Final Fantasy X (North American Release) BLITZBALL TECHNIQUES: A PRIMER Key Techs, Specialty Techs, and Using TECH FIND Version 0.9, Sunday, July 24, 2005 (never published) Version 1.0, Sunday, November 19, 2006 Version 1.1, Monday, December 4, 2006 Version 1.2, Wednesday, December 6, 2006 Version 1.3, Thursday, December 14, 2006 Version 1.4, Wednesday, January 31, 2007 Version 1.5, Tuesday, September 23, 2008 Copyright (c) 2006-2008, S. L. Richardson (a.k.a. Falconesque) Best viewed with a monospace font, such as Monaco or Courier. 123456789|123456789|123456789|123456789|123456789|123456789|123456789|12345 =========================================================================== "Everything you ever wanted to know about LEARNING Final Fantasy X's Blitzball techniques, but were afraid to ask." CONTENTS ======== A. INTRODUCTION B. EXPECTATIONS C. THE BASICS D. ABOUT KEY TECHS E. ABOUT TECH FIND F. FAQ: FREQUENTLY ASKED QUESTIONS - How does Tidus get his JECHT SHOT technique? - I missed my chance on that first trip. Can I still get JECHT SHOT? - Why can't Tidus's JECHT SHOT be selected before the Luca Tournament? - Can TECH FIND be used to learn JECHT SHOT? - Can TECH FIND be used to learn JECHT SHOT 2 or AUROCHS SPIRIT? - How about with using Techcopy? - Hey, wait a second. Why isn't Wakka on my Aurochs team? - How about players on other teams using Techcopy? - How about players on other teams winning JECHT SHOT 2 and AUROCHS SPIRIT as prizes? - Why can't any Aurochs use JECHT SHOT 2 and AUROCHS SPIRIT after winning the techs as prizes? - What is Techcopy and how does it work? - How and why does Techcopy fail? - Exactly how does the opponent's level affect techcopy's success rate? - Is there a pattern to all the blinking? - Why does Techcopy fail with Tidus and Wakka's Key Techniques? - I marked someone, but they never use the tech. What can I do? - Does that include VOLLEY SHOT? - What about ANTI-DRAIN? No one ever has it equipped. - Why can't Tidus learn NAP TACKLE 3, for example, early on? - Why are some slots still blank, even with all three Key Techs learned? - What does TECH FIND do? - Why doesn't TECH FIND ever turn up as a prize? - What do you mean, stack the deck? How? - Hey, wouldn't this work for Wakka's reels or the Jupiter Sigil? - So this works with League prizes, too? - But if I only want Wakka's stuff, how much blitzball must I endure? - How is TECH FIND used? G. ACKNOWLEDGEMENTS TABLE A: TECH CRIBSHEET TABLE B: AUROCHS CHECKLIST INTRODUCTION ============ Imbedded within Final Fantasy X is a challenging little sports game known as Blitzball. The mini-game is a sort of submerged water polo, where two teams face off in a sphere pool. While FFX's main storyline requires your participation in only one blitzball match, gaining all of Wakka's overdrives and powering up his celestial weapon (World Champion) are intimately linked with blitz. For players new to blitzball or those who have little interest in blitzing beyond collecting the prizes, one of the commonest stumbling blocks to winning matches is gaining the "techniques" needed to defeat your opponents. This guide endeavors to help you surmount that obstacle. If you've ever thrown up your hands or thrown down your controller in disgust because Techcopy never works -- this guide is for you. Welcome. EXPECTATIONS ============ Within the game, a good (if lengthy) tutorial introduces you to blitzball's mechanics and terminology. This guide presumes you are at least familiar with those terms. For broader discussion of playing strategies, shot selections, and your opponents, the focused blitzball guides, as well as the blitz addendums in many of the walkthroughs found at GameFAQs.com provide vast amounts of great information. This guide presumes you will turn to those guides once you gain a knack for learning blitz techs and doesn't retread those waters. FFX FAQs & Guides: http://www.gamefaqs.com/console/ps2/game/197344.html FFX Blitzball Board: http://www.gamefaqs.com/boards/gentopic.php?board=2000006 Note: Although in