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Do I Have to Play Blitzball Again

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  • Needs to be split between the FFX version and the FFX-ii version; give bodily "how to play" instructions; a list of league prizes.

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A blitzball lucifer between the Besaid Aurochs and the Al Bhed Psyches.

Rush off!

The lucifer opener.

Blitzball (ブリッツボール, Burittsubōru ?) is an aquatic minigame played in Final Fantasy X and Final Fantasy 10-2. It is Spira's favorite and most dominant sport, assuasive fans to take their minds off the ever nowadays threat of Sin.

Winning a game and a tournament earns trophies/achievements in the Final Fantasy X HD Remaster version. Winning a match also earns a trophy/achievement—Teamwork!—in Last Fantasy X-2 Hd Remaster.

The game [ ]

Blitzball is accessible to the player at nearly any time post-obit the events in Luca in Last Fantasy X and in Chapter five in Last Fantasy 10-2, via Save Spheres.

The Besaid Aurochs and the Gullwings can partake in a League, Tournament or Exhibition game. In Final Fantasy X the prizes for victory range from Megalixirs and Nighttime Matters to Wakka's Overdrives. The special blitzball prizes related to Wakka in Final Fantasy X alternating betwixt Tournament and League: Set on Reels (Tournament), Status Reels (League), Aurochs Reels (Tournament), Jupiter Sigil (League). Individual prizes are also awarded for league acme scorers. The actor can get multiple of the top scorer prizes (including techniques) if all the pinnacle scorers are from the player'southward team.

Players [ ]

The player can scout new players for the Besaid Aurochs and Gullwings from other blitz teams, and through free agents met in field, past using Square to interact. Scout level increases as the player'south blitzball prowess increases, allowing the histrion to view statistics and even abilities of a candidate.

Stats [ ]

Each blitzball thespian has differing statistics that determine their proficiency in the sphere pool. Those players who are also playable characters have contained blitzball statistics to their boxing statistics.

Players gain experience from sure actions and the employ of techniques, increasing their stamina, speed, endurance and attack along with other skills they demand to go improve players.

FFX FFX-2 Description
HP
(Hit Points)
Represents how much stamina the player has left. HP dwindles as the player swims with the ball, is spent when passing and shooting, and is too used for performing diverse techniques.
If a player has low HP, passing and shooting stats are halved, and techniques can't be used. HP slowly regenerates when not carrying the ball.
SP
(Speed)
SPD Varies how fast the histrion swims through the water. Speed is of import for escaping the tackles of opposing players and getting closer to the opponent'south goal.
EN
(Endurance)
END Calculates how much damage from tackles a player can take before surrendering the ball to their assaulter. The college a histrion's EN, the less likely information technology is that (due south)he will lose the ball.
AT
(Attack)
ATK The player's forcefulness in tackling the brawl carrier. The college the role player's AT, the more probable they are to steal the brawl from their opponent.
PA
(Passing)
PAS Varies how far the role player passes the brawl. When making a pass, the player'south PA is steadily reduced past friction while traveling through the water. If PA reaches 0 before the brawl reaches the intended target, the ball is fumbled, leaving it loose and open for retrieval by the opposing team.
BL
(Blocking)
BLK Based on the thespian's ability to block passes and shots. The higher a role player'southward BL, the more of his/her opponent's PA or SH will diminish when trying to get the ball past the player. If the BL/PA or BL/SH ratio is lopsided plenty, the brawl will be intercepted. If a player tackles, (s)he will no longer exist able to block the brawl.
SH
(Shooting)
SHT Decides how well the player tin can shoot the ball at the opposing team's goal. Like PA, SH is lowered by the defender's BL and by how long the ball travels through the water. When close enough to the goal, it will be calculated confronting the goalkeeper'south CA.
CA
(Catching)
Cat A statistic used by goalkeepers to decide their success at making saves. The keeper volition either take hold of the ball and throw it to a friendly histrion, or just parry the brawl away from the net, knocking information technology back into play for retrieval by anyone.
RNG
(Range)
How far the player can accurately complete passes or shoots over long distances.
REC
(Receive)
How well the player can receive passes from their team members.
RCH
(Reach)
How well a player can reach shots, intercept passes, or take part in other run across deportment.
MOR
(Morale)
Displays how often a role player will execute special techniques and combos.
FTG
(Fatigue)
How tired the player is from training and playing blitzball matches. A player suffering from high fatigue increases the likelihood of condign injured while training or after a hard tackle during a game for prolonged periods of time. This can be lowered through the Reanimation and Hot Springs grooming modes.
OUT Displays the number of matches the actor must sit out until (south)he can actively play once again, and is applicative only if southward/he is injured through training or playing.

