NCAA Football 2005 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for NCAA Football 2005 - Strategy Guide (Page 01).
NCAA Football 2005 (PS2) Strategy Guide v0.01
By "Psycho Penguin" Steve McFadden
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| STAT TRACKER |
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| Start Date: 7/15/04 |
| Last Update: 7/15/04 |
| Finish Date: N/A |
| # of Updates: 1 |
| Current Size: 39.6K |
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| TABLE OF CONTENTS |
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1.0 INTRODUCTION
2.0 GAME BASICS
2.1 Playing Offens
2.2 Playing Defense
2.3 Increased Game Challenge
3.0 GAME MODES
3.1 Exhibition
3.2 Dynasty
3.3 Create A School
3.4 Other Create Modes
3.5 Rivalry Games
3.6 Mascot Games
3.7 College Classics
4.0 ONLINE GUIDE
4.1 Rankings
4.2 Cheesers
4.3 Quitters
4.4 How To Have Fun Online
4.5 Tournaments
4.6 Online Modes
4.7 Online FAQ
5.0 TEAM BY TEAM RUNDOWN
5.1 Division 1A
5.2 Division 1AA
5.3 Classic Teams
6.0 CAMPUS CHALLENGE
6.1 How to Play
6.2 Scoring
6.3 Pennants
7.0 FREQUENTLY ASKED QUESTIONS
8.0 OTHER INFORMATION
8.1 Credits
8.2 Other Guides
8.3 Author Information
9.0 CONCLUSION
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| 1.0 | INTRODUCTION |
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Here I have returned, with another college football guide. This time, it's for
NCAA Football 2005. "But, Steve!", you may say. "You originally planned to do
a NCAA Football 2004 guide! Now you've done guides for 2 NCAA games, but still
no NCAA 2004 guide!" Well, that is because NCAA 2004 will take a long time,
and I need side projects to keep me busy. Plus, it gives me more experience.
Well, I slacked off and didn't get NCAA 2004 done in time. I will eventually
have it done, but for now, enjoy my attempt at the latest game in the series,
and in my opinion, the best one yet!
Finally, I consider myself to be somewhat of a college football expert. While
I am not the greatest player of all time, I know how to read defenses, play
defense, run the option, play special teams, etc. I know the weaknesses and
strengths of every team, as I spend hours of my own free time researching
each team. I am quite proficient at NCAA games in general, so writing for one
is a logical pick.
I hope you enjoy this second attempt at a NCAA Football guide, and yes, I did
take some stuff from my NCAA 2000 guide and incorporate it into this guide.
The reason for that is simple. The two games are a lot alike, and therefore I
don't need to rewrite large sections that can save me time by just cutting and
pasting. Hope you understand and that it's not too much of a problem. Enjoy
the guide.
- Psycho Penguin
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| 2.0 | GAME BASICS |
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Here is just a section for me to ramble about the various things you can do in
NCAA 2005. Mainly, I will discuss how to control the different types of
defenses and offenses you can run in the game, as well as an in-depth look at
audibles. You can find the controls in the manual or in the game itself, so I
won't bother including those. This is simply an in-depth breakdown of stuff
the game provides help on, but only to a certain extent.
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| 2.1 | OFFENSE |
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The key to football may be defense, but if you don't have an offense, then you
really won't get anywhere. Offense will help you score points, and you have to
take advantage of the situations you are presented. The main tip I can offer
for you when it comes to offense is VARIETY, VARIETY, VARIETY. Don't do the
same thing over and over. The computer is a quick learner and will soon start
stopping everything you do.
But, if you use variety, you'll keep your opponent on their heels. Like,
running down the middle, then an option, then a toss, then a short pass, then
another option, then a run down the middle, then a short pass, then a long
pass. How is the defense supposed to react to all these different plays? As
long as you keep varied, the defense will have a tough time stopping you.
That doesn't mean you can't find your favorite plays and master using them. I
don't know every play with every team, as I usually stick with about 13 to 15
per team. Like Mick Foley once said, "It's not how many moves you know, it's
how you use the ones you do know." As long as you know a variety of plays, and
use them consistently, then you won't have to really delve into the playbook
for a new play.
