Copy Link
Add to Bookmark
Report

Adidas Power Soccer - Tips

PS_2's profile picture
Published in 
Playstation
 · 1 Jun 2020

  
Adidas Power Soccer - Tips


Adidas Power Soccer Tips
version 2: The 'oooh what a lovely pirouette' edition

Since the first posting of this list, a couple of errors have emerged,
and I've got a couple of other things I'm clear on. This seems to be
slowly mutating into an FAQ. Hmm..

Another cheesy goal
Tips on penalty taking and saving

and Karate Kick are available both in Arcade and Simulation modes.
However, in simulation mode the effects are much less pronounced. For
example a predator shot CAN be done in simulation mode, and while
being a more powerful shot than the standard shot, will not knock the
goalkeeper over to score like the arcade predator will, nor does it
have the fiery trail.

CONTROLS.
Standard (mode A)

With the ball:
Cross ( X ) = short (ground level) pass
Square ( [] ) = long (lobbed) pass
Triangle ( /\ ) = Jump over tackles
Circle ( () ) = Shoot.

Without the ball
Cross ( X ) = Tackle
Circle ( () ) = Two footed tackle

L1 = move camera angle
R1 = go to player nearest ball
L2 = Aftertouch left
R2 = Aftertouch right

The after touch is not as pronounced in either mode as it is in some
games. If you take a free kick just outside the penalty area, the
aftertouch will bend the ball about half way across the goal.

There are certain aspects to the use of these controls which must be
noticed. Firstly, APS includes a one touch 'buffering' feature. For
example, do a ground level pass and before it arrives press X again.
When the player receives the ball he will immediately pass it on.
Likewise, pressing () before the pass arrives will do a standard
volley. Furthermore, standard techniques can be applied to high passes
as headers. If no action is taken on receiving a high pass, the player
will chest the ball down. However, if X and a direction are pressed
the player will head the ball down in that direction. Again, pressing
() in this situation (and pressing towards the goal) will do a more
powerful header as an attempt to score. The key to this aspect is
timing. Too late and the attempt will not be registered, too early and
your player will do what I have christened the 'plank' move - i.e.
they stand where they are and are knocked down by the ball.

Special Moves
These are APS's super moves, all of which are activated by pressing
two buttons together. Each action takes some amount off the red bar
attatched to each player, and when the red bar is completely empty, NO
special moves can be performed. There are four 'states' a controlled
player can be in, and the state defines the exact nature of the move
involved. There is one exception to this..

All states

[] + () : Super run - the player runs much quicker than normal
pace, leaving a trail of blue sparks in Arcade mode. This burns the
red bar VERY quickly, and is best saved for short bursts to run onto
passes played into space, or to catch an opposing striker for a last
ditch tackle. This is the only super move that requires the buttons to
be held down. Also, the move WON'T activate if your controlled player
is off the screen. They will run at normal speed until they become
visible, then the super run will activate.

State 1: In possession

X + [] : Back Heel - The player stops dead and hits the ball with
the heel of his foot, knocking it back in the direction he has come.
This is useful if you find yourself in a gaggle of defenders, or want
another player to attempt a volley. As an act of ultimate contempt,
you can run into your opponents penalty area, turn round and backheel
the ball into the net. Sometimes it works...

X + /\ : Predator Shot - The most talked about feature of APS,
this is a super hard shot that, in Arcade mode, sets the ball on fire
and leaves a trail of orange sparks (cf. The new Nike ad). If this is
used anywhere the opponents part of the pitch, three possibilities may
occur -

a) The goalie will block it, but will be on the ground and
remain there for a couple of seconds. Possibly another player
may be able to follow up.

b) The goalie will tip the ball over the bar , and you will have
a corner.

c) The goalie will take the ball in his chest, stagger backwards
and fall over. The ball will roll over him into the goal. Watch
the intro for a good example of this.

/\ + () : Overhead Flick - The player uses his heel to flick the
ball up over his head from behind to land in front, followed by blue
sparkles in Arcade mode. This is the ideal move for avoiding tackles,
as it seems no matter how well the tackle is timed it will not get the
ball if this move is in progress. However, this move has one serious
drawback - you don't retain possession of the ball afterwards. If you
change direction while the move is in progress, you will leave the
ball behind. This also means that if the ball lands on the foot of an
opponent they will take it off you without having to tackle you, which
can make you look a bit daft.


State 2: Not in possession (i.e. chasing the ball)

X + [] : Karate Kick - The player leaps forward with a leg
outstretched in front, with a trail of yellow sparks in Arcade mode.
If this connects with an opponent it will knock them flying (ball or
not) and most but not all of the time it will get the opposition a
free kick. It's a risky move, but it's great fun in a multiplayer
game.

