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World Soccer

Winning Eleven 9

Game Guide
by guides.gamepressure.com






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and images are copyrighted by their respective owners. This document or any of its part may not be
reproduced, modified or merged with other documents. [2/16/2006]
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Table of Contents:
Preface..............................................................................................................................................3
Attributes...........................................................................................................................................4
Formation..........................................................................................................................................9
Constant fragments of the game.....................................................................................................16
Control.............................................................................................................................................21
Nuances of the control ....................................................................................................................29
FAQ.................................................................................................................................................34

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Preface


The Pro Evolution Soccer 5 walkthrough guides you through issues concerning attributes,
the formation and the control. Every of mentioned subject matter was described in the
entirely comprehensive method. Everything is supported with the large part of the text. It was
checked and tested paying special attention to as much as possible.
The form of the guide is aimed at players who possess basic information about football. If
somebody has problems with understanding of basic issues then he (or she) may need to use
tips placed on the training menu of the game.
I am greeting entire Polish ISS/PES/WE scene.

maciek_ssi

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Attributes
There are two groups of attributes in general: basic and special. Basic attributes are reflected
through values in the range 1-99. And special ones are awarded in the form of stars.
Possessing the big quantity of the special attributes usually means the world reputation
player.
Three attributes have the range 1-8. These are Consistency, Condition, and Weak foot
accuracy.
Basic attributes increase/fall off in the Master League mode. Values change too in relation
with the current player form.


Increase in basic attributes in the Master League mode. The attribute increases of +1 if the
competitor played a few decent matches and he is suitably young. The Exp belt suggests it.













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Basic
Height - the player's height, influences head play. The height is also important for
goalkeepers. The height has no influence on other attributes.
Dominant foot - the leg preferred by the player, R - right, L- left. If e.g. Weak foot frequency
has the value at least 8, than dominants foot will be shaping on the level 9. It means that the
preferred leg will have the bigger priority this way.
Favoured Side/Foot - favorite pitch side/leg.
Position - the player's preferred position. It has small importance for the position engaged on
the pitch.
Attack - offensive abilities assigned to strikers and wingers.
Defense - defensive abilities assigned to defenders, defensive helpers and goalkeepers.
Balance - it marks how the player stands on legs, it is hard to knock over the player with the
high attribute, important for attackers and defenders, there is no importance in air duels.
Stamina - stamina, it decreases fast if the player is in the weak form, player who runs on e.g.
the entire length of the wing loses it fast, when stamina is less than the half of the maximum
value also the Speed top falls down, if the attribute is small the player will be tired more often
during the match and the part of technical attributes will fall down the value.
Top speed - the player's maximum speed.
Acceleration - the time, which is necessary to reach the maximum speed, the bigger value
the faster he gets it.
Response - the reflex, the time in which the player reacts on passes, extra attribute for the
goalkeeper, the attacker is reacts faster on e.g. perpendicular passing and attains the ball,
but also more often happens caught on offside.
Agility - the agility, the maneuverability, it shows how the player is changes the direction of
the run, reacts to feints etc.
Dribble accuracy - accuracy and the better technique in the dribble.
Dribble speed - speed of the dribble, in other words: the more speed the less difference
between the run in normal moving with the ball and the dribble.
Short Pass accuracy - accuracy of short passes.
Short Pass speed - speed of the ball sent with the pass, the ball more difficult to intercept.
Long Pass accuracy accuracy of long passes.
Long Pass speed - speed of the ball sent with the high pass.
Shot accuracy - accuracy of shot, also important at executing penalties.
Shot power - power of shot, also important at free kicks.
Shot technique - technique of shot, the more the player is able to shoot (more reliably and
powerful) from tough shooting positions; the shots are more often spectacular.
Free kick accuracy - accuracy of free kicks, basic attribute of the executor of kicks.
Curling - how the player is able to spin the ball, good for executors of free or corners kicks.
Header - how good and how accurate player can head, it comprises both shots and passing.
Jump - the height of the jump, connected with header creates the pretty good mixture, the
extra attribute of the goalkeeper - how far he is able to take off.
Technique - control of the ball, how the ball "glues" to player's feet, the ball is often whipped
back from the leg if the player has a weak attribute, he also badly catches passes, it also
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describe speed of the reaction to the next movement after the catch.
Aggresion - doggedness of the player, the defender with high attribute executes more brutal
moves, goalkeeper is more prone to off to canters during free or corner kicks and the attacker
is able to pick the defenders' group alone.
Mentality - the mentality, the player with the high attribute will be losing condition more
slowly and when team is losing he is playing better.
Kepper skills - goalkeeper's abilities, we choose the goalkeeper according to this key, player
with the attribute on the level 90 may be a good goalkeeper.
Team work - cooperation with team in general, the player will be more prone to pass more
relevantly at the high attribute, to predict actions and will be faster adjusted to the style of
the game and to the line-up, extremely important if we want to play faultless/on the high
(although not necessarily!).
Consistency - stability, important at the game in season, the player will be maintaining high
physical efficiency with the high attribute.
Condition - general shape, the player wins shape back faster in the season game, bound
with Stamina and Consistency.
Weak foot accuracy - accuracy with weak (opposite to Dominant foot) leg.
Weak foot frequency - frequency of using weak (opposite to Dominant foot) leg.























