Fifa-13-Manuals Microsoft XBOX360 Pt PT.Pdf

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Fifa-13-Manuals Microsoft XBOX360 Pt PT.Pdf ÍNDICE DICA DE TREINADOR: PROTEGER A BOLA 1 CONTROLOS COMPLETOS 22 ÉPOCAS Para protegeres a bola do teu marcador, liberta L e mantém x. O teu jogador posiciona- se entre o marcador e a bola para o tentar afastar. 16 JOGABILIDADE: 22 CARREIRA DICAS E TRUQUES 25 JOGOS DE PERÍCIA R EMATAR 17 CONFIGURAR O JOGO 25 ONLINE Remate/Remate de 1ª/Cabeceamento B 18 JOGAR O JOGO 26 Kinect Remate em jeito/Colocado ` + B 19 MATCH DAY 29 OUTROS MODOS DE JOGO EA SPORTS FOOTBALL CLUB Remate em chapéu _ + B 30 PERSONALIZAR FIFA 19 EA SPORTS FOOTBALL CLUB Remate em estilo (apenas de primeira) w + B 31 MY FIFA 13 20 FIFA ULTIMATE TEAM PASSAR C ONTROLOS COMPLETOS Escolher direção do passe/cruzamento L Passe curto/Cabecear (manter para passar A NOTA: as instruções de controlos neste manual referem-se à configuração Clássica do a jogador mais distante) comando. Quando tiveres criado o teu perfil, seleciona PERSONALIZAR FIFA > DEFINIÇÕES > Passe alto (manter para determinar a X CONTROLOS > CONTROLADOR XBOX 360 para ajustares as tuas preferências de controlo. distância) Passe em profundidade (manter para Y ATACAR passar ao jogador mais distante) D RIBLAR Passe alto com bola a saltar (manter para ` + X Mover jogador/Andar/Driblar L determinar a distância) Passe alto em profundidade (manter para _ + Y Sprintar x (manter) passar ao jogador mais distante) Drible de precisão y (manter) Tabelinha _ + A Drible virado para cima w + x (manter) + L Passe em estilo z + A Parar a bola (quando sem marcação) L (libertar) + x DICA DE TREINADOR: TABELINHA Parar a bola e virar para a baliza L (libertar) + _ Para iniciares um passe de tabelinha, prime A enquanto manténs _ para fazeres o teu Proteger a bola (quando com marcação) L (libertar) + x jogador passar a um colega próximo e move L para continuares a desmarcação. Em Simulação (ao receber a bola) ` (manter) seguida, prime A (passe rasteiro), Y (passe em profundidade), X (passe alto) ou _ + Y Controlo de ritmo w (manter) (passe alto em profundidade) para lhe devolveres de imediato a bola, fazendo o passe no Desmarcar colega de equipa _ momento perfeito para evitares perder a posse de bola. Tocar bola para a frente C (tocar) Puxas para trás (quando o jogador se Q + w (manter) C ONTROLO DE BOLA encontra virado verticalmente para cima) Dominar bola (enquanto recebes a bola) (manter para mais C Movimentos técnicos C + w (manter) distância) Dominar bola e parar w + L Cancelar passe/remate w + x Movimento livre w + x (manter) 1 2 CRUZAMENTOS L ANCES DE BOLA PARADA Cruzamento (manter para determinar a distância) X L IVRE DIRETO Cruzamento baixo (dentro da zona de cruzamento) X (toque duplo) Apontar S/O Cruzamento Rasteiro (dentro da zona de cruzamento) X (toque triplo) Remate em jeito (manter para aumentar a B Cruzamento antecipado (fora da zona de cruzamento) _ + X força) Cruzamento baixo antecipado (fora da zona de _ + X (toque duplo) Remate em força (manter para aumentar _ + B cruzamento) a força) Cruzamento rasteiro antecipado (fora da zona de _ + X (toque triplo) Passe alto/Cruzamento (manter para X cruzamento) aumentar a força) DEFENDER Adicionar efeito à bola (enquanto aumentas L a potência do pontapé) D EFENDER Passe pelo chão A Mover jogador L Mudar marcador de livres x Trocar de jogador _ Chamar 2º marcador w Troca de jogador direcional C Remate em jeito com o 2º marcador w + B Sprintar x (manter) Remate em força com o 2º marcador w + _ + B Conter A (manter) Assistência com passe com o 2º marcador w + A Colega de equipa faz contenção ` (manter) Assistência com passe picado com o 2º w + X marcador Desarmar/Empurrar ou puxar B Passar a correr sobre a bola com o 2º w + B, A Entrada de carrinho X marcador Usar o corpo w (manter) Chamar 3º marcador ` Usar o corpo em corrida w + x (manter) Remate em jeito com o 3º marcador ` + B Alívio (quando em posse no meio-campo B Remate em força com o 3º marcador ` + _ + B defensivo) Passe curto com o 3º marcador ` + A GUARDA-REDES Passe alto com o 3º marcador ` + X Sair Y (manter) Passar a correr sobre a bola com o 3º ` + B, A marcador Mover-se/Apontar pontapé ou lançamento L Fazer saltar barreira (apenas na defesa) Y Lançar (manter para passar para o jogador A mais distante de dois) Mover barreira (apenas na defesa) w/x Chutar para a frente (com a bola nas mãos) B/X Sair a correr da barreira (apenas na defesa) A Deixar cair a bola (com a bola nas mãos) Y Fazer avançar a barreira (apenas na defesa) ` Agarrar a bola (apenas quando o último ` Adicionar/remover jogador da barreira _ para selecionar jogador, depois L jogador a tocar na bola foi um adversário) (apenas na defesa) Trocar para o guarda-redes : DICA DE TREINADOR: ADICIONAR ELEVAÇÃO E EFEITO Para adicionares elevação ao teu remate, aumenta a potência durante mais tempo (mas sem exagerar) e move L para dares efeito lateral, superior ou inferior. O efeito superior pode ser utilizado para baixar rapidamente uma bola (p.ex., depois de passar a barreira). 