NCAA Football 2004 Strategy Guide v1.0 By "Psycho Penguin" Steve McFadden ----------------- TABLE OF CONTENTS ----------------- 1.0 Introduction 2.0 Game Basics 2.1 Playing Offense 2.2 Playing Defense 2.3 Special Teams 2.4 Audibles 3.0 Game Modes 3.1 Exhibition 3.2 Dynasty 3.3 Create A School 3.4 Create A Player 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 Glitching 4.6 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 ------------------------- 2.0 GAME BASICS ------------------------- Controls: Usually I would put controls in their own section, but since the game gives you an overview of what the controls are every time you load up to start a new game, I really won't go into too much detail. I will, however, point out that to run a no-huddle offense, push circle over and over after the play. You can then spike the ball at the huddle by pushing circle, audibling by pushing square as normal, or faking a spike by pushing X. ------------------------- 4.0 ONLINE GUIDE ------------------------- Getting Connected: This is just a quick overview on how to get connected to NCAA 2004 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 2004. It should hook you right in. =================== | 4.1 RANKINGS | =================== 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. =================== | 4.2 CHEESERS | =================== 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 glitch. 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 glitched 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). ------------------------- 5.0 TEAM BY TEAM RUNDOWNS ------------------------- Here is where I just break down each team by playbook, style, etc. I'll give their best plays, worst plays, and what you need to improve on with each team. This took me MANY Hours of hard work, so hopefully you'll find everything you need. Now, every team has the same Goal-Line, Hail Mary, and defenses, so I will only give minor details on defenses (strengths and weaknesses, how to make up for them), and I will leave out Goal-Line and Hail Mary, because you can figure it out. I notice the running back is usually open on Hail Mary, and passing in Goal-Line formation works well, as does Triple Option. =================== | 5.1 DIVISION 1A | =================== (*****) AIR FORCE (*****) Nickname: Falcons OFFENSIVE RATINGS: Passing: D, Rushing B+ DEFENSIVE RATINGS: Pass Rush D, Pass Defense C+, Run Defense B- SPECIAL TEAM RATINGS: Kicker A, Punter C-, Coverage A- When I used Air Force, I noticed one thing about them: their pass defense is not that good. I was constantly having to use Nickel and Dime defenses and controlling my pass defense just to get good coverage on the play. Their kickoff returner is pretty good, though. Nice and fast, and has the ability to break lots of tackles. Special teams is definitely not a problem. The best advantage you get with Air Force, of course, is their option game. The quarterback is super fast, and the running backs aren't bad either. You get a variety of formations, each having a solid amount of option plays, but a decent passing play variety as well if you feel the need to go crazy. FLEXBONE NORMAL: Lots of options here. Triple Option to the left works well, because you have two tight ends on each side, so the defense will almost be expecting a run down the middle. This opens up the outside quite nicely at times. I usually run the triple option to the left. FB Option is the best choice for the 2nd group, as the quarterback spins in one direction, then pitches to the powerful fullback. Passing is not the best in this formation, but WR Out works okay, if you can pass to the slot receiver quickly. FLEXBONE TIGHT: I love the WB Lead play best in this formation. The quarterback will spin to one side, then hand off to the WB at the end of the formation, so it works as almost a reverse play. I recommend using that a lot. You also get the usual array of options and rushing plays here. Passing wise, try WR Deep Post or WR Screen to keep the defense open. One problem I noticed: Air Force's tight end can't catch a damn pass. So, he's always open, but try not to pass to him. Try the square receiver to the left. FLEXBONE TWINS: This is the flexbone formation where both wingbacks line up on one side of the field, instead of one on each side. This keeps the defense a little more keyed into one side of the field, which then can exploit the other side. I usually pass out of this formation, as this formation is more pass happy than the others. The triple option to the weak side is another great move to try here, as well. FLEXBONE SLOT: The triple option to the left works well! The quarterback will not spin around to the weak side in this formation, instead he will continue to go in the direction of the play, which sometimes fools the defense. Slant Flare is easily the best pass play in this formation, and the FB Delay