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Special
Dribbling - enriches general possibilities to dribble, computer dribbles more often when plays
with that player.
Tactical dribble - the computer more often dribbles with the ball and stops it to pass to the
player standing on the better position.
Positioning - better arranging oneself on the pitch in order obtaining the ball after the pass,
for CM players: Off the ball.
Reaction - attackers: they reach the ball faster near passes e.g. perpendicular; it increases
the probability of being offside.
Playmaking - the player lines up considerably better according to other player who
possesses the ball in order to receive the better pass.
Passing - it increases accuracy/brilliance of perpendicular passes, the assistant.
Scoring - it increases the probability of scoring, the player is more often put with the face to
the goal that is he is able to run the center or the perpendicular pass faster.
1-1 Scoring - it increases the ability to shoot the goal one on one, additionally better chances
of shots from lobs.
Post player - it improves possession of ball in rivals' penal field, additionally better direct
passing and cooperation with team.
Lines - the player lines up exactly to the line of defense to fast run to the front, and to escape
from defenders actually.
Middle Shooting - the ball doesn't usually gain the higher height on the distance shots than
the 2.44 meter.
Side - it improves the game on flanks. The player e.g. in spite of the central position in the
formation will pass to wings in order to assist there playing of the ball.
Centre - it improves the game on center. The player e.g. in spite of the wing position in the
formation will pass to center in order to assist there playing of the ball.
Penalties - penal significantly accurate.
1-Touch pass - more relevant passing with "first touch".
Outside - the player more often passes with the exterior of the foot.
Marking - better covering and lining up in comparison with opponent players on the pitch.
Sliding tackle - better, more relevant slides performed by the player.
Covering - it improves lining up in the defensive line, in order to fill in lack.
D-Line control - the player is more capable to of doing the offside, players with the attribute
more often stick exactly in the line.
Penalty stopper - better abilities for the defense of the penalty.
1-on-1 stopper - goalkeeper will better grab ball from attackers legs, better reflex at close
range.
Long throw - it considerably increases the distance of the throw-in.
Injury tolerance - resistance to minor injuries, A - big, B -average, C - small.



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Hidden
Described in a test manner, available only in the view of team of Japan. They serve in no case
for describing the player's quality. They are probably attributes, which will be added, in the
next versions of the game.
GK ability - the goalkeeper's general abilities.
GK jump - the quality and the distance of goalkeeper's take-off.
Penalty save - ability for the penalty defense.
GK throw accuracy - accuracy of hand's throw.
GK throw power - power of hand's throw.
GK catch ability to catch the ball.
GK coach - review of the situation.
Sliding tackle - the bigger value the better slides.
Intercept ability to intercept the ball.
DF marking ability - ability to cover up players.
Ability to clear - accuracy of knocking the ball out to the front from the defense.
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Formation
The formation isn't the most important thing necessary for luck (i.e. to achieve success). Of
course it is capable to decide of the success of the game but also can be insistent, no through
bad arrangements, but through opponent being pain in the ass who delights working out
your formation and stops the game over and over in order to arrange next, comical strategy.
And therefore I appeal to you: if you think that you will be favorites in the game arrange
some offensive strategy and try to play with it through the whole match. The culture of
playing requires it from us a little bit. I tested all formations and strategies - really, each of
them is capable to manage with the opponent without any problem. Experience and the
review of the field is the key here. We will obtain interesting effects even playing with the 3-2-
5 system.

Team work
Let's back to Team work attribute. It is so important that it isn't possible to skip it and in
order to understand every aspects of the formation it is necessary to take advantage of it
skillfully. I will base the example on the 4-4-2 formation. If I choose the other one it will be
marked. Team work is often mistaken with Positioning and Playmaking although they are
based on similar principles.
We play with the positional attack. We play ball between: CMF, CF, RB (side defenders
go out often in 4-4-2 to help), RMF. If RMF has the ball and he isn't able to center
from the wing because the opponent is locking him, then RB/CMF/CF if it has high
Team work than it will run for the position behind RMF, good to center. RMF is
passing to the nearest player then, the one who left for the position.
Counter-attack: OMF/CMF is running for the goal, he is in the vicinity 40 of meter in
front of the goal; attackers are trying hard to go for the position to giving the shot. The
attacker with the high attribute will be looking for places where defenders are absent;
either will run to the wing in order for centering the ball.
Players with the high attribute are filling in positions well: if they are attacking your
goal and the one defender stayed somewhere in the front that CMF will fill in the line
of defense.
Positional: central halfbacks are playing the ball between themselves; if attackers and
wingers have the high attribute they are able to exchange positions.
Players with the high attribute are running more on the pitch, it can be checked after
the full time in score properties of the player.

Team work is causing some confusion on the PITCH but it is bringing measurable effects in
case of good mastery of the situation by the player. And one more: notice that it doesn't have
to be quite necessary to gain success. It is worth too check which team have the average
value of the attribute, and if they are playing well.




World Soccer Winning Eleven 9 Game Guide 10 / 35

Zones
Theyre five of fields under the surname of the player. One of them is always marked. It
means the shifting zone in the formation. The more red it is the further formation is moved. If
we are playing it for the right goal the most red zone will mean: players are moved to
offensive. It is being operated with: L1 + R1 (offensively) / R2 (defensively). It is possible to
check it in the time of performing the throw-in. More about this option is in the further part.



Formations behavior
Starting the match you probably noticed on the radar, that players, which dont possess the
ball at a given moment, are more concentrated (contrary to players which possess the ball) on
the pitch's width to the center or moved to the ball direction. It is obvious thing. Let us do
math: the pitch has an average of 70 meters of the width, with 4 defenders we have zone of
18 meters for every defender. If the defense is located on the width of the penalty field it will
result in 10 meters for the player. You don't have to be anxious about centers then, since
there are yet wing halfback. After all we are defending the goal rather than wings, thickening
the field only will help us.


