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Wifi Tactic Guide

by shadowb0rn

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Mario Strikers Charged: Competitive Wifi Team Selection- Multiplayer FAQ.
Author: Jordan Stanton AKA ShadowBorn AKA JordanShadow
Version: 1.10
Last Updated: Sept, 17 2007

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[ ZTBL ]	TABLE OF CONTENTS	* Use control-F to search for these 
					  specific sections

1.  Update History			[ ZUPDT ]
2.  Introduction			[ ZINTR ]
	a. About me
	b. The FAQ		
3.  Team Selection and Analysis		[ ZTSA1 ]
    Team Selection and Analysis		[ ZTSA2 ]
    Team Selection and Analysis		[ ZTSA3 ]
    Team Selection and Analysis		[ ZTSA4 ]
4.  Defensive Tactics			[ ZDF ]
5.  Offensive Tactics Summary		[ ZFF ]
6.  Sum >>> Parts			[ ZSP ]
7.  Conclusion				[ ZCNC ]
8.  Future Plans			[ ZFP ]
9.  Contact Info			[ ZCNTC ]
10. Legal Info				[ ZLGL ]

-----------------------------------------------------------------------------

1. [ ZUPDT ]	UPDATE HISTORY
-----------
Ver. 1.0: 	Version numero uno, the rough draft, really I got
August 11th	nothing...!
-----------
Ver. 1.01	First revision complete. Mostly spelling and grammar.
August 15th
-----------
Ver. 1.10
September 17th	Major revison complete. Grammar and spelling improved once
		again. 

		Added new Material! The original team remains the same with
		minor additions to scroring and alternatives. However, the
	        real addition is three entirely new team concepts, each
		described in similar detail to the original team. Each of the
		additional teams has also been tested to assure that they are
		of the highest calibre.
			

-----------------------------------------------------------------------------

2. [ ZINTR ]	INTRODUCTION
	
a. ABOUT ME: My name is Jordan.AKA ShadowBorn in competitive
	     multiplayer games. I am an avid competitive gamer and
	     college student (A nursing student if you were curious).
	     Primarily I am a pc gamer,spending most of my limited
	     game time playing RTS; However, if the game has a strong
	     multiplayer showing expect my name to begin gracing the
	     ladders. Since Strikers is Nintendo�s first real showing
	     in the realm of the internet, I�m here.

	 * One last thing that I would like to mention: this is my very first
	   attempt at a FAQ so expect some rough edges. Also, I�m a science
	   major and not an English major so please forgive my minor
	   transgressions.

b. My Credentials: Currently I have beaten the number one ranked player, the
		   sixth ranked player, and the eight ranked player twice.
		   My overall record currently stands at 312 wins and 32
		   losses. Finally, my most recent season I went 83 wins with
		   only 7 losses and did not lose a single complete series.
		   I mention this as proof that these teams that I will
		   present to you can compete at the highest levels of
		   competition.
	
b. THE FAQ: I wrote this FAQ with a very narrow focus; the selection of a
	   team for use over the Nintendo Wifi service.This FAQ is intended
           to provide a powerful and synergetic team  selection as well as
           detail the strategies necessary to utilize the team.THIS IS NOT
           INTENDED FOR BEGGINNERS!I am writing this with the assumption that
           you the reader understand the fundamentals of the game.Therefore,I
           will not be going into basic controls,why volleyballing and hammer
           spamming are inferior tactics, etc...If you are a beginning player
           and do manage to gain something from this FAQ than more power to
           you. Now on to the meat and potatoes.
-----------------------------------------------------------------------------

3. [ ZTSA1 ]	TEAM SELECTION 1
	
a. THE TEAM: Donkey Kong and the Redeads

	-----------------------------------------
	|			(Left Wing)	|
	|			Boo		|
	|					|
	| (Defender)		(Captain)	|
	| Dry Bones		Donkey Kong	|
	|					|
	|			(Right Wing)	|
	|			Dry Bones	|
	|					|
	-----------------------------------------	

b. CHARACTER ANALYSIS
		
EXAMPLE CHARACTER- Position
-----------------	  
* Class: Defensive, Power, Playmaker, etc...

* Stats: Speed, Shooting, Passing, Defense.

* Skill Shot: Charged B Shot

* Deke: Control pad dodge

* Special: Captain special

* Why this character? Brief analysis of why a particular character 
		      fits where they do.

* Alternatives: Any alternative characters to consider for the 
	        position.


DONKEY KONG- Captain
-----------	
* Class: Power

* Stats: Speed (3), Shooting (10), Passing (3), Defense (10)

* Skill Shot: NA

* Deke: Pounds chest,damages those who touch him, similar to Birdo in
	that it activates instantly.Very effective but mildly slow to
	recover.

* Special: Thunder Wham - DK smashes the ground sending all
	   nearby players flying and stunned. Careful, it will also
	   send the ball flying if it�s not in your hand.

* Why this character?: Donkey Kong is one of the most commonly used
		       characters on WIFI and there is a good reason
		       for that. Hand DK a charged ball, wind up a
                       shot aimed straight at the goalie and it�s
		       almost a guaranteed goal. DK is a powerhouse:
		       A great character for scoring traditional goals.
			       
		       It�s also worth noting that Dk's deke is
		       fairly good, and his special is top notch and 
		       can often lead to amegastrike if performed 
		       correctly.

		       Dk's only real flaw is that he is slow. 
		       But this this is not too hard to deal with.

* Alternatives: Any other power or offensive character can take Dk's
		place  but DK does it best for sure. If you were to 
	`	choose an alternative captain I would suggest Petey
		the Piranha for his powerful shots and annoying
	        special, or Bowser jr. due to his slightly faster 
		movement and great passing skills. 

DRY BONES- Defender
---------

* Stats: Speed(10), Shooting(3), Passing(3), Defense(10)

* Skill shot: Sends and electrified ball at the goalie, stunning any
	      players or the goalie himself on the way, after which
	      the ball reboundsstraight to Dry Bones for an easy
	      goal. Excellent Skillshot!

* Deke: Teleportation. The greater the charge on the ball, the
		       further the teleport. Can be used to tele-
		       goal. A very strong Deke.

* Why this character?: This one should be an obvious choice. He is
		       the only defensive sidekick and he does his
		       job well. On defense he is an animal. Dry 
		       Bones is extremely quick and therefore can get
		       to the ball or player carrying it in no time,
		       and once he is there he can destroy the
		       opposition with crushing blows or a swift
		       steal. 
			       
		       On offense he, is fairly decent as well. If left
		       open, his shocker skill shot can be an easy goal.
		       however, his true scoring potential is realized
		       by utilizing his teleport deke for a tele-goal.