this guide named techniques are shown in ALL-CAPS to catch your eye, on-screen they appear in mixed case. Spoilers have been avoided throughout. Only a few milestones in the main storyline are mentioned with minimal context. THE BASICS ========== [Note: The initial tournament played in Luca is NOT typical and circumvents many of the basic mechanics described here. The "FAQ: Frequently Asked Questions" section addresses the unique issues of that tournament.] A blitzball technique (or "tech") is a specialty shot, pass, tackle, or other move a player may employ against his or her opponents. At the start of a blitzball game, at Halftime, and before any Overtime periods in Tournament play, techs may be specified for each Aurochs player from among that player's "learned" techniques. At Level 3, a player may pick one blitz tech for use in the game. As the player's Level increases, more techs may be selected until, at Level 30, the maximum of five techs is reached. To specify which tech(s) a player should use in the game: 1. Select the player. 2. Select the technique to change or an available slot ("-------"). 3. Select the tech to use from one of the tech screens. Each of the two tech screens contain thirty (30) blitzball technique "slots". Each slot may display either, 1) the name of a tech ("SPHERE SHOT"); or, 2) a series of hyphens ("-------"); or, 3) the slot is completely blank. Named techs have already been learned and may be selected; a series of hyphens indicate the slot is "available" and the tech may be learned via Techcopy or when won as a blitzball prize in League or Tournament play; blank slots indicate techs that can't be learned by any means, not yet at least. Tip: Techs displayed on these screens always appear in the positions indicated in "Table A: Tech Cribsheet", at the end of this guide. ABOUT KEY TECHS =============== The tech screens also display the player's Key Techniques. Learning each of the player's Key Techs makes more tech slots available so those techs may be learned. For example, Tidus's tech slot for JECHT SHOT 2 remains blank until all three of his Key Techs are learned; when his third Key Tech has been learned, the slot then displays a series of hyphens. Tip: Key Techs are listed for each player under Team Data, as well. Even with all three Key Techs learned, some tech slots may still appear blank. This may be overcome by using TECH FIND. ABOUT TECH FIND =============== TECH FIND is a prize attainable in either League or Tournament play. TECH FIND "unlocks" or changes a blank, empty tech slot into a series of hyphens and makes the tech "learnable". TECH FIND does not actually learn the tech; the tech must still be learned via Techcopy or when won as a prize. FAQ: Frequently Asked Questions =============================== Q: How does Tidus get his JECHT SHOT technique? A: JECHT SHOT can be learned on the ferry, the S.S. Winno, while traveling from Kilika to Luca for the first time. Approaching the blitzball on the forward main deck initiates the Jecht Shot Mini-Game. Getting close is enough, you needn't examine the ball, so steer clear of the blitzball until you're ready. Tip: SAVE FIRST, below decks on the first crossing, so you may reset (L1+L2+R1+R2+Select+Start) and try again if you flub the mini-game. The upcoming tournament in Luca CAN be won without it, but JECHT SHOT makes getting on the board MUCH easier, so successfully completing the mini-game before arriving in Luca is worth the extra effort. Also, after winning the mini-game approaching Yuna automatically progresses the story, so avoid her until you've finished talking with everyone else. Q: I missed my chance on that first trip. Can I still get JECHT SHOT? A: Yes. When you can -- and it may be quite a while* -- return to Luca or Kilika and take the ferry to the opposite shore. Save at the Save sphere, now found aft of the pilot house, and then approach the blitzball on the forward deck. Tip: While you're there, talk to the guy on the upper deck for a cool bit of equipment for Wakka. The answer? (Or