As you can see, "red" team is concentrated on width of the line of the penalty field, i.e. 40
meters.

If our player gets the red card his place won't be replaced with somebody else in the
formation. We have to do it manually.










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Players' form
Word about the form. It is presented in the form of arrows. The more upwards the better. If
they are pointed up, some attributes grew (although it can't be seen in the window) and the
weaker player with such a form can be really good. It's contrary with arrows down. The
horizontal arrow is pointing the normal value of attributes (that is the player is such what his
attributes point to). It is worth testing it in Match Mode -> Exhibition where we are able to
choose the suitable form. The player with the weak form is shooting poorly penalties and is
losing fast his stamina.



For the red arrow values are changing from 6 to 12 units of the attribute. For gray from 6 to
12. Near the yellow cross (light minor injury) the value will fall down from 18 for 32.

Dealing with pitchs pictogram
In every submenu of the formation we are able to view players' (L1/R1, on the right-hand
side from surnames):
the position and the number,
stamina and form (extremely important thing), if we marked the Cumulated Fatigue
option it is the belt under stamina which marks fatigue with many matches,
cards,
executors of constant fragments of the game.


Brown bar, i.e. Cumulated Fatigue.

Additionally (L2/R2, pitchs pictogram):
players position
players number and position
level of the involvement in the offensive game
level of the involvement in the defensive game (the bigger arrow the better)


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Players' movement in the moment when team possesses the ball.

Substitutions
We are making substitutions here. This strange hexagon is able to help us within
comparisons. ATT - the attack, TEC - the technique, STA - stamina, DEF - the defense, POW
- strength of the shot, SPD - speed. We can see the dissimilarities also on the attributes
screen. We are making substitutions with X. If we have made the substitution already but it
wasn't yet performed we are able to cancel it proceeding same way we did the substitution.
On this screen we are able also to see cooperation of players with the Team Work attribute.
Pressing once we will see attribute values referring to players of the same team. Pressing the
second time we will see lines with colors corresponding to values of cooperation. Shifting
after players' surnames with we will notice dark field appearing on the pitch's pictogram - it
is pointing the best positions (Position in the review of attributes L2/R2) for players. It is
possible to see players also from the substitute's bench.












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Set formation

Change We will set the formation here. Default is team's
default formation.
Position Edit We are able to arrange the player's exact position
here in the formation.
Select role We are able to arrange more exact positions in
relationship with the formation. The side
defender is able to be CB or L/R B, CMF can act
as DMF or OMF etc.
Automatic sort The computer is arranging players automatically
to the formation according to their abilities.
Auto-sort opp.
team
Opportunity of an automatic arrangement of
opposite team's player's in the first line-up based
on their current form.

Team

Attack/Defense It is about zones, I was writing about at the
beginning. Manual - means that we will be
arranging manually; Auto-defense - the computer
will be arranging defensively; Normal - balanced
arrangements; Auto-attack - formation advanced
to the front more often.
Defense system Normal - every defender without assigned
covering will be covering the player who will
enter to the defense zone. Sweeper - we are
choosing the player who will be acting as the
sweeper, that is he will be filling in lack in
covering, usually covers nobody. Line defense -
players are trying to line of defense always being
complete, Mark settings aren't working.
Team strategy Back Line - the line of defense will go out far
away to the front. Zone Press - a few players will
be using pressing. Offside Trap - the defense will
try to offside. Counter Attack - players will be
lining up with the face forward not paying
attention to the place of the ball on the pitch.
But - means that tactics will be executed
aggressively but condition will be falling fast. B -
means that tactics will be executed restrainedly.
C - means that tactics will be executed without
bigger amounts of strength.
List settings All above-mentioned options from the menu
Team are located here.
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Strategy

Manual During the match L2 + O,X,/\,[] turn on/turn off
strategies. The strategy arranged by the player is
located under every button.
Semi-Auto The computer is matching the strategy for the
player during the match, but we are able to turn
on the single one from arranged earlier with R2.
Formation A/B Formation arrangements A/B.
Copy to... A/B Current arrangements will be copied do A/B.

No strategy We are playing without the strategy.
Normal We are playing "normally", arrangements are
balanced.
Right Side
Attack
More players will be gathered on the right side of
the pitch.
Left Side
Attack
More players will be gathered on the left side of
the pitch.
Opposite Side
Attack
If we are running with the ball on the right flank
players will be trying to gather on the other side
of the pitch.
Change Sides Left is passing to the right and vice versa, only
halfbacks and attackers, excellent for
disorientation of opponent.
CB Overlap The defender or "free player" is helping us
additionally during the attack in attack line (we
choose the player).
Zone Press Stronger pressing, remark: defenders (also and
other players in the formation) are running to the
player possessing the ball in opposite team in
order to take it away and in the same time they
are capable to be more easily outplayed, and
then "gaps" in the line of defense are created,
which are very easy to be used.
Counter Attack Attackers and offensive halfbacks during
defensive actions are staying in the front, they
aren't moving back to the defense.
Offside Trap Moving over the line of defense to the front of
about 5-10 meters for two seconds, executed
wrongly results in serious consequences.
Formation A/B We are arranging formations for ourselves on the
higher menu and during the match we can
change it, it isn't working when Semi-Auto
strategy is on.
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Individual

Attack We are arranging here whether the player during
the attack (during possessing the ball by the
team) is supposed to go out far away and to
which direction or to move back rather.
Defence How much the player is supposed to become
involved into defensive actions
(High/Normal/Low).
Mark settings How to cover players: Zone mark - covering with
the zone, players are trying to be in the one line.
Covering - the player is trying that ball will not to
go through his line of the play; he isn't
concentrating especially on watching or for
covering the zone. Man mark - individual
covering, player is covering opposite player
(Normal/Aggressive).
Edit position We are able to arrange the player's exact position
here in the formation
Select role We are able to arrange more exact positions in
relationship with the formation. The side
defender is able to be CB or L/R B, CMF can act
as DMF or OMF etc.

Kicker/Capitan
Select kicker Executors of constant fragments of the game: FK:
L - from 30, R - to 30 meters to the goal CK: L -
on left, R - on the right side of the goal. PK -
executor of penalties.
Select capitan We are choosing team's captain. Option without
any importance on course of the match.

Quick setting
We have prebuilt strategies here. It will be enough merely to choose the formation and
something from this menu. I am advising to watch well pitch pictogram
(attack/defense/position in the formation) at the choice of the arrangement.

Stock
Saving or loading the formation.
World Soccer Winning Eleven 9 Game Guide 16 / 35


Constant fragments of the game
Direction of played ball is perpendicular to the grass. The quality of executed throws depends
on attributes - they are characterized below.


It is possible to support itself with the radar. :-)













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Corner kicks
O
Center, additionally immediately after releasing hold on the direction left or right - spin,
strength of the passing.
O ~ R2
Center, additionally immediately after releasing hold on the direction left or right - spin,
strength of the passing higher than previous.
up + O
Centre, more flat than first, in the English style, it is not different from the first type
considering the force, spin, strength of the passing.
down + O
Centering on the ground, strength of the passing.
X
Passing to the nearest player.
MENU Select a kicker: Free kick accuracy the most important thing, only refers to
accuracy, Curling ability to spin, L- pass accuracy doesn't matter, Shot power doesn't
matter, Shot Accuracy doesn't matter, Dominant foot in dependence on the player's
preference (certainly e.g. it is more goodly to center right-foot being on the left side).
Its good to choose as executors players with good Free kick accuracy, Curling, Long pass
speed. Additionally it is good to consider star at Outside. To center on good one with Heading
and Jump and on high player of course. Stars at attributes Positioning, Post player and
Scoring Ability also count.
It is very good to spin the ball in the goal area line i.e. on sixth yard and additionally nearby
to short bar. Goals look showily from the center to the line of the penalty field; it is very
rarely a success. It is possible to spin into the goal directly.
















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Free kicks
Executed single
[]
Shot, additionally immediately after releasing direction left or right - spin, strength of the
shot, 24-32,33 meters.
up + []
The very light shot, strength of the shot, spin, about 24 meters.
down + []
Shot, the bomb for the goal, strength of the shot, spin, from about 33 meters.
(any kind of the center)
Obvious.
X
Passing to the nearest player.
/\
Perpendicular passing to the nearest attacker.
O
Centering to the selected direction.
It is possible to use centers described in the corner kicks without any problem too.

Executed double
In order to include the second player in the action it is necessary to hold on to L2 through
the half second. We will be able every next holding of the button to choose the side on which
the assisting player will be stand or to exclude him from the action.
Apart from combinations described with single executing we have the possibility for
execution of extra movements here.
L1 + X
Pulling out the ball by the assisting player with simultaneous shooter running - chance to
perform the shot with [].
L1 + /\
Passing executed by the supporting player to the nearest player.
L1 + O
Centering in the selected place, executed by the supporting player.

Change of the direction of the strike
(any of shots) ~ L1/R1
Change of the direction of the kicked ball. L1 to the left side, R2 to the right side.
(any of centers) ~ L1/R1
Change of the direction of the kicked ball. L1 to the left side, R2 to the right side.
I am recommending testing this trick on the training because of the considerable difference
in the send/changed direction.
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Behaving of wall at the defense
[]
Everyone in the wall is jumping.
X
Everyone in the wall is standing still.
O
Some players are running toward the ball during the shot.
It is possible to combine above-mentioned keys: O + X and O + [].

MENU Select a kicker: The explanation refers only to direct shots: Free kick accuracy the
most important thing, refers to accuracy only, Curling ability to spin, Long Pass Accuracy
doesnt matter, Shot power it is deciding of strength of the shot, if the player is shooting
from over 35 meters it is playing the significant role, Shot accuracy only at indirect throws,
Dominant foot if you have only one player who well executes free kicks than this parameter
isn't important, when you have Beckham and Giggs it is obvious that dominant foot may be a
key.
You should choose as executors players with the good attribute Free kick accuracy. It will be
also helpful additionally when spinning Curling and star by Outside, for strong shot Shot
power. There is no absolute importance at this fragment of the game Shot accuracy.
There is no such thing like e.g. R1 + down ~ /\. Its no need to add X and /\. Shots with
these keys are the same as without them. This is an error of Konami (the same is in Training
Menu/Controls). Old method from PES 2 for shooting free kick exists but it is more difficult
to perform because of the modified system of shots. How to do that? Striking from the margin
of the line of the penalty field press as short as possible center (you may use even R2). The
ball will fall into the goal at big luck. It is possible to shoot from this position under the wall
also: down + O (strength in relationship on the liking: more power=quicker). It is possible to
try in this way also to shoot for the long bar, where the goalkeeper is standing. It is
sometimes possible to mislead him.
If you are shooting with spinning add somewhat bigger strength (about 1/10 bar). In my
judgment players with good Curling slightly spinning the ball kicking without putting
pressure of spinning. The ball is flying to the direction in the same way as shooting with
inner part of the foot. The difference is able to be half meter with twenty meters distance to
goal. Remember, that the quality of spinning doesn't depend only on attribute, but also on
the part of the foot, which we are spinning. With inner we will spin considerably more than
outward. This second style is actually without importance - the change of direction is
minimal. Roberto Carlos' style (determined on the menu of the edition with number 3) lets
double-sided spinning the ball at the kick. If we are executing the free kick from the right
side of the goal we are taking right-foot with good Curling and we are arranging the direction
of the ball by the wall from the right side. Similarly from left. With free kicks executed from
wings of the penalty field it is possible to try to center, but best is low: up + O, the indicator
of strength should not exceed the 1/4 of bar.





