. RAMS vs PITT: Take PITT vs PHX: Take RAMS vs DAL: Take DAL vs (JETS): Take RAMS vs (ATL): Take RAMS vs (CLE): Take RAMS 18. PITT vs DAL: Take PITT vs PHX: Take PITT vs NYJ: Take PITT vs (ATL): Take PITT vs (CLE): Take PITT vs (NO): Take PITT 19. DAL vs PHX*: Take PHX vs CLE: Take DAL vs NYJ: Take DAL vs (NO): Take DAL vs (ATL) Take DAL 20. PHX vs NYJ*: Take PHX vs ATL: Take PHX vs CLE: Take PHX vs (GB): Take PHX vs (NO): Take PHX 21 . NYJ vs ATL*: Take NYJ vs CLE*: Take NYJ vs NO*: Take NYJ vs GB: Take NYJ 22. ATL vs CLE*: Take CLE vs (NO): Take ATL vs (GB): Take ATL 23. CLE vs NO: Take NO vs GB*: Take GB 24. NO vs GB: Take NO vs NE: Take NO vs (SEA): Take NO 25 GB vs NE: Take GB vs (Sea): Take GB 26. NE vs SEA*: Take NE vs (IND): Take NE 27. SEA vs IND*: Take SEA 28. IND ---------------------------------------------------------------- RPS-type strategy card play (don't get your play called) Under this heading, I deal with issues related to just getting your play picked, vs. the larger implications of how you spread your playcalls to optimize yards gained. Fundamentally unsound play: - Level 0 is running the same play over and over again until you stop it. Fundamentally sound but potentially sub-optimal play based on the matchups and how effective your team is at running certain plays: - Level 1 is calling plays at 1/8 probability. (full-random) -- Beat it by sitting on one particular play or tendency and then catching him back-to-back) - Level 2 is calling plays at 1/8 probability but adjusted for expectation (i.e. how effective the play is in this particular matchup). -- Beat it by reducing the number of disfavored plays you call while waiting to catch him in one call. --- Counterplay is calling infrequently-used plays in key situations. ---- Counter-counter is to wait for key or unusual situations and select the infrequently-used plays. - Level 3 is the changing of strategy cards randomly; that is, you use a sound frequency based on the expectations of the plays, but you randomly switch emphasis between one group of plays to others (so you can sometimes avoid a guy sitting on one play all the time). -- Beat it by transitioning your sitting play at the frequency where the opponent is changing frequency, and guess based on the plays called what the group is (always be in his small group). - Level 4 is changing strategy cards randomly, and a random frequency of changing (causing the opponent to lose sync with your changes) -- Beat it by high responsiveness to new play calls, getting back into his favored plays Fundamentally sound is not quite good enough in tough defensive matchups, but is probably optimal when using strong offensive teams, since the benefit of getting more uncalled plays is probably outweighed by the risk of getting outplayed (since any strong offensive team should average 5+ yards per play, so one play called is not going to stop your drive). Potentially optimal play based on the opponent's strategy but highly susceptible to being outplayed: - Level 5 is changing strategy cards in response to your opponent's general tendency (pass or run) -- Beat it by switching tendency whenever a play is run that shows your tendency (e.g. RILB hold on R&S Flare C, double guard pull on R&S Sweep R) --- Counterplay by staying in tendency, or random playcalling - Level 6 is changing strategy cards in response to your opponent's successful playcalls (what play/plays is he sitting on) -- Beat it by rotating sitting plays and staying with optimal overall frequencies (since frequencies of future playcalls will be skewed based on what you just hit him with) --- Counterplay by calling plays back-to-back or close frequency, and then avoiding them - Level 7 is showing your opponent one strategy card and then using his reaction to what you showed him to exploit him. -- Example: Calling a high percentage of runs early in the game, then calling fewer runs, but enough to keep your opponent on that tendency. -- Example: Targeting the ROLB with R&S Sweep L, forcing him either to call that run (and give up R&S Sweep R) or to abandon that player. Based on what he does, you then counter with passes or Run 3. --- Counterplay: Not adapting 100% to what the opponent is doing, to catch him in his attempt to exploit your reaction. --- Counterplay: Baiting your opponent to keep using the previous strategy (such as choosing the ROLB anyway) and catching him using one strategy card too much (i.e. causing him to revert to Level 0 play) --- Counterplay: Anticipating based on the matchup (e.g. against Wayne Haddix) that the opponent will try a certain series of plays right off the bat and snapping him off - Level 8 is hiding your "true" strategy card by using some suboptimal plays to make the opponent guess you are trying a different strategy than the one you really are. For example, you throw in Runs 1, 2, and 4 early in the game to make your opponent think you are