3 4 L IVRE INDIRETO/PONTAPÉ DE BALIZA DICA DE TREINADOR: PENÁLTIS Apontar L Apontar: Por predefinição, a tua pontaria inicial é ao meio da baliza. A partir do momento em que começas a acumular potência para o remate, podes mover L para apontar (manter para X Passe alto/Cruzamento em qualquer direção da baliza. Quanto mais tempo mantiveres L numa direção, mais aumentar a força) o remate irá para essa direção. Atenção a quanto tempo manténs L numa direção, Passe pelo chão A pois se largares demasiado cedo vais rematar para mais perto do centro da baliza e se Pedir livre curto w mantiveres demasiado tempo, vais falhar a baliza. Defender: Decidires previamente o lado para o qual te vais atirar permitir-te-á chegar L ANÇAMENTO mais longe e defender remates colocados junto aos postes. No entanto, atirares-te mais Apontar lançamento L para o lado torna mais difícil defender remates apontados ao meio da baliza. Lançamento curto (para o jogador mais A Se achas que o marcador vai tentar rematar colocado e não em força, podes tentar reagir próximo) ao remate mantendo C em qualquer direção depois de a bola ser rematada. Lançamento curto manual (na direção para Y que estás virado) Lançamento comprido X JOGA COMO PROFISSIONAL: GUARDA-REDES Alternar controlo recetor/lançador (alternar _ o controlo para um recetor na direção em que A TACAR SEM BOLA te encontras) Pedir ou sugerir um passe A Sugerir passe em profundidade Y CANTO Sugerir cruzamento X Passe alto (manter para aumentar a força) X Sugerir remate B Adicionar efeito a um cruzamento alto L Alternar alvo da câmara : (enquanto aumentas a potência do pontapé) Cruzamento baixo X (toque duplo) D EFENDER DENTRO DA PRÓPRIA GRANDE-ÁREA Cruzamento rasteiro X (toque triplo) Atirares-te C + direção (manter)/A + direção (manter) Pedir canto curto w Posicionamento automático _ (manter) Canto curto A Movimento lento de frente para a bola w + L PENÁLTI Sair/socar Y (manter) Apontar remate (manter para apontar para L Atirares-te aos pés X mais longe em qualquer direção) Defesa em antecipação B Rematar B Contenção do 2º defesa ` Remate em jeito/Colocado ` + B Alternar alvo da câmara : Remate em chapéu _ + B Paradinha B (manter), B DICA DE TREINADOR: JOGA COMO GUARDA-REDES Atirares-te (apenas guarda-redes) C Faz experiências com diferentes níveis de Assistência nas Defesas (Assistidas, Semi- Assistidas, e Manuais) para descobrires qual a melhor solução para o teu estilo de jogo e Deslocares-te ao longo da linha de golo L nível de perícia. (apenas guarda-redes) 5 6 TÁTICAS Os movimentos seguintes podem ser executados enquanto manténs w e enquanto o jogador está parado ou a andar. DC apoia ataque m, o Trocar de alas m, s MOVIMENTOS PARADO OU A ANDAR Colocar em fora de jogo m, m Finta de corpo para a direita F (tocar) 2 Estrelas Pressão da equipa m, q Finta de corpo para a J (tocar) 2 Estrelas Diminuir mentalidade atacante s esquerda Aumentar mentalidade atacante o Saídas da finta de corpo L (manter em qualquer direção a seguir à 2 Estrelas finta de corpo) A RENA DE TREINO Passar pé sobre a bola, para D, E, F 2 Estrelas Livre (fora da área) l a direita Penálti (dentro da área) l Passar pé sobre a bola, para D, K, J 2 Estrelas Opções de treino : a esquerda Saídas do passar pé sobre L (manter em qualquer direção após 2 Estrelas M OVIMENTO TéCNICOS a bola passar o pé sobre a bola) Os movimentos técnicos podem ser executados por todos os jogadores. O tipo de movimento Saídas do passar pé sobre a 5 Estrelas que o teu jogador pode executar depende do seu nível de capacidade. Um jogador com o T/N (manter após passar pé sobre a bola) bola com toque duplo nível de capacidade mais alto pode executar os movimentos mais difíceis e eficientes do jogo, enquanto um jogador com um nível de capacidade mais baixo tentará uma versão mais Passar pé sobre a bola F, E, D 2 Estrelas simples do movimento ou pode até falhar por completo na tentativa de execução do mesmo. invertido à esquerda A velocidade a que o movimento técnico é executado depende do atributo de agilidade do Passar pé sobre a bola J, K, D 2 Estrelas jogador. Por exemplo, um jogador ágil como o Cristiano Ronaldo pode executar movimentos invertido à direita técnicos a uma velocidade muito superior à de um jogador com menos agilidade.
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