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Throw-ins
(cursors) arranging of the direction of the throw-in.
X short throw-in.
O - long throw-in, additionally we are using strength of the throw, Long throw is counting.
/\ - throw of the ball played perpendicularly to the nearer player.

Penalties
There are six points on the goal: the left/bottom, the left/top, the right/bottom, the
right/top, the center, and the center/bottom. The success depends on Shot Accuracy, Shot
Power, the important attribute is star at Penalties. The advantage of shooter will be the arrow
upwards (down just the opposite). For goalkeeper it will be: Response, height and additionally
star at Penalty stopper. Looking at the foot of the player it is possible to sense his intentions.

(direction: the left, right, the left/bottom, the right/bottom, the bottom) + []
Shot for the goal in the selected direction.
[]
Shot at the center of the goal.
(direction: the left, right, the left/bottom, the right/bottom)
Parade with goalkeeper, without the direction defense of the center of the goal, hold before
shooting, it isn't necessary to additionally push as it is in other games.
If we will press nothing with shooter, the player will shoot after a while to the center. In the
time of running to the ball, we will obtain the flight of the ball to the suitable side holding the
suitable direction.
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Control
Preface to control
Winning is the target but in order to do it is necessary to know basic issues of the control.
How many? Best all. I know it isn't possible to know everything but all kinds of passing and
partly shots are real basics. It is necessary to learn differences between types of pressing -
especially knowledge about speed of the run of players in particular modes is a must.
Certainly knowledge of the basic range of feints will be useful. Learning to control doesn't
come easily, the time and intentions are here the key. Option of the training with the
possibility of repeating actions is the outstanding form for mastery of almost all passes.
Playing PES5 with the keyboard isn't the quite bad idea. It is possible to perform almost all
combinations. Certainly we won't perform passes with the analog. The keyboard can
sometimes the block up the cache. Unfortunately there is no remedy for that.
However we will perform everything what is being found below with the suitable pad with two
analogue buttons.

Symbols
All symbols are described for the form arranged towards the attacked goal. The player is
facing the right side and he is attacking the goal on the right-hand side also. Some
combinations are described differently but it is marked in the given place suitably.
These are particular buttons and schemas of pushing them:
X, /\, O, [] - buttons on the pad.
L3, R3 - buttons of knobs of the analogue control.
LEFT ANALOG, RIGHT ANALOG - knobs of the analogue control, also the direction is
usually given (in parentheses).
+ - performing of the combination of buttons, simultaneous pushing in two or more buttons.
~ - releasing of button pushed earlier, after the sign the next button given in the example is
pushed usually.
~ + - holding the button pushed earlier and pushing the next one, given in the example,
sometimes this symbol is occurring after oneself, then it is necessary to push and to hold
buttons.
2x, 3x - number of pushing the given button.








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Basic
Regardless of the state of the ball
directions, LEFT ANALOG
General movement, basic speed of the run; Agility.
R1 (holding)
The sprint, player who is less maneuverable, very small control over the ball, if the Technique
attribute is high enough the control is appropriately better; Top Speed, Agility, Technique.
L1
the player's change, working in relationship on arrangements of the control (manual, s-auto,
fix).

Being in possession of the ball
R1 ~+ (right)~(right)
During the sprint: releasing the ball right ahead.
R1 ~+ R2 ~+ (down/up)
Releasing the ball in the sprint, running with R1 push R2 and then direction; Technique
(length of the releasing).
R2 (holding)
Run, slower than R1, ball more near the leg, impossibility of the shot; Technique, Agility,
Dribble Speed.
R1 (alone!)
Stopping with the ball.
(any kind of the run) ~ (release everything)
Temporary, light trot with the ball, running even with R1 release everything, the player, will
be almost "walking" in the direction led recently.
(standing with the ball) ~ R1 + (left/right)
Slipping the ball to the selected direction, using R2 we are obtaining stronger releasing;
Technique.
R1/R2 ~ R1 + R2
Slipping the ball right ahead; Dominant Foot (leg).

Regardless of the state of the ball
R2 (hold) + directions - in the time of the center for example: chance to move player to
arrange him better in the attitude to the heading ball, extremely useful at any contacts
during performing the passing or the shot with the head.
R1 + R2 - aborting the run to the ball, if we are running to the ball and we know it will leave
off the pitch we are able to use this trick, good also to mislead people, it is possible to use
this trick too in order to abort the direction of the run when we sent the ball perpendicular to
the attacker no relevantly.


