

International SuperStar Soccer 2 Strategy Guide
Version 1.0                                               Nicols Mutis
                                                 nick_mutis@hotmail.com



Copyright

   All content (c)opyright 2002, Nicols 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
