International SuperStar Soccer 2 Strategy Guide
Version 1.0                                               Nicolás Mutis
                                                [email protected]



Copyright

  All content (c)opyright 2002, Nicolás Mutis unless noted otherwise.
  This guide can be modified, exerpted and distributed without my
  consent as long as proper credit is given. If you wish to include
  this guide as a whole in any form of written media, please contact
  me beforehand. Profits from this guide are also strictly forbidden.

Version History

  1.0 (15/07/2002) - Initial release.

Todo History

  1.0 (15/07/2002) - Figure out the "One, Two" move.

Resources

  GameFAQs (http://www.gamefaqs.com)

    Hosting the latest ISS2 Strategy Guide, not to mention THE
    ultimate source for information, strategy and more for your
    favorite games.

  ISS2 Dump (http://www.geocities.com/iss2dump)

    You can also download the latest ISS2 Strategy Guide there, plus
    some examples of the goal techniques mentioned, filmed in the
    ZSNES SNES emulator (refer to the URL for further information).

Contents

 1. Introduction
 2. Controls
    2.1 Without The Ball
    2.2 With The Ball
    2.3 Ball In The Air
    2.4 Notes
 3. Push To Win
    3.1 Shots
    3.2 Passes
    3.3 Headers
 4. Ball Tricks
    4.1 Fake 180 Degree Turn
    4.2 Psyche-Out
    4.3 Flick Over Head
    4.4 Air Ball
 5. Trick Shots
    5.1 The Lob
    5.2 The Bicycle Kick & Volley
 6. Scoring Goals
    6.1 Centering Pass
    6.2 Hit And Run
    6.3 Parallel Shot
    6.4 45 Degrees
    6.5 Limit Lob Shot
    6.6 Corner kicks
        6.61 Forcing Corner Kicks
        6.62 The Goal
             6.621 Mid-Center
             6.622 Post
        6.63 Notes
 7. Stopping The Ball
    7.1 Taking Charge
    7.2 Foot Charge
    7.3 Slide Tackle
    7.4 Body Tackle
    7.5 Notes
 8. The AI
    8.1 Offensive
        8.12 Centering Pass
        8.13 The Wall
        8.14 Other Schemes
    8.2 Defensive

1. Introduction

  This guide focuses playing strategy in detail. It covers all of the
  important aspects such as making goals, defending, AI behaviour and
  winning. If you have any questions, comments, suggestions, etc.
  after reading this guide, don't hesitate to drop me an email.

  Most of the plays feature specific field positioning; if you cannot
  orient yourself, please refer to the field map also provided with
  the ISS2 Strategy Guide.

  When vertical and horizontal limits are referred to, consider them
  as the imaginary sidelines of certain areas such as the wings,
  goalie's area, etc. For the horizontal limit try to imagine it as
  line that limits you from running any more up or down (usually
  referred to as "Towards the goal"). As for the vertical limit try to
  imagine it as a line that limits you from moving left or right
  (als usually referred to as "Towards the goal").

2. Controls

  This whole guide has been written and based on the default controls.
  This implies that the goalie will be automatic mode.

  2.1 Without Ball (Ball On Ground)

      Foot Tackle         B Button
      Slide Tackle        X Button + (Left, Right, Up or Down)
      Body Tackle/Shove   X + A Button + (Left, Right, Up or Down)
      Run                 Y Button + (Left, Right, Up or Down)
      Change Player       R Button
      Change Tactic       L + (A, B, X, or Y Button)

  2.2 With Ball (Ball On Ground)

      Lob                 A Button + (Left, Right, Up or Down)
      Pass                B Button + (Left, Right, Up or Down)
      Shot                X Button + (Left, Right, Up or Down)
      Run                 Y Button + (Left, Right, Up or Down)
      Change Tactic       L + (A, B, X, or Y Button)

  2.3 Ball In The Air

      Long Header Pass    A Button + (Left, Right, Up or Down)
      Short Header Pass   B Button + (Left, Right, Up or Down)
      Head Shot           X Button + (Left, Right, Up or Down)

  2.4 Notes

      Since the playing field and view has been made at an isometric
      angle, this means that that going diagonal through the field is
      done by using a combination of Up+Right or Up+Left, and vice
      versa for going down.

      Making a shot or a lob with any of the four directionals will
      cause the ball to curl towards the selected direction.

3. Push To Win

  All shots, passes and headers are pressure sensitive meaning that
  the longer that you hold down a button, the harder that certain move
  will be. Since ISS2 doesn't have a shot power meter, you'll have to
  guess.

  3.1 Shots

      Tap X slightly and your player will execute a quick mid-air or
      ground shot. Hold and release X after half a second and your
      player will execute a moderate-power air shot. Hold X until your
      player kicks the ball and he will execute a powerful air shot.

  3.2 Passes

      Tap A or hold and release A for half a second and your player
      will execute a short lob. Hold A until your player kicks the
      ball and he will execute a long lob. Tapping or holding
      and releasing B won't make any difference: It'll still end up
      being a normal ground pass.

  3.3 Headers

      Header shots and header passes are executed in the same way as
      the previous two. The less that you hold a button, the shorter
      it will turn out to be. Tapping A with any of the four
      directions will turn out in a short lob. Holding and releasing A
      for half a second or holding A indefinitely with any of the four
      directions will cause your player to pass the ball to a nearby
      teammate. Sometimes when there's a short lob and if you're
      inside the opposing goalie's are, pressing Left+X Button (if the
      goal is towards the left) will result in a diving header. This
      is an event move (i.e. only happens in a specific situation).

4. Ball Tricks

  Getting to the goal sometimes requires a little bit more of an
  effort and technique than simply running in a straight line.
  Fortunately for you, ISS2 comes packed with some button combinations
  for to you pass pesky defenders.

  4.1 Fake 180 Degree Turn

      While running forward with Y, tap back (being Right or Left,
      depending on which way you're going), then forward again, still
      holding Y. It will seem that your player is about to go
      backwards when he rotates, but bluffs instead. This can be used
      to psyche-out any defenders by leaving them behind.

  4.2 Psyche-Out

      Pressing Y repeatedly will cause your player to try to psyche-
      out any other in front of him by moving his legs around the
      ball. You can combine this by holding Y and any of the four
      directions after your player finishes to immediately start
      running and possibly change direction. As a side note, when
      this is done, the announcer will shout out "Nice Dummy."

  4.3 Flick Over Head

      While running with Y, release Y and just before you stop running
      press and hold A or B. This will cause your player make a lob to
      himself, from behind his back and right over his head landing
      right in front of him. It's tricky to perform, but it is
      extremely useful.

  4.4 Air Ball

      While one of your players has the ball and is not moving, simply
      press B (or A) to lift the ball and keep it in the air by
      kicking and kneeing it constantly. You can later press A to head
      it constantly, then combine B and viceversa. To stop, make a
      header pass to any of the four directions, a head shot, or stop
      pressing either A or B.

5. Trick Shots

  When you finally reach the goal you have to make sure that your
  shots count by either turning into a goal or into a corner kick.
  Running while kicking increases your chance of increasing the shot
  power.

  5.1 The Lob Shot

      While running with Y, press back and X at the same time. This
      causes the shot to go high up in the air, hoping to go over the
      goalie (more information available in 6.5 The Limit Lob Shot).
      As a side note, doing this will cause the announcer to shout out
      "Incredible Control!."

  5.2 The Bicycle Kick & Volley

      Both are mainly famous for being show-off and hard to control
      kicks, but if a goal results of it then that's what's important.
      They are the trickiest kicks to perform and you can't execute
      them at will (like the diving header in 3.3 Headers, they too
      are event moves): Chances increase as you make short lobs such
      as a centering pass (see 6.1). As a side note, doing one of
      these kicks will cause the announcer to shout out "Amazing
      Kick!" or "On The Volley."

6. Scoring Goals

  This is, after all, the whole objective of soccer. In ISS2 there are
  many ways to make them, using also the techniques mentioned in "Ball
  Tricks" and "Shot Tricks." While I know that there are MANY ways to
  make goals, the following are the "easiest" and most successful
  techniques.

  6.1 Centering Pass

      Centering a pass is a classic way to make a goal, sometimes
      harder than it sounds. Run in the midlle of either of the two
      wings towards the goal. Try to get as close as you can towards
      the wing's vertical limit closest to the goal and the field's
      horizontal limit and make a lob (holding and releasing X after
      half a second) to the center (or as close as you can to the goal
      without luring the goalie out of the goal to take possesion of
      the ball) of the goalie's area where (hopefully) one of your
      teamates will be to perform either a jumping head shot (most
      likely), bicycle kick, or volley.

  6.2 Hit And Run

      When you leave behind all of the defenders and you're only
      against the goalie (when the announcer shouts "It's One On
      One!"), run towards the goalie and shoot to either of the two
      directions and the goalie should throw himself and make a save,
      leaving a possible rebound in your path. Gain possesion of the
      ball and shoot to where the goalie isn't.

      You can also do this with a slight variation: Without actually
      leaving any (or all) defenders behind, walk into the goalie's
      area and shoot to one side, wait for the save and rebound, then
      shoot to the other side.

      While it might be a tad bit trickier, you can also do the
      following: When you're one on one and the goalie is around one
      foot away from you, tap X to make a mid-air shot to either side.
      This means that if you're running towards the left, you'll make
      a mid-air shot with an up-left or down-left direction.

  6.3 Parallel Shot

      Once again, run forward, up to the center lower part of the
      goalie's area, then run (supposing that forward is left) up and
      as soon as you're about to pass the goal's limits shoot to the
      goal. Basically what you're doing is displacing yourself faster
      than to the upper part of the field than the goalie, thus
      leaving little chance for him to stop the ball hitting the net.

  6.4 45 Degrees

      Like the Centering Pass in 6.1, run in either of the two wings
      while being as close as possible to the top or bottom until you
      reach the team's goalie's area (the vertical limit [you can take
      one or two more strides]) and press and hold X with the
      direction towards the goal (i.e. if you're on the lower part of
      the field, hold up) to make a hard shot towards the goal. What
      should result is a shot that will go over the goalie and hit the
      net without the goalie ever touching the ball. Sometimes it even
      hits the crossbar and sometimes the goalie will jump up to punch
      the ball, failing unfortunately.

  6.5 Limit Lob Shot

      Just like the Centering Pass in 6.1, run in either of the two
      wings while being as close as you can to the vertical limit of
      the wing closest to the goalie's area and run as close as you
      can to the field's horizontal limit and simply perform a lob as
      seen in The Lob in 5.1. What will result is a high shot that
      will sail right above the limit line and will drop down in front
      of the goalie and bounce into the goal.

  6.6 Corner kicks

      Corner kicks, unlike free kicks, offer a better chance for you
      to make a goal. While it might be similar like a centering pass,
      there are some differences. One is that all of the players have
      stopped running, thus each player has somebody covering them.

      6.61 Forcing Corner Kicks

           The easiest way to actually take a corner kick is simply by
           forcing it. Make a hard shot by holding X from the
           horizontal limit of the midfield. This will cause the
           goalie to jump and punch it out of the playing field. The
           ball can also hit the crossbar and then be punched out. In
           this case the announcer will shout out "It's A Big Kick!."

      6.62 The Goal

           Your best chance to make a goal is by a header shot towards
           either of the sides where the goalie isn't. To do so you
           must make a pass to one of your players either in the mid-
           center of the goalie's area or to the post opposite to
           where the corner kick is taken.

           6.621 Mid-Center

                 Move the alignment of the corner kick a bit closer to
                 the vertical sideline, but NOT on the sideline. Hold
                 and release X for half a second to take the corner
                 kick. Curl the ball slightly towards the goal, just
                 within the goalie's grasp. One of your players should
                 be close to the smaller rectangle in the goalie's
                 area. Hold X and either Up or Down and if your player
                 anticipates the header, he'll head it into the goal.

           6.622 Post

                 First press R to change your kicking side. Align the
                 kick the most that you can towards the vertical
                 sideline and hold and release X after half a second,
                 then the corner kick will be taken. One of your
                 players should be close to the post furthest away
                 from the corner kick. Like 6.621, hold X and either
                 Up or Down and if he anticipates the header, he'll
                 head it into the goal.

      6.63 Notes

           Sometimes the goalie can make a save: He'll either punch it
           out or fumble it (the announcer will shout out "Keeper
           Fumbles!"). Try to gain control of the rebound and shoot to
           a possibly open net.