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Possessing the ball
X + (alternatively suitable direction)
Direct passing on the ground to the nearest player; S-Pass acc. (accuracy), S-Pass Speed
(speed), Passing (brilliance), Playmaking (positioning).
X (hold on to the 1/6 second at least) + (alternatively suitable direction)
Direct passing on the ground to the more far-away player, the longer hold the further
passing; S-Pass acc. (accuracy), S-Pass Speed (speed), Passing (brilliance), Playmaking
(positioning).
RIGHT ANALOG (direction) + R3
The direction and strength of the passing on the ground, for stronger we push the analog the
ball fly further and faster, 64 directions; Pass Accuracy (accuracy), Pass Speed (speed).
X ~ R2
Passing and running out to the front with the passer, instead of R2 we can use L1;1-Tch
Pass (accuracy of the passer), Acceleration, Top Speed, Response.
L1 + X
Passing1-2, push and to press fast then: /\- giving of the ball in the perpendicular passing,
X - giving the ball to the player directly, O - giving the ball in the air; 1-Tch Pass (accuracy of
the passer), Acceleration, Top Speed, Response.
O + (alternatively suitable direction)
Passing by air, in the defense kicking to the front, at side of penalty field: center on: center
with no direction, others according to direction (when we are attacking the right goal for
example); L-Pass, L-Speed.
L1 + RIGHT MANUAL(direction) + R3
The direction and strength of the passing in the air, for stronger we push the analog the ball
fly further and faster, 64 directions; L-Pass, L-Speed.
L1 ~ R2 + (alternatively suitable direction)
Passing in the air, centering from the side line, strength of the passing, higher than ordinary
L1, press R2 when the animation of the center starts; L-Pass, L-Speed.
2xO + (alternatively suitable direction)
Centering in the air, lower than previous, good for centers on e.g. headlong; L-Pass, L-Speed.
3xO + (alternatively suitable direction)
The center on the ground, the same possibilities from wings gives /\; L-Pass, L-Speed.
L1 + O + (alternatively suitable direction)
Passing in the air, in the defense kicking to the front, directions and center ways identical
with above-mentioned; L-Pass, L-Speed.
L1 + 2xO + (alternatively suitable direction)
Centering in the air, lower than previous, good for centers on e.g. headlong; L-Pass, L-Speed.
L1 + 2xO + (alternatively suitable direction)
The center on the ground, the same possibilities from wings gives /\; L-Pass, L-Speed.
/\ + (alternatively suitable direction)
Perpendicular passing on the ground to the nearest player; S-Pass acc. (accuracy), S-Pass
Speed (speed), Passing (brilliance), Playmaking (positioning).
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/\ (hold on to the 1/6 second at least) + (alternatively suitable direction)
Perpendicular passing on the ground to the more far-away player, the longer hold the further
passing; S-Pass acc. (accuracy), S-Pass Speed (speed), Passing (brilliance), Playmaking
(positioning).
L1 + /\ + (alternatively suitable direction)
Perpendicular passing in the air, the ball will fall down in front of the player's legs, short; L-
Pass, L-Speed, Passing (brilliance).
L1 + /\ (hold on to the 1/6 second at least) + (alternatively suitable direction)
Perpendicular passing in the air, the ball will fall down in front of the player's legs, long, the
longer hold the further passing; L-Pass, L-Speed, Passing (brilliance).
[] + (alternatively suitable direction)
The shot, directions on the pad (attacking the right goal e.g.: up(left), down(right), without
direction/ahead(center), hold []in order to achieve the suitable height/power of the shot, in
dependence on the height of the reaching ball we are able to perform different shoots, on the
own half knocking out to the front; Shot acc. (accuracy), Shot power (power), Shot technique
(quality), Scoring (additional accuracy), 1-1 Scoring, Middle Shooting (accuracy from the
distance).
[] ~ R2
Light, spinned, technical shot; Shot acc. (accuracy), Shot technique (quality), Scoring
(additional accuracy), Dominant foot.
[] ~ R1
Shot with low lob; Shot acc. (accuracy), Shot technique (quality), Scoring (additional
accuracy).
L1 + []
Shot with high lob; Shot acc. (accuracy), Shot technique (quality), Scoring (additional
accuracy).
(standing or going with the ball) L1 + [] + (alternatively suitable direction)
Shot with very high lob, a'la Alessandro Del Piero @ Euro 2004: Italia Sweden; Shot acc.
(accuracy), Shot technique (quality), Scoring (additional accuracy).
(posture with back to the goal) L1 + [] (alternatively suitable direction)
The next lob, if we are reversed to the goal we are able to risk such a very difficult and at the
same time very well shot; Shot acc. (accuracy), Shot technique (quality), Scoring (additional
accuracy).
(posture with back to the goal) ~ [] + (alternatively suitable direction)
The next lob variation, if we are reversed to the goal we are able to risk such a very difficult
and at the same time very well shot; Shot acc. (accuracy), Shot technique (quality), Shot
power (power).






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During the defence
X (holding)
Pressing, attempt of the catching of the ball in the standing position; Defence, Agillity,
Acceleration.
[] (holding)
Pressing with two, you control one without the pressing and call the player closest to the ball;
Defence, Agillity, Acceleration.
X + O (holding)
Same as above, but you control player with pressing, good to taking in "pincers"; Defence,
Agillity, Acceleration.
R1 + X (holding)
Pressing, attempt of the catching of the ball in the standing position; Defence, Agillity,
Acceleration.
R1 + [] (holding)
Doubled pressing with sprint; Defence, Agillity, Acceleration.
O
Slide, catching of the ball in the ground floor. Useful for locking the shot, knocking out from
under the attacker's legs or from the side/goal line; Defence, Sliping.

Catching the ball
(cursors)
The catching and the change of the posture in the selected direction without stopping with
the ball; Agillity, Technique.
R1 + (adequate direction)
Catching with releasing.
R1 (hold)
Catching in dependence on the ball height, it is possible to shot at once, i.e. [], it is possible
to combine together with above-mentioned.
R1
Letting the ball through between legs, when the ball is flying on the earth towards our player,
R1 to push earlier a little bit before the ball reaches player.
R2
The catching and turning round towards the goal at the same time.