		       This character has a few downfalls. First is the
 		       limited use of his deke. It�s great for scoring goals
                       but terrible for avoiding incoming players due to its
		       inherent delay and reliance on ball charge. The
		       deke can also drain the hard earned charge on the ball.
		       Secondly, Dry Bones cannot charge the ball up very
		       well, especially in comparison to Boo. Finally, Dry
		       Bones is a terrible passer and cannot deliver a ball 
		       very well. Irritating, but not character breaking 
		       flaws. 
			       
* Alternatives: Absolutely none. Do not replace this character for the
		defensive position.

DRY BONES- Right Wing
---------

* Class: Defender

* Stats: Speed(10), Shooting(3), Passing(3), Defense(10)

* Skill shot: Sends and electrified ball at the goalie, stunning any players
	      or the goalie himself on the way, after which the ball rebounds
	      straight to Dry Bones for an easy goal. Excellent 
	      Skillshot!

* Deke: Teleportation. The greater the charge on the ball, the further the 
	teleport. Can be used to tele-goal. A very strong Deke.
				
* Why this character?: What Dry Bones again?! Yes, Dry Bones is that good
 		       that he deserves two spots. Dry Bones crazy ability to
 		       stop goals and his respectable offensive capabilities
		       make him a good choice for a wing as well. Also, if
		       you can deny your opponent the ball, your score won't 
		       need to be as high to win, victory through point
		       denial. A good defense sets up a powerful offense. 

		       It�s important to note that Dry Bones' flaws are
`		       irritating when using him as a defender but are more
		       frustrating when using him as a wing. For this reason
		       a great deal of practice will be required by you the
		       player to overcome his shortcomings and make full use
		       of his capabilities. 

* Alternatives: Toad would make a great alternative in this position. Toad's
		ability to charge the ball by spamming his deke makes him
		very useful. Toads ability to pass makes him great
		for setting up Dk for one-timers and charged shots. Also, due
	        to his deke he can easily cross the ball into the other side
	        of the field. Toad is also a scoring threat with his uncanny
	        ability to perform the dreaded goalie hop. There are two
	        reasons however  that I would choose Dry Bones over Toad.
	        Toad is terrible for defense and therefore will allow your
	        opponent more goals. Number 2, Toad has a terrible skillshot
	 	that is almost effectively useless. In the end I would make
		your final call based on your preference. Both are great in
		this position. 
		
		You may also consider another Boo in this position. The
		extra passer and ball handler may come in handy, but in the
		end all a team really needs is one playmaker and one power
		character.

		One final consideration would be the use of Koopa. Koopa
		has the ability to do a little of everything. His passing
		ability is helpful, as well as his mild shooting skills.
		Koopa can also charge the ball very effectively by 
		utilizing the: wind up, deke, wind up, pass method that
		I shall describe in a little more detail in Boo's bio.
		Koopa's downfall is his slowness, he's not slow, but he
		is also not very fast.
		

BOO- LEFT WING
---
* Class: Playmaker

* Stats: Speed(10), Shooting(3), Passing(10), Defense(3)

* Skill shot: Disappears, rapidly moves forward through the goalie for a
              shot.  An ok skill shot but difficult to use. Boo must be very
	      close to the goalie in order to effectively pull this off. Boo
	      must also be positioned correctly near the sides or straight
              on, no corner shots. (Fun Fact I won a game against the eighth
	      ranked player with this skillshot in sudden death). 

* Deke: Short teleportation not dependent upon ball charge. This is a great
        deke, Perhaps the best in the entire game? It can be used to
        charge the  ball, avoid defenders, and score goals! The only downfall
        is the recharge time that isn't found with other characters deke.

* Why this character?: Boo is an excellent character although quite difficult

		       to use. Boo's role on this team is to be the
		       playmaker. Boo is more than capable of charging the
		       ball and deliverin it to a primary scorer like Dk and
		       Dry Bones. Boo is also a capable scorer due to his
		       ability to teleport through goalie  or less  commonly
                       a by using his skill shot. His final use is to  cross
                       the ball into the offensive side of the field by using
                       his quick speed and great deke. Boo's has only one
		       major limitation, he totally stinks for defense. Boo's
                       slide tackle and smash are simply  embarrassing.
                       Luckily his speed can be used to intercept lobs and
                       passes.

* Alternatives: As far as I am concerned there is no sidekick more necessary
		than a boo! Don't replace him unless you really must have a
		toad! But Boo >>>>> Toad in my opinion.

c. OFFENSIVE TACTICS- HOW TO SCORE


TRADITIONAL GOAL:    This one is pretty self-explanatory, kick the ball into
----------------     the goal! This is the entire reason DK is on the team.
		     Simply charge the ball to at least the yellow state,
 		     hand it off to DK, most likely using Boo's passing
		     ability, and smash away.The only real important thing to
		     note here is how essential it is to wind the shot until
		     the blue rings begin to circle Dk. This is important for
		     both the power of the shot but also you you are rewarded
		     an item when the shot is released. An item that can than
		     be used to setup Dry Bones Skillshot for a sure fire 
		     goal.
			
		     This particular shot is great because of the free item
 		     and the short shot delay. The delay can also be hurried
		     or extended to avoid a tackle or add some extra power.


		     Don�t forget about Dk's deke when their defender is
		     charging Dk.A well timed Deke can remove there only
		     chance of stopping the shot.

		     There are two good ways to charge the ball. First, use
		     any of the sidekicks and lob the ball against the wall
		     as you progress into enemy territory. A lob kick is
		     accomplished by tapping the Z button once. Two kicks
		     should make the ball at least yellow.

			----------------------------------
			|    --->>>>------>>>>----   
			|       Kick      Kick       
			|
			|
			|
			|
		     
		     *******************
		     *** Key Section ***	NOTICE, NOTICE, NOTICE!
		     *******************
		     The second way of charging the ball is fairly easy to
		     understand but difficult to master. Begin to wind a shot
                     with Boo (anywhere on the field), but use Boo's deke
		     before releasing the shot. Wind a shot again but this
 		     time send an aerial pass to Dk. When the ball arrives it
		     will be either yellow or white and ready for a pounding.
		     Or send it to Dry bones for a tele-goal (discussed
	             further down). Learn this technique! I call it the Boo
		     dance.

		     Finally I would like to appeal to the usefulness of
		     rebound shots. Once Dk's shot bounces off the goalie,any
		     of your players have a good chance to score off the
		     rebound just by moving the player to the circle where
		     the ball will land and pressing the B button. The
		     character will head the ball at high speeds for a good
		     chance to go in. Take advantage of  this with the fast
	             characters. 
	