full-random playcalling, when in fact your true frequency at the end of the game will approximate Level 3. -- Beat it by not getting too far off the actual frequencies in use in the game. Even if you think the opponent is on one strategy card, if they keep going back to a certain play, or if that play is the real threat, you punish that one. --- Counterplay: if the opponent gets stuck on a particular set of plays, change your strategy card from the one you were hiding to de-emphasize those plays. Ideally, you would keep track of which play was called in every situation along with what player the MAN chose against the formation, in order to predict the next move. However, our working memories are not nearly big enough to handle this. Instead, you should use some heuristics such as the following: - "Highlight" each play as you see the opponent using it. Then, every so often, wipe it clear and use that strategy card for the next iteration. -- Remember to do the same for your own playcalling tendency, at least. - Tick off run or pass tendency based on down. - See if your opponent is consistently alternating tendency (you can gamble and sell out against the run if so) - Keep a "number" of the 4 pass plays, and increment it for every play call. The other consideration you have to think about is how many plays you are actually putting into the sample set under consideration for determining the opponent's strategy card. Assuming that the opponent is reasonably successful in a drive, and is getting first downs (12 first downs in a game, say), then if the drive has gone for 3 first downs, you are talking about something like 9 plays to form a concept of the strategy card. If the opponent is full-random playcalling, that card is likely to be lit for all 7 plays. If the opponent is 75% pass, then you're going to have 1 or 2 runs maybe, and all the passes lit up. In other words, against a strong opponent, you are likely going to be focused on tendency and any high-frequency pass play, or pass play that has high expectation against you (e.g. Redgun Z Slant, R&S Z Fly). Only when the opponent is showing a very strong bias across drives do you really sell out on an identified tendency, because your sample size (1-2 drives a quarter) is small from a predictive standpoint. Ok...so what does this mean in concrete terms? Discovering the MAN's tendency at any point (one path): A discovery play or two to find general tendency If you get your play called, those are possible anchor plays or complement constituents. If you don't get your play called and haven't been calling a particular play, you know that's likely the MAN's anchor. You might try calling it in short yardage to keep him using that anchor. However, it's better just to force him off his preferred anchor, or bait it in a critical 3rd/4th down. Situation based tendencies: You mostly just have to keep dual books, one for overall and one for situation. (Or just know the situational ones and re-synthesize overall) Key to discover in advance is also to track personnel used. If they show the same personnel in certain situations, that should show you their complement between the two of them. Game flow: With strong tendency one way or the other, you want to go against that mostly. If it's a run strength, you probably want to start pass. If it's a pass strength, you probably still want to start pass to see what defensive complements your opponent is going to try against you. You can always pass or always run if you see the opposing tendency. Tend to lean towards your non R&S passes when you do this probe. Then you have to measure how stubborn your opponent is towards his opening strategy/how quickly he will adapt to your opposite tendency. This you are measuring throughout the course of the drive. You flow where he flows and keep changing plays. If you find he is stubborn, you've beaten him - good enough. If you find he is flexible, then you want to quantify how many plays will cause him to adapt. Then key off that frequency and switch what you are doing at that point. Do vary your frequency to see if he is also trying to key on your strategy card frequency changes. If he is trying to follow you, then go full-random playcalling and burn him in the passing game, because the result of his following you is going to be that he mixes runs and passes all over the place, and has no anchors or pattern that will get you in trouble. ---------------------------------------------------------------- Strategy card <=> game situation/matchup interplay (how well your chosen plays would actually play out on the field) Only strong running teams justify run playcalling of more than 25% or so. Every time you call a run play against a pass, you probably give up a first down or more, so if for example you were to call 50% runs against 50% passes, 25% of the time you would get in a mismatch and give up the first down. At 4 downs per