Game Walkthroughs

NCAA Football 09 FAQ & Strategy Guide

This is not in alphabetical order by the way. These are just the terms and things that people who haven’t played football won’t know about, or just to help people with the lingo or new terms.

I know there is probably a lot I’ve missed, but all I want are the things  that are crucial, not the things that are too deep or not used often.

Terms

  1. School ratings – The ranks of your school in several categories from “Poor”  to “Elite”.
  2. Pitch – Keys to getting the player to play for you. If the player’s top   concerns do not have quality ranks in your school, it will be hard to   get him. Rank from “Least” to “Most”. Find pitch – A quick attempt to see the player’s interest in something. Go too  long and he may get mad.
  3. Sway pitch – An attempt to get the player to think higher in one concern than  he did before. Usually fails, and I’ve even see it drop after success.  Only do if you must get it higher.
  4. Hard sell pitch – After you have his highest concerns, start selling him the   best relative to your school’s quality ranks. Interest – The main element if the joins you or not. If this is not “1st” then  he will never commit to you. Sadly, this can go “1st” all season, but   if he doesn’t commit to you before the pre-season then he won’t be   on your team.
  5. Change – Just a green arrow, red arrow, or dash to tell you how much that   player’s interest in you has changed. You only ignore players with  you in 1st with a dash by them, and then maybe players with green  arrows. Visit – Some players will visit and some won’t. Good visits help get a player  in. There are two kinds of visits, fly-ins and in-home. He comes to  the campus on fly-ins, and you go to him on in-home visits.
  6. Stage – It goes Top 10, Top 8, Top 5, Top 3, and then commit. This is a   sorta gauge to determine if you can or can’t get a player. It’s not   definite, so I think it’s a stupid system.
  7. Offers – Will say “yes” or “no” if you’ve given him an offer, the number of   offers he has, or none if he has no offers. The more offers means the   less likely you’ll get him.  Soft, he’s almost certainly going to that school  Hard, he’s committed to that school
  8. Database – List of all the players in order of ranking overall. You can filter  by position or state.
  9. Search – You can change many values from position to stage to find the kind   of player you need.
  10. Pipeline – Players that come from states your school commonly recruits from  and are easier to get, usually.
  11. Russell Top 100 – A list of the top players available. Usually players   reserved for top schools.
  12. ATH – An athlete that could be whatever you need him to be, but pay attention  to weight on these guys.
  13. Redshirting – Sit a player for one year to let them play for a fifth year in  order to help them develop, or when you are loaded at one position.
  14. Transfer – Students from other schools that are coming over. Best to accept  them as it’s like a free recruit.

Signs —– *These are by a player’s name in the “Call” column

  1. Phone – You haven’t called him yet.
  2. Slash sign – You called him.
  3. Clock – He’s ready to come visit you, or you to him in the offseason.
  4. Plane – He’s coming in this week so set some activities, or you are going to   see him.
  5. X – He’s committed to someone else, so drop him off the board.
  6. Checkmark – He committed to you, but can’t be dropped off your board, probably  since you only have 25 offers to give.

College Football

  1. Heisman – An award that is reserved for the best of the best players, usually  on winning and top tier teams.
  2. Awards – Just many awards for almost all positions. I don’t want to list  them, but you’ll have to be spectacular in those areas to even have  a chance of getting them. Defense and special teams are easy to   win though if you get picks and return kicks/punts.
  3. Top 25 – Rankings from both media and coaches polls, then computer rankings.   Being in the top 25 is the only way to get into the BCS and most   bowl games. Probably garners more media attention for your team as  well. Toughest places to play – Just the places that are hardest to come into and  play as the visiting team.  Headline news – The top news from ESPN that gets national attention.
  4. Campus news – Top stories about your team only.
  5. Player of the week – There is an overall and conference player for both   defense and offense.
  6. Impact Player – A player that can have a big affect on the game and garners   media attention for awards.
  7. Captain – A player that is tops on your team.
  8. Conferences – The different divisions in the game. The power of one conference  to the other usually determines BCS teams and rankings, since you  play more teams in your conference and can only play a few out of   conference.
  9. Invitations – If you are a bad team and suddenly become good, you can climb   the ladder until you land in a top conference.
  10. Bowl games – Even at the most unknown bowl game, getting into one means a   good season. 7 wins make you bowl-eligible, but don’t confuse these   nice “everybody” wins games with the BCS games.
  11. BCS – These are five bowl games that let the top teams go at it. No, it’s not   a playoff (which IS a bad thing), there is just one game that   qualifies as the championship game. You only make the championship   game if you were ranked either #1 or #2. Here are the BCS games:  Sugar Bowl   Orange Bowl   Fiesta Bowl (OU upsets and all)   Rose Bowl   BCS Championship Game