ONE-TIMER:    One-timers follow the same principles as traditional shots.
----------    The ball needs to be charged and DK should be the one to shoot
	      it. To perform  a one-timer simply lob pass to DK using Boo and
	      press the B button before it reaches DK. The ball will be
	      sent flying at high  speeds. This particular shot is only
	      mildly effective but very fast and nearly impossible to stop.
	      Take advantage of this shot against an  opponent who mounts a 
	      very effective defense or has a very quick team. 
	      Note that this shot doesn't reward an item so use it only if a
	      charge shot cannot be used. Also, distance to the goal is
	      extremely  important. Close shots have a far greater success
	      rate.


MEGA STRIKE:    A mega strike is performed by the captain. I assume you know
------------	how to perform them. MegaStrikes are not dependent upon the
	        charge of the ball, and do not reward items. However,
	        megastrikes can be difficult to stop and can score multiple
	        goals.

		At first this shot seems like a game ender but I would like
	        to caution you that top-notch players are quite capable of
		blocking every single ball, myself included. For this reason
	        I suggest that you not rely on it to heavily.

		If you do decide to use it, practice your timing in Strikers
	        101 until you can get the orange line every time for a much
	        better chance to score. Dk's thunder wham is a great setup
	        for the move, just make sure to use it when all defenders are
	        near you, if you leave even one the chance is wasted. Also,
	        don't take a chance on launching 5 or 6 balls, just launch
	        the four or more than likely a skilled player will take you
	        out.

DRY BONES SKILL SHOT:    Dry Bones shocker is great for a score. Simply
---------------------	 perform the  skillshot by charging the B button,
		         the ball will smash the goalie paralyzing him. The
			 ball will then rebound at which point I suggest a
			 lob shot (Z+B) for an easy goal. A standard shot
			 with the control stick directionally mashed to
		         cause the ball to curve will also work.When you have
			 excess items I suggest using them to create space
			 for  Dry Bones to launch his skillshot.
	
BOO'S SKILL SHOT:    Boo's skillshot is difficult but useful none the less.
-----------------    Charge the shot within close proximity to the goalie and
		     score.
			      
		       Shoot here X
				-----
				|
				|Goalie
		    Shoot here X|Box
				|
				|
				-----
		       Shoot here X



		     Don't shoot at the corners or you will likely miss,
		     shoot at the edges of the goalie box.

		     This particular shot is only mildly useful. However,
		     it shouldn't be neglected.

TELE-GOAL:   This is my personal favorite and probably my number one scoring
----------	      method. This shot is accomplished by using Dry Bones
	      teleporting  Deke. Notice how Dry Bones teleports further and
	      further the higher that the ball is charged? That�s right,
	      charge the ball and teleport  right through the goalie!
		      
	      Generally I lob the ball along the sides to accomplish
	      sufficient  charge but truly there are multiple ways to
	      successfully charge the  ball. Practice the timing and spacing
	      with this deke and it will pay  dividends. Eventually you
	      should be able to deke through the goalie a red charge or
	      even no charge at all. The greatest use comes from defensive
	      opportunity. A steal on you opponents side can quickly be
	      converted into a goal if the situation permits. Dont force
	      it, perform when the situation is right.

BOO-Tele:    Similar to Toad's goalie leaping ability and Dry Bones tele-
---------    goal, Boo  can deke through the goalie. At first this is likely
	     to be very difficult but with enough practice it will become a
	     very reliable way of scoring goals. 

	     Note that Boo's deke changes little based on the charge of the
	     ball,  thus this does not become easier with greater charge, but
	     this also  means that it does not require a charge to accomplish.
	     So, simply  snake towards the goalie, deke about a Boo�s length
	     away from the  goalie, and mash the B button and hope that Boo
	     gets the shot off in  time.


ALLEY-OOP:    This is an uncommon and difficult shot. Its also very
----------    very situational but extremely flashy!
    
	      First, the Alley-Oop shot requires a fast character, Dry Bones
	      is good and Boo is better. Begin by running towards the goalie
	      at about a 50-70% angle from the midline on either side.

		-------------------------
				  |	|
				    |	|
		   Rebound shot here x|	|
				   -----|
				   |	|
				   |	x Bounce here
				   |	|
				   -----|
			    Lob here x|	|
				    | 	|
				  |	|
		-------------------------

	      Next, utilize the lob shot, but instead of tapping the button
	      to lob, hold the lob button and release the lob as you approach
	      the goalie. The intention is to bounce the ball off of the
	      electrified fence above the goal. Finally, using the same
	      character sprint around the goalie and head butt the ball as
	      it falls from the electrified fence on the other side. If you
   	      performed it correctly your player should smash the ball into
	      the back of the net just before the goalie can recover.

	      For reference: If you
	      released the ball at the wrong angle  the goalie will not turn
	      around to follow the ball. If you released  the ball too early
              the ball will fall harmlessly back into his hands. If you 
              release the ball too late than the goalie will snatch it up
              before it has a chance to bounce off of the fence. If you
	      didn't charge the lob by holding the button the ball will
	      simply be launched into the goalie's hands.

	      It�s important to note that the speed of the character,
	      dependent on  their individual stats, the arena turf, and
	      whether or not a mushroom  has been used, alters the
	      difficulty. The faster the character is moving, the easier the
	      shot will be to accomplish. For an easy goal use a mushroom!
	      This shot will likely take a considerable amount of practice
	      but it�s a great way to impress your friends.

Wall-Lob: Performed similarily to the alley-oop shot. With any character
--------- charge a lob and run along side the goalie box, just a small bit
	  to the outside of it. Lob the ball between the begining and end of
	  the goalie box, straight forward. The ball will rebound straigh
	  back, perform a rebound shot with the control stick mashed in a
	  particular direction and with a little luck... Goal!

	  This maneuver isn't particularily useful because of its
	  unpredictablility, but fun to perform if you are already winning.

Dk Special: This one is mildly difficult but useful in some situations. Dk
----------  can score by using his special ability. Lob the ball, (important:
	    do not perform a lob shot, use the other lob) the goalie will
	    quickly snatch the ball up. Quickly run over with Dk and use the
	    special. With a little luck the ball will fly out of the goalies
	    hands and land into the goal.

d. PROS
	1. Varied Attack
	2. Strong Captain
	3. Highly Defensive
	4. Efficient use of players.

e. CONS
	1. Poor offensive ball control
	2. Only One Power Striker
	3. Difficult to Master
	4. Commononly Used Captain

f. Synopsis
	To effectively utilize this team you must use all of its assests.
	Progress the ball into opponent territory with Boo dance, DK One-
	Timer. Follow up with Rebound Shots. Utilize effective defense to
	make steals and setup Dry-Bones/Boo for a tele-goal. Deliver Dk a
	charged ball, wind-up a shot and when the opponent comes to tackle,
	Deke, wind up again and release. Thats the Jist.

