Final Fantasy X: Blitzball vs Kilika Beasts (1/2)
Another minigame I like playing as a distraction. It's extremely complicated as far as minigames go, but I'll try my best to explain it here. IGN has a good guide for it though.
Blitzball is basically a cross between soccer, (under)water polo and American football. It plays, however, like an RPG. The aim, obviously, is to get the ball across the field and score as many goals and possible. Every player has stats, each aiding in a certain aspect of the game.
HP: Represents the player's stamina. HP drains constantly in the game, and using special skills also consumes HP. When a player's HP runs out, they become exhausted and suffer massive stat reductions. Basically they're out of action until halftime.
SPD: The player's real time movement speed.
PAS: How good the player is at passing. A higher stat means the player can make passes from further away, and are less likely to be intercepted.
SHT: Similar to PAS, but used when shooting goals. A higher SHT stat is harder for a goalie to block. Players may have special techniques which increase their SHT stat.
ATK: How good the player is at tackling other players and claiming the ball. You may not tell by the name, but this stat is mainly for defence not offence.
END: Endurance, or ability to resist being tackled. Again, contrary to what you may think, you want your attackers to have this stat.
BLK: The player's ability to block and intercept passes or shots. You'll want to keep an eye on your opponents' BLK as you advance on their goal.
CAT: Catch. Only relevant for goalies. When shooting, the player's SHT stat is compared to the goalie's CAT stat to determine the out come.
When playing, you only control the player with the ball. You can influence the AI of your other players though. If in a relatively clear area, you can bring up the menu, where you have the option to pass to another player, or shoot.
Of course, you'll probably run into an opponent before you have the chance to do this, and this results in an Encounter. Here you have two options, you can either attempt to break through, and risk being tackled, or simply attempt a pass or shot from there, in which case the opponent will attempt to intercept.
Generally, if your player has high END, or the opponent has low ATK, you should select 'break'. If their ATK is high, but their BLK is low, choose 'no break'.
If you succeed in breaking through, you can either pass or shoot from there, or you can 'dribble'. The third option means do nothing and continue moving. Often useful if you aren't far across the field.
I find that, when selecting 'no break', passing is often the best option. It's very difficult to get a successful shot out of an encounter, as even if it's not outright intercepted, the opponents will still "get a hand on it" (i.e. reduce your SHT stat by their BLK stat) drastically reducing it's chances of getting past the goalie. Of course, if you get in an encounter with someone who sucks at passing (like Wedge on my team), you really have no choice but to attempt a break.
In the next part, I'll talk about positions and techniques.
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