look away now.) Eleven. * Once you've completed Djose Temple's Cloister of Trials (and Ixion joins Yuna's stable of aeons), you can make the long hike back to Luca and be able to board the ferry again, a tip contributed by Endless_Dusk. Playing forward, though, you won't gain easy mobility until after completing Zanarkand Ruins. Q: Why can't Tidus's JECHT SHOT be selected before the Luca Tournament? A: Techs can only be specified for use in a game for players who have reached AT LEAST Level 3 and at the beginning of the Luca Tournament neither Tidus nor any of the other Aurochs has yet reached Level 3. Tidus doesn't play the first match against the Al Bhed Psyches, but before running off after Yuna, step back into the Aurochs locker room and, standing near each teammate, press Square to view (or "scout") the player's Level -- all are at Level 1. This won't work with Tidus or Wakka, but during the final you'll learn both are at Level 2. Since none of the Aurochs have reached Level 3, the final starts without preamble or tech selection. To use the JECHT SHOT against the Goers, spend the first half of the game passing the ball to Tidus or otherwise using Tidus enough ("Shoot like crazy!") for his Level to increase sufficiently by Halftime. (Tidus practically needs to be standing in the goal for a shot to score, but taking the shot gains EXP, too, independent of scoring.) When the first half ends, EXP is computed. Tip: To help ensure victory, keep the first-half score even or in your favor. If the Goers get ahead by more than one goal, winning the match becomes very difficult, indeed (even then, you can still aim for a tie to invoke a sudden-death style Overtime period). Before the second half begins, techs may be selected for each of the Aurochs who've reached Level 3. Select Tidus, then SPHERE SHOT, and replace it with JECHT SHOT. (Opposing players may also be "marked" for Techcopy at this time, but more on that in a moment.) Tip: Use JECHT SHOT quickly, though. The storyline forces Tidus out of the game after only three minutes into the second half. On average JECHT SHOT takes 40-45 seconds to fully execute, so allow plenty of time for the shot to score. Q: Can TECH FIND be used to learn JECHT SHOT? A: No. JECHT SHOT can only be learned aboard the S.S. Winno, whether before first seeing Luca or afterward by again taking the ferry (in either direction) between Kilika and Luca. You can use TECH FIND to unlock another player's JECHT SHOT slot, but the player will never be able to actually learn the tech, so the effort only wastes your TECH FIND. Q: Can TECH FIND be used to learn JECHT SHOT 2 or AUROCHS SPIRIT? A: Yes, but only indirectly. JECHT SHOT 2 and AUROCHS SPIRIT can only be earned as blitz prizes in League or Tournament play -- and even then these two techs can only be successfully learned by Tidus or Wakka, respectively, and ONLY when he has learned ALL THREE of his respective Key Techniques. TECH FIND won't override that requirement, but it CAN be used to make the third Key Tech slot available before the first and second Key Techs have been learned. Once their third Key Tech slots are available AND the third Key Techs have been learned, Tidus can learn JECHT SHOT 2 and Wakka can learn AUROCHS SPIRIT. (Thanks to Silent Voice for this tip.) Note: TECH FIND won't appear as a prize right away, however, so don't pass up any opportunity to learn their first and second Key Techs. As the game progresses, opposing players quickly eschew low-level techniques, such as DRAIN TACKLE, in favor of high-level techs, like DRAIN TACKLE 3, and learning those low-level techs can become much more difficult. You can try using TECH FIND to unlock another player's slots for these shots, as well, but the player will never be able to actually learn the techs, short of using a "cheat" device -- and even then, the effects are greatly diluted. Q: How about with using Techcopy? A: No. Techcopy can't be pointed at your own team. Tidus is a permanent member of the Aurochs and can't be "released" to play