	This is my second most powerful team combination and I am sure that
	it is more than capable of top-tier play! Practice, and you will soon
	agree.
-----------------------------------------------------------------------------
4. [ ZTSA2 ] Team Selection 2

a. THE TEAM: Daisy Hammer

	-----------------------------------------
	|			(Left Wing)	|
	|			Boo		|
	|					|
	| (Defender)		(Captain)	|
	| Dry Bones		Daisy		|
	|					|
	|			(Right Wing)	|
	|			Hammer Bro's	|
	|					|
	-----------------------------------------	

b. CHARACTER ANALYSIS
		
Daisy- Captain
-----------	
* Class: Defensive

* Stats: Speed (10), Shooting (3), Passing (3), Defense (10)

* Skill Shot: NA

* Deke: Teleportation, similar to Dry Bones but with different timing.

* Special: Crystal Shard, Daisy creates a series of spikes in an instant,
	   damaging any who touch them, including the goalie!

* Why this character?: Daisy's stength lies in her special ability. When used
		       correctly its almost a gauranteed goal! Daisy also is 
		       a very powerful defensive character, very similar in
		       style to Dry Bones. Therefore treat her as a Dry
		       Bones.

		       Daisies primary flaw is her lack of shooting ability,
		       and since captains play very foward, it can be a
		       nuisance.

* Alternatives: The only other possible alternative character to this captain
		is Waluigi, however he isn't a very good alternative. 
		Waluigi special is very good at setting up a mega-strike. But
		as mentioned previously mega-strikes are too easy to counter,
		Daisy's ability to insta-goal is much better.

DRY BONES- Defender
---------

* Stats: Speed(10), Shooting(3), Passing(3), Defense(10)

* Skill shot: Sends and electrified ball at the goalie, stunning any
	      players or the goalie himself on the way, after which
	      the ball reboundsstraight to Dry Bones for an easy
	      goal. Excellent Skillshot!

* Deke: Teleportation. The greater the charge on the ball, the
		       further the teleport. Can be used to tele-
		       goal. A very strong Deke.

* Why this character?: This one should be an obvious choice. He is
		       the only defensive sidekick and he does his
		       job well. On defense he is an animal. Dry 
		       Bones is extremely quick and therefore can get
		       to the ball or player carrying it in no time,
		       and once he is there he can destroy the
		       opposition with crushing blows or a swift
		       steal. 
			       
		       On offense he, is fairly decent as well. If left
		       open, his shocker skill shot can be an easy goal.
		       however, his true scoring potential is realized
		       by utilizing his teleport deke for a tele-goal.


		       This character has a few downfalls. First is the
 		       limited use of his deke. It�s great for scoring goals
                       but terrible for avoiding incoming players due to its
		       inherent delay and reliance on ball charge. The
		       deke can also drain the hard earned charge on the ball.
		       Secondly, Dry Bones cannot charge the ball up very
		       well, especially in comparison to Boo. Finally, Dry
		       Bones is a terrible passer and cannot deliver a ball 
		       very well. Irritating, but not character breaking 
		       flaws. 
			       
* Alternatives: Absolutely none. Do not replace this character for the
		defensive position.

Hammer Bro's- Right Wing
------------

* Class: Defender
* Stats: Speed(3), Shooting(10), Passing(10), Defense(3)
* Skill shot: Leaps into the air flinging hammers in the direction of the
	      goalie. If you are within the maximum distance to goal it is an
	      instant goal. One of the best skill shots in the game, perhaps
	      the best.

* Deke: Leaps into the air propelling himeself forward while smashing anyone
	below him with his hammer. A very powerful deke that is very good at
	creating space. Unfortunately everyone expects it.
				
* Why this character?: This team needs a power scorer and Hammer Brothers
		       fits the spot well. He has the oomph to send the ball
		       past the goalie, but most importantly he has the
		       tools necessary to create space between him and the 
		       defenders in order to deliver the oomph. In case he
		       can't create the space his passing skills can then
		       deliver the ball to someone else.

		       Hammer Bro's is also a great sidekick because of his
		       skillshot. Utilize a mix of his deke and items to
		       create some space near the goalie and unleash his
		       potential.

		       Hammer Bro's flaws are his lack of speed. And the 
		       fact that everyone expects his deke to come at
		       every moment. (This could also be a strength!)

* Alternatives: Another consideration for this position would be  Birdo.
		If you prefer a defensive power character, by all means
		Birdo is your character. He can deliver a slightly more
		powerful normal shot, and is much better for defensive
		purposes. Unfortunately Birdo's deke and skillshot aren't
		of the same calibre.
	

BOO- LEFT WING
---
* Class: Playmaker

* Stats: Speed(10), Shooting(3), Passing(10), Defense(3)

* Skill shot: Disappears, rapidly moves forward through the goalie for a
              shot.  An ok skill shot but difficult to use. Boo must be very
	      close to the goalie in order to effectively pull this off. Boo
	      must also be positioned correctly near the sides or straight
              on, no corner shots. 

* Deke: Short teleportation not dependent upon ball charge. This is a great
        deke, Perhaps the best in the entire game? It can be used to
        charge the  ball, avoid defenders, and score goals! The only downfall
        is the recharge time that isn't found with other characters deke.

* Why this character?: Boo is an excellent character although quite difficult
		       to use. Boo's role on this team is to be the
		       playmaker. Boo is more than capable of charging the
		       ball and deliverin it to a primary scorer like Dk and
		       Dry Bones. Boo is also a capable scorer due to his
		       ability to teleport through goalie  or less  commonly
                       a by using his skill shot. His final use is to  cross
                       the ball into the offensive side of the field by using
                       his quick speed and great deke. Boo's has only one
		       major limitation, he totally stinks for defense. Boo's
                       slide tackle and smash are simply  embarrassing.
                       Luckily his speed can be used to intercept lobs and
                       passes.

* Alternatives: As far as I am concerned there is no sidekick more necessary
		than a boo! Don't replace him unless you really must have a
		toad! But Boo >>>>> Toad in my opinion.

c. OFFENSIVE TACTICS- HOW TO SCORE

PREVIOUSLY DISCUSSED (See first team entry).
1. TRADITIONAL GOAL: Charge the ball and Smash!
2. ONE-TIMER: Charge the ball, lob pass, and smash!   
3. MEGA STRIKE: You know what to do! 
4. DRY BONES SKILL SHOT: Umm... Ya!
5. BOO'S SKILL SHOT: Umm... Ya! 
6. TELE-GOAL: Dry Bones deke. 
7. BOO-Tele:  Boo's Deke
8. ALLEY-OOP: Trick Shot
9. Wall-Lob: Trick shot

NEW

DAISY'S SPECIAL: Daisy special can damage the goalie and pop the ball out
---------------  his hands. To score an easy goal simply perform a lob shot
		 or normal lob with Daisy, immedietly chase down the goalie,
		 the goalie will catch the ball, when you are within reach
		 use Daisy's special. The ball will pop out of the goalies'
		 hands and head right over to you, head it in... goal!