Techniques [ ]

In Concluding Fantasy X, players tin can larn varying techniques to raise their gameplay. While most techniques are available to learn through the utilize of the Tech Re-create command, a number of techniques are exclusive to sure positions and players, such as Super Goalie and Jecht Shot, respectively.

Team formations [ ]

The player tin can configure the Besaid Aurochs into formations afterwards gaining more experience.

Germination Clarification Availability
Normal Fielders and defenders chase subsequently the opposing ball carrier for a short time. Good enough until other formations are acquired. Default
Marking Fielders and defenders chase later the person they marked before the game and at half-time. Unlike normal, they follow them all over the puddle. For defense, information technology makes it easier to block shots and passes. Default
Left Side Everyone (excluding goalie) focuses on the left side of the pool, leaving the right side about defenseless, simply might be disregarded if a fielder or defender is lucky enough to be on the right side. Default
Right Side Everyone (excluding goalie) focuses on the right side of the pool, leaving the left side virtually caught, but might be overlooked if a fielder or defender is lucky enough to exist on the right side. Default
Centre Attack Offense: All 3 fielders accuse downwards the heart of the field giving each other backup at a close range. Perfect for raising some EXP with the team's shooters.
Defense: All 3 fielders charge down the middle of the pool while trying to hold off whatsoever opposing player. Works well if the fielders know some tackle skills.
After accumulating v wins.
All-out Defense The fielders try to cake the ball carrier while the defenders try to intercept him if he gets close to the player'due south goal. Defenders should accept a decent corporeality of AT and some tackle skills to further increment the team'southward defense. Subsequently accumulating 15 wins.
Apartment Line Everyone lines up and charges right down the middle, providing skilful law-breaking with a downside of poor defense, since even the defenders motion with the fielders. This can be countered if they manage to intercept someone. After accumulating 25 wins.
Counter Type of zone defense where the team forwards head towards the opponents goal in order to score with the team's midfielder and defenders close in around the team'south ain goal to prevent opponents from scoring. Afterwards accumulating 35 wins.
Double Sides Defense: The correct fielder and defender block the correct side, and the left fielder and defender block the left side. The mid-fielder follows the opposing ball carrier.
Criminal offence: This becomes helpful every bit the role player has each fielder of both sides of the field set to catch and score before the other team has time to react; perfect if the player's main shooter has loftier speed besides.
Later accumulating forty wins.

Strategies [ ]

There are many ways to create a winning team. The best approach is to build a squad strong in both law-breaking and defense. Information technology is best to ensure that the forwards are strong offensively and one of the frontward is as well good defensively. The stronger defense the front line has, the easier it is to steal the ball and transit to the crime.

Musical themes [ ]

"Rush Off!" (PS2)

Music

In Final Fantasy X, "Decision on the Dock" plays in the blitzball menu and was equanimous by Junya Nakano. "Blitz Off!" plays during blitzball games and was composed by Masashi Hamauzu.

In Concluding Fantasy Ten HD Remaster, both tracks were remastered using existent instruments: "Decision on the Dock" past Nakano, and "Rush Off!" past Hamauzu and Yamazaki. "Rush Off!" is more upbeat and tense track.

In Terminal Fantasy Ten-ii, "YuRiPa Battle No. 1", the third track from the original soundtrack of the game, plays during blitzball matches.

Behind the scenes [ ]

Tabletop blitzball.

For the Final Fantasy X/X-2 Hard disk drive Remaster Foursquare Enix held an fine art exhibition in Gallery Nucleus in Alhambra, CA. The exhibition had a tabletop blitzball game, though just for display.

When the role player assigns positions to their blitzball team in Terminal Fantasy 10, the tutorial text in the corner of the screen claims that the abbreviation of the Goalkeeper position is "KP". The balance of the game, however, refers to the position as "GL".

Etymology [ ]

Blitz is a German word for "lightning". In English it is associated with quickness. The term reflects the quick nature of the sport, also ordinarily used in the sports of American football game and rugby union.

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Source: https://finalfantasy.fandom.com/wiki/Blitzball_%28minigame%29