for another team. (Some reports say otherwise, but myself and others have never seen it happen and Team Data displays Tidus's Contract as an unchanging "---" games.) Though Wakka is a Free Agent, he's also a diehard and won't play for any team but the Besaid Aurochs. (Possibly also due to his inaccessibility to other recruiters, but that's debatable.) Q: Hey, wait a second. Why isn't Wakka on my Aurochs team? A: Wakka has officially retired, so you'll need to recruit him. When you leave Luca, stop at and examine the first Save sphere, on your left when you first enter the Mi'ihen Highroad. You're alerted to the sphere's upgrade, your ability to scout out other blitzers (available from the game's start), and your new ability to recruit other players for your team. From then on, press Square whenever talking with any NPC; NPCs who mention blitz (24 in all, including a few shopkeepers) can invariably be recruited. Tip: Other FAQs, such as the one linked at the end of this guide, include lists of where each Free Agent may be found, his or her contract terms and salary, as well as many other useful tidbits. Your first opportunity to recruit Wakka comes after leaving the Al Bhed Home and before confronting Bevelle's guardian. Approach Wakka on the airship's bridge, press Square, then X, and select Yes when prompted. If you miss this chance, you can still recruit Wakka later...much later, once the airship is permanently at your disposal. Q: How about players on other teams using Techcopy? A: No. JECHT SHOT and JECHT SHOT 2 are uniquely Tidus's, while AUROCHS SPIRIT is exclusively Wakka's specialty. No other player can swipe these techs and turn them against the Aurochs, so use them freely. Q: How about players on other teams winning JECHT SHOT 2 and AUROCHS SPIRIT as prizes? A: They can win the prizes, but no one on their team will be capable of learning the techniques. Q: Why can't any Aurochs use JECHT SHOT 2 and AUROCHS SPIRIT after winning the techs as prizes? A: Only Tidus and Wakka, respectively, can learn these techs, and ONLY after learning ALL THREE of their Key Techniques. If you win the prize before the third Key Techs are learned, the prize is lost and you must wait for it to appear again. Tip: Once a League or Tournament begins, the prizes are locked in and won't change for however long you abstain from finishing. If the prize comes up, for example, in a Tournament and you haven't learned the Key Techs yet, play only one game in the Tournament and then play only League games until you've learned the Key Techs. You can also use Techcopy to gain Key Techs in Exhibition games. Q: What is Techcopy and how does it work? A: Techcopy is the mechanism for learning blitzball techniques from your opponents, much as Lancet lets Kimarhi learn his Ronso Rage overdrives (often referred to as "blue magic"). As the period begins, each team member may "mark" one opponent who has a technique (displayed in cyan) he or she can learn. During the game, when an opponent is about to use a tech a message appears on screen. If the tech may be copied, a moment later "Techcopy" flashes at the top of the screen. Press X at the opportune moment and, if successful, a message displays who has learned the tech. More than one player can mark and learn a given tech if the marked opponent uses the tech repeatedly. Only one player learns a tech per successful Techcopy, however. Q: How and why does Techcopy fail? A: Techcopy fails in three ways: 1. Monotone no-go sound: No reason given. 2. Monotone no-go sound and text message: "...Techcopy failed." 