Football

Rules/Terms ———–

  1. Coin toss – Flip of the coin to determine who starts with the ball. The   visiting team calls. The team that starts on defense gets the ball to  start the second half.
  2. Downs – The offense has four downs to gain 10 yards, barring any penalties.   If the offense fails, then the ball is turned over to the other team.  That is why a team either tries a field goal or punts on 4th down. Playclock – A smaller, secondary clock that counts down the time you have   to snap the ball.
  3. Quarter – There are 4, each taking 15 minutes in real life, usually just 5  in video games since there is no need to huddle and such.
  4. Half – The time between 2nd and 3rd quarters. Notable because unlike between   the other quarters, the possession and placement of the ball do not   carry over. So the end of the 2nd quarter is played much like the end  of the game.
  5. Overtime – If the score is tied after the 4th quarter, an overtime is played.  It is sudden death in the NFL, where the first team to score wins.  In college it is a series of “red zone plays” where each team has a  chance to score and the first team to fail and match the other will  lose.
  6. Two-minute warning – A timeout in the NFL at the 2 minute mark at the end of   each half. NOT a part of the college game. Touchdown – Having the football cross the line of the endzone. Worth 6 points.
  7. Point after try (PAT) – A short kick after a TD worth 1 point.
  8. 2 point conversion – Instead of the PAT, run a normal play worth 2 points
  9. Field goal – A kick through the goal posts worth 3 points. These are best   tried from a maximum of around the 40 yard line on the opposing team’s  side of the field.
  10. Safety – When the offensive player with the ball is tackled in their own  endzone. Worth 2 points and the ball.
  11. Line of scrimmage – The line denoting where the ball is, and neither player   can cross it before the play. After the snap, the QB cannot make a   pass after crossing the line.
  12. Endzone – The opposite end of the field when on offense.
  13. Redzone – The area between the endzone and the nearest 20 yard line. Getting  the ball into this area means you should at least put up 3 points.
  14. Sidelines – The sides of the field. The clock is stopped when the ball is   run or thrown out of bounds.
  15. Fair catch – When fielding a kick/punt, wave your hand in the air so that   when you catch the ball you will not be tackled. The ball cannot be  advanced, so only use when defenders and closing in.
  16. Touchback – When you wave your hands in the air when fielding a punt/kick in  the endzone, when a player takes a knee in the endzone beforing  running out of the endzone for a kick, punt, or interception, or   when the ball is kicked out of the endzone. The ball is placed at the   20 yard line.
  17. Being down – The play ends when a player is down or goes out of bounds. In   the NFL a player is down by contact with a defender and when on the   ground. In college once the player is down on the ground, the play   ends and you cannot get up.
  18. Pocket – The area behind the offensive linemen and between the tackles. The   QB cannot throw the ball away while in the pocket.
  19. Receiver limits – Aside from only have 5 possible receivers, there can only be  three receivers on either side of the center. There must be seven   players on the line of scrimmage, something that doesn’t affect   gameplay in this game.
  20. Secondary – Any corners or safeties on the defense.
  21. Strong/weak side – Refers to the side the QB can see, and usually used in   blitzes. Of course since it doesn’t matter in a video game, these   terms don’t mean as much.
  22. Slot – When a receiver lines up anywhere between the o-line and the outside  WR’s. Strong receivers at this position can spell nightmares for   thin secondaries.