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Let's look over each formation real quick, and what the advantages and
disadvantages to each are. If you want to run, make sure to use a formation
with a lot of offensive linemen and tight ends. Wishbone and I-Form work best.
Also, the shotgun offense is good for options and draw plays, but it is mainly
used for passing situations. Using the formations wisely is the key to a
successful offense. Also, again, make sure to run different plays out of each
formation. Don't run in I-Form all the time, or your opponent will catch on.
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| OPTION PLAYS |
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Perhaps the most important offensive play in college football is the option
play. The quarterback takes the ball and sprints to either side of the field,
with a running back (or full back) behind him. You then have the option to
pitch it to the running back, or hold onto it with the quarterback. Learning
the option is very important, as it is a very risky move.
Why is the option so risky? Fumbles are a frequent problem. The quarterback
has to make a snap decision whether he wants to hold onto the ball or not. If
he pitches it, and there's a defender in between the quarterback and the
running back, it will fall to the ground, and then it's anyone's ball. That's
why you have to make sure it's safe to pitch before doing so.
Also, pitching it DOES NOT mean you will automatically get more yards than
holding onto it. A corner could be blitzing, and therefore be right on the
running back. If you pitch it back 3 yards, the cornerback will be right there
to tackle the running back. You would have had 3 more yards if you held onto
the ball with the quarterback. So, make sure to learn when to pitch and when
not to.
Despite the risks, the option play is easiest the most important and valued
play in all of college football, and one I use all the time. I strongly urge
you to practice it a lot to get the hang of the play, as you will soon see the
many advantages it brings to the table.
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Playing offense in NCAA Football 2005 is really challenging at first, due to
the fact there's so many different types of offenses out there. You basically
need to find an offense that best suits your playing style. Teams like Air
Force and Nebraska use a power-based, option attack, which features lots of
runs and option plays, but little passing. Meanwhile, a team like Florida has
this spread, fun and gun type offense where passing is the name of the game.
The key is to find a team you like and learn how to use them. West coast
offenses were the big thing in this game, so let me break down how to run the
west coast offense for you real quickly. It may seem somewhat confusing at
first, but once you get the hang of it, you will see why so many coaches
decided to implement it into their systems.
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| WEST COAST OFFENSE |
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I recommend using the west coast offense only if you are a very patient person
that won't mind the fact that every play doesn't have to go for 70 yards. It's
also a risky offense to use, because if you fall behind, it suddenly becomes a
whole lot less effective. It is best used for ball control. If your team has
struggles with turnovers and time of possession, the west coast offense is
definitely the best way to go.
The west coast offense was the big offense introduced to most of college
football around the time NCAA 2003 came out. This is why you will see the game
mention it a lot in those friendly blue boxes that seem to pop up at the
beginning of every game. This offense is based on two things: short passes,
and short runs. Let me explain how to do each one now.
Passing is simple. The key is to avoid blitzes and get off short passes a lot
of the time. Ball control is the name of the game with the west coast offense.
Find passes that rely on quick slants or curls, and get them to your
receivers. 3 or 4 yard pickups is really the best you can ask for with this
type of offense. Why would teams do that? Two reasons. 1, it gives you a time
of possession advantage. Two, it really leads to a decrease of turnovers.
There's also one more reason why the west coast offense works: each time you
do these short passes, the defense starts to creep up a little. That's when
you hit them with a long pass play for a big gain. They'll start to go in
Cover 2, leaving the corners in 1-on-1 situations with your receivers, and
that's a battle you can normally win if your receivers are any good.
Running is just the way you would normally do it. Run the ball a lot, and run
it effectively. Sweeps, Isos, Options, you really have to mix it up with this
style of offense to see the desired effects. Don't expect to get a lot of big
gains, but expect to have a nice, solid ball control offense that moves the
ball downfield.
