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Blitzball





The Blitzball of X-2 is not the game we knew and loved in Final Fantasy X. The actual Blitzball game rules remain almost the same but your part in the whole thing is very different. Instead of controlling actual gameplay, your part of the game has become a coaching simulation game. X-2's version of Blitzball doesn't become available to you until Chapter 5. You'll need to play through a few games to gain completion percentage. Now on to the game rules.

Blitzball Rule Changes



The first thing you should know about X-2 Blitzball is the change in players. In game players have increased from 6 to 8. This means the playing field has increased in size. Also, instead of only one reserve player you have 4. In addition you can switch in a reserve player during the game.

Next you'll need to know that status ailments and many various special techniques have been almost completely eliminated. Instead of status ailments a team member can become "injured". This means they can't move for the rest of the match or training session. There are only two special shots - Overhead Volley and Corkscrew Shot.

You should also know that players can make a pass or shot from any position. In addition when you make a steal (even by force) the opposing team cannot immediately steal the ball back.

Finally, there is no longer a halftime break. The game goes for 5 minutes and whoever scores the most points in that time wins. Also, if a team scores 7 points before the 5 minute mark they automatically win the game. If the game ends in a tie it is declared a tie in normal gameplay but in tournament it goes into sudden death.

How You Play



Before you get started as coach you might want to go over how you do the job. First we'll give you an overview so you can get a feel for what's going on. Then we'll go into details on training, formations and styles, scouting, and choosing matches.

Overview


Getting Started:
You first encounter Blitzball when you visit Luca during Chapter 5. If you agree to play right away you'll go directly to the Blitzball menu. If you decide to wait until later you talk to the lady at the ticket counter - she'll let you play Blitzball or Sphere Break. When you get into the menu you'll have four options: Train, Play Blitzball, Scout, or Tutorial.

Training:
Before you can do any training you'll need to acquire Command Points. The best way to get the points in the beginning is by playing some Exhibition matches. Once you have Command Points you can begin training your players. The Gullwings starting team is composed of beginners so they'll need quite a bit of training. You can train players individually with training regimens (requires Command Points) or put the whole team through group training for the different formations and playing styles.

Matches:
When you decide you're ready to play a game you'll need to choose what type of match you're going to play. The three types are Spira League, Tournament, and Exhibition. During the game you don't have to do much - you just sit and watch the team play. If necessary you can change the team's Formation and Playing styles. You can also substitute players if you need to. You should also remember that if you don't have at least 8 able-bodied players you cannot play a match.

Results of the Match:
At the end of every match you have the possibility of getting a prize or Command Points (depending on the Match type). As your team level goes up (by winning games) you'll get better prizes and more points. When the game's over and prizes are given you'll have the option to return to Luca or continue playing.


Training


Training is done by dividing your total Command Points among all your players. However, each player will have a certain optimal number of points they should receive at any one time. If you go beyond this number that player's Fatigue stat will increase. Injured players only have limited training capabilities. Also, there's one way besides matches to gain Command Points. You simply exit Blitzball and go back to Luca. You'll gain 1 point per every 10 seconds outside. However, the default maximum number of Command Points you can have at one time is 100. This number will increase as the team levels up.

Player Stats


Player stats in X-2 have expanded significantly from Blitzball in Final Fantasy X. Also, you can only increase some of the stats.

Stats that change during Training:
ENDEndurance: How well player can endure enemy tackle
ATKAttack: Indicates player's tackle strength
PASPass: Higher number here increases pass success
SHTShoot: Higher number here increases shot success
BLKBlock: Higher number here increases possibility of blocking and stealing enemy shot
CATCatch: Higher number here increases capability of catching enemy shots (goalie stat)
RNGRange: Higher number here increases success of long range shots and passes
RECReceive: Higher number here increases success of catching team passes


Note: Next to the above stats are a list of blue numbers. These numbers (called Optimal Points) indicates the maximum number of points that should be allotted to the corresponding stat. Going above this number increases that player's Fatigue stat.

Stats that don't change during Training:
SPDSpeed: Higher number here increases player's swimming speed
RCHReach: Higher number here increases player's ability to perform defensive actions


These numbers aren't game stats but, rather, outside factors:
OUTNumber of games player must sit out when injured
CNTContract: Number of games left on player's contract
GILNumber of Command Points required to sign a free agent to a 10 game contract


These stats change during matches:
MORMorale: Higher number here indicats likelihood of player performing special moves
FTGFatigue: Higher stat here compromises player's performance and increases likelihood of injury



Changing Stats


Once you understand what each stat does it's time to start playing with the numbers. However, changing them isn't as simple as a straight transfer from Command Points to stat numbers. There's a formula that training follows so even if it seems like your training didn't raise the stats think again. Also, you should be aware that every player has a max number for each stat. Once they reach that number no amount of regular training can raise it.

Now, here's how the game raises your players' stats:

- Each of the first 6 stats has a hidden value between 1-8. When you apply Command Points they go towards that hidden value. When it exceeds 8 one point is added to the actual stat value.
- RNG and REC are the exception to the above rule. When you apply Command Points to these stats the number of points is given directly to the stat number.
- When you put a player through a regimen that lowers as well as raises a stat the stat is lowered in the same manner that stats are raised. The Command Points lower the hidden value. When that hidden value goes below 1 the actual stat is lowered by 1 and the hidden value resumes at 7. - In the case of RNG and REC the stat is decreased 1 point for each Command Point applied.

