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World Soccer Winning Eleven 9 Game Guide by gamepressure.com

World Soccer Winning Eleven 9 Game Guide

Table of Contents

Control PES5 Guide

Last update: 11 May 2016

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.

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.

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).

/ (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).

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.

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.

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.

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.

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