Advantages: Ball control offense gives you time of possession, big plays
happen more frequently because defense will defend the short field, turnover
rate goes down because of the short and safe passing game.
Disadvantages: It doesn't work if you're behind in the 4th quarter. You really
need to have the lead for this type of offense to work. Also, you have to be
really patient, and your running game won't be too much of a factor.
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| WISHBONE OFFENSE |
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The wishbone offense is a little tricky to explain at first, and its strengths
are simple but effective. This offense is best used only if you want to run
the ball a lot, because you will get no receivers. You only get two tight ends
and fullbacks spread out to the left and the right of the quarterback, and a
running back behind them in the middle. It ends up looking something like
this:
TE OL OL OL OL OL TE
QB
FB FB
RB
It's a very cool looking offense, and it gives you a lot of run protection,
because the defense doesn't know what side you are going to run on. Also, you
get a lot of cool looking plays to run, like HB Direct, Triple Option, Weak
Pitch, and more. It is almost impossible for the defense to predict what you
will do next when you line up in this formation, and that is a big time
strength.
The big problem, however, is your only pass catching threats are in the tight
end and running back positions. You don't get a single wide receiver, so the
defense will stay at home and let anything go past the line of scrimmage. Big
time runs are hard to come by with this offense simply because the safeties
will NEVER play deep on a wishbone offense. Even if you throw the ball, it's
going on a screen or to the tight end, and safeties don't worry about that too
much.
For teams that like to run the ball a lot (Air Force and Nebraska spring to
mind), this is the logical offense for you to run. They don't have very good
receivers to begin with, so staying in this formation for much of the game and
spreading the ball out to different areas of the field will keep the defense
in a constant guessing game as they have to figure out what run is coming
next.
Advantages: Gives tons of run protection, thanks to the two tight ends and two
fullbacks, and will always keep the defense on its heels because of the
variety of plays that can be run in any direction.
Disadvantages: Safeties won't go deep and will stay at home, usually
preventing a big play. No receivers means the passing game is very limited. If
the defense stops you on 1st or 2nd down, you'll be in trouble.
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| 2.2 | DEFENSE |
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In my opinion, playing defense is a lot harder than playing offense. The
reason I say this is because with offense, you know ahead of time what you
have to do. On defense, you have to guess what your opponent is going to do,
and then react to it. It's a little tougher, but fortunately it only takes a
little bit of practice before it becomes easier to handle.
The key to defenses is to mix your packages up. Know exactly what you're
doing, and recognize the strengths and weaknesses to each coverage. I will
soon give you a rundown of all the different kinds of things you can do to mix
up your defense in an attempt to confuse the offense. Shifting linebackers,
calling audibles, and moving the coverage team back and forth are ways to
confuse the opponent further.
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| USER CONTROL |
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First things first, who should you control on defense? If you suck at pass
defense (like I do), let the computer take care of it, and then switch to the
person nearest the receiver when the ball is in the air. I almost always
control a defensive lineman, unless I KNOW the run is coming, then I move my
defensive line in, spread my linebackers out, and then control a linebacker,
to react to whatever side the runner goes (he probably won't go down the
middle when he sees my defensive line closed in).
There are, of course, some disadvantages to doing this. By controlling a
defensive lineman, you don't get to see down the field as much as you may with
controlling a free safety or linebacker. The computer AI is not that smart and
will often leave receivers open, without your intention. Therefore, if you
feel safe with your pass coverage, and feel you can make more plays by
controlling a free safety or cornerback, then by all means, go for it.
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| FORMATIONS |
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Here I am going to give you a rundown on every formation available in the
game, and what the strengths and weaknesses to each one of them are. Choosing
the right formation is critical to your success, and knowing what formation to
use in each situation will prove to be very helpful.
4-4: This formation puts 8 guys in the box, meaning it is used solely to stop
the run and short passes. Long passes in shotgun sets will burn this defense
every time, so only go on this formation if you expect the run coming. Short
passes in Cover 3 are useless as well, so if you expect a screen, use 4-4 as
well. Blitzes also are effective from this formation.