move is good, as it's like a FB draw play. Definitely confuses the defense at times. FLEXBONE SPLIT: This formation has a wingback out on one side, with a tailback in the backfield. Passing plays are what I normally use in this formation, as the defense is usually thinking run when they see the tailback. Slot Out works well, as does the FB option to the left side. Slot Flares is a good short pass choice, and try Slot Out if you want a long pass. Otherwise, stick with the options. I FORM NORMAL: There are two good plays to try here: Option Pass and HB Lead. HB Lead is good, because usually you won't have your halfback involved too much in the game. The fullback charges ahead of the halfback and usually allows him to pick up a decent gain. Option Pass is great, because you will have the defense thinking option run, leaving a receiver open downfield almost every time. Try throwing a play action pass to the fullback sometimes, as well. This is a great formation. I FORM SLOT: You get more running plays devoted to the halfback here, but this is usually a formation where I throw. WR Cross leaves a receiver open in the middle of the field a lot, and Hitch and Go works best with the slot receiver to the outside (#14 usually), as he stops, then does a post pattern, leaving him open a lot. There's an Option Pass to the left here, as well. Stretch is a good long pass play, and FB Blast/HB Iso are classics that you can't go wrong with. I FORM TWINS: I really like the rollout pass play, as you can use your quarterback's speed to your advantage. Receivers tend to get open, and if they don't, you can usually run for a decent amount of yards with the quarterback. I also love the play action screen pass to your halfback. If the defense doesn't know it's coming, it almost always leads to a good 10 yard or so pickup. Play actions work best in this formation, as does the Vertical pass (rollout to the left, wait for #14 to run past the safety, then throw it to him. He'll be open almost every time.) POWER T NORMAL: Of course, this is the main formation where you will run a lot of power runs. However, this can also help you fool the defense by running some passing plays. You can use Air Force's speed quarterback to your advantage in this formation. Most of the running plays are tosses and stuff, so don't worry about those. All Out works well, as it spreads out a bunch of receivers. I usually dump it off to HB #15 (L button) for a decent gain, but there's really no wrong you can do here. Running a few rushing plays, followed by a play action, works well too. DEFENSE: Try to run a lot of 4-3 and 4-4, as teams will usually try to run a lot vs Air Force. Nickel defense is also crucial, as Air Force's pass defense is not the best I have ever seen. Usually I control the strong safety when I use Air Force, so the big play doesn't happen. I notice the computer controlled Air Force gives up a lot of big plays. 4-4 Mad Robber works very well on rushing situations, as well. (*****) AKRON (*****) Nickname: Zips OFFENSIVE RATINGS: Passing: C, Rushing C+ DEFENSIVE RATINGS: Pass Rush C-, Pass Defense C, Run Defense C+ SPECIAL TEAM RATINGS: Kicker C-, Punter C-, Coverage B- Akron has always been known as a high flying passing attack who have occasionally had good running backs, and this team is no exception. Their quarterback is surprisingly decent, and they have some good receivers who will make big plays at times, but let easy passes fly right out of their hands. The halfback is not the fastest guy in the world, but he has good juke moves and won't fumble very often. I recommend using a west-coast style of play if you want to use them. Their quarterback has an overall rating of 83, which is surprisingly decent, but with a speed of 55, option plays are not something I recommend doing often. Since I am someone that likes to run the option a LOT, this hurts, but luckily I found some awesome plays in their playbook which will definitely help you out. ACE - BIG: This is a big formation, which only brings out one receiver. Fortunately, you can still pass a lot in this formation. The tight end is a good target to go to here, so try to find plays where he gets open. TE Target is a good example of this. Try some counters and sweeps with your tailback as well. Over and Under is a good play if you want to use your lone receiver in a long play. It also leaves the fullback open a lot. ACE Y - TRIPS: This brings up 3 wide receivers, two to one side, and one to the other, and one tailback in the backfield, but no fullback. Running down the middle is risky due to the lack of a fullback, so let's find some good rushing plays that don't need a fullback. Toss Weak is decent, and you can't go wrong with a good counter play. Passing wise, try Cross In or PA Cross Out to get the receivers open, but that's only in Cover 3. If the opponent is playing Cover 2, watch out. Quick Posts