series, that's marching to the end zone. Consequently you will spend most of your time in pass defense and have to get called plays in order to beat strong players. Naturally a strong opponent will abuse the Run 3 they use, and maybe Run 1 or even 2&4 if they have success with them. Even if you catch them in Run 3 for a 3 yard loss, they can either come back to it for 10 yards or, if you sit on it, they can get wide open receivers for 10+ yards. Understand that if you call a run play, with the number of open receivers that happen, you've basically sold out no matter what run you called. Consequently you should tend to call run based on tendency (lowest overall gain) and call pass based on play. Normally this means you sit on Run 3. Likewise, most good pass plays will almost always have an open receiver, so you should keep calling pass plays regardless of how successful you are with the run; your expected gain is likely the same even if the opponent is calling passes. Playcalling is not just about the plays themselves; it's also about the players being used. If you force your opponent to use a defensive back, you've probably won the matchup because you can target his coverage responsibility (assuming you chose plays that require all 4 defensive backs to cover them). Consequently, in playcalling, you want to target the opponent's strong linebackers and defensive linemen (which you usually do via the run), and likewise the MAN wants to protect those players, or just avoid getting rolled. Usually you wind up with a dead play in Run 4. This is an opportunity to try and make the unprepared opponent deal with some random dive play. You usually see Onesetback Dive naked as the implementation of this concept. However, this will often fail against strong players, or even not that strong players who just happen upon the correct player to stop that formation. It is very easy and reliable to throw R&S Sweep R, or any other strong run, out in clock-bound situations. Remember that a field goal is a worthy objective, and you only have to get to the 45 or so to make a reasonable attempt. It's also surprisingly reliable when backed up in your own end zone, especially when you compare it against a pass play with a questionable QB. ---------------------------------------------------------------- Offensive player selection/lineup This is team and playbook specific - but there are a few notes that you should consider when selecting teams or swapping between QBs: Bo Jackson is only about 1/3 faster than Mosi Tatupu - key difference is ability to make CPU miss. QB Eagles is about 20-25% faster than BJ Tolliver. Very similar timings on the diagonal out of bounds play (3 yards on top, 4 yards on bottom) John Elway and BJ Tolliver are basically indistinguishable when scrambling. In other words, a lot of people overrate moderately fast QBs, because they assume that CPU drones will be the biggest factor in how far they run. However, you can train yourself to make the CPU LB dive and miss prior to your scramble, mitigating most of the disadvantage of having a slower QB in those situations. QB Eagles is truly special because he can straight out dodge a called play blitz, but most Tecmo QBs can't do that. What that also means is that your receiver selection can be too heavily skewed towards speed. If your receiver is stopping on the play, his speed only matters for the first two or three seconds. This particularly applies for RB #2 because he tends to run a lot of short routes. You should really think about increasing his HP or REC instead of looking at raw speed in that position. ---------------------------------------------------------------- Defensive player selection for the play The tradeoffs between players will be noted in the formation/play sections. The key thing is to avoid being predictable in which player you choose unless you think your choice is always the best one (i.e. don't be ROLB a huge amount because you are going to attract R&S Sweep L). However, varying between two or three players is quite sufficient for this purpose. Don't start using DBs or iffy LBs just to satisfy this principle. In general you ask the question: against a strong playbook, or even a middling one, why would you ever use a DB? There are several considerations: - You called a pass and are defending a certain run where that DB has a clear advantage (e.g. the FS against R&S Sweep L, David Fulcher against R&S Sweep R run by Detroit or any team with weak guards and WR #2) - You intend to sell out on certain run defenses e.g. with the LCB against R&S Sweep R - You know you sold out on run and are making sure you have at least one good pass defender to force the short throw. Typically you should use the CBs here, because sometimes the safeties will drop into coverage. However, that depends on the nature of the run defense you are going for. - You are backed up into the end zone and so the