3. Monotone no-go sound and text message: "...level is too low." Timing is the reason for the first failure. "Techcopy" blinks between white and cyan. Tap the controller ONLY while "Techcopy" appears white. If the tech still won't copy, next time try the second (most common) or a later white blink. How long the word blinks varies from tech to tech. The second failure has a fifty-fifty chance of occurring when your player and the marked opponent are at the same Level. Your timing was correct, but the odds went against you. The third failure means the opponent's Level is higher than your player's Level. Failure is NOT a foregone conclusion, however. Trying to Techcopy from a higher-level player is simply less LIKELY to succeed, but it can still succeed, so it's a better choice than selecting "No Mark." Q: Exactly how does the opponent's Level affect Techcopy's success rate? A: Techcopy's success varies, depending on the opponent's Level in comparison to your player's Level. Try to mark opponents who are below or equal to your player's Level for the best chance of success. Early on, the odds are decidedly stacked against you. Many opponents have not yet reached Level 3 (and therefore can't use techs) and the rest are either equal to your Level or a Level or two above you -- pretty slim pickings. Use this time to develop a rhythm that works for you with Techcopy. When your timing is right: OPPONENT SUCCESS RATE Lower Level Guaranteed Same Level 50/50 shot Higher Level Rare, a 1-in-5 shot, but possible By the time you've gained a few Levels, most opponents will have reached Level 3 (a new well of techs to mark) and you'll have gained a Level or two over other opponents, as well. Q: Is there a pattern to all the blinking? A: Yes, there is. For most techs, press X on the second blink. Some find counting out loud easier, though, such as by saying "one-thousand one" before pressing X. Some techs give you little time to react, however. Press X immediately with VOLLEY SHOT, DRAIN TACKLE, and any of the anti-status techs. SPHERE SHOT copies best on the last (the ninth) blink, OR exactly as the shooter's foot connects with the ball, OR immediately after the shooter's selection chimes -- the last is by far the easiest method to time successfully. Tip: SPHERE SHOT is one of Tidus's default techs. Use the tech a few times to get familiar with the timing. INVISIBLE SHOT involves similar timing; the twelfth is its last blink. The tech can also be won as a prize, thankfully. Q: Why does Techcopy fail with Tidus and Wakka's Key Techniques? A: For both Tidus and Wakka, their Key Techs MUST be learned in order, from left to right (or top-down, as displayed on Team Data and Scout screens). Q: I marked someone, but they never use the tech. What can I do? A: Some techs are more difficult to learn and may need triggering. If you want to learn ANTI-WITHER from the opposing midfielder, for example, then tackle the midfielder using WITHER TACKLE, otherwise ANTI-WITHER is never used and therefore can't be Techcopied. There are three methods for triggering anti-status techs, in fact: 1. Use the appropriate tackle, as above. 2. Choose "No Break" or otherwise ensure the opponent can "get a hand" on the ball and use the appropriate pass. 3. Against the goalkeeper, use the appropriate shot. Tip: A favorite method is sandwiching the marked opponent between your two best passers (those with PA stats greater than the opponent's BL stat) and continually passing back and forth, with one or both using the appropriate passing tech. An extra benefit of this method is that your passers can gain quite a bit of EXP. Other specialty techs may need similar intervention, whether directly or indirectly. Q: Does that include VOLLEY SHOT? A: It does, indeed. Learning VOLLEY SHOT requires a well-timed bad shot on your opponent's part -- while your goalie isn't using any techs at all. But you needn't rely on your opponent's generosity. Even simpler is throwing a bad pass to your own teammate (by being far across the sphere pool, for instance) while the marked opponent is nearby. The opponent always goes for the fumbled pass. Q: What about ANTI-DRAIN? No one ever has it equipped. A: Learning the ANTI-DRAIN techs requires the most convolutions of all. Reportedly, you must: 1. Recruit a player who knows the tech (such as Biggs, who guards the Luca stadium), equip the tech, and then release the player. 2. Play an Exhibition match against whichever team picks up the player. 