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Man in Motion

11 Jan

I studied the pass plays with a WR in motion to better understand how that tips the defensive play call before the snap. Similar to real football in tecmo a man in motion might indicate what sort of defense you are facing.

Basically what you are watching for using a man in motion is for a defender to man up in coverage with your motion man. If this occurs before the snap the drone will go into man coverage and follow your man in motion till he stops.

After a lot of snaps I determined that this does not happen when the defender guesses your play. So in conclusion if there is a man in coverage on your motion man then the play is not guessed. If he does not go into coverage then there is a chance the play has been guessed.  Here is

Short videho below.

Understanding Player Ratings

11 Jan

There are some important things to keep in mind when determining how good a player is.   Factors include meaningless stats, false representation of player two conditions and ranking the ratings in the right order.

QB’s  Most important rating PC.  Determines accuracy.  Used in catch, drop and interception calculations.  Minimum PC 44. Several teams high point is 38 and two teams have only 31 pc qb.

Second most important rating MS.  Faster the qb the better.  13 is standard, 6 slow.  Anything above 25 is golden.  All qb’s have a low BC when tackled.  Around 25 or 31.

Last but not least passing speed.  Too much decreases JJ’s and may cause inaccuracy.  Too little passing speed might also decrease accuracy.  Ideally you want between 44-63 ps.

APB only matters as the ball is released and still doesn’t do much.  PA is meaningless.

RB’s MS or maximum speed is the top speed each back can obtain.  The other important ratings are 38 rec and above for good pass catching.  94 hp and above to popcorn weak defenders.  The difference in fumbles between 81 BC and 50 BC is small.

RS higher than 38 is mostly useful in passing game but you might notice high rs and high ms guys to be quicker.  RS is initial speed.

WR, TE  MS is the most important stat.  Having 44 rs or more makes them quicker route runners.  Typically 44 rec is plenty but guys with super high rec 69+ get more JJ’s and coverage catches.

****A catch in tecmo is based on the odds of an equation using the qb pc and wr rec.  The defender value is 0 if wide open.  Otherwise the int of the defender comes into play on coverage passes.  If the qb is well above in pc than the db in int it increases the odds of a coverage catch.  Keep in mind in tecmo low percentage plays happen often so be careful abusing mismatches.*****

OL HP.  The only OL that ms matters for is OL5.  His MS determines kick returner speed.  38 ms and above are the great return teams.

DL HP and RP matter most.  MS is important but not as much since these players are rarely controlled.  For any defender having 56 hp is important to make it unlikely to be popcorned.  Teams with lots of HP seem to contain plays better.

LB MS/RP of 50 or more.  HP being higher helps but you mainly you want speed.  If they have 31 int or higher its a bonus for any non secondary player.

DB.  MS of 56 with RP of 50.  Int of 50 or more.  DB’s need to be faster than LB as you cover more ground with them.  Ideally you want one DB with the same or greater int than the qb’s PC number.  Quickness is meaningless.

****If the DB is four levels above the QB PC number the jj int is guaranteed. You just need to get into position for it.  If three levels there is still a small chance of JJ int.  For this to work you also have to learn to get into position and trick your opponent to throwing it at you.***

Kicker KA.  The more KA the more range.  AKB is meaningless.  the odds of a block kick are 1/5 when the cut screen comes up. 56 KA or more gives nice range.  Keep in mind that great kickers have slow meters and bad kickers have fast kicking meters.  At time this works against you as it takes longer to line up a slow meter.

Keep in mind as player two often there are false conditions that read out one level below where your players are.  So add 6 or 7 to what you see.  Also remember the tecmo scale.

6,13,19,25,31,38,44,50,56,63,69,75,81,88,94,99.

Last but not least find your comfort zones.  For example in general you want a 44 pc qb.  However in many matchups 31 pc Tomzcak does great finding Neal Anderson in the pass game. Figure out what you need to win and what might cause you to lose.

 

TPC Prep: Browns matchups

11 Jan

Cle vs GB

This is a jj filled fun fest of deep paces and little defense.  It is good to call if you like the fact both QB’s run well.  GB has the edge on offense with Sharon.  But Johnson and Claybourne give the defensive edge to the browns.

Cle vs Pitt

The challenge is to hold down a bad offense with a bad defense.  Then take advantage of deep passes and QB runs.  Being conservative and talk FG and punts is a key factor.

Cle vs Phx

If Pitt defense is too strong for you then downgrade to phx.  Just watch out for Jonny Johnson and Roy Green.  In this matchup the key is to make Phx a passing team and force mistakes.

 

 

TPC Prep: NO Matchups

9 Jan

Here is some of the reasoning behind my saints matchups

NO vs JETS

The JETS biggest weapon on defense is McMillian with 63 int.  Under normal conditions that will keep jj int to a minimum provided you use John Fourcade at QB.  The JETS are very weak at outside line backer.  The most susceptible team to the offset I form plays and Pitch Open L.  Finally the lack of a speedy stud will make it easier to contain the Jets with the saints defense.

NO vs GB

I choose this one over the matchup with Cleveland as there is more opportunities for Heyward to popcorn in the kick return game.  Also QB Browns is much higher in PC.  The lack of any fast players in the secondary should make the saints effective in the passing game.  Meanwhile with no fast DB the potential for Hilliard breaking one is very good.

NO vs DAL

I choose this matchup despite the much higher tier of Dal since Dal is the kind of team the saints do well against.  The only player above 50 ms is Emmitt.  The qb has 44 pc and the defense does not have a lot of int.  If your a player that doesn’t make a lot of mistakes this is the type of matchup that can frustrate an opponent.  I would much rather face them with the saints than the Phx safeties, Rison+Deion, or Pitt Defense.

TPC Prep: KC top Matchups

8 Jan

 

To help better prepare for the Players Championship I am making a series about top matchups.  Keep in mind these matchups are only three of many good options.  Also the matchups I choose are based on likely getting the team mentioned in the matchup.  In most tecmo super bowl tournaments one player calls the matchups.  The other player than takes first team choice.  This means it is likely the better team in the matchup will be taken.  Unless the intangibles of the lesser team outweigh the better team.

For KC I choose vs CHI, RAI and CIN.  If you want to play with KC I think these are teams that will be chosen instead of the chiefs.  My reasoning is Mark Carrier, Bo Jackson and David Fulcher.

KC vs CHI.  Chi gives you Neal Anderson and Johnny Bailey.  One should play rb and one should play wr.  Even with a 31 pc Tomzcak this forms a deadly tandem.  Add in the best secondary to slow down Paige.  Lots of hitting power to keep Okoye from popcorning the entire defense.  KC can still take advantage of the lack of speed of the Bears defense and the bad passes low pass control will still cause.

KC vs RAI  Bo Jackson has 75 ms.  Willie Gault is a beast.  However the QB’s are terrible.  Typically the love of Bo Jackson leads people to take the Raiders.  Over time I have found that DT and the front 7 will chop down Bo.  After that just make sure to not let the fast wr’s streak down the field.

KC vs CIN  The love of great DB’s often will have people take Cincinnati.  Fulcher is on an island by himself.  Boomer doesn’t have fast wr’s.  Run the ball well and shut down James Brooks to win this matchup.

 

 

TPC3 Matchups: banned teams

3 Jan

I’m going to do several videos designed to help you get ready for the Tecmo Players Championship. Due to the matchup limitations I will try to do three top matchups for each team.

First though I started with the banned teams. NE, IND, SEA, HOU, BUF, NYG and SF have a semi ban. They can’t be matched up against each other. But they can be used against the other teams.

This gives you a way to save some of your better matchup calls. One or two calls with these teams in group play that you feel comfortable with will at the very least save a better matchup. An added bonus if you win the game.

Here are my best bets.

Sea vs Cle
Sea vs GB

Both of these are 45/55 coin tosses that all you need is Kreig to have a good game to win.

BUF KC

Similar concept but the added bonus of Okoye popcorning most of the bills defense. Not to mention if DT and the boys shut down Thurman Thomas

CHI HOU
Rai Hou

A challenge to see if you can outrun Warren Moon’s high flying run and shoot offense. The Chicago matchup will give you a great secondary to counter them. The LA matchup will give you a passing game with great wr’s.

Guessing Run On Defense

3 Jan

These videos go over some of the coverage patterns that occur when you guess running plays on defense. The added advantage of guessing run is that it can take key plays out of your opponents play calls. As they might assume you are sitting on those plays. Also it will provide you with better run defense against other runs. The weakness is that you get hardly anything in coverage. These video will make it easier to understand the potential pass coverage options.

the full version of the video is here.

 

In conclusion the following pattern happens when you guess run and the opponent guesses pass.  If you guess Run 1 or Run 2 you might get one or both cornerbacks in coverage against pass 3 and pass 4.  Plus one of the safeties might move into a position to provide coverage.  Its all random of course.  No guarantee anything occurs.  But there is a chance and it improves your coverage options to defend with a safety or linebacker on these plays.

The reverse is true for run 3 and 4 against pass 1 and pass 2.  You might get one or both cornerbacks in coverage.  Also a safety might drop in coverage.  Yet it doesn’t always happen.

Now when you guess run 1 or 2 against pass 1 or 2 then the cornerbacks will not drop into coverage.  Same for run 3 or run 4 against pass 3 or pass 4.  However there is still a random chance of one safety dropping somewhere in coverage.  It doesn’t mean where the saftey will go will be useful.

The only exception I know of is against Playaction.  A pass 1 in offset I formation.  Against this play only run 4 will get some coverage.  Run 1, 2 and 3 will get you no help.  Except the oddball safety.

What this means is eventually you can use this as a system to guess the play at the line of scrimmage.  A lot of great playbooks used do not have the same formations across the board.  For example often pass 1 and 2 are very different formations from 3 and 4.  This means for example if I was Pitt.  I guess run 1 and I see an R and S formation.  I know now I should be Rod Woodson.  I’m getting no help in coverage and my primary goals are to prevent deep passes plus contain r and s sweep R.

Conversely if I saw redgum shotgun I would pick the strong safety. Woodson might go in coverage on his own plus the bottom cornerback.  My goal at the snap is to prevent a deep pass.  If my two cornerbacks or my FS checks deep I can now take out the short options.   At times if played right you can get as much coverage guessing run plays as you would guessing pass plays.

On a side note I would not overdo it.  Its also good to keep in mind this type of defense is better for some teams than others.  Minnesota plays great under this concept.  So does Pitt, NYJ and other teams with great safeties or LB 2,3.  Its far less effective for teams like Tampa with one great db or teams like the rams with slow defensive backs.

Yet still there are times in every game where you need the ability to guess a run play on defense.  This will make it a little less of a guessing game in the pass coverage options.

Tecmo Players Championship rules and other information.

2 Jan

Division 1.

1. No lurching with dl. A lurch is defined as a dive forward at the snap of the ball. It is also avoiding the offensive line to blitz in t the snap. Except when facing a shotgun. (Any delay of one second, any grapple with ol or initial movement that is straight up, straight down or any direction back makes all future actions as dl legal).

2. WR AND TE cannot run running plays. They can be positioned at rb 1 or rb 2 and have a running play during the game. But you can’t call the play unless it’s an rb. (Any violation of this is a 30 yard penalty and loss of down. Never seen this violated.)

3. Condition check once per quarter and overtime. You may do a fast sub anytime you want without looking at condition.

4. Schedule is determined by random. The field will be set to a round robin and then certain games will be declared a tie. This will occur Thursday or Friday night before the event.

5. Most tie breakers go to head to head. Next tie breaker is point diff. No cap on how much you beat someone by. It all counts.

6. Can only play in a matchup once. Once you play in a matchup you can’t play in it again the entire tournament. Doesn’t matter if you call it or your opponent.

7. Sea , be, ind, nyg, hou, buf and sf cannot be matched up against each other. You can matchup NE vs NO or BUF vs CHI for example. But any matchup like NE vs Sea or NYG vs BUF is banned.

8. Strict game schedule. We have a strict schedule to maintain and you must play games as soon as they are announced. A break is scheduled at 1. It’s not possible to do this many games without this rule.

9. Forfeit. If a player leaves the event early or arrives late the games he misses will be forfeited. 14-0. He will also lose matchups that I will randomly select from this list. Mia/Rams, wash/Minn, dal/Phx, den/Pitt, chi/KC, cin/det, jets/ATL, TB/SD, gb/ Cle, Rai/Phi, NO/ jets, Rai/Chi, SD/Minn, Dal/jets.
The games he plays will count unless he doesn’t come back or show up. Then all the games will be deleted and players will get matchups back.

10. Malfunctions equipment. Issues related to malfunctions will be handled by tournament directors. Ask Francis (Mort) Buennagel or designated assistants. If the reset happens in the first quarter restart the game. If any points are scored ad those to the final score. If after the 1st quarter play the time remaining. Round up or down. Gentlemen’s agreements between players are acceptable as long as they do not delay the event.

11. Keep in mind dmen tap several times has families with minors come in. Also minors are invited to play in this event. Keep this in mind throughout the day.

12. streaming. The retro sports gamer channel will run one stream on bar internet and one on the wifi. Anyone else wishing to stream will be able to do so as long as you provide your own internet connection. You must also ask permission of me.

Division 2.

Different rules are 4, 6, 7, 8, 9, 10

1. No lurching with dl. A lurch is defined as a dive forward at the snap of the ball. It is also avoiding the offensive line to blitz in t the snap. Except when facing a shotgun. (Any delay of one second, any grapple with ol or initial movement that is straight up, straight down or any direction back makes all future actions as dl legal).

2. WR AND TE cannot run running plays. They can be positioned at rb 1 or rb 2 and have a running play during the game. But you can’t call the play unless it’s an rb. (Any violation of this is a 30 yard penalty and loss of down. Never seen this violated.)

3. Condition check once per quarter and overtime. You may do a fast sub anytime you want without looking at condition.

4. Schedule will be determined by groups. 5 games will happen if we have 12 people. Two groups of 6 round robin.

5. Most tie breakers go to head to head. Next tie breaker is point diff. No cap on how much you beat someone by. It all counts.

6. You can only call a matchup once during the event. Unlike d1 you can call matchups that other people called on you.

7. Rule 7 did not apply. Sf vs hou, ne vs ind. It’s all on the table.

8. Strict game schedule. We have a strict schedule to maintain and you must play games by the time limit for the group. You will have more free time then the main bracket. Most likely 11-3 to play 5 games.

9. Forfeit, leaving and no show. Game time decision.

10. 10. Malfunctions equipment. Issues related to malfunctions will be handled by tournament directors. Ask Francis (Mort) Buennagel or designated assistants. If the reset happens in the first quarter restart the game. If any points are scored ad those to the final score. If after the 1st quarter play the time remaining. Gentlemen’s agreements not allowed. Come to me for all game malfunctions. I don’t know the people in this division as well and would like to make sure everything is done right.

11. Keep in mind dmen tap several times has families with minors come in. Also minors are invited to play in this event. Keep this in mind throughout the day.

12. streaming. The retro sports gamer channel will run one stream on bar internet and one on the wifi. Anyone else wishing to stream will be able to do so as long as you provide your own internet connection. You must also ask permission of me.

Advertising and Promoting.

Please do not list this event at the website tecmobowl.org in the forums for Tecmo tournaments.  Any questions regarding this policy please contact me at fbuennagel@gmail.com

Tecmo Players Championship III. April 18, 2020

21 Nov

For the third year in a row the Tecmo Players Championship is being held in Chicago, Illinois. The players championship comes with more games and competition due to its high entry fee. New this year will be a high stakes division 2 for those that feel they are not ready for the upper division.

(Check out the tournament prep series at the end of the article)

For the third year in a row the players championship will be held at dmen tap in Chicago.

Tecmo Players Championship (10 am)

Entry fee 100
Group play games 10
Single elimination bracket best of 3 series.

Matchups can only be played in once in the tournament. Does not matter if your opponent calls it. No lurching or wr/te with running play.

Max 30 players.

Prizes based on 30

1st 1300
2nd 900
3rd 500
4th 300

Prizes based on 15

1st 1000
2nd 500

Register here for the division 1.

https://www.signupforms.com/registrations/21221

After filling out the form please prepay to confirm your spot. Prepaid entries are fully refundable if you can’t make the tournament.
PayPal.me/mort1237/100

Please note the default send might have been changed to paying for service. Please send as friends and family.

More info and rules.
https://tecmo101.wordpress.com/2020/01/02/tecmo-players-championship-rules-and-other-information/

Division 2 (11 am)

Entry fee 40
Group play games 5
Single elimination best of 3 series.
Matchup can be called once per tournament.
No lurching or wr/te with running play.

Max 20 players. Please note we will use past performance in this tournament and others to determine eligibility for division 2. One player in D2 will win a signed Iron Mike Dikta hologram and picture.

Prizes based on 20

1st 560
2nd 160
3rd 80

Prizes based on 12

1st 400
2nd 80

Register here for division 2.

https://www.signupforms.com/registrations/21222

Once you register I will confirm your registration and email you directions to prepay. You must prepay to secure a spot. If you cannot attend it is fully refundable.

More info and rules.
https://tecmo101.wordpress.com/2020/01/02/tecmo-players-championship-rules-and-other-information/

Players signed up. * Prepaid.

Main Tournament

DPS *. (Dan S.)
Mort * (Francis B)
G. Majik * (Joseph M.)
Hank Da Tank.* (Hank D.)
Gats (Joseph C.)
RSG (Tom C.)

Division 2

Sean C. (Slapshot)

Pete S.* (Pistol Pete)

 

Tournament prep series.

TPC matchups banned teams

TPC Prep: KC top Matchups

TPC Prep:Browns Matchups

TPC Prep: NO Matchups

QB Progression 2. R&S Pass 2

22 Oct

Second video for the QB Progression series. In this I show you what direction to scramble in. The basic rules of thumb is the opposite direction of the open short receiver.

So if wr 2 is open run down and of the tight end is open run up. If both are covered pick your best direction to scramble in.

As a bonus my brother TecmoLou helps to give you a real life example.