DB's responsibility is deep coverage against a QB without a lot of PS. In this case you want to shut down the middle throws and be able to stuff the QB run, so you take your best defender and force the QB to run against pulled-up corners. - You are going against a weak QB and are really trying to go for the INT. - You know the CB or S on that side is going to cover a short receiver and you intend to double cover an anticipated deep throw. The NT is basically always weak because of no lurching, but is rarely specially targeted. Recognize that even Rod Woodson isn't able to get from the sideline to the middle of the field in less than 2 seconds. If you think that the MAN is going to try something like the Pro T Flare C WR #2 flatten-out, you have to choose a player that is going to dissuade or stop that throw. ---------------------------------------------------------------- In passing, manipulating the opponent to cover the wrong receiver, or manipulating the quarterback to make a bad throw You can physically stop a pass using the following techniques: - Standing on the WR - Being close to him and getting an autodive onto him - Getting into the passing lane and tipping or intercepting the pass. Visually, this works best when you are roughly 3/4-7/8 of the way between the QB and the receiver, although this varies based on the QB's PS. - Getting up on the QB's grill and blocking the pass. You just need to get close to the QB, you don't even really need to be in the passing lane itself. - Getting up on the QB and causing him to make an inaccurate throw However, the real challenge is in forcing the MAN to make a mistake and throw it directly into coverage, instead of throwing deep balls into single coverage that are hard for you to defend. When you have two open receivers, one short and one long, to choose between, the rough progression of coverage is: - Start covering the short receiver, circle and be ready to bail out to the long receiver, tipping the pass if the QB tries it. This forces the QB to hold the ball, allowing your pass rush to get up on him. - Bail out to the long receiver if he has actual room to run to the ball. At this point, the MAN will try to check to the short receiver most of the time. Usually you just have to give him this throw. - If the MAN keeps holding the ball, you can try and bait him into throwing it back to the short receiver, while you return to the screen and cover on him. This works best when the receiver, DB, and QB are in line. - On the goal line and in parts of the red zone, you tend to let the long receivers go, hoping the QB will throw it out of the back of the end zone. When you have two receivers on either side of the field, your technique is to try and convince the QB to hold the ball, and to switch back and forth between the two players to manipulate his marker. What that typically means is that you start on his preferred receiver, and when you see his marker move off, or better yet, anticipating his marker move by timing or feel, you switch your coverage to the other receiver. The other situation you frequently wind up in is where the QB is trying to run and at the same time, there's one receiver open. In this case, you want to stay close enough to that receiver to tip the pass, hoping to get the QB to throw the ball. If he runs it, he had that anyway, and you can contain him. The only time you charge the QB is when the QB is iffy and when you can get a big stop, intending to force the pass incomplete or get a block. The other thing you can try to time in that situation is to give the QB the receiver on a throw that's difficult for him to complete. For example, if you are on R&S Flare C and you have the open TE running out, you can try and charge the QB, trying to get the QB to then lead the receiver out of bounds or towards your DBs, or even to get the ball thrown into an area where the defenders will jump and tip the pass. Normally you are triangulating in a way that prefers: - Cover the marked (short) receiver with your body, e.g. autodive - Cover the other receiver by staying in the passing lane so you typically stay behind the short receiver. The other factor you want to keep in mind is that you have a little time as he checks to his second option. Once you see that marker move, you can usually bail to the second option, provided the MAN has pass rush coming at him. The elite players are good enough to full-circle the marker and come back to the original receiver, but remember that you were screwed anyway when the two receivers came open. All you are trying to do is to avoid the big play and make the MAN consistently execute high technique against you. Make sure to vary the shape of your circle motion so that the QB can't time your cut back to the short receiver, to open up the longer-distance option. One other wrinkle you can put on is softness of coverage. If you see that a particular receiver is