3. In the first half, have everyone possible mark that player and then use Drain techs against the player continually. Your window of opportunity may be limited. Before the second half begins, the tech is automatically unequipped. Note: Unconfirmed by the author, but passed along as-is in case it helps. Going for "perfect" tech acquisition is beyond the scope of this primer. Q: Why can't Tidus learn NAP TACKLE 3, for example, early on? A: Tidus must learn all three of his Key Techs before the NAP TACKLE 3 slot becomes available and the tech may be learned. Learning each Key Tech makes more tech slots available. Advanced techs can be learned sooner, however, if you win TECH FIND in League or Tournament play. Q: Why are some slots still blank, even with all three Key Techs learned? A: Some players have a limited tech selection by default. Keepa, for example, can learn only eighteen of the sixty techs. Use TECH FIND to increase his available tech slots. Tip: Learning Keepa's techs can be a real bear. Having him play a defending position during an Exhibition game or two works wonders. Q: What does TECH FIND do? A: TECH FIND makes a blank tech slot available. TECH FIND only makes the tech "learnable"; the technique must still be attained via Techcopy or won as a prize. Q: Why doesn't TECH FIND ever turn up as a prize? A: TECH FIND isn't terribly rare. You can wait for it to come around or you can stack the deck in your favor. Q: What do you mean, stack the deck? How? A: After completing a Tournament, or after a few League games if Tournament is ignored, "Tournament" appears dimmed on the menu and remains dimmed through two League games. Tournament prizes are set when "Tournament" again becomes available on the Blitzball menu. With a little preparation, this can be used to your advantage. 1. Play until "Tournament" is dimmed and can't be selected on the menu. 2. Play a League game. 3. At the end of the game, select Continue. 4. "Tournament" should still appear dimmed. 5. Play another League game. 6. At the end of the game, select Back and return to the Save sphere. 7. Use the Save sphere to Save your game. 8. Use the Save sphere to again Play Blitzball. 9. Highlight (but do not select) Tournament. 10. If TECH FIND is among the prizes, select Tournament to lock in the prizes and play on. 11. Otherwise, reset (L1+L2+R1+R2+Select+Start), reload your game, and try again. [This sequence varies slightly from earlier reports and perhaps changed in the North American release.] Note: Steps 2 through 5 aren't actually required. By repeatedly choosing Play Blitzball then Cancel, eventually "Tournament" again becomes available on the Blitzball menu. As many as nine iterations may be needed, however. Q: Hey, wouldn't this work for Wakka's reels or the Jupiter Sigil? A: Yes, many rare blitz prizes can be had this way. The sigil won't appear until after Wakka has won ALL of his reels, however, and some of the reels may not turn up as prizes until a certain number of random battles have been waged in the game's main storyline. Element Reels: No requirement; Wakka's default Overdrive Attack Reels: No requirement; appears almost immediately Status Reels: Appears after 250 random battles Aurochs Reels: Appears after 450 random battles The numbers are nothing extraordinary, unless you're playing a battle- limiting challenge or otherwise avoiding fiend encounters. No indicator in the game reveals EXACTLY how many battles have been fought (although a few approximations are favored on the Blitzball message board; feel free to ask there, if you're curious), so if the prize doesn't appear after a number of resets don't drive yourself nuts. Go capture a batch of fiends for the Monster Arena and try again later. Q: So this works with League prizes, too? A: Yes, but because "League" never appears dimmed in the menu, at the end of a League's tenth game (after prizes are awarded) be sure to select Back and Save. Then check the new prizes, and if you don't like them you can safely reset and reload as needed. Note: Choosing Reset Data from the Blitzball