7. Stopping The Ball

  Defense, while it doesn't seem as big part of soccer as offense, is
  an important part. In some cases it can be the turning point for big
  plays. There are four ways to gain control of the ball, each being
  different

  7.1 Taking Charge

      Usually you run faster without the ball than with the ball. This
      means that you should be running somewhat faster than your
      opponent with the ball. When you're beside (i.e. below) him,
      simply walk up and your'll see how your opponent will move up
      too, getting to a point which he'll leave the ball to you. In
      other words you did a safe and harmless slow body check. This
      works best for easier teams as their players are less skilled
      and can best be done in the midfield.

  7.2 Foot Charge

      Once again, if you're running beside one of your opponents who
      happens to have the ball, try to run a slight bit more to be in
      front of him and press the B Button. You'll stick your foot out,
      as if you were to trip him but catching the ball instead. If you
      succeed he'll stumble and you'll gain control of the ball. If
      otherwise, you'll stop and he'll leave you behind. It's advised
      to use this safe tackle when your opponent is inside your
      goalie's area because this is where there are many players
      lumped together and any foul commited there will result in a
      penalty kick.

  7.3 Slide Tackle

      This one is both useful and sometimes dangerous. Try to use it
      when you're clear out of your goalie's area. It works best when
      you press the X Button (and sometimes B Button) and when you're
      opponent with the ball is in front of (or beside) you. Never (or
      hardly ever) execute a slide tackle from behind as it'll result
      in a Yellow Card.

  7.4 Body Tackle/Shove

      You can also call this tackle a "Body Check" (just like in
      Hockey) because that's basically what you do. It's very
      dangerous and very cheap as you'll push your opponent to
      the ground, sometimes even causing injuries. If the Referee
      isn't nearby, you'll get away with it. If not the Referee
      will call it and give you an automatic card. DON'T even try it
      in your goalie's area as it'll obviously result in a penalty
      kick. To execute it simply press X+A together.

  7.5 Notes

      While it might sound quite unsportsmanlike, sometimes it's
      actually a good idea to foul your opponent: Since it's much
      easier to make a goal when the ball is in play, forcing a
      free kick is actually playing on the safe side.

8. The AI

  ISS2 has a varible skill level, from one to five, three being the
  default. While it's obvious that the higher the number, the harder
  the difficulty, but as far as gameplay, it remains the same. The
  AI doesn't have one particular scheme (and fortunately won't try
  goals such as the ones mentioned in 6.3, 6.4 and 6.5) but plays well
  enough to take seriously, especially the higher-ranked teams such as
  Brasil, Italy, etc. At times it might seem that the AI has better
  ball control, but that doesn't mean that its game is as good.

  8.1 Offensive

      The AI basically tries two plays: The Centering Pass (as
      Mentioned in 6.1) and the Hit And Run (as mentioned in 6.2),
      sometiems with a few variations.

      8.12 Centering Pass

           It'll either be a lob to the middle of the goalie's
           area, or a long lob with curl away from the goal to the
           vertical limit furthest away from the player of the
           goalie's area. While both are extremely dangerous and
           can present themselves as a key scoring chance, the second
           one is trickier to defend from because the goalie will be
           lured out of the goal to try grab the ball in the air, but
           by then a potentially unmarked player will head it in.

      8.13 The Wall

           The AI uses this unique method to penetrate into the
           goalie's area: The wall (the announcer will shout out "One,
           Two"). This is basically a pass to another player which
           returns the pass to the original player which is slightly
           ahead of him, hopefully unmarked this time. Once inside,
           the AI will shoot to either side with incredible and
           unbelievable (at times even frustrating) precision.

      8.14 Other Schemes

           Corner Kicks and Free Kicks are not to be welcomed as the
           AI can make the most out of these situations. Corner kicks
           can be fended off easier as you should be able to
           anticipate the ball from your opponent and head it off to
           safety. The same can be said for free kicks as it's nearly
           impossible to make a goal from a free kick shot, but that
           doesn't mean that the AI can't do a pass.

  8.2 Defensive

      At times the AI can be very cheap, especially when it comes to
      the defensive part: The body tackle is at times the tackle of
      choice, with no negative reprecutions meaning that the Referee
      won't call a foul. Sometimes even, it seems as if the AI is
      constantly pressing B because there are ball control battles.
      Defense is usually quite tight when you're in the opposing
      goalie's area no matter the skill level.

EOF