Hammer skillshot: Simply perform Hammer Brothers skillshot within the 
----------------  shots maximum distance for a goal. Experiment around with
		  it to find out exactly where the maximum distance lies.

Hammer Leap: Similar to Toad's goalie hop, Hammer Bro's can leap the goalie
-----------  with his deke. Very difficult but a fun trickshot. Experiment
	     to find the distance.

d. PROS	1. Great Captain special
	2. Improved ball handling
	3. Captain can quickly steal on ball resets.
	4. Great comeback team (More captain specials when behind).
e. CONS
	1. Only One Power Stiker
	2. Difficult to Master
	3. Commonly used captain
	4. Non-offensive captain playing very forward

f. Synopsis: This team plays very similar to the previous. Boo dance, smash
	     with Hammer Bro's, rebound with other characters. Utilize the 
	     deke tele-goals to keep the defence on their toes. Open up
	     opportunities for Hammer Bro's and Dry Bones to use their
	     skillshots. And finally, use your captain specials for easy
	     goals. The best way to get captain specials is to spam partially 
	     charged shots, even if you do not think that they will go in. 
	     The item could very well be worth a goal! 


-----------------------------------------------------------------------------
4. [ ZTSA3 ] Team Selection 3

a. THE TEAM: Vengeful Brother

	-----------------------------------------
	|			(Left Wing)	|
	|			Boo		|
	|					|
	| (Defender)		(Captain)	|
	| Dry Bones		Luigi		|
	|					|
	|			(Right Wing)	|
	|			Birdo	|
	|					|
	-----------------------------------------	

b. CHARACTER ANALYSIS
		
Luigi- Captain
-----------	
* Class: Balanced

* Stats: Speed (6), Shooting (6), Passing (6), Defense (6)

* Skill Shot: NA

* Deke: A short hop, can be used with mild success to avoid oncomers. It can
	also be used to create charge on the ball in a similar manner to the
	Boo dance.

* Special: Mega growth. Luigi grows giant and thus gains tremendous ability
	   to score, play defence and create havoc in general. A pretty
	   decent special.

* Why this character?: Luigi can play all aspects of the field. He can setup
		       other players, advance the ball, and even take a
		       decent shot. But why Luigi instead of the other 
		       balanced captains? First his special is better than
		       Yoshi's by far. Secondly Luigi seems to be capable of
		       scoring shots almost as effectively as a power hitter.
		       The curve he puts on the ball is impressive and a 
		       major scorer for this team.

		       One of Luigi's other talents is his ability to score
		       one-timers. Play around with him and you will notice
		       that he scores points that seem impossible for a 
		       balanced character to make.

		       The primary purpose for adding a balanced captain is
		       to free up the primary scorer. After a Boo dance a
		       lob pass can be sent to Luigi and if the opponent is
		       gaurding the power hitter smash with Luigi, if the 
		       opponent switches to defend luigi, log the kick to the
		       power character. This opens up more opportunity.

		       Luigi doesn't really have any weakness but also no
		       particular strenghts. He cannot chase down the 
		       fastest characters, nor always make a perfect pass.


* Alternatives: Mario could work as an alternative but he doesn't seem to
		to make as many of his shots (This is entirely speculative
		and based on experience). There specials are exactly the same
		so if red is more your color than by all means use Mario. 

		Yoshi could work as well. Yoshi's special is inferior in my
		opinion but Yoshi has one advantage: Yoshi's tackle is unique
		and very powerful indeed. He sticks his tongue out at
		lightning fast speeds and over a great distance to smash
		the opposing player. However, I would still stick with
		Luigi because I believe he has a better shot.



DRY BONES- Defender
---------

* Stats: Speed(10), Shooting(3), Passing(3), Defense(10)

* Skill shot: Sends and electrified ball at the goalie, stunning any
	      players or the goalie himself on the way, after which
	      the ball reboundsstraight to Dry Bones for an easy
	      goal. Excellent Skillshot!

* Deke: Teleportation. The greater the charge on the ball, the
		       further the teleport. Can be used to tele-
		       goal. A very strong Deke.

* Why this character?: This one should be an obvious choice. He is
		       the only defensive sidekick and he does his
		       job well. On defense he is an animal. Dry 
		       Bones is extremely quick and therefore can get
		       to the ball or player carrying it in no time,
		       and once he is there he can destroy the
		       opposition with crushing blows or a swift
		       steal. 
			       
		       On offense he, is fairly decent as well. If left
		       open, his shocker skill shot can be an easy goal.
		       however, his true scoring potential is realized
		       by utilizing his teleport deke for a tele-goal.


		       This character has a few downfalls. First is the
 		       limited use of his deke. It�s great for scoring goals
                       but terrible for avoiding incoming players due to its
		       inherent delay and reliance on ball charge. The
		       deke can also drain the hard earned charge on the ball.
		       Secondly, Dry Bones cannot charge the ball up very
		       well, especially in comparison to Boo. Finally, Dry
		       Bones is a terrible passer and cannot deliver a ball 
		       very well. Irritating, but not character breaking 
		       flaws. 
			       
* Alternatives: Absolutely none. Do not replace this character for the
		defensive position.
Birdo- Right Wing
------------

* Class: Defender
* Stats: Speed(3), Shooting(10), Passing(3), Defense(10)
* Skill shot: Sends an egg in the direction of the goalie, if a player gets
	      in the way, the shot is repelled, but if no player gets in the
	      way it is an instant-goal as it plows over the goalie.

* Deke: Birdo instantly spins in a circle, damaging any characters that
	come into contact. Very similar to DK's deke, and just as good.
				
* Why this character?: 	Birdo is the primary scorer for the team. Birdo's
		 	shot is ridicoulously powerful with a crazy amount
			of curve. Birdo's deke and skillshot are average,
			and fairly useful.

			The main reason for using Birdo over Hammer Bro's is
			Birdo's ability to play defence. Birdo has a very
			long and devastating tackle. A very useful tool
			for a slightly less defensive team.
		       
			Birdo's main drawback is of course his slow speed
			but also his inferior deke and skillshot as compared 
			to Hammer Bro's.