5-2: This is sort of like nickel defense, but it gives you one more defensive
lineman, and one less secondary defender. This is a good defense if you want
to rush the quarterback, because you get 5 defensive linemen to match their 5
offensive linemen (this is the only formation where you get 5 defensive
linemen.) Linebackers are good for pass coverage, as well. This is a very
underrated defense that comes in handy in key running and short yardage
situations.
4-3: This is one of the "base" defenses in the game, along with 3-4. This
formation allows you to get a little bit of pressure on the quarterback, while
still having linebackers to help out in the middle of the field. I only use
this defense on a few plays each game, because 3-4 is a little bit better for
me. 4-3 works better against the run than 3-4, and 3-4 works better against
the pass than 4-3 does.
3-4: The main "base" defense of the game, it is one I recommend you use for a
good portion of the game, as its only main weakness is runs down the middle,
but if you blitz the linebackers to the middle of the field, that won't be as
effective either. It's also good for Zone defenses, and if you expect a pass
on 3rd and 6 or more, 3-4 is sometimes the best way to go, surprisingly
enough.
Nickel: The nickel defense is like the 5-2 in a way, but instead of getting an
extra defensive lineman, you get an extra cover guy instead. This makes the
nickel defense one of the prime choices for pass coverage (I actually prefer
it to dime defense due to the extra linebacker you get in nickel coverage, who
I usually end up controlling.), as it not only stops the pass well, it's also
somewhat effective against the run.
Dime: Surprisingly, I don't see much use with the dime defense in this game.
Even on 3rd and Long, I tend to stick with the Nickel defense. The only time I
use Dime, I usually end up doing a Corner or Safety Blitz, just to try to
confuse my opponent. Otherwise, I almost never use this defense, due to the
weak run defense, and the fact that passes seem to be completed a lot on this
defense even with the 6 defensive backs on the field.
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| BLITZES |
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In order to have a successful defense, you are going to have to blitz
sometimes. There are really two types of blitzes: run blitzes and pass
blitzes, but since the game doesn't really differentiate between the two, I
won't waste your time rambling about that crap. Instead, I will focus on the
kinds of blitzes you can do, why blitzing works, why it doesn't work, when to
blitz, and when not to blitz.
First of all, a blitz is simply a defensive play where a person that's not a
defensive lineman rushes the quarterback. This can be a linebacker, safety, or
corner. You can also find blitzes where multiple people blitz, as you can get
a linebacker/safety or safety/corner blitz going. These prove to be very
effective at times, for a couple of reasons.
Let's say you don't blitz for a while. The quarterback is starting to become
pretty comfortable throwing the ball and finding a wide open receiver. What do
you do? Blitz both corners. He goes back to pass.. and BOOM! He gets sacked.
Because he didn't see the blitz coming. It's always good to surprise your
opponent with a well-timed blitz, and they usually prove to be pretty
effective.
Now, there are downsides to blitzes of course. If the quarterback sees the
blitz coming, he will almost always be able to complete a pass to a wide open
guy. Since someone is blitzing, that means a person he is supposed to be
covering is usually left wide open in the field of play. If the quarterback
sees him and gets the pass off in time, it will almost always end up with a
nice little completion.
There is good news, though. Sometimes, he will throw on one foot, or throw on
the run, and miss the targeted receiver completely. But other times, he will
make a bad decision, and throw a pass that you can easily intercept. BLITZES
CAUSE TURNOVERS. That is the #1 reason to use a blitz sometimes, to give you a
shot of intercepting the ball, or making the quarterback fumble.
When should you blitz? Always find the right times and situations to blitz.
The quarterback may be getting comfortable in the pocket, so if he is, throw a
blitz at him. Even if he completes the pass, the blitz is now in the back of
his mind, and if you go into zone coverage next play, he will be a little
confused and hopefully make a bad decision.
Just make sure not to blitz too much. Don't blitz if you just blitzed, and
don't blitz on 3rd and 4-6, because he will just find a receiver open in the
middle of the field for a first down. Keep the blitzing to a minimum (under 25
percent) and you should be fine. Good luck.