Penalties ———

  1. False start – When an offensive player makes a move like the ball has been  snapped. 5 yards.
  2. Offsides – When a defensive (offensive too) player is caught on the wrong side  of the line of scrimmage as the ball is snapped. The play will still  go on. 5 yards.
  3. Holding – When any player holds a player. 10 yards, replay down.
  4. Intential Grounding – When the QB throws the ball out of bounds while still in  the pocket. Place where the foul occurred and lose of down.
  5. Pass interference – Contact with a player after five yards from scrimmage. Ball  is where the contact was made. Usually never called, so get used to it.
  6. Delay of game – Offense letting the play clock expire. 5 yards.
  7. Face mask – When a player pulls another player’s face mask.
  8. Illegal block – When a player is blocked in the back who is not the runner.
  9. Clipping – Blocking a player below the waist who is not the runner.
  10. Kick out of bounds – When a kickoff goes out of bounds. The ball is placed on  the 40 yard line.

Player Positions —————-

  1. Quarterback – The guy who takes the snap from the center and will either hand  the ball to a running back or try to pass. If he is tackled behind the   line of scrimmage it is called a sack. Scrambling QB’s are a must if  you lack strong receivers or tend to hold the ball for a long time or  lack a good o-line.
  2. Halfback – Takes the ball from the QB and runs. He can also block or run a   route like a receiver. Running backs can be speedy or powerful.
  3. Wide receiver – Tall and fast players that catch the ball.
  4. Fullback – A bigger player that is used in I formations as a blocker for the   running back. He can also run the ball and even catch passes. Tight end – Bigger wide receivers that catch passes in the middle of the   field. This is because they line up at the ends of the offensive line.  Because of this they can also block.
  5. Center – The middle offensive lineman that snaps the ball.
  6. Offensive guards – Two offensive linemen on either side of the center.
  7. Offensive tackles – Two offensive linemen on the ends of the line.
  8. Defensive tackles – Defensive linemen that bring pressure up the middle.
  9. Defensive ends – Two players on the ends of the defensive line, usually the   fastest linemen that provide the pass rush.
  10. Linebackers – Three by default, one middle and two on his side. They can   cover, stop runs, and blitz.
  11. Cornerbacks – Speedy defenders that cover the WR’s.
  12. Safeties – Two defenders that are meant to protect deep passes, or cover TE’s  or extra WR’s.
  13. Kicker – Player who kicks field goals or kickoffs.
  14. Punter – Player who punts the ball without the aid of a tee.
  15. Kick Returners – Two players near the endzone that run back kickoffs. It is   sometimes wise to not return kicks out of the endzone.
  16. Punt returner – One player that returns punts. Will often need to fair catch.

Offensive Plays —————

  1. Kickoff – Kicking the ball to the other team between at the start of halves,  and after scoring points. You are kicked to after a safety.
  2. Punt – Usually a 4th down play when beyond the 40 yard line of the other team’s  side of the field. Punts can be kicked out of bounds and the ball is  placed where the ball left play.
  3. Fake kicks/punts – Only wise when the opponent is committed to a block set,  otherwise you’ll need a good runner/passer. Surprisingly, the CPU gets  away with these more than is possible.
  4. Onside kick – During a kickoff a team can kick the ball short in order to  try and recover. The kicking team can only touch the ball after it   travels ten yards. If the ball goes into the air without touching the  ground, the fielding team can fair catch.
  5. Run – When the QB hands the ball or pitches it to the HB/RB/FB.
  6. Pass – When the QB drops back and passes the ball forward. An offense can only  forward pass the ball once.
  7. Play action – When the QB and HB fake a run play to open up a pass. Best used  after many successful runs.
  8. Block – The O-line are blockers only, but on some plays the receivers are   just used as blockers. During a run, any friendly players can be   used to block defenders.
  9. Option – When the QB runs with the ball and has the option to hand the ball   off to the FB, pitch to the HB, run with it, or sometimes pass. Not   wise if the defense is spread out. Keep in mind you can lateral beyond  the line of scrimmage.
  10. Flea Flicker – When the runner runs to the line of scrimmage, then tosses the   ball back to the QB who passes it, usually to a wide open man deep.  Not seen in many playbooks in this game.
  11. Draw – When the QB drops back like a pass, but hands the ball to the runner.  Best used when the defense is expecting a pass and is spread out.