* Alternatives: Another consideration for this position would be Hammer Bro's
		Both characters are very good and it comes down to 
		preference. Do you want less goals scored on you, or do you
		want to score more goals? Choice is yours in the end.

	
BOO- LEFT WING
---
* Class: Playmaker

* Stats: Speed(10), Shooting(3), Passing(10), Defense(3)

* Skill shot: Disappears, rapidly moves forward through the goalie for a
              shot.  An ok skill shot but difficult to use. Boo must be very
	      close to the goalie in order to effectively pull this off. Boo
	      must also be positioned correctly near the sides or straight
              on, no corner shots. 

* Deke: Short teleportation not dependent upon ball charge. This is a great
        deke, Perhaps the best in the entire game? It can be used to
        charge the  ball, avoid defenders, and score goals! The only downfall
        is the recharge time that isn't found with other characters deke.

* Why this character?: Boo is an excellent character although quite difficult
		       to use. Boo's role on this team is to be the
		       playmaker. Boo is more than capable of charging the
		       ball and deliverin it to a primary scorer like Dk and
		       Dry Bones. Boo is also a capable scorer due to his
		       ability to teleport through goalie  or less  commonly
                       a by using his skill shot. His final use is to  cross
                       the ball into the offensive side of the field by using
                       his quick speed and great deke. Boo's has only one
		       major limitation, he totally stinks for defense. Boo's
                       slide tackle and smash are simply  embarrassing.
                       Luckily his speed can be used to intercept lobs and
                       passes.

* Alternatives: As far as I am concerned there is no sidekick more necessary
		than a boo! Don't replace him unless you really must have a
		toad! But Boo >>>>> Toad in my opinion.

c. OFFENSIVE TACTICS- HOW TO SCORE

PREVIOUSLY DISCUSSED (See first team entry).
1. TRADITIONAL GOAL: Charge the ball and Smash!
2. ONE-TIMER: Charge the ball, lob pass, and smash!   
3. MEGA STRIKE: You know what to do! 
4. DRY BONES SKILL SHOT: Umm... Ya!
5. BOO'S SKILL SHOT: Umm... Ya! 
6. TELE-GOAL: Dry Bones deke. 
7. BOO-Tele:  Boo's Deke
8. ALLEY-OOP: Trick Shot
9. Wall-Lob: Trick shot

NEW

Luigi Super Smash: This shot is alot of fun but very limited. This shot
-----------------  requires the captain special. When the opposing goalie
		   sends an aerial pass to one of his players, rapidly
		   use the special and smash the B button. If Luigi is in
		   the correct positioning he will intercept the ball in 
		   mid-flight and send it crashing into the goal.

Birdo's Skillshot: Perform Birdo's skillshot. If no other players are in the
-----------------  way, including your own players, you score. Its as simple
		   as that.

d. PROS	1. Slightly improved ball handling
	2. Difficult to defend against
	3. Captain scores goals you wouldn't think that he could.
	4. Multiple scorers.
e. CONS
	1. Luigi's not quite the scorer of a power captain
	2. Not great of the ball reset
	3. Sacrifices some defensive ability
	

f. Synopsis: Again this team plays similar, but so do all that I will present
	     to you. Boo dance, one-timer, rebound. Setup wind-up shot
	     attemps and use your items to open up opportunities for
	     skillshots. The key variation with this team is the use of
	     Luigi. When you send your aerial pass send it to Luigi. If the
	     power character is being gaurded then send the shot, if he is
	     not than relay the pass and then send it flying. This opens up
	     much more opportunities to score. This also prevents the
	     opposition from simply gaurding the one power player.

-----------------------------------------------------------------------------

4. [ ZTSA4 ] Team Selection 4

a. THE TEAM: Vengeful Brother

	-----------------------------------------
	|			(Left Wing)	|
	|			Boo		|
	|					|
	| (Defender)		(Captain)	|
	| Dry Bones		DK		|
	|					|
	|			(Right Wing)	|
	|			Hammer Bro's	|
	|					|
	-----------------------------------------	

b. CHARACTER ANALYSIS
		
DONKEY KONG- Captain
-----------	
* Class: Power

* Stats: Speed (3), Shooting (10), Passing (3), Defense (10)

* Skill Shot: NA

* Deke: Pounds chest,damages those who touch him, similar to Birdo in
	that it activates instantly.Very effective but mildly slow to
	recover.

* Special: Thunder Wham - DK smashes the ground sending all
	   nearby players flying and stunned. Careful, it will also
	   send the ball flying if it�s not in your hand.

* Why this character?: Donkey Kong is one of the most commonly used
		       characters on WIFI and there is a good reason
		       for that. Hand DK a charged ball, wind up a
                       shot aimed straight at the goalie and it�s
		       almost a guaranteed goal. DK is a powerhouse:
		       A great character for scoring traditional goals.
			       
		       It�s also worth noting that Dk's deke is
		       fairly good, and his special is top notch and 
		       can often lead to amegastrike if performed 
		       correctly.

		       Dk's only real flaw is that he is slow. 
		       But this this is not too hard to deal with.

* Alternatives: Any other power or offensive character can take Dk's
		place  but DK does it best for sure. If you were to 
	`	choose an alternative captain I would suggest Petey
		the Piranha for his powerful shots and annoying
	        special, or Bowser jr. due to his slightly faster 
		movement and great passing skills. 

DRY BONES- Defender
---------

* Stats: Speed(10), Shooting(3), Passing(3), Defense(10)

* Skill shot: Sends and electrified ball at the goalie, stunning any
	      players or the goalie himself on the way, after which
	      the ball reboundsstraight to Dry Bones for an easy
	      goal. Excellent Skillshot!

* Deke: Teleportation. The greater the charge on the ball, the
		       further the teleport. Can be used to tele-
		       goal. A very strong Deke.

* Why this character?: This one should be an obvious choice. He is
		       the only defensive sidekick and he does his
		       job well. On defense he is an animal. Dry 
		       Bones is extremely quick and therefore can get
		       to the ball or player carrying it in no time,
		       and once he is there he can destroy the
		       opposition with crushing blows or a swift
		       steal. 
			       
		       On offense he, is fairly decent as well. If left
		       open, his shocker skill shot can be an easy goal.
		       however, his true scoring potential is realized
		       by utilizing his teleport deke for a tele-goal.


		       This character has a few downfalls. First is the
 		       limited use of his deke. It�s great for scoring goals
                       but terrible for avoiding incoming players due to its
		       inherent delay and reliance on ball charge. The
		       deke can also drain the hard earned charge on the ball.
		       Secondly, Dry Bones cannot charge the ball up very
		       well, especially in comparison to Boo. Finally, Dry
		       Bones is a terrible passer and cannot deliver a ball 
		       very well. Irritating, but not character breaking 
		       flaws. 
			       