going to run out into the flat, instead of smothering that receiver, you can try and time it so that you intersect on the place where the receiver will be running towards the ball. This works well with lower PS QBs, or on certain throws that can wind up going long. What this really buys you is the ability to hold out on shorter coverage for longer, by moving out the spot you're trying to get to. Of course, if the target jumps for the ball, you probably just autodived. ---------------------------------------------------------------- A-button tapping (vs. dive tackling) If you have support on a play, there is no reason to dive tackle. It's extremely risky in most matchups, and if your opponent knows you are the kind of player that does this, you can get burned for big plays very easily. In order to reduce the risk of the dive tackle, you want to get the MAN going on a line. The way you can think of it is that your defender will dive wherever the MAN was last. So you make a line with your mind between your defender's position and the MAN about a quarter or half second ago. If that line goes through the MAN, you won't miss the dive tackle, assuming that he isn't right about to vertical cut out of that path. The other thing you can do is to box the MAN in, so he has nowhere to go but through your dive tackle. You see this most frequently on dive plays, e.g. Onesetback Dive, where the MAN is really exposed going into the hole. However, if you can back the MAN against the edge of the field, or with a line of blockers on the other side, you can also run it that way. ---------------------------- Methods for Quickly Tapping the A Button Unfortunately, to be an elite Tecmo player, you have to be able to hold your own in the tapping game. There are several different methods: Edge of thumb, hand wrapped on controller: not recommended, this is fairly slow. You may be able to get good results, depending on the controller, by moving your thumb on and off the controller, but that tends to beat up the controller and your hand. Middle of thumb, hand wrapped on controller: can be surprisingly fast if paired with some controller movement. This technique also puts less stress on your wrists and forearm than the higher-speed techniques. Also useful if standing or in other awkward positions, as it will have a secure grip to the controller. Forefinger edge down, hand off controller: the favored technique of "Best in World" Sobhi and the technique you will see most elite players use. This will somewhat outperform a thumb technique. It will wear out your wrists very quickly, however; I don't recommend doing this if you work on computers or at other repetitive-stress inducing jobs. Requires a decent but not perfect surface and can be paired with controller tilt on playcalling, and does not require switching fingers depending on play role. Thumb and middle finger curl, depress button with middle finger: this is the technique used by "Master Higgins", Toshiyuki Takahashi. Capable of achieving extremely high speeds, and doesn't cause as much RSI as the finger-down style. The disadvantage is that your middle finger wants to slip off the controller, and the tendency to laterally pull the controller will exacerbate that. You have to have good surface to perform this; I might even go so far as to put a patch on my leg to keep the controller down. Also, this technique makes it difficult to use the QB; typically you hold the controller in one of the other positions and then switch to full-on tapping. Consequently it is a fairly error-prone technique. ---------------------------------------------------------------- Clock management ---------------------------- Run Out Of Bounds To Save Time Remember that whenever you run out of bounds you stop the clock. This is very useful for capping time- consuming returns by simply running out around the ten-yard line. It takes more than a minute to return the ball all the way into the end zone from your own, whereas passes where receivers can move straight out into the end zone can take less than 15 seconds. ---------------------------- Use Your Time-Outs Remember, even if you're winning, use the time-outs you have whenever the half is about to finish and you need more time on offense. Obviously, a losing team should use them on both defense and offense. However, if you choose your plays very quickly, you may actually lose time choosing the time-out. ---------------------------- Ways To Waste Time 1. A strong punt can waste 30 or more seconds of game time. Try to keep the ball from landing into the endzone (and thus forcing a return) for maximum effect. 