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The dribble and feints
(cursors)
Very good, most often using, necessary good timing; Dribble Acc., Dribble Speed, Technique.
R2
Turning around with the ball along with stopping, to the direction of the enemy's goal;
Technique.
(stopping the ball R1/R2) ~ (2x up/down)
Feinting the movement
(right) ~+ (up/down)
Feint with balance of the body during the run.
[] ~ X 2xRIGHT ANALOG (up/down)
Feint, feinting of shot, in dependence on attributes and right/left legged executed in the
adequate direction, it is possible to steer the feint: after pressing X hold on to the direction
opposite to the direction of the run for 90 degrees, with R3 it isn't necessary to push the
direction of the feint - the direction is determining by the knob.
[] ~ [] ~ X
Feinting of shot, with this time double, depends on above.
[] ~ [] ~ [] ~ X
Feinting of shot, very effective, depends on above.
O ~ X
Feinting of center, depends on above, control as above.
L1 + RIGHT MANUAL(direction) + R3 ~ X
Feinting of center, depends on above, control as above.
(ahead) ~+ (up/down) ~ (release last)
Feint with both legs, only for having the attribute Both Foot Feint (non-existent in this
version anyway it isn't known why), hold the ahead, push the direction, release the direction,
the consistent direction for left-foot, opposite for right-foot; Technique > 84.
(ahead) ~+ (up/down) ~ (release last) ~ R1
Above-mentioned feint, performed with releasing the ball right ahead, perform very fast;
Technique > 84.
(up/down)
Dodge with the ball and pulling the ball to the direction chosen with the cursor.
(up/down) ~back
Performing above-mentioned and then dragback with the ball.
R2 + (back)
Dragback. Because of using R2 the player has to be arranged straight towards the gate.
(up/down) ~ (up/down)
Dodge with the ball to one and to the other direction.
RIGHT ANALOG (down) ~ RIGHT ANALOG (up)
Toss of the ball forward, directions independently of the player's position on the pitch,
performed with the ball stopped earlier is guaranteeing the higher toss.
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RIGHT ANALOG (a 90-degree turn right/left)
Zidane spin/roulette in dependence on the direction of turn; Technique.
2xR2 or 2x RIGHT ANALOG (opposite to the run)
The next feint, it is not working with the sprint.
(running with the sprint release the held direction) ~ 2xR2
The feint, stopping with the ball and turning round to the goal.
(running with the sprint necessarily holding any direction) push 2xR2
Sprint with releasing the ball.
2xL1 or 2x RIGHT ANALOG (in accordance to the direction of the run)
Next feint, it is not working with the sprint.
(running with the sprint necessarily holding any direction) push ~ 2xL1
Sprint with releasing the ball.
(running necessarily keeping any direction) ~ 2xL1
Sprint with releasing the ball.
2xL1 ~ (during execution of the third feint push the adequate direction) ~ (during
execution of the forth feint push the direction opposite to previous) ~ (first pushed
direction)
Spectacular feint.
3xR2 or 3xL1
Flip Flap; Ronaldinho, Ibrahimovic, Ronaldo, Cristiano Ronaldo.



















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Goalkeeper
With the ball in hands:
X
Passing to the nearest player.
O
Distant kick to the front.
[]
Same as above.
R1
Releasing the ball from hands.

Without the ball:
/\
Leaving with goalkeeper from the penalty field towards the ball, necessary good timing.
/\ + L1
The change of the cursor for the control of the goalkeeper, working only if GK Cursor ON in
Player Settings.

Knocking out from the goal field:
X
Passing to the nearest player.
O
Long kick up to the front.
World Soccer Winning Eleven 9 Game Guide 29 / 35


Nuances of the control
Every of assumptions presented below dont have to be met at the given moment of the
action. There are no guidelines determined completely, they are only probable. Dependence is
resulting from:
attributes - there are no players without attributes, there are only players without
high values,
players' form - the player with high form able to win the match, it is necessity (!) to play
on this player particularly if he is quick (Pace), a he is good dribbler too (Dribble Speed),
current result of the match - it was tested. Attributes are increasing at a given
moment for player of winning team; losing players' attributes are falling. And therefore
it is so difficult "to return to the game". Values of attributes are increasing too
(exclusively) at ends of parts of the game - only, when team is losing. Attention: if
attribute Mentality is high (above 90), it can happen just the other way.
There are four basic movements of players: the passing, the catching, the shot, taking back
the ball. Mastery of every element in the basic mark doesn't guarantee high victories - it is
helping only at playing the ball. The rest is lying in the player's competence, especially taking
advantage of the attribute Teamwork and knowledge of the own and the enemy's formation.

Passing


We are able to pass to every of eight available directions.
Certainly not every will be so accurate as the attributes are
pointing for it. There is principle that five directions are most
accurate. The rest will depend on the high attribute Passing acc.
Passing of the first ball (and in the run or the sprint) are usually
less accurate, about the 1/4 value of the attribute. Let us not
forget about the long passing - is very easy to intercept, but
extremely effective.

Centring


It is possible to pass to any place in the penalty field provided
that the player is located in the given zone - the ball will always
be directed at his direction. If nobody is in zone the computer
will take the nearest player in other, adjacent zone. If nobody is
in the penalty field, the ball will usually be played to the center
of the pitch.



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Shooting


Three positions of the player are most accurate. The rest
depends on the attribute Shot technique. Every shot performed
at the posture of the player changed of 90 degrees in the
attitude to the goal, will be marked by the weak kick of the ball
(small speed). It will usually be wide too, and not infrequently
high. In this position we can take good shot only with [] ~ R2.