* Alternatives: Absolutely none. Do not replace this character for the
		defensive position.

Hammer Bro's- Right Wing
------------

* Class: Defender
* Stats: Speed(3), Shooting(10), Passing(10), Defense(3)
* Skill shot: Leaps into the air flinging hammers in the direction of the
	      goalie. If you are within the maximum distance to goal it is an
	      instant goal. One of the best skill shots in the game, perhaps
	      the best.

* Deke: Leaps into the air propelling himeself forward while smashing anyone
	below him with his hammer. A very powerful deke that is very good at
	creating space. Unfortunately everyone expects it.
				
* Why this character?: This team needs a power scorer and Hammer Brothers
		       fits the spot well. He has the oomph to send the ball
		       past the goalie, but most importantly he has the
		       tools necessary to create space between him and the 
		       defenders in order to deliver the oomph. In case he
		       can't create the space his passing skills can then
		       deliver the ball to someone else.

		       Hammer Bro's is also a great sidekick because of his
		       skillshot. Utilize a mix of his deke and items to
		       create some space near the goalie and unleash his
		       potential.

		       Hammer Bro's flaws are his lack of speed. And the 
		       fact that everyone expects his deke to come at
		       every moment. (This could also be a strength!)

* Alternatives: Another consideration for this position would be  Birdo.
		If you prefer a defensive power character, by all means
		Birdo is your character. He can deliver a slightly more
		powerful normal shot, and is much better for defensive
		purposes. Unfortunately Birdo's deke and skillshot aren't
		of the same calibre.

	
BOO- LEFT WING
---
* Class: Playmaker

* Stats: Speed(10), Shooting(3), Passing(10), Defense(3)

* Skill shot: Disappears, rapidly moves forward through the goalie for a
              shot.  An ok skill shot but difficult to use. Boo must be very
	      close to the goalie in order to effectively pull this off. Boo
	      must also be positioned correctly near the sides or straight
              on, no corner shots. 

* Deke: Short teleportation not dependent upon ball charge. This is a great
        deke, Perhaps the best in the entire game? It can be used to
        charge the  ball, avoid defenders, and score goals! The only downfall
        is the recharge time that isn't found with other characters deke.

* Why this character?: Boo is an excellent character although quite difficult
		       to use. Boo's role on this team is to be the
		       playmaker. Boo is more than capable of charging the
		       ball and deliverin it to a primary scorer like Dk and
		       Dry Bones. Boo is also a capable scorer due to his
		       ability to teleport through goalie  or less  commonly
                       a by using his skill shot. His final use is to  cross
                       the ball into the offensive side of the field by using
                       his quick speed and great deke. Boo's has only one
		       major limitation, he totally stinks for defense. Boo's
                       slide tackle and smash are simply  embarrassing.
                       Luckily his speed can be used to intercept lobs and
                       passes.

* Alternatives: As far as I am concerned there is no sidekick more necessary
		than a boo! Don't replace him unless you really must have a
		toad! But Boo >>>>> Toad in my opinion.

c. OFFENSIVE TACTICS- HOW TO SCORE

PREVIOUSLY DISCUSSED (See previous team entries).
1. TRADITIONAL GOAL: Charge the ball and Smash!
2. ONE-TIMER: Charge the ball, lob pass, and smash!   
3. MEGA STRIKE: You know what to do! 
4. DRY BONES SKILL SHOT: Umm... Ya!
5. BOO'S SKILL SHOT: Umm... Ya! 
6. TELE-GOAL: Dry Bones deke. 
7. BOO-Tele:  Boo's Deke
8. ALLEY-OOP: Trick Shot
9. Wall-Lob: Trick shot
10. Hammer Bro's Skillshot
11. Hammer Hopping: Use Hammer Bro's Deke to hop the goalie.
12. Dk special: Trick shot with Dk's captains special.


d. PROS	1. Greatly improved ball handling
	2. Difficult to defend against
	3. Hammer Bro's Scoring Ability
	4. Multiple scorers.
e. CONS
	1. Slightly lacking in defense
	2. Slower
	3. Weak of the Hammer Bro's line of defense
	

f. Synopsis: I know that this team is almost the same team as the very first
	     one but I believe that it deserved its own spot because of it
	     is my very favorite team and plays fairly differently. Once
	     again, Boo-dance, One timer, rebound shots. Use items to create 
	     openings for skillshots. Tele-goal when possible. And just like
	     the Luigi team you have primary shooters, but this time both are
	     equally as powerful. Therefore, when you have the ball charged
	     up, send it to the open one, or send it to Hammer Bro's and use
	     his excellent passing ability to lob it back over to Dk. For 
	     this reason this team is very difficult to stop from scoring.

	     Currently this is the team I am playing and I am doing fantastic
	     with it.

-----------------------------------------------------------------------------

5. [ ZDF ]	GENERAL DEFENSIVE TACTICS- HOW TO NOT GET SCORED ON
	
* Immediately I would like to mention that Mario Strikers Charged is a very
  offensive style game but that doesn't mean that defense isn't important,
  just rather difficult. Also, since there aren't really defensive moves,
  the the following are more tips rather than concrete ways to approach the
  game.

TACKLE:    Simply waggle the wii-mote. The tackle is a powerful way to stop a
-------	   player dead in his tracks, However, it has its limitations. A
	   tackle doesn't recover the ball, and can also award the other team
	   an item if their player doesn't have the ball at the time of the
	   tackle. Tackle when you are behind and opponent, when they are
	   against the fence, or when they are continually volleyballing
	   (spamming lob passes). Otherwise you are better off using...

SLIDE TACKLE:    Press the d-pad to perform a slide tackle. The slide tackle
-------------	 does not stun a player as long but can steal the ball as
		 long as the  slide tackle is from the front and not the
		 back. A steal in this  way can rapidly switch the momentum.
		 The slide tackle can also intercept passes. You are better
		 off spamming the slide tackle, at least until you learn to
		 use both forms of the tackle effectively. 

* For both the slide tackle, and tackle, perform them when your character is
 so close to theirs that they can't possibly react.
	
INTERCEPTING:    To intercept a pass on the ground, simply slide tackle it.
-------------	 To intercept a pass in the air, make your way over to the
		 ball's falling point (the colored circle) and press the
		 pass or shot button. Make sure that your player is in
		 front of your opponents though. One neat trick to prevent
		 switching players while tapping the A button to intercept
		 is to hold the Z button. By holding Z and tapping A the
		 player is locked but will intercept the ball at the
		 earliest time.