2. Dawdle on the play screen. You can burn 10 seconds this way. 3. Call a pass and run backwards and forwards, dodging opponents, and get tackled near out of bounds to avoid fumbling. If you can make a wild throw and you have a QB with low PS, then you can waste even more time by passing the ball off with a bomb. 4. On third down, choose a running play with your fastest runner, whether he's a RB or a WR. Then, run backwards until you get to your own 20- or 30- yard line, and dawdle there until you get tackled. Then make a booming punt on fourth down into the end zone to avoid a big return (although if you have great coverage, you can also leave it in bounds and dive tackle). ---------------------------------------------------------------- "Standard" Playbook The base playbook you will see over and over again in tournaments is: R&S Sweep L T Power Dive R&S Sweep R R&S QBSneak (or some other dive) R&S Flare C R&S Z Fly Pro T Flare C Redgun Z Slant (you also see several other, weaker plays, here) This is what you will see me focus on, because a) with a good QB, it optimizes passing against most teams b) it attacks ROLB, which is a strong position on a lot of teams and is often used to stop R&S Sweep R c) you usually maintain ambiguity on run or pass, which means your opponent may play suboptimally against it d) T Power Dive is a play that a lot of people mis-play, compared to alternatives like motion plays, T sweeps down low, or R&S dives. In other words, it's relatively better against the weaker players, while not giving up all advantage against stronger ones. There are a few adjustments you tend to make to this: If you are dealing with a QB like B.J. Tolliver, John Elway, or Bubby Brister, R&S Z Fly is very dangerous on a called play. I now lean towards Shotgun X Curl because you get an outlet and don't have to take a sack with these QBs. Against a strong LOLB, you may bail out on the T Power Dive, in which case you will usually replace Pass 3 with Shotgun X Drive. What you do with Run 2 and Run 4 in that case varies: - If you have a decently fast RB, you can try and go with Weakside Open. - If you know you can out-tap your opponent, you can put in the Oneback Sweep R and the Onesetback Dive. However, this is a big gamble play based on matchups (particularly if you installed Playaction Z In) because the LOLB dive is still there. You will see strong ILBs and safeties used against this look. - You can install the T Sweep Strong, but know that if the team has any good ROLBs, RILBs, or LILBs, you're going to get a backfield beat-down. This is a reasonable option if you still want to keep Pro T Flare C in for the passing game. Note that once you install Weakside Open, Shotgun X Curl and Shotgun X Drive, you basically have a playbook suitable for no-holds-barred games. If you play against a team that has weak ROLBs and LOLBs (e.g. Chicago Bears), you can install Toss Sweep R and FB Power Drive, then swap R&S Z Fly with Offset Flare E. In this case, the weaknesses of these plays won't be so sorely exposed. ---------------------------------------------------------------- Other Common Playbook Looks Toss Sweep R + FB Power Dive + Offset Flare E (sometimes you see Play Action). You attack this either with a strong ROLB or a strong LOLB, maybe an LILB. Failing that, RCB and FS are common choices that can work. Various Onesetback (no motion) plays. Here you just use the LOLB and stay disciplined. The passes aren't as strong and the opponent can often become one-dimensional because of those limitations. Sometimes people will throw in an FB Open L with their Oneback Sweep R. If they have the Onesetback Dive, you can just bail out of FB Open L, but the other option is to just use DBs since the passing game out of this is weak. T sweeps. Typically you would prefer to use LILB here and free up your boys on the sweep. You can use ROLB or RILB with good effect though, as long as you can handle the power dives. You can also consider using DBs on these because a lot of times the route pattern will bail you out, especially in longer yardage. It takes courage for most players to throw over the team's best DB to WR #2. FB Offtackle R + Weakside Open (so two plays that work sort of similarly). This changes the strategy a little bit, but not much, since you're probably bringing the ROLB, FS, or RCB down anyway. If you are matched up against a relatively slow running back, you can take on your blocker at the point of attack and beat it that way. R&S Y Up - you see this way more than you should. It's a weak play because the bottom receivers are covering each other. For no particular reason, players that install this abuse it. ---------------------------------------------------------------- Training Regimen I successfully used this type of training regimen to get myself from a knockout in the loser's bracket in group play at Madison XII (due to throwing picks over the middle, amongst other mistakes) to going 3-1 in group play and getting a win in the main tournament bracket in MWTecmo IX. If you watch my performance in the live stream (and had you been able to watch my play in other games) you would have seen that marker technique and passing lanes, along