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| ZONE VS MAN TO MAN |
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To wrap up this section, I will give a quick wrapup of the difference between
zone coverage and man to man coverage, so you will have an easier time with
pass defense. They are the main two kinds of pass defense, and they are both
quite different. Man defense relies more on tight coverage with one corner on
one receiver. In zone, the receivers are usually left open, but safeties and
corners blanket them, so when the pass is thrown, they run over to tip it.
The problem with zone coverage is that the quarterback can call something like
an out pattern, and the receiver will blow right through the zone defense for
a big game. The problem with man to man is that hooks and similar passes will
cause you problems. You have to recognize the weaknesses in each defense and
try to fix them, because usually your opponent will be able to find the wide
open receiver.
The main problem with man to man is that your corners will end up with one-on-
one situations a lot of the time, so make sure you have good solid corners if
you use this defense a lot. I hate having to defend a long pass with a corner
and having him completely miss the pass, leaving the receiver open for an easy
touchdown. The lack of safety help is a definite concern.
ZONE
Advantage: Safeties stay in middle of the field, so they're able to help out a
cornerback when the ball is in the air.
Disadvantage: Slants will be a nightmare, as the receiver will turn past the
safety and keep going, usually left wide open.
MAN TO MAN
Advantage: Corners play tight coverage, preventing slants and other passes of
the like.
Disadvantage: It's easy to take advantage of weaker corners after a while, and
hooks will work almost every time.
OVERALL
I advise playing zone defense most of the time. Man is too easy to beat by
experienced quarterbacks.
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| WRAP UP |
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Playing defense in NCAA Football 2005, or any other game in the series for
that matter, is a trial and error method that takes time to develop. If you
are patient, learn the different kinds of defenses and blitzes, and use them
effectively, you should be fine. Remember to mix up coverages, and remember
that you won't stop every play, and you will be just fine, I promise.
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| 2.3 | INCREASED GAME CHALLENGE |
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The first thing you will notice about the game when you first play is that
yes, it's really challenging. The defense reacts a lot quicker now, making
passing plays especially difficult. The key to beating the computer is
throwing a variety of passes, mainly short, and never throwing into coverage.
The computer reacts great, as cornerbacks will now tip balls a lot more.
Scramble a lot until you see someone surely open, then throw softly into their
hands.
Receivers also drop more balls than ever, if you computer control them. When
the ball is in the air, control them by pushing X, and then pushing the catch
button when the ball goes into their hands. This makes drops less frequent,
although they do still occur from time to time. This is college football,
after all.
Another big time addition is home field advantage. Now, it is much harder to
win on the road than it normally is. This is because the crowd now factors
directly into your team's performance. The louder they are, the lousier your
team tends to play. Keeping your cool and making smart decisions is the key to
victory in these situations.
An important addition is the matchup stick. Push the right analog button to
the right before a play to trigger the matchup stick. This shows who is a good
player, who is a bad player, who is composed, and who is rattled by the
pressure. Works well in road situations.
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| 3.0 | GAME MODES |
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| 3.1 | EXHIBITION |
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| 3.2 | DYNASTY |
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| 3.3 | CREATE A SCHOOL |
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| 3.4 | OTHER CREATE |
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| 3.5 | RIVALRY GAMES |
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| 3.6 | MASCOT GAMES |
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| 3.7 | COLLEGE CLASSICS |
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| 4.0 | ONLINE GUIDE |
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Getting Connected: This is just a quick overview on how to get connected to
NCAA 2005 online. You need an ISP, a network adapter, a memory card with 512
KB free space, and an ethernet cable if you're using DSL or cable internet or
something along those lines. Just follow the instructions the network adapter
provides, then go to "Play Online" in Game Modes of NCAA 2005. It should hook
you right in.
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| 4.1 | RANKINGS |
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After each online game you play, you will get points added or deducted. The
formula for determining this is the rank of the opponent you faced, your rank,
and what the final score was. If you beat a highly ranked player by a lot of
points, you can expect to get a ton of ratings points. I always make sure to
play decent players, so even if I lose, I won't lose too much rating points.