work well for short passes, as well. SHOTGUN - ACE TWINS: This brings you in the shotgun formation, with two receivers and a tight end to one side, and a tailback next to you. I love running the HB Draw from this formation. If you prefer a passing play, Angle Drag moves a receiver to the middle of the field, and has one run a go and stop pattern on the outside. Post Under works as well, and there's several QB Sweeps you can run to keep the defense honest. SHOTGUN - NORMAL: You get 2 receivers on each side, and a tailback next to you. The problem here is the limited amount of pass protection you get, so short passes tend to work best, unless you're in the mood to scramble a little. You still can't go wrong with the Draw or Sweeps. WR Deep Posts is an AWESOME play if you want to take the risk of standing in the pocket for a while. The best short passes to run are Quick Outs (has everyone run about 5 yards then turn right) and Comeback (has everyone run 5 or so yards then come back to the QB). Speed Option is decent, as well. STRONG - NORMAL: This gives you two receivers, a full back, tail back, and excellent pass/run protection from offensive linemen. Option plays work best out of this formations, as do passes to the tight end. Running counters to the weak side (opposite side of the fullback) is also something I like to do to keep the defense honest. HB Dive is another decent play to be found here. Then when they least expect it, hit them with All Streaks! STRONG - SLOT: You get less pass protection here, as you turn a tight end into a slot receiver. If you're going to use this formation, try running short plays to the slot receiver, or moving him in motion for an option play. All Streaks is a decent play here as well, as the slot receiver will run, turn, then run again, leaving him open a lot. WR Post makes the receiver all the way to the right go downfield, which is your best big play hope here. The usual array of FB and HB runs are to be found here, nothing special. WEAK - NORMAL: I like running the Option Pass to the weak side, which usually leaves a receiver open. That's only if you've been running the option during the game, though. There's a FB Blast play that works decently, and an option play. Outs doesn't work too well, and it's too risky. Stick with running mainly here, as most of the passes are just too risky to attempt. Runs down the middle will work best, due to the run protection you get from the offensive linemen and fullback. WEAK - SLOT: Now that you got a slot receiver in here, the same thing goes as for STRONG - SLOT. Run the ball at times, but mainly find plays that leave the slot receiver open for decent gains. I always like HB Iso, but Outs works pretty effectively as well. Post is the best big money play here, and it always leaves the slot receiver open for a short gain if you can't find anyone open downfield, or need to get the ball off in a hurry. Hitch and Go and Quick Pitch are two other great plays here. WEAK - TWINS: You get one side of the field so overloaded here, that you can normally run a counter to the opposite side of the field for a decent gain. That's usually my best strategy here, but if not, a PA Slot Cross works well, since it moves the twin receivers away from each other. HB Swing is good, too, if the defense is showing blitz. There's a lot of play action passes here, and I definitely recommend using a lot of them. DEFENSE: Akron's defense is not the quickest out there, so you're going to have to play a lot of Man defenses and Zones and hope for the best. Teams will usually want to pass against Akron, so I usually like to run the 3-4 Cover 3 Max defense. This provides you with solid run defense if they try to run, and if they want to pass, the linebackers will all go into zone defense. That is what I recommend running for at least 55 percent of the game if you choose Akron. (*****) ALABAMA (*****) Nickname: Crimson Tide OFFENSIVE RATINGS: Passing: C, Rushing B+ DEFENSIVE RATINGS: Pass Rush B-, Pass Defense B, Run Defense B+ SPECIAL TEAM RATINGS: Kicker C-, Punter C-, Coverage B- Alabama is a team that is very popular in college football, and one that has always been known for their tough hard-nosed style of football. Expect to see lots of running plays if you choose them, or go against them. The fullback and halfback are two of the most important members of the team, but quarterback Brady Croyle also can make big plays when needed. While Alabama's defense has slipped a bit, it's still dangerous and effective. If you're tired of the fun-and-gun style of a lot of other teams, I recommend using Alabama. You will notice that most of the plays I select for them are all short passes or running plays. That's the way Alabama works best, and their receivers are not super fast, so don't expect to complete a lot of long passes anyways. ACE - EMPTY: This gives you 5 receivers, but leaves one