Now that you know the theory behind training it's time to choose which training regimen you want to use. Keep in mind that most of the regimens lower one stat while raising another.
REGIMENRAISESLOWERSRESULT
DowntimeN/AFTGDecreases the stat 1-2 points per Command Point
Iron ManENDBLKSee above
SandbaggingATKCATSee above
PassingPASENDSee above
ShootingSHTRECSee above
BlockingBLKRNGSee above
GoalkeepingCATPASSee above
ReceivingRECSHTSee above
Throwing ArmRNGATKSee above
Pep TalkMORN/AMay raise MOR to max (99). Probability is based on (# of Command Points X 10)%
CounselingOptimal PointsN/AMay max Player's Optimal Points. Probability is based on (# of Command Points X 10)%
TeamworkN/AN/ARaises the combination points between two players on team



Training


You're the only one who can determine the right formations and styles to use. Here are descriptions of all the options so that you'll know what you have to work with.

You may already be familiar with the positions your players can take but just in case here's a quick run down of the positions:
POSITIONDESCRIPTION
FWForward: Spends their time near opponent's goal. Main goal-makers of the team.
MFMiddle Fielder: Covers mid-field.
DFDefender: Steals the ball from attacking players.
GLGoalie: Deflects opponents shots away from the goal.


With that information in hand it's time to take a look at the possible formations you can use:


4-2-1 - This formation features a strong defensive line. This is the Gullwings default formation. It's designed to allow a weak team the best defense for their goal.

4-1-2 - By moving one of the middle-fielders up to the forward position this formation creates a better offense. However, it may weaken defense.

3-3-1 - This is another strong defensive formation. It's very difficult to score with but it works quite well for counterattacks.

3-2-2 - This formation covers all the bases but it doesn't necessarily cover them well. Unless your players have high stats this formation can weaken both the offense and defense.

3-1-3 - Although this formation leaves the middle-field a little bare, it has a solid offense and defense.

2-4-1 - With four middle-fielders it's not that hard to keep good control of most of the playing field. However, your middle-fielders will have to play both offense and defense. You'll want to make sure your middle-fielders are strong before attempting this one.

2-3-2 - With 5 people able to play offense this formation is great for making offensive attacks. However, you've only got two defenders to cover your tail so you're vulnerable to enemy attack.

2-2-3 - This formation improves on the offensive formation 2-3-2. If you've got a strong Forward then this makes for a powerful offense. However, your home base coverage is still a little weak.


Once you're familiar with the formations you'll need to put them together in a play style. We have formations that we recommend for each style but you're free to experiment however you like.


Center Attack -
4-2-1 & 3-2-2
This is the default play style for the Gullwings. It's designed to allow you to break through enemy defense with a series of short passes.

Right Side -
2-4-1 & 3-3-1
This style takes a powerful drive down the right side of the field into enemy teritory. With a FW close to the enemy goal your team simply needs to make a pass and shot for a possible goal.

Left Side -
2-4-1 & 3-3-1
This style is . . imagine that! Exactly like Right Side but on the opposite side of the field.

Post Play -
3-1-3 & 2-2-3
This style features a powerful offense. The idea is to get the ball to one of the center forwards and then pass the ball around among the offensive players until a scoring opportunity appears.

Short Pass -
4-1-2 & 3-2-2
With this style your team will pass the ball quickly around the field to take advantage of a gap in enemy defense.

Long Feed -
4-2-1 & 3-3-1
This style requires that your key players have a good passing and shooting range. The idea is for the ball to go through some long passes from defenders to the forwards who will then go for goals.


Scouting


There are 35 free agent players in Spira. The players you can scout are determined by the Gullwings scouting level. This is based on how many games you've won. To retrieve information on available free agents it costs 10 Command Points. Look below for contract costs.
There are 7 free agents per scouting level. However, when you request information only 4 will appear on screen. If you want to scout someone who wasn't shown you'll have to request information again, but remember that it costs 10 points per request.

For level 1 players the signing cost is 10 points. For level 2 players it's 15 points. Level 3's are 20 points. Level 4's are 30 points and Level MAX's are 40 points. The table below tells you how your scouting level is determined:

SCOUT LVTEAM LV
11 (0 wins)
25 (8 wins)
310 (18 wins)
420 (38 wins)
MAX30 (58 wins)



Choosing Matches


The three types of matches you can participate in are Exhibition, Spira League, and Tournament.

Exhibition - Exhibition games consist of a single practice match. You choose your opponent from 5 teams.

Spira League - 6 teams compete in the tournament. Every team plays the others twice so there will be 10 matches. Each match lasts 5 minutes and the highest scoring team wins. If there's a tie the game is called a tie.
Tournament points are based on the following: A Win gives you 3 points, a Tie gives you 1 point, and a Loss gives you 0 points. The winner of the tournament is the team that raked in the most points. The teams that place in first, second, and third receive prizes (see below).

Tournament - Your opponent is chosen randomly from your 5 opposing teams. The six teams battle it out until one team wins. There are no ties in tournament - ties result in a Sudden Death match where the first team to score wins.


FIRSTSECONDTHIRDEXHIBITION
Crystal BangleMythril BangleX-Potion (X2)X-Potion (X2)
Rune BracerGold BracerMega Potion (X2)Mega Potion (X2)
Moon BracerPower GlovesEther (X2)Ether (X2)
Shining BracerDiamond GlovesTurbo EtherMega Phoenix (X2)
Star BracerPixie DustMega Phoenix (X2)
Recovery BracerMystery VeilMythril Bangle
Spring ShoesCrimson RingHyper Wrist
Charm BangleSnow RingDiamond Gloves
Gold HairpinOchre RingTalisman
AP EggCerulean RingMystery Veil




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