with some playcalling improvement, are still the things that are most important for me to improve upon. The bottom line is that in order to win these tournaments, you have to be rock-solid in the passing game. Everything should be practiced on both sides using MAN vs. COA and MAN vs. MAN; you can even practice run defense on the right side, you just won't have a RB come out. You can still practice shedding the blockers. Unless noted, passing practice should be done against passing calls only. Running practice should be done against both passes and run defenses. Called Plays: practice every play called, particularly pass plays. On run plays, you should escape the blockers some of the time. On pass plays, you should either consistently throw the ball out of bounds, or hit the call-safe receivers. You should practice hitting both the primary and late-in play call-safe receivers. At the end of this, you should be able to score touchdowns reliably even when every play is getting called; and you shouldn't throw picks. You can't rely on called plays to win against an elite player, but you must avoid turnovers on the called plays - and you will be able to suck out wins against lesser competition with the yards you gain. Single-Receiver Progression: Practice marker technique until you can look at a receiver and automatically tap to that receiver. 2-Man Progression: Start on one open receiver. Switch to the other receiver and throw. Then start on the other receiver and switch to the other open. Re-Cycle Progression: Start on one open receiver. Switch to the second option (this is you showing the MAN where you are going). Then switch back to the original option and throw (punishing the defensive jump on the ball). Pocket Discipline: Mark the open receiver and dodge the CPU as long as you can. Then throw to the next open receiver. Reading Defenses: Call the play over and over again and minimize the time it takes for you to know which receivers are open. Throw as quickly as you can to the open receivers in order to practice quick decisions. Slow and Fast RBs: Practice your runs on both slow and fast RBs: in particular, use Mosi Tatupu and practice against the PIT defensive speed. This will teach you the importance of vertical cut and north-south running. You should be getting to breakout most of the time. Passing Lanes: Throw over the middle and don't get any passes blocked at the LOS or by CPU defenders. Pass blocking is the bail-out that guys use on the goal line and it will kill you in the tournament situation unless you know how to throw to each receiver and avoid the drones. QB Running: Highlight a receiver on the other side of the field and run the QB. This will teach you to avoid the sideline and run with some room to dodge to the bottom. It will also teach you to be disciplined and run straight ahead to get the most yardage. Fast QB Passing: Use pocket discipline, especially on called plays, to get additional passing opportunities with QB Eagles and Vinny Testaverde. QB Completion Percentage: Throw every route with bad QBs and learn how to throw the ball to get a high completion percentage. Some throws are not viable with some QBs and you have to learn either to wait or to make adjustments to get a reasonable completion percentage. Defensive Block-Shedding: Practice getting rid of your blocker against the plays you know you will see in the tournament. Typically this is LILB or RILB on the same side as the run. Defensive Bail-Out: Practice containing run plays when you clearly chose the wrong player. e.g. surviving as ROLB against R&S Sweep L. Defensive Switch: Practice switching your pass coverage from one open receiver to the other. Known-Run Stuffing: Practice run plays over and over again until you can stop the CPU cold. Everything but Run 3 should be a net zero for the CPU, or at least few enough yards that the CPU will fail to get a first down on 3 plays. This teaches you how to sell out on certain runs, which is what you use on 4th down and on the goal line. Unknown-Formation Run Stuffing: You will have to call the plays, but choose the defender you would use if you didn't know the play being called. This teaches you bend-don't-break defense, which you will play all over the field. COM Simulated Game At Disadvantage: Use run plays over and over again while calling passes, while you pass and run, and the CPU is either calling your plays or getting the correct tendency 100% of the time. Make sure you simulate having to switch to your second and even third option, because that is what the MAN will do. COM Real Game: After all this practice, this should be easy. However, in the COM real game, you are trying to get offensive reps primarily, so you are going to run out of bounds once you've broken away from the defense. You are also trying to make sure that after all that passing practice, you can still play well when 3 or 4 receivers are open.