to a little bit right of the quarterback, giving you the option to run the ball. I like to use this formation to fool the opponent into thinking I am throwing the ball, then running with the running back (#21). Speed Option works great here, and HB Delay Deep is great if you move the HB in motion before you run the play. HB Shovel is a great short pass, and QB Draw works awesomely if the defense doesn't see it coming. ACE - NORMAL: This formation gives you LOTS of offensive linemen protection, with two tight ends, two receivers, and a running back. WR Streaks is a great pass if the defense is in man coverage, but the receivers just run straight, so it can be a risky play to try often. HB Pass is an awesome trick play. The quarterback pitches to the running back, who then (after you push X), can pass it downfield, or run it (if you don't push X). I do that once or twice a game to keep the defense honest. The rest of the plays all involve runs down the middle, or counters, and the occasional passes to tight ends. ACE - SLOT: This gives you a tight end, two receivers to one side, one to the other side, and a running back. This is where I do the majority of my short passing, but there are a few decent running plays to choose from as well. HB Dive Weak is solid, as is HB Tackle (usually to the left side, I don't like the right side most of the time.) Short passes work very effectively though. PA Seam Post works for a solid gain almost every time, especially if you run a lot. WR Cross brings a receiver across the field, and TE Flat brings four receivers in the open field. All of the passes in this formation are effective when used right. ACE - TRIPS: The only difference between this formation and ACE - SLOT is that you get three receivers on one side instead of spreading them out a little. Vertical is a solid pass, as is Destroy. Make sure to watch out for the safeties, as the receivers don't do much horizontal movement in these patterns. HB Toss is a good running play, and you still cannot go wrong with plays like HB Sting and HB Dive. PA TE Fly works well if you're running a lot and want to get the tight end involved in the passing game. ACE - Y - TRIPS: This formation almost is identical to ACE - SLOT, except for the way the formation looks. One receiver is way apart from the rest of the people in the formation. I usually use him as a decoy, so let's see what plays work well or the other people. Counter Trap is a great running play, and really the only one I use out of this formation. WR Rev Pass is a neat trick play, where the QB pitches to the running back, who pitches to the wide receiver, who throws to the quarterback, but it's a dangerous play because of how long it takes to develop. Curl Flat is simple and safe. Quick Posts is good for short passes, and TE Corner works well, also. I FORM - SLOT: This gives you a fullback, so take full advantage of the situation by running a lot of plays that involve the big bruiser. FB Dives and Power Options with the FB as the lead blocker work very effectively. I even like using him in the short passing game at times. Check is a good passing play, as it leads the circle receiver to the middle of the field, where a safety is usually covering. HB Screen and WR Reverse are two solid plays to check out if you're feeling risky, too. NO BACK: Wow, what a weird formation this is. You get two receivers on one side, then three receivers REALLY bunched up on the other side. Unlike ACE - EMPTY, there's no real reason to run out of this formation, except for the occasional QB Draw to keep the defense honest. Deep Flood and Arrow are two of my favorite plays to run from this formation, but I also liked WR Under, and then throwing to the square receiver when he's running the post part of his pattern. SHOTGUN - TRIPS: This formation gives you a running back to the side of you, one receiver on one side, then three on the other side. Since this is the only shotgun formation, this is really the only time you can use Draw plays, so it probably won't fool the defense as much as it normally would. Mix in some option plays to go along with them to keep the defense honest. Passing wise, HB Streak is an effective short pass, and Deep Attack works well as a long pass. Hook Outs and Posts are good long passes as well, as long as the defense is not blitzing (you get short routes too just in case). DEFENSE - Alabama's better at run defense than pass defense, so 4-3 Cover 2 works pretty well. That way, the defense is thinking you're in run defense, but you have enough guys in back for a good pass defense if needed. Always think about covering the pass first, as Alabama's defensive line is strong. The secondary could use a little bit of work, though. Nickel Monster 2 is a good blitz, and 3-4 Spy 3 is good if you're facing one of those pesky mobile QBs (the linebackers on Alabama are not the fastest in the world.)