X + /\ : Push - the player shoves an opponent with both hands,
knocking them over. Again, will mostly be called as a foul, but not
always (depends largely on the referee setting).

[] + () : Nudge - a more subtle version of the push. if you run up
behind a player with the ball and use it, it will stop them in their
tracks and you can carry on with the ball. This is one of the hardest
moves in the game, as it requires pretty good timing or you get
nothing. It seems much less likely to be called as a foul than the
push.


State 3: Receiving High (lobbed) pass

X + /\ : Bicycle kick - how to explain this? the player turns to
face away from the direction to kick, jumps up in the air in a
somersault and kicks the ball when upside down. In arcade mode this
has the force of a predator shot. It does ground the player who does
it for a few seconds. The most sure fire way of scoring involves this
move.

/\ + () : Handball - The player leaps into the air and, covered
by an attempt to head the ball, handles the ball into the goal
(hopefully). This is the move that seems to get called up as a foul
more than any other, but when it does come off it's a real killer in a
multiplayer game.


State 4 : Receiving low (ground) pass

X + /\ : Diving Header. The player backs off to give himself room,
then dives at the ball powering it towards the goal. This has power
comparable to a predator shot, but is best used inside the penalty
area. A low cross into the goal followed by this move is one of the
more elegant ways of scoring in APS.

[] + X : Juggle. The player receives the ball and plays 'keep up'
with it, using feet and head to keep the ball off the ground for a
good 10 seconds. Finally, the player unleashes a predator shot towards
the goal. While this move looks excellent (watch the end of the intro
for a version) it's next to useless in any competitive game. Why?
Simply because there is no way to force the player to shoot before the
sequnce is complete, and the player is not invulnerable to tackles in
the meantime. Thus, you will always get tackled LONG before the shot
comes off. A pity, as the ability to shoot when you wish would have
made this a valuable move.

/\ + () : Predator Volley. - Simliar to a predator shot (it looks
identical once kicked) but a lot more difficult to pull off, and
therefore has a much better 'stick one on your mates' value in
multiplayer games. The move itself is simple to pull off, but
threading a low pass through the opposition so your striker can plant
one of these into the net is a difficult task. This gives the move
(IMHO) much more value than the predator shot. Note it will NOT work
if you pass the ball from behind the player attempting the shot.
Therefore the best way to do it is probably to cross from near the
corner flag with a low pass, and crack one in with this.

HIDDEN CODES:

The only hidden code found so far is to enable female commentators. To
do this, perform the following steps..

1) During a match, press SELECT to call up the options menu.
2) Go to AUDIO
3) Go to COMMENTARY
4) Hold down () + [].

If you press left/right, you should now have options for female
commentators in each language. I can only understand the English
commentary, but in summary it might be said that does not display a
hugely detailed knowledge of the beautiful game, but it IS amusing. My
favourite so far is the comment when a player is left rolling in agony
on the floor - 'Is he dead??'.

CHEEZY GOALS:

The first easy (and most likely to get small snack food items thrown
at you in a multiplayer game) way to score is as follows..
1) Get a free kick just inside the opponents half - say, just his
side of the centre circle.
2) Do a long pass to one of your front players
3) Before the ball arrives, hold /\ + X to get a bicycle
kick. I estimate 70-80% of the time this move will score. Of
couse, it only works a few times before your forwards get low on
red bar energy and stop it working.

The second way is somewhat of a classic in football video games - the
'speculative lob'. Basically, anywhere inside the centre circle, press
high pass towards the opponents goal. This will either do a standard
pass, or, if no player is in front of you, will lob the ball towards
the goal. If the ball bounces in or around the 'D' of the penalty
area, the goalie will make a complete mess of it and it will go over
his head into the net. I suppose, since a famous European cup-winners
cup extra time win, this could be called 'The David Seaman'.


PENALTIES
Saving
Saving penalties is relatively straightforward - press left or right
or don't press. As far as I can tell, anything else you do makes no
difference.

Taking
Taking penalties is also relatively straightforward, but you must pay
attention to the power bar. In this case it's a bit misnamed, because
it seems nothing to do with shot power. What it seems to define is the
height of the kick. If you put about 25% 'power' in, you will shoot
low. If you put between 50-75% power in, you will shoot high. Anything
over that will put the ball over the bar. Left and right go to the
corners, no direction is in the middle.

TTFN
Jon

This information is the produce and property of Jonathon White.
From: "Absolutely Barking Stars" (jw4@bolton.ac.uk)

thnx Laurent HAUG

← previous
next →
loading
sending ...
New to Neperos ? Sign Up for free
download Neperos App from Google Play
install Neperos as PWA

Let's discover also

Recent Articles

Recent Comments

Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT