How to achieve your Power Fantasy (WIP)

How to achieve your Power Fantasy (WIP)

FAQ (PLEASE READ FIRST)

Ok, before we do anything, I'll ask that you read this section really closely, as it answers some questions that are very common in this game while also giving you a head start on your planning (Specially the part about Player Card Levels, Skills and Moves)

1) No, skills/affinity levels/moves do not transfer between playthroughs: Yep, that means you will play this mode quite a few times to perfect even ONE character.

2) Cards are needed to befriend a player. If you don't have its card, you cannot select that player. Also, Card Level helps Affinity gain, meaning that a LVL 6 Schneider will teach you his moves a lot faster than a LVL 1 Schneider.

3) Items are not needed to beat New Hero Mode: But they are EXTREMELY helpul with Affinity/Stat Points/Unique Team Points. I suggest you play the Tsubasa Chapter first to get a nifty amount of Player Points (the in-game currency that cannot be purchased, only obtained through playing the game) and free card packs to get a good wad of items and player cards.

4) To unlock teams you must play New Hero Mode. Only 3 teams are locked behind their respective routes, meaning that you will need at least three playthroughs to get all the teams. Those teams are: Germany, Brazil and USA. Germany is the default route, meaning that if you don't do anything to get the other two routes, you will fight Germany in the end. To get the Brazil route you must befriend Carlos (B Level) or any of his companions and then choose the dialogue option that locks you in that route. For USA is Blake/Ryan/etc. and you must do the same as Carlos.

5) Can I get X Super Shot? Short Answer: Yes. Long Answer: Yes, as long as you have that player at A Level Friendship at least before playing against him and also clear his special mission during the match against his team.

6) How can I get X Skill? I got the player to S Friendship Rank and I still don't have it!: Make sure the friendship card level of that player is at least 5, in that way you will get 100% of his skills while also giving you a boost to the Friendship Points you get in your run.

7) HOW CAN I DO A "SUPER" BLOCK?: First, acquire the "Final Wall" formation. This formation allows you to choose one of your players that will stand alone just in front of the GK. If the shot has to pass through him or close to him (depending on the range of your block), then you will see the animation of your block play out and the shot stopped or weakened a lot before it can reach your GK.

8) IMPORTANT EDIT: in the recent upcoming patch news, the devs announced that the top tier of the training items will be implemented in a shop called CC (Captain Coins) Shop, and that there will be login bonuses and other challenges to get these coins. What I fear is that you will be able to buy them with real money, giving zero value to any and all training and grinding you could actually do on your own. If this is the case, and not only items can be bought with CC coins, I'm afraid I'll stop updating this guide given that it will be a case to just buy as many Top Tier items as you can and then abusing the system without putting any effort. Don't let them win this battle.

With that out of the way, I welcome you to the helliish road towards THE PERFECT PLAYER

I suggest that you blast this as you work your way up:

https://www.youtube.com/watch?v=Gc4QsPr3Llw

Choosing Your School

Before we endure the hellish task this journey has laid before us, we must first prepare for it. And that means we must decide what role we want and how we can excel at it without suffering too much.

A) Furano:

Best Role(s): FW, you can shine without much effort. Don't even try to go MF, Matsuyama is one beast of a MF and can easily carry the midfield himself.

Captain Skill: You can choose one extra Affinity Group, pretty nifty if you get two massive combo multipliers on two groups or the players you want are in two different groups. You can also choose two groups with repeated players to get a huge chunk of affinity in one go. It has 3 Uses.

Captain's Mission: Get your Team Performance up to a certain degree to earn that great/massive success. (A+ and S+ usually). This is the second easiest task to perform in a match, given that you actually play with the whole team and not just "Lone Ranger" style.

B) Musashi:

Best Role(s): FW/DF. If you try to be the MF ace in the first half, you will suffer a lot when Misugi enters the field in the second half. Musashi's forward Quartet is pretty mediocre and their defense might as well be nonexistant, giving you enough room to be their shining star.

Captain Skill: You can choose one friend card from your selected group to exchange it with whatever one you want (that you possess, of course). The double edged sword of the three Captain's Skills. It's totally RNG dependant if you complete a whole combo or just make a terrible group more passable. You can also use it to get a player you didn't want for your appeal group to get those elusive skills that require other position players (Like Alberto for Carlos' Sagittarius Shot) It has 6 uses.

Captain's Mission: Get a Player's Rating to a certain degree. This only applies to your character, meaning that if you choose Musashi as your starting school you can be as greedy as you want. You must choose from a pool of three Stats to focus on the match. Dribble and Shoot are the easiest for your FW, so abuse it.

C) Toho:

Best Role(s): DF as the easiest, MF coming close second. If you try to go FW you will get outshined by Hyuuga and your team will suffer a lot because you won't have a good enough shot or stats to be of any help at the beginning, hurting your min/max strategy.

Captain Skill: You will get three affinity groups at random from the entire pool. By far the greatest skill of all, can make your amazing group selection become godly or save a mediocre pool. Sadly, there's a terrible, terrible drawback to this: It has only 2 uses, and...

Captain's Mission: Have a certain point advantage at the end of the game. This is by far the hardest condition to fullfil of them all. At the beginning, you won't notice it too much, because Toho has 3 amazing players that can cover all the positions: Hyuuga, Wakashimazu and Sawada. After this, unless you have a pretty good grasp of the game and you can use the Japan National team to the fullest, you won't be meeting the quota, hurting your overall chances at getting all the points you can get and need.

Stats And YOU

TechniqueOffensePowerSpeedDefense

You chose your starting school? Great, amazing, excellent choice! Now that you know WHO you're playing with and HOW you're playing, it's time to get into the nitty gritty of this magnificent game: Stats, Stats, Stats.

Stats are the what make or break your character and, by extention, your strategy and build. There are 5 Stats, following the famous Pentagon graph spread and they influence a myriad of variables on your character including Dribble Running and Shot Charge Up time.

The following table was created based on what the game tells you, and what countless matches and forum discussions have dug up until now, it can change and most probably will be in constant flux until the devs or a dataminer tells us exactly how these values work.

Stat Description TEC affects your Shot and Pass charging speed, pass-centered and "Striker" Midfielders need this stat to compensate for the little time they will have to find a space to breathe and prepare to attack. The second property of this stat, is to influence Long-Distance effect shots, like Pierre's or Tsubasa's. This stat replaces when using Effect Shots and it's what your Dribbles use for their success chance against tackles. This stat can get you that animation in which the shot just blazes through the GK, leaving him standing there, dumbfounded. Affects how effective your offensive moves are. Offensive Dribbles and Straight Ground Shots benefit a lot from this stat. It's your most important stat for your FW alongside and one of the two secondary stats for your MF if you choose to be a more "aggressive style" MF The most straightforward stat, It's the base damage of your Shots and Tackles, and how much damage the Goalie and DF will recieve once the calculation passes. This is the main stat for Straight Ground Shots, like Schneider's Fire Shoot or Kluivoort's Stinger and for Brute Force Defenders like Jito or Alberto Your "GOTTA GO FAST" stat. Directly affects your Dribbling Dash speed and it's the secondary stat that a shot uses. Does that mean it's important for a FW? No, it's actually somewhat better to focus on TEC for a power focused Forward, as is more valuable and TEC let's you play dribbles a lot more safer. It's amazing for a MF if you want to quickly intercept passes and to get you to a safe place quicker than the opponent can react. The single most important stat for a DF, but do not think it's useless for FW and MF, this stat clashes directly against and . It's your damage reduction stat. You want a decent amount in this stat if you want to survive the Defensive Tackles or to get that amazing Interceptions against Shots and Super Shots.

With this table in mind, the next question should be easy enough, right? What are the stats I need to focus if I want to excel in my chosen role?

And this is when I tell you: THAT'S HELL YOU'RE WALKING INTO. Because, not only you will need to know what stats to focus, but you will also need a lot of items and team skills (The skill you get once you fill the Unique Team Resource) to maximize your gains. That coupled with the fact that you NEED certain players to get extremely useful skills, shoots and dribbles can make this road a living hell for you in the long run. So be ready, be cautious, and more importantly: KNOW WHEN TO TAKE A BREAK.

With that out of the way, let me help you:

FW: and are the name of the game. You want power to shatter the GK (Looking at you Muller and Zino, you guys can suck my nuts) and you need the offense to get into the penalty box using your offensive dribbles to maximize the damage your shot does. The ideal combination is: Long Pass from your dedicated Passing MF (with passives, of course), two dribbles to get in The Zone, and then a Super Shot. Unless you are Carlos.

However, what comes next might surprise you: Where is the speed? For you, a Ground Straight Shot FW God of the field, is not really that important. In fact, you can almost argue that it shares it's place with . Both are means to an end: To reach the goal in the most efficient way possible, but they are inferior to and , two stats that give you the greatest chance to achieve your objective: To score a goal in the least amount of tries.

So, in order of importance: > > / >

MF: Be it a Pass-centered MF or a Pseudo-Striker one, you want as much as you can afford. will allow you to charge your pass/shot in a blink to engage in ferocious counterattacks or brilliant offensives. It's what you excel at and what you must embrace to become the real god of the middle field.

So, no power this time? No, absolutely not. For you, the king of the middle field, your is your power. You live and die by it and you must stick to it. DO NOT, I REPEAT, DO NOT USE POWER/OFFENSIVE BASED DRIBBLES AND STRAIGHT GROUND SHOTS. They do not and will not play to your strenghts and you will feel like a wet noodle kicking a ball made of concrete.

So, what's next? It's a coin toss between and . Both are good with you, and you can work with them if your dribbles supply the one you want to leave behind a little bit. Long Story short, find a balance between the two and use your dribbles to finish this triumvirate of stats to get the most out of your MF. If you do this, you'll be better than Diaz and Tsubasa in no time.

Finally, ? Not really. It's better to focus more on defense. You need your spirit as high as possible at all times to be able to Dribble anyone and spam your passes or Super Shots at all times. a 5-2 point gap between the two should do the trick just nicely.

Order of Importance: > / > /

DF: This is the only position that I can't, for the love of everything, grind efficiently enough to tell you how to work with it. So, I'll just say this: DEFENSE, DEFENSE, DEFENSE. WIth high enough defense and proper skills, you might be able to take Schneider's High Fire Shoot and survive to tell the tale.

Then it's your choice to get to Pack a Punch every time a fool comes to your house, thinking it can steal your stuff, or a combination of and to deal with more elusive players.

Order of importance: DEFENSE > ALL

THE NUMBERS, MASON. WHAT DO THEY MEAN?

Ever wondered what the words alongside the boost in your skills mean? Well, after a lot of testing and some help from outside members, there is a pretty unified consensus of what is the actual % of those skills. (Thanks a lot to Drashir for this part)

Skill says:

A great deal = 15% increase

By some = 6% increase

A little = 4~5%

Dribble says:

Great boost = 27% increase

Added small boost = 3%

Large boost= 25 %

Added boost= 8%

Sidenote: Namco Bandai likes to influence your stat growth based on your body type, so be sure to choose a body/height according to your prefered role. Meaning that DON'T MAKE A 2M TALL TITAN TO PLAY AS THE FASTEST PLAYER ALIVE. Also, after finishing the New Hero Mode, you can change your character as much as you like, so, it's better to be safe than sorry.

How To Win At The Point Lottery (and Keep Your Sanity Intact)

"Great!" You say. You just read what stats do and what to focus on, so now, the inevitable question pops out of your mouth: "How do I maximize my growth and Skill Point acquisition?".

And this is where I chuckle nervously

Why? Because you can plan and play as hard as you can, but there is a central piece in this strategy that's totally RNG dependant: WHAT TEAM SKILLS YOU CAN CHOOSE ONCE YOU FILL YOUR PRIDE/TEAM SPIRIT/ETC BAR.

You heard me. Amongst those skills, are some that are literally worthless if you are playing to Min/Max your character, but others are the greatest boosters of Points and Skill Grades the game has in store for you. So, what happens when you finish the first part of the New Hero route and you have nowhere near enough skills or not the most useful ones? Then you must choose between ending your run there or keep playing to get more PP to buy packs and acquire more player cards and items. Because Items are EXTREMELY useful here, and will allow you to boost your point gathering skills to new levels.

Without further ado, let me give you a helping hand to travel this treacherous path:

ITEMS

Fierce Headband: A small but very nice boost to the ability points you can get for every stat. Doesn't require any rank or grade to give you the boost but the boost is small, a perfect jack of all trades.

Detalied Scorebook: The only scorebook you always want to use. ALWAYS. Considering you NEED to get SSS ranks every single time you can, this scorebook will yield the most at any given time for those stats you absolutely need.

Cherished Scorebook: A risky and very cheeky strategy that involves getting rid of every single Friendship Boosting item in favor of getting this to up those stat ranks you never or rarely use like block, interception and tackle. If you can get at least an A in those, it automatically becomes an S and then your Detailed Scorebook comes into play.

POINT BOOSTING SKILLS AND MISSIONS

You must always, ALWAYS strive to get the first try bonus. If you miss it, you might as well give up that run right there. For the rest, you can use these:

Team Mission: The most straightforward way to get the most amount of ability points and up your team gauge to get the Point Boosting Skills you need. Always, always strive for the Great Success. Alongisde the First Try bonus these are the backbone of your point gathering skills.

Skills: You can choose between three every time your Team Gauge levels up. Pray to whatever higher power you want that you ALWAYS get at least ONE good choice between the three.

Personal Ability Rank: You've seen the individual rank you get at the end of every match, right? Well, the best you do at the skills you need: (Shoot, Dribble, Pass, Tackle, etc) the better the growth for your Stats. Try to always aim at a SSS in both, single and overall performance.

You see it now, don't you? Why I told you that this would be hell? Not only you need the RNG to not screw you over, but you must absolutely play like the superstar you already are, EVERY, SINGLE, MATCH. You can't doubt yourself, not even once. There's no room for error, mistakes, slips of the finger, nothing.

It's ALL IN, or NOTHING.

F Is For Friends Who Give You Skills

U is for U give that ♥♥♥♥♥♥♥ SUPER SHOT, YOU ♥♥♥♥.

Welcome to the wonderful world of friendships!

In this part of the guide, I will tell you how to raise your friendship ranks like a purebreed horse high on cocaine. Are you ready to rage the moment you realize you couldn't get that skill you wanted because it was an appeal mission you never saw? If so, then... welcome to the club.

Appeal Groups or Why the Hell did I get such crap groups?

To get Skills and Moves in Captain Tsubasa: Rise of New Champions, you must learn them from other players. That's correct, you are the greatest copycat the world has ever seen, and that makes you the greatest player of all times by default.

But, as you can guess, this has a somewhat big caveat: You must raise those friend and card levels to the max if you want to access all the skills (including the high tier version of some skills or the Super Shots) and also complete certain Appeal Missions to get other skills that will impact how you play in the game.

So, let me dissect the Appeal Group mechanic: Once you start your game, you will get to choose from any 5 players you want from the Highschool Tier. Usually, I would tell you that you choose those players in your same position that you can benefit greatly from. But for DF you will also want to befriend some GK to get their defensive skills.

You see, after you select the players you want to interact with, that means that those players will appear with a 100% chance in the Appeal Groups. But, what about the others that are not those players you chose? That's where this trick enters into play: The game fills the rest of the spots with OTHER PLAYERS, from YOUR or ANOTHER TEAM and FROM YOUR CHOSEN POSITION.

Yep, you read that right. The ones you choose at the start of each stage (youth and world youth) will appear 100% of the time in the appeal groups.

If you're a FW in the world stage, and you want to get Carlos' famous Sagittarius Shot, you will encounter a pretty little problem: You need to get Alberto to friendship level B in order to pass the Appeal Mission that gives you the shot. So, what do you do? You replace Carlos with Alberto, and you'll see that he will pop in those groups more than once, giving you the chance to not only get his shot, but also his ridiculous skill: Young Ace. That or you use Misugi's Skill. Whatever is more convenient for you.

And this works not only for that special case, but also if you want to get more Skills from other players that also play your position that you couldn't choose because they weren't as "critical" as others.

Personal Example: I chose Tsubasa, Heine, Diaz, Pierre and Schester as my focus Players as a MF. But in the Groups I also got: Kaltz, Senghor, Ryan, and Misaki to pop in there alongside the other Japanese Players. In the end I was able to get a myriad of skills and from almost every player I wanted thanks to this system.

Long Story Short: Don't sweat it if you want a lot of players for their skills, just pick the most critical ones (Pierre, Schneider, Kluivoort, etc) and then there's a pretty good chance you'll see the others pop in your group without a hassle.

I'M GONNA MAKE A SUPERSONIC MAN OUT OF YOU (or how to make friends on steroids)

You already know how to cheat the Groups System, now it's time to get your Friendship Points game to a whole new level.

- ITEMS

Bonding Headband: The twin brother of the Fierce Headband, but for friendship points. Like his brother, it won't ask for anything and will give you what you want in small quantities.

Friendship Vest: You noticed the combo number over the Appeal Group you selected before the match? Well, this vest will up the amount of points you get based on that number. Use it with a high multiplier to get even more juice out of it.

Black/White Wristband: One works with Teammates, the other with any other player that's not your teammate. Pretty nifty if you want to go directly for those that are in or out of your team.

Notebook: An item with a very confusing explanation. Helps with those appeal missions where you have to achieve a certain Skill Rank in a certain number of matches.

- OVERALL PERFORMANCE

Yep, that's right. Your final individual performance also affects friendship points. Get a SSS rank at the end and watch those numbers go up like a rocket.

- TEAM SKILLS

Just as there are skills for Ability Points, there are for Friendship Points. However, I URGE YOU to chose those that give you Ability Points rather than Friendship Points. Why? Because of the next item of this list:

- CARD LEVEL

The most important factor in Friend Points and skill acquiring. At level 5 it unlocks the possibility to get all the skills the player has to offer for your player. At Level 6 it's like you have a combination of Training Items and Skills working with you at all times to boost the friend points. This will allow you to ditch any item that and does not give you Ability Points. An absolute Win-Win situation.

Shhh, it's a secret (Skill/Move)

And now, for the final part of this section, I will bestow upon you the ultimate knowledge of how to acquire those elusive Super Shots and and High Tier Skills.

FOR ANY SUPER SHOT: You must have unlocked the normal version first (EX: Schneider's Fire Shot, Kluivoort's Stinger, etc) and then get that player to friendship rank S (or at least A considering new runs). After this, you will get a Special Mission before the match against the team of that player. The mission usually consists of getting a specific Rank in a specific Stat (Dribble, Shoot, etc) with the Normal Shot/Skill the player taught you first equipped in your moveset. PLEASE NOTE THAT THIS DOESN'T MEAN THAT YOU MUST SCORE WITH IT. As long as you have it equipped and you get the rank, the Special Shot is all yours.

EXCEPTIONS: Some players do not require for you to use their normal shot in the match. Diaz and Heine actually require for you to equip the Dribble they teach you (High-Speed South American Dribble and Fariy Dribble respectively) and to get an S rank in dribble to give you their Special Shot.

Another Exception is Ryuuga's Neo Tiger Shot and Tsubasa's Neo Drive Shot. Both require for you to reach a S Friendship rank with them and their shot should be yours in the Semifinals/Finals. Also, you will get another Special Mission in the Finals if you do this, A chance to learn the Dual Neo Tiger Shoot with Hyuuga, the Special Variant of the Neo Drive Shoot or the Shot that you didn't learn the first time you chose. Absolutely nuts.

FOR ANY HIGH TIER SKILL: You can't learn ALL the skills a player has unless you have their Friendship Card at level 5 or more. The real broken skills are just beyond that level gap (Destroyer, Young Ace, Possesion Demon, etc) so be sure to verify your Friendship Cards before you go all in for a skill.

How To Be A GOD


How to achieve your Power Fantasy (WIP) image 114

If you're here, then you must know that I've already given you every single ounce of knowledge I've been able to acquire up until now thanks to playing, theorycrafting and forum diving all across the internet. This knowledge is not final by any means and will never be until we get our hands on the code to know how everything works behind the scenes.

So, until then, I will leave you with some funny builds and players to focus on so you can become THE MAXIMUM GOD OF SOCCER.

The GRIM REAPER (or how to make the Goalie ♥♥♥♥ his pants everytime you appear in the penalty box)

Position: FW

Critical Players: Schneider, Napoleon, Kluivoort

Optional Players: Blake, Rusciano, Hyuuga, Margus (If you don't want any of the others)

Variant: Carlos (His Young Ace skill is broken, but you can't afford to put Alberto to get his Sagittarius Shoot unless you force it with Misugi's Captain Skill)

Pretty straightforward build. Your job is to wreck the GK as hard as you can in the least amount of time. Napoleon and Kluivoort have skills that will power up your ground shot to new heights while also lowering the GK stats and resistance to your shot. Schneider has the strongest straight special shot of the game and the best dribble to pair it with. Literally a no brainer.

As a bonus, Napoleon will give you the second most powerful shot in the game, ready to be used against Muller in the finals.

As for Carlos, Young Ace is too good to pass it up, and can easily replace your Anti-GK skills in favor of more Power and Offense, given that it powers up your shot for every opponent you pass before shooting.

Simo Häyhä (or, did you just scored from the middle of the ♥♥♥♥♥♥♥ FIELD?)

Position: MF

Critical Players: Pierre, Tsubasa, Heine

Optional Players: Ortiz (Highly Recommended), Misugi, Misaki, Kaltz, Diaz

The King of Snipers, your sole role will be to keep the ball in the middle field where your King of the Midfield will trigger. Add some dribbles to up your ante, get your V-Bar ready and then, pull the trigger with your Special Shot. If you don't K.O. the GK in one shot, the ball will have to pass over you to get to the other side, and when you are in the midfield, NO ONE SHALL PASS.

Pro Tip: If you do a Etoille Roulette before Shooting, it is a 360 NoScope.

Look at me, I'm the FW now (or: eat ♥♥♥♥, Carlos. I don't even need to enter the penalty box)

Position: MF

Critical Players: Diaz, Heine, Pierre, Tsubasa

Optional Players: Ortiz, Misugi, Misaki, Kaltz

Exremely Cheeky Variant: Carlos

You want to put Diaz and Carlos both to shame at the same time? Say no more, because this is the build for you.With this, every time the ball touches your feet you will automatically become your team de-facto FW. Run towards the goal while you leave your opponents in the dust as they watch helplessly how you do a triple carthwheel and then jump in the air to blast the GK away with grace and style.

If you also want to do the whole I AM ♥♥♥♥♥♥♥ INVINCIBLE shtick, then you can grab Young Ace from Carlos to get an additional Ooomph to your shooting.

Originally posted by author: On my way, to ♥♥♥♥ your mom GK

That's all for now. I thank you profusely for reading my guide and I hope this helps you to enjoy Captain Tsubasa: Rise of New Champions even more than before.

And remember, the ball might be your friend, but once I start sliding atop the ball, ♥♥♥♥♥♥♥ will be mad.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2215193970					

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