Defensive Plays —————

  1. Man Coverage – The defenders either attempt to read and play the route of a   receiver, or just follow them.
  2. Zone Coverage – Defenders back up into zones on the field and defend from that  zone. Strong against the pass if there is a pass rush.
  3. QB Spy – Is one player that anticipates the QB running. They are the tiny  orange circles when selecting a play.
  4. Mixed Coverage – A few rare plays offer both zone and man defenses. Prevent – These defenses drop all except a few linemen back into coverage.   Used only to defend a lead in the closing seconds of a game. All-In/Max Blitz – In this game it’s called “Engage Eight” where all but   two corners and a safety blitz. Not wise against the CPU.
  5. Tackle – The tackle is the end of an offensive play, that or out of bounds or   a TD. The sooner you bring the ball-carrier to the ground, the   less yards they can gain.
  6. Blitz – When any player on the defense other than the linemen rush the passer.  Key to applying pressure on the QB if you lack a pass rush (which you  always do on higher difficulties). Blitzing can be beaten if it is   expected; usually with a fly pattern to the TE.
  7. Pass Rush – The basic rushing of your linemen, usually the DE’s. A good pass  rush means you can focus your other players on other assignments. Bad  pass rushing means you’ll need to blitz to apply pressure. No pressure  and an average secondary allows the offense to pass all the way down   field.
  8. Sack – When the ball-carrier is the QB and he is brought down before gaining  yards or passing the ball. This shortens the downs the offense has to  work with and of course forces them to gain more than 10 yards. Pass tip – Simply when a pass is batted out of the air. Sometimes leads to an  INT, but mainly just an incompletion. Similar in theory to a sack.
  9. Incompletion – Aside from dropped balls, the defense can force an incompletion  if the receiver doesn’t establish control of the ball before dropping  it, otherwise it’s an fumble. A forced incompletion is when the   receiver is hit immediately upon catching, usually while jumping.
  10. Interception – When the ball is caught by a defender. The defense and offense  prior to the INT will change sides and the interceptor could score a   TD, even lateral the ball.
  11. Fumble – When the ball is in control by someone and is dropped before the   ball-carrier is down. The ground cannot force a fumble.
  12. Touchdown – A defensive TD is the best way to win a game. Defenses that can  get INT’s and score will allow the offense to be as bad as it needs to  be.
  13. Three and Out – If the offense fails to score and must punt, then the defense  has essentially forced a turnover if the ball started around the   offense’s own 20 yard line.
  14. Goal line stand – Once the offense reaches within the 30 yard line of your  side of the field, the objective is to prevent a TD. A stop on the   goal line is almost like the defense scoring 4 points in that 3 points  is all a highly successful drive comes away with.
  15. Safety – The ultimate defensive play is to score a safety worth 2 points.   This is because the offense who allowed the safety does not get the   ball back.