How do you check your rating points? Go to stat book in the online lobby, then
click "top 100". Scroll all the way down past the top 100, and you will see
your name in red. It will provide you with your record, average score, average
opponent rank, and how many points you have. Once you gain around 650, you
will be ranked. At the time of this writing, I am 9-1 with a 8065 average
opponent rank (32-9 average score), so I have over 800 points.
You can also check out other statistics in the stat book. You get a variety of
different categories to choose from, including win/loss record, yards per
game, and sacks. You can see how you compare to the top 50, in all-time or
weekly. I have never made any of these lists yet, but I plan to one day, and
it's always fun to see how I compare.
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| 4.2 | CHEESERS |
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Cheeses are the biggest problem I encounter while playing this game online. It
can be a lot of fun, but if you encounter a cheeser, it suddenly becomes a
whole lot more frustrating, and less fun. Now, you may be wondering exactly
what a cheeser is, and how to stop them. That's why I have this section, so
you can recognize the problem and then solve it easily.
Now, what is a cheeser? Simple. A cheeser is someone who runs the same play
over and over, usually involving the quarterback scramble, or someone who does
cheap things like switching a tight end in for a speed receiver, so a
linebacker can't cover them. These things are extremely cheap, and they expect
you not to be able to stop it.
Fortunately, I am here to tell you how to stop each of their cheesing habits.
The main thing is the running quarterback. Usually, if you see Kansas State or
Virginia Tech, you know they're going to run a lot. Therefore, run 3-4 Spy 3
every play. Change the spy into a strong safety with lots of speed (Hey, he
asked for it), and then boom, you really won't have to worry about that any
more. Any spy defenses work well, as does Dime Fire Green. You want them to
throw the ball.
If someone decides to put a speed receiver in for tight end or whatnot, the
only way to really counter them is to do the same thing back to them. Put a
strong safety on that new speed receiver. If someone is throwing to the same
person every play, do a Cover defense to match the distance of the throw (Like
I had someone doing long bombs to Fitzgerald every play.. he quit after my 3rd
straight user pick in Cover 4).
The BIG problem I encounter is these idiots who think they're so good by
running no-huddle all game in an attempt to score as many points as possible.
What I like to do is have my audibles set for Cover 2, Cover 3, Cover 4 (all
Nickel), 3-4 Spy 3, and 4-4 Mad Robber. Bring out Mad Robber once in a while
if he doesn't go in shotgun, that usually leads to a sack because he doesn't
see the blitz coming.
The thing I usually do, however, when I see a cheeser, and I hate to say it,
is that I quit/disconnect. I hate to do it, but it has to be done sometimes. I
hate running no-huddle defenses all game trying to stop a 95 speed quarterback
who scrambles every play. That is not the way football is meant to be played,
and sometimes you should just get out of the situation and let them cheese on
someone else. That's only if they're one of those idiots who run no huddle all
game then pretend that they're "ballas" and can't be beat.
I just played someone who used LSU, then subbed in for their backup
quarterback. He stayed in shotgun all game, did no huddle every play, and ran
about four plays: QB Draw, HB Draw, Option to the right, and short pass. It
was very annoying, and after taking a 7-0 lead in the 2nd quarter, I quit vs.
him. I proved to him I could beat him, and I didn't want to take any more of
that stupid crap. It's not about winning or losing, it's about having fun, and
I will always say defending the same plays for an hour is not fun, win or
lose. (And I would have won, that offense is easy to stop).
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| 4.3 | QUITTERS |
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| 4.4 | HOW TO HAVE FUN ONLINE |
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| 4.5 | TOURNAMENTS |
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| 4.6 | ONLINE MODES |
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| 4.7 | ONLINE FAQ |
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| 5.0 | TEAM BY TEAM RUNDOWN |
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Here is where I give a quick rundown of each team.. strengths and weaknesses,
player ratings, that sort of thing. This is a really important part of the
guide, so pay close attention.