The technique of the shot is describing the moment of the kick and the height of the sent
ball. You also should know that the moment depends on player too, who pushing the key of
the shot is sending the height indirectly - especially at shots from the first ball. For example,
when the ball being centered for the attacker is pointing the chance to kick (not head!) from
the first ball, we will notice then that the player will try to execute the shot in dependence on
the ball height. Almost same situation we find when heading.
There are two speeds of the shot bar existing. The first is essential and is occurring in all
situations apart from of the ones mentioned in second. This one however is showing up
when: shooting from first ball, as well as when the player can't perform any movement,
because he is in the first phase of the catching the ball. It lasts about 1/5 second.
It is necessary to mention "Driven Shot". It is specific kind, possible only to perform when
giving the shot from the first ball. In order to perform it, it is necessary to push [] at the
moment when the ball is falling. Intention realized well, will be resulting in the very strong
shot, kind of the lob.
If we stop the ball with R1 or R2 and we perform the shot from this position, it will have
features as performing [] ~ R2 controlled shot.

1-2


Very effective move, although initially hard to
learn. There are two variations of this
combination. One of them relies on the
passing and running away, other on passing,
running away and giving back the ball with
one of methods. The most simple is X ~ R2.
It can serve not only to exchange passing,
but also to creating "chaos" and immediate
attacking - a few passes performed in this
way will be enough to create combinative
attack. X ~ R2 and L1 + X are identical
moves.





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Nuances of the formation and the strategy
Two hypothetical formations, completely not suiting to oneself. It is possible in theory to bet
bigger chances on "blues", however we don't stay behind rivals thanks to few tricks in the
strategy. It is the demonstration of course of one match when using the following formations
along with the discussing on more interesting pitch behaviors.





Reds:
Simple 3-5-2 formation. Advantage: tightening
of the central field of the game, usually
effective locking the rival on the own half.
Disadvantage: three defenders are not giving
full covering of the line.
Line up Team strategy: Back Line A, Zone
Press A, Offside Trap A, Counter Attack A.



Blues:
Offensive 4-5-1 formation. Support of wingers
for the attacker, giving the opportunity of the
full maneuver in the counter-attack.
Advantage: immediate transition to the
attack, outstanding possibilities in the
positional attack - even play with eight
players. Disadvantage: too small tightening of
the center of the field sometimes.
Line up Team strategy: Back Line B, Zone
Press B, Offside Trap C, Counter Attack A.








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World Soccer Winning Eleven 9 Game Guide 32 / 35





Initial set up of players. Let us take note on
two defensive helpers at "reds" - they will be
accompanying us during the meeting nearly
through the whole time. Let us look at the line
of defense both of team. On 40 meters of the
width at "blues" are four players; at "reds"
only three defenders have to fulfill their tasks.




On time of executing of the corner kick the
shift to the attack of four "reds" players is
occurring. One of wingers is executing the
throw. Three players are waiting for the
counter-attack in the center of the field: CF,
LWF and RWF. Their only chance of the
escape will be disperse to wings and the
individual sprint to the direction of the goal
and possible subsequent center. Two "reds"
DMF will try to underwrite opponents actions
supporting own defenders usually on wings.





Theoretical advantage "reds" in the middle of
the field isn't giving the certainty for lack of
the place to "blues" for playing the ball.
Tightening the formation in the width is the
effect of the arrangement Back Line A. The
problem is, that at the given moment three
attacking "blues" are ready for immediate run
to the ball. It will be sufficient to run them
with the high perpendicular passing. But
because we arranged for team "reds" Zone
Press A, thanks to pressing we are inclining
enemies to retreat the ball into the range of
their defense.

Two interesting facts: "reds" defenders are
individually covering "blues" attackers; "reds"
LMF is being kept an eye by "blues" RB.

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World Soccer Winning Eleven 9 Game Guide 33 / 35





Line of "reds" defense arranged dangerously
high is theoretically guaranteeing the ball
return to the "blues" half. But don't forget
about three attackers, one error of the
defense and the attack will be taken in the
very big area.

Situation almost similar to previous, but on
the other side of the pitch. With moving the
formation "blues" are presenting "reds" in the
way: positional attack.


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World Soccer Winning Eleven 9 Game Guide 34 / 35


FAQ
What manual, s-auto, fix mean?
Manual the player's exchange will be executed manually, especially at lack of possession of
the ball. S-Auto the player's exchange will be executed automatically; the tolerance depends
on the quantity of arranged lines. Fix explained below.
How to play the one player?
Set up in Player Settings option Fix, as shown below:



Additionally buying from PES Shop Player camera you will gain the chance to watch player
actions from the third perspective. R2 call for ball, L1 you are able to rotate the camera
along with the player.
Why am I receiving the message Game Over in Master League?
Because you ended the season with the negative financial outcome or you possess in your
team less than sixteen players.
The game is hanging up for when entering the match.
You installed the unofficial patch probably, re-install the game.
What does it mean when dots, which indicate players sometimes, flicker on the radar?
When two players - every from opposite team - is standing side by side.
Whether the ordinary training on the pitch in the Master League mode is improving
teamwork?
No. It gives nothing.
Why when I am starting the season in Master League I am beginning it with unknown
players?
This game relies on it. You are beginning with weaklings and you are finishing with excellent
team.
Game is difficult.
Reduce the level of difficulty for yourself in match options. One more remark: it is easier to
play on the level of six stars than five.
Game is easy.
Easy, but only with the computer. Play with the living opponent or in the online mode.
I have the key but I don't know where to take the password from.
Register on the Konami site. You will find the link to the registration page in the menu of the
CD-ROM startup.

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