Formations ———-

  1. Ace – The base formation with two TE’s, one HB, and two WR’s. Doesn’t give  the defense any indication what you could be running as you could   do any play.
  2. I-formation – Uses a HB, FB, and then any combination of TE’s and WR’s, usually  more TE’s. Offers many different runs and play actions. A good counter  if the defense is expecting run is to pass.
  3. Shotgun – The QB stands a few yards behind the center and the ball is long-  snapped to him. The shotgun offers the best passing plays, but weak at  running and play action; offenses with running QB’s can run anything   from the shotgun. Shotgun also helps fend off blitzes as the QB is   standing farther from the line.
  4. Strong/Weak – Usually a kind of I-form that places the FB to either the right  or left (strong or weak relative to the QB’s vision).
  5. Goal line – Variation of Ace formations that can place extra linemen at the   tight end positions and make them eligible to receive a pass. These   are exclusively runs or play actions, and of course should only be   used when you need a yard or so.
    *If you see these numberings when picking a play, 3-3-5, it means linemen/  linebackers/secondary players.
  6. 4-3 – The base formation. It denotes the base four linemen and three  linebackers. This formation is used to block either passes or runs. 3-4 – A less popular base defense. It means three linemen and then four   linebackers. It’s not necessarily to strongly stop the run. It’s best  used with speedy LB’s that can cover, but also to blitz as the offense  will have a harder time knowing where the blitz is coming from.
  7. 4-6 – Same as the 4-3, only the strong safety plays next to the LB’s. Strong  against the run, but can also be ready for the pass.
  8. 4-4 – The SS of the 46 is replaced by a LB to commit to stopping the run. Nickel – Any formation using 5 defensive backs (safeties and corners). These  heavily favor the pass, but you also spread the field for lateral  runs while not completely abandoning the run.
  9. Dime – The use of 6 defensive backs. Only use late in games to preserve a lead  or prevent the deep pass.
  10. Quarter/dollar – Defenses to use an extra safety/WR to specifically defend   hail mary’s.
  11. Goal line – Adds and an extra DT, drops the safeties, puts in more linebackers,  or many other combinations as there is no need to defend a deep pass.
  12. Kicks – Just your basic kick formation. You could also try a run or pass, but  only if you have the players to do it or think you’ll pull it off.   Keep in mind the CPU in this game defaults to safe man plays. Kick defenses – You either run with everyone or go into a safe formation where  guys are ready for a fake kick run or pass. Punts – A few variations to protect the punter, but they all work the same  since the only way to block a punt is if someone busts through the   middle of the line in these games.
  13. Punt defenses – You can either plan a return or block. Returns are good between  when the offense is punting from their red zone or anywhere after.  Blocks are okay on the goal line and when the offense is punting from  deep into your territory.
  14. Kneel – When there is just a minute or so left, you are on first down, and   the defense is out of timeouts, this play means you win the game, so  long as you keep kneeling until time runs out.

Pre-Play ——–

  1. Hurry-up – Quickly getting to the line when short on time.
  2. Spike – Toss the ball to the ground to stop the clock, when the game is almost  over. You lose a down. You can fake, but that works best in the real  game.
  3. Fake snap – An attempt to get the defense to jump before the snap. Works   against the CPU if you have been snapping the ball at the same time  for many plays. Overuse this and you can get your own guys to jump. Jump snap – If the offense is snapping at the same time, or you are willing   to gamble, you can jump the snap as a lineman or LB and get ahead of   the snap. Instead of reacting to the snap, you are going with the   snap.
  4. Playart/Coach’s Cam – The ability to see the play routes and schemes on the   field. Easy to use against the CPU, and can be bluffed when playing   in person. Could even be used to create a fake snap against live  opponents.
  5. Motion – Moving a player from one side of the field to the other. Keep in mind  you can only have three receivers on one side of the field, and if   there is motion in the play (green lines), then you cannot call   another. Audible – A call to change the play from one to another. This game allows some  pre-set audibles or quick audibles that do not change the formation.  You can change the set audibles in the options of the game. Can be  done on either side of the ball.
  6. Flip Run – For a run play, change its direction if you see a weakness in the   defense on one side.
  7. Hot Routes – Calls out one player to run a different route. You can call more  than one of these and combine it with motion for completely new plays  based on the defense given. The defense can even run these, or if   you play a blitzing position you can just do what you need to change.
  8. Quiet/Pump up crowd – Defense will pump up the crowd and the offense can   quiet the crowd to affect how much noise the crowd makes. Crowd noise  can have an affect on audibles and playart if you are losing. Slide Protection – Moves the offensive line to one side or tells them to   pinch or spread out.
  9. Defensive line shift – Moves the d-line to one side or pinch/spread.
  10. Linebacker shift – Moves them, tells them to blitz, or puts them in zones.
  11. Coverage audibles – Tells all pass defenders to play in many different ways.