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| 5.1 | DIVISION 1A |
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AIR FORCE
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TEAM INFORMATION
Team Name: Falcons Offensive Style: Option
Conference: Mountain West Defensive Style: 3-3-5 Stack
Location: Colorado Springs, CO Best Player: CB #7
RATINGS
Overall: C All: 76 DL: 70
Offense: C+ QB: 78 LB: 73
Defense: C WR: 77 DB: 84
Special: C OL: 69 ST: 75
PLAYER RATINGS
Quarterbacks:
# OVR: SPD: STR: AWR: AGI: ACC: STA: INJ:
16 70 62 48 68 65 65 74 70
13 68 65 52 70 68 65 95 88
12 59 65 44 52 65 65 68 68
Halfbacks:
# OVR: SPD: STR: AWR: AGI: CAR: STA: INJ:
15 87 86 74 87 86 85 90 88
33 62 76 59 68 76 68 80 76
3 68 90 56 59 86 65 84 68
23 59 76 65 59 78 65 80 80
Fullbacks:
# OVR: SPD: STR: AWR: AGI: CAR: STA: INJ:
20 65 68 56 70 59 59 76 65
24 65 75 56 65 62 59 76 65
8 68 78 56 59 72 59 80 80
Receivers:
# OVR: SPD: STR: AWR: AGI: CTH: STA: INJ:
82 70 82 44 78 72 76 76 74
9 62 84 65 62 72 68 68 80
83 68 84 40 44 68 74 76 72
84 52 70 40 65 68 74 76 86
Tight Ends:
# OVR: SPD: STR: AWR: AGI: CTH: STA: INJ:
91 78 62 65 70 65 70 78 84
90 72 59 68 68 52 68 65 78
Offensive Line:
# OVR: SPD: STR: AWR: AGI: BTK: STA: INJ:
65 62 52 80 68 48 40 76 80
69 59 48 80 62 52 40 87 80
62 65 48 80 70 48 40 76 82
59 56 44 82 59 44 40 62 70
56 52 48 70 62 48 40 78 76
52 65 59 65 65 59 40 80 80
50 62 56 68 70 59 40 78 76
64 65 48 76 70 52 40 78 80
61 62 48 80 62 44 59 65 80
57 68 44 82 74 48 40 76 84
72 59 44 78 65 48 40 62 80
Defensive Line:
# OVR: SPD: STR: AWR: AGI: TAK: STA: INJ:
53 76 72 70 74 68 76 76 82
80 62 62 76 65 62 60 74 80
99 65 68 65 65 65 65 87 74
78 68 65 68 65 62 72 74 74
88 56 52 68 65 52 70 76 80
94 59 48 70 62 48 74 80 85
92 52 52 65 52 59 65 70 78
Linebackers:
# OVR: SPD: STR: AWR: AGI: TAK: STA: INJ:
48 82 74 74 84 70 85 88 90
42 65 68 65 70 70 68 87 84
45 65 65 62 78 62 74 65 78
1 62 72 62 68 65 74 65 78
49 62 65 65 70 65 68 88 90
44 59 65 68 68 65 68 87 72
Cornerbacks:
# OVR: SPD: STR: AWR: AGI: TAK: STA: INJ:
7 78 84 44 74 80 62 88 85
28 72 84 44 70 76 59 68 52
2 68 84 44 62 78 59 76 78
29 52 74 44 52 68 52 70 70
19 62 76 40 59 70 56 74 68
Safeties:
# OVR: SPD: STR: AWR: AGI: TAK: STA: INJ:
21 68 76 52 62 76 62 68 70
22 62 72 48 62 70 56 72 65
31 68 84 56 65 76 65 78 80
27 65 74 59 65 74 62 72 76
34 65 80 52 62 74 62 68 74
Kickers/Punters:
# OVR: SPD: STR: AWR: AGI: KPW: STA: INJ:
93 62 40 40 74 40 82 88 80
30 70 44 48 65 44 87 99 70
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AKRON
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