menu has the side-effect of resetting League prizes, too, but your team reverts back to its pre-Luca Levels and you lose all learned techs (except the defaults and JECHT SHOT). So Save first before trying Reset Data; if the loss proves more than you'd like, reset your console and reload your saved game to undo the damage.) You MAY be able to accomplish the same end by repeatedly entering and leaving the blitzball stage (Play Blitzball then Cancel), though an astronomical number of repetitions are needed -- forty-plus, reportedly. The report is unverified, however. Q: But if I only want Wakka's stuff, how much blitzball must I endure? A: The minimum you'll need to win to secure all of Wakka's Overdrives plus the sigil for his ultimate weapon are, in order: League: (None) Tournament: Attack Reels League: Status Reels Tournament: Aurochs Reels League: Jupiter Sigil When you first start blitzing, League is available and Tournament appears dimmed. You can Reset Data for a better prize selection, but no matter how many times Reset Data is invoked, Wakka's goodies are never listed for the first League. Use this time for tech acquisition and for obtaining World Champion itself (after five games) from the bartender in Luca. Tip: After winning five matches and securing World Champion, the remainder of the first League's games may be safely Forfeited, reducing the amount of time played, if not the number of games. To Forfeit, press Triangle when the Aurochs are losing and the blitzball is in your possession. That's 34-36 matches, depending on whether you get a first-round bye in the Tournaments, in addition to the Luca Tournament. Stacking the deck as described earlier requires no recruiting -- not even Wakka himself. One incentive to continue blitzing, however, is gathering the rare items that often come up as prizes: Megalixirs; Mega Phoenix; Three Stars; Luck, Return, and Teleport Spheres; Underdog's Secret; Rename Cards; and the elusive Dark Matter. Q: How is TECH FIND used? A: After being awarded TECH FIND at the end of the game, carefully select a player -- you can't return to the players list once a player is selected. Then select the desired BLANK slot in the player's tech lists. DO NOT select a slot already displaying a named technique ("VENOM PASS"); DO NOT select a slot already showing a series of hyphens ("-------"). Use Next and Previous as needed to reach the appropriate slot (see "Table A", below). ACKNOWLEDGEMENTS ================ Techcopying Tidus's VENOM TACKLE kept failing. I went hunting for answers (timing flubs, argh), cobbled together the myriad hints and clues, then refined the lot, plugging in what I learned through game play. I play more blitz than the average Joe, but I'm no blitz expert. I enjoy the challenge of playing an all-Aurochs team (reaping the full benefit of AUROCHS SPIRIT) and my team is rarely beaten. Thanks to everyone who has ever written a FAQ or walkthrough for Final Fantasy X, including CB! (brilliant blitz tech FAQ), Sephiroth101, StoneKotr, Split Infinity, Diomedes, Spira (excellent chart), dingojellybean, SinirothX, and AlaskaFox (great usage tips), who all at least mention TECH FIND. Thanks, too, to Darryl Knight (thgink999) for the timing clues included in the original Omega Ruins FAQ. And of course thanks to CJayC, from whom all good GameFAQs things once flowed. Sincere appreciation goes out to Silent Voice, erict1628, and Endless_Dusk for the time each took in providing invaluable feedback on this guide. Thanks, too, to the anonymous others who e-mailed their tips and questions. Ready to learn more? "FFX Blitzball Guide", by Matt Burns (a.k.a. Endless_Dusk), is an excellent next step. Read Matt's guide by visiting: Updated (2009): http*://h1.*ripway.*com/m4ttuk*/*guides/ Contact: Please feel free to send me any questions, comments, or corrections you may have. E-mail: Falconesque Web site: http*://www*.esque.