Moves —– *There are stats for all of these in each of your players

  1. Juke – You run toward a defender and then slightly jump to the side away from  him to make him more likely to miss you.
  2. Spin – You spin around to make the tackler go right past you. You must spin in  the right direction, and you need to spin at the right time. Sometimes  works as you are being tackled.
  3. Hurdle – Good for bigger backs to use as guys will sometimes go for your legs  more often. It’s a risk on other guys since being in the air raises   the chances of fumbling.
  4. Stiff arm – You stick your arm out to deny a would-be tackler who isn’t   coming at you strongly. Best to use when running parallel to a defender  or when turning a corner.
  5. Highlight stick – Just raises your likely hood of breaking a tackle. Good if   the other moves wouldn’t help you.
  6. Catch – Ability of the receiver to catch, and if you do it you must in the   right position.
  7. Pump fake – Faking a pass as the QB to make the defender jump the route.
  8. Lateral – Hand or pitch the ball to a nearby offensive player if he is in a   better position to run the ball. A dropped lateral is a fumble.
  9. Dive – Jump to the ball-carrier, but from too far away the tackle could fail,  or a spin move would avoid it. Only use when the defender is pulling  away or he’s coming at you to at the least slow him down. Intercept – Only good catchers can intercept, as poor intercepting defenders  will maybe get in the way.
  10. Swat – The defender just tries to knock the pass down, which is best for   all defendes to make the pass miss.
  11. Strip – Attempt to make the ball-carrier fumble the ball by force. I’ve never  seen it work, but you are free to try.
  12. Strafe – Just makes you stay looking forward as you move. Good if you want to   break on a pass, but makes you easy to run past.
  13. Hit Stick – A high hit on little guys could hurt them, and a low hit on big   guys is an easy tackle.
  14. Power/Bull Rush – On a blocker, this move drives into them.
  15. Finesse move – On a blocker, this move will either spin or swim around the  blocker.
  16. Hands up/Bat ball – On a blocker you will stick your hands up if you will  not reach the QB in time or are in his passing lane.

Routes ——

  1. Fly/Go/Streak – Run straight up the field, and aside from outrunning the CB,  the route can be used to draw the safety and CB to leave open some of   the field. A handy hot route for TE’s or slot receivers if you sense a   blitz.
  2. Drag – Runs a few yards and turns around to the inside to catch the ball
  3. Hitch – Fakes a deep route to just turn around and take the ball
  4. Fade – Use against press coverage to beat it and have the ball in the air as   the receiver is breaking free. At good route to throw the lob.
  5. Curl/Come back – Receiver runs straight up like a fly route, then turns to   catch a ball. Best used against man coverage, but you have to pass   before the receiver turns around. Wheel – Receiver runs to the sideline, then up the field. Not very well  executed routes in this game.
  6. Slant – Receiver runs at an angle up the field. Useful for blitzs when the   LB’s are coming. Also useful in sending receivers to the opposite   side of the field.
  7. Sluggo – Fake a slant and then run up field.
  8. Flat – Any route that stays parallel and within a few yards of the line of   scrimmage. Usually the “check down” if the down field routes are   covered.
  9. Swing – I believe this is any route that fakes a flat and then turns it up  field.  Post – Run up the field about 10 yards, then cuts to the inside of the field   at an angle.
  10. Corner – Same as the post, only to the sideline. Best to use touch to the far  outside or these will always be tipped on bullet passes.
  11. In/Out – Run up the field then turns either to the inside or the sideline.  Used to be the best routes in games, but hard to get off in recent EA  titles.
  12. Crossing – When the receiver runs parallel to the line of scrimmage to the   other side of the field. Can be short or deep. Slip – These are blue routes when choosing a play. The receiver, usually a TE,  will block and after a short time run a route. Best used to counter  aggressive defenses, or as a checkdown.
  13. Screen – When the HB and some of the offensive linemen run along the line of   scrimmage to receive a pass. The idea is to lure the defense to the   QB and then pass to the HB who will run up the field using the   linemen as blockers. Best used against blitzes, but have a low rate of  success in this game. Can also be used as slip screens.
  14. Flanker screen – Same as a normal screen, but for a WR. Much more risky than a  normal screen.
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