*com/slr*/gamefaqs*/ Note: Remove all of the asterisks (*) before copying the above links to your browser. Legal notice: All rights reserved. Other guides mentioned herein are the sole property of their respective authors. Brand and product names may be the trademarks or registered trademarks of their respective companies. Last Modified: Wednesday, December 2, 2009 (Updated links & contact info. Not worth incrementing version.) TABLE A: TECH CRIBSHEET ======================= Tip: Copy this section into its own document. Print and keep handy while blitzing. Blitzball Techniques, Page One Jecht Shot Wither Shot Wither Pass 2 Jecht Shot 2 Wither Shot 2 Wither Pass 3 Sphere Shot Wither Shot 3 Volley Shot Invisible Shot Venom Pass Volley Shot 2 Venom Shot Venom Pass 2 Volley Shot 3 Venom Shot 2 Venom Pass 3 Venom Tackle Venom Shot 3 Nap Pass Venom Tackle 2 Nap Shot Nap Pass 2 Venom Tackle 3 Nap Shot 2 Nap Pass 3 Nap Tackle Nap Shot 3 Wither Pass Nap Tackle 2 Blitzball Techniques, Page Two Nap Tackle 3 Anti Venom 2 Brawler Wither Tackle Anti Nap Pile Venom Wither Tackle 2 Anti Nap 2 Pile Wither Wither Tackle 3 Anti Wither Regen Drain Tackle Anti Wither 2 Good Morning! Drain Tackle 2 Anti Drain Hi Risk Drain Tackle 3 Anti Drain 2 Golden Arm Tackle Slip Spin Ball Gamble Tackle Slip 2 Grip Gloves Super Goalie Anti Venom Elite Defense Aurochs Spirit TABLE B: AUROCHS CHECKLIST ========================== Tip: Copy this section into its own document. Select a monospace font (such as Monaco or Courier), then adjust the font size and page margins until the entire thing fits on a single page. Print and keep handy while blitzing. LEGEND D, Default technique, already learned X, Available, immediately learnable *, Never learnable -, Unavailable, unlock with Tech Find 1, Requires first or one Key Technique 2, Requires second or two Key Techniques 3, Requires third or all three Key Techniques 1K, First Key Technique 2K, Second Key Technique 3K, Third Key Technique 2K1, Second Key Technique, requires first or one Key Technique 3K1, Third Key Technique, requires first or one Key Technique 3K2, Third Key Technique, requires second or two Key Techniques TECHNIQUE TIDUS WAKKA BOTTA DATTO JASSU KEEPA LETTY RECRUIT Jecht Shot X * * * * * * * Jecht Shot 2 3 * * * * * * * Sphere Shot D X 1 3 - 3 3 _____ Invisible Shot 2 2 - 3 - 3 3 _____ Venom Shot X D 1K X - - X _____ Venom Shot 2 1 X 1 X - - X _____ Venom Shot 3 1 2 2 X - - - _____ Nap Shot 1 X - D - - 1 _____ Nap Shot 2 2 1 - X - - - _____ Nap Shot 3 3 3 - 3 - - - _____ Wither Shot X 1K - 1K - - X _____ Wither Shot 2 2 1 - 3K - - - _____ Wither Shot 3 3 3 - 3 - - - _____ Venom Pass X X X X X - D _____ Venom Pass 2 1 1 2K X 3 - 1 _____ Venom Pass 3 1 1 - X - - 3K2 _____ Nap Pass X X - X - - 2K1 _____ Nap Pass 2 1 1 - X - - 2 _____ Nap Pass 3 3 3 - 3 - - - _____ Wither Pass X X - X X - X _____ Wither Pass 2 1 2 - X 3 - 1 _____ Wither Pass 3 3 2 - 3 - - 3 _____ Volley Shot X X - D - 2K1 1 _____ Volley Shot 2 1 1 - X - 2 - _____ Volley Shot 3 2 2 - X - - - _____ Venom Tackle 1K X D X X - X _____ Venom Tackle 2 X 3 X X 2 - 1 _____ Venom Tackle 3 3 2 X X 3 - - _____ Nap Tackle X X 3K2 X X - - _____ Nap Tackle 2 1 2 - X 3K1 - - _____ Nap Tackle 3 3 3 - 3 - - - _____ Wither Tackle X 1 3 X 1K 2 1K _____ Wither Tackle 2 1 1 - X 2K1 - 1 _____ Wither Tackle 3 3 3 - 3 3 - - _____ Drain Tackle X 2K1 3 X X - X _____ Drain Tackle 2 2K1 1 - X 1 - 3 _____ Drain Tackle 3 1 2 - X 2 - - _____ Tackle Slip 1 3K2 2 X - 3 2 _____ Tackle Slip 2 3 2 - X - - 3 _____ Anti Venom X 1 X 2K1 1 X 1 _____ Anti Venom 2 3K2 3 2 X - X 3 _____ Anti Nap 1 2 3 X 2 3 1 _____ Anti Nap 2 3 3 - X 3 - - _____ Anti Wither X 2 3 2 1 3K2 X _____ Anti Wither 2 2 3 - X - - - _____ Anti Drain X X 3 X 3 - X _____ Anti Drain 2 1 2 - X - - - _____ Spin Ball 1 X 3 X - - - _____ Grip Gloves 1 2 X X - 1 1 _____ Elite Defense X X X 1 X X X _____ Brawler X X 1 X 1 - 1 _____ Pile Venom 2 2 D X X - X _____ Pile Wither 1 1 - 2 2 - X _____ Regen 1 1 1 2 1 1 1 _____ Good Morning! 2 2 - 2 - 2 2 _____ Hi Risk 2 X - X - 2 - _____ Golden Arm 1 1 1 X X X 1 _____ Gamble 3 3 1 X - 3 - _____ Super Goalie X 2 - 1 - 1K 1 _____ Aurochs Spirit * 3 * * * * * * FIN.