DEKE SPAM:    Deke spam is extremely easy to defeat. When the hammer bro's,
----------    Birdo,  or any other character with a damaging deke begins to
	      spam their  deke just follow these little tips. Don't be
	      predictable. False charge, come from unexpected angles etc...
	      When you aren't simply charging in the deke will leave your
	      oppositions player vulnerable for an easy slide tackle and
	      steal. It�s all in being unpredictable and letting the other
	      player make mistakes.

VOLLEYBALLING:    Volleyballing referes the the tactic of continually
--------------	  spamming aerial passes. To defeat this cheese tactic
   		  become good at aerial intercepts  and the problem will be
		  instantly nullified. Especially because  this particular
	          team is so fast.

TELE-GOALING:    When the opponent attempts to score using Dekes rather than
-------------	 shots I have a small piece of advice. Instead of trying to
		 tackle the player when he hes out of reach, move your
		 character behind the goalie and smash the player when they
		 attempt there stunt. Easy right! However, Dry Bones can
		 teleport all the way into the goal.

CHARGE SHOTS:    When a player focuses on there heavy hitters and sends
-------------	 continual one-timers and smashes there is only one response.
		 Focus on their heavy hitters and stay on them like stink on
		 rice. Keep the ball out of the hands of the sidekick they
		 are using to charge the ball, and out of the hands of the
		 character that they are slamming it with.

-----------------------------------------------------------------------------
[ ZFF ] OFFENSIVE TACTICS RECAP

TRADITIONAL GOAL:    This one is pretty self-explanatory, kick the ball into
----------------     the goal! This is the entire reason DK is on the team.
		     Simply charge the ball to at least the yellow state,
 		     hand it off to DK, most likely using Boo's passing
		     ability, and smash away.The only real important thing to
		     note here is how essential it is to wind the shot until
		     the blue rings begin to circle Dk. This is important for
		     both the power of the shot but also you you are rewarded
		     an item when the shot is released. An item that can than
		     be used to setup Dry Bones Skillshot for a sure fire 
		     goal.
			
		     This particular shot is great because of the free item
 		     and the short shot delay. The delay can also be hurried
		     or extended to avoid a tackle or add some extra power.


		     Don�t forget about Dk's deke when their defender is
		     charging Dk.A well timed Deke can remove there only
		     chance of stopping the shot.

		     There are two good ways to charge the ball. First, use
		     any of the sidekicks and lob the ball against the wall
		     as you progress into enemy territory. A lob kick is
		     accomplished by tapping the Z button once. Two kicks
		     should make the ball at least yellow.

			----------------------------------
			|    --->>>>------>>>>----   
			|       Kick      Kick       
			|
			|
			|
			|
		     
		     *******************
		     *** Key Section ***	NOTICE, NOTICE, NOTICE!
		     *******************
		     The second way of charging the ball is fairly easy to
		     understand but difficult to master. Begin to wind a shot
                     with Boo (anywhere on the field), but use Boo's deke
		     before releasing the shot. Wind a shot again but this
 		     time send an aerial pass to Dk. When the ball arrives it
		     will be either yellow or white and ready for a pounding.
		     Or send it to Dry bones for a tele-goal (discussed
	             further down). Learn this technique! I call it the Boo
		     dance.

		     Finally I would like to appeal to the usefulness of
		     rebound shots. Once Dk's shot bounces off the goalie,any
		     of your players have a good chance to score off the
		     rebound just by moving the player to the circle where
		     the ball will land and pressing the B button. The
		     character will head the ball at high speeds for a good
		     chance to go in. Take advantage of  this with the fast
	             characters. 
	
ONE-TIMER:    One-timers follow the same principles as traditional shots.
----------    The ball needs to be charged and DK should be the one to shoot
	      it. To perform  a one-timer simply lob pass to DK using Boo and
	      press the B button before it reaches DK. The ball will be
	      sent flying at high  speeds. This particular shot is only
	      mildly effective but very fast and nearly impossible to stop.
	      Take advantage of this shot against an  opponent who mounts a 
	      very effective defense or has a very quick team. 
	      Note that this shot doesn't reward an item so use it only if a
	      charge shot cannot be used. Also, distance to the goal is
	      extremely  important. Close shots have a far greater success
	      rate.


MEGA STRIKE:    A mega strike is performed by the captain. I assume you know
------------	how to perform them. MegaStrikes are not dependent upon the
	        charge of the ball, and do not reward items. However,
	        megastrikes can be difficult to stop and can score multiple
	        goals.

		At first this shot seems like a game ender but I would like
	        to caution you that top-notch players are quite capable of
		blocking every single ball, myself included. For this reason
	        I suggest that you not rely on it to heavily.

		If you do decide to use it, practice your timing in Strikers
	        101 until you can get the orange line every time for a much
	        better chance to score. Dk's thunder wham is a great setup
	        for the move, just make sure to use it when all defenders are
	        near you, if you leave even one the chance is wasted. Also,
	        don't take a chance on launching 5 or 6 balls, just launch
	        the four or more than likely a skilled player will take you
	        out.

DRY BONES SKILL SHOT:    Dry Bones shocker is great for a score. Simply
---------------------	 perform the  skillshot by charging the B button,
		         the ball will smash the goalie paralyzing him. The
			 ball will then rebound at which point I suggest a
			 lob shot (Z+B) for an easy goal. A standard shot
			 with the control stick directionally mashed to
		         cause the ball to curve will also work.When you have
			 excess items I suggest using them to create space
			 for  Dry Bones to launch his skillshot.
	
BOO'S SKILL SHOT:    Boo's skillshot is difficult but useful none the less.
-----------------    Charge the shot within close proximity to the goalie and
		     score.
			      
		       Shoot here X
				-----
				|
				|Goalie
		    Shoot here X|Box
				|
				|
				-----
		       Shoot here X



		     Don't shoot at the corners or you will likely miss,
		     shoot at the edges of the goalie box.

		     This particular shot is only mildly useful. However,
		     it shouldn't be neglected.

TELE-GOAL:   This is my personal favorite and probably my number one scoring
----------	      method. This shot is accomplished by using Dry Bones
	      teleporting  Deke. Notice how Dry Bones teleports further and
	      further the higher that the ball is charged? That�s right,
	      charge the ball and teleport  right through the goalie!
		      
	      Generally I lob the ball along the sides to accomplish
	      sufficient  charge but truly there are multiple ways to
	      successfully charge the  ball. Practice the timing and spacing
	      with this deke and it will pay  dividends. Eventually you
	      should be able to deke through the goalie a red charge or
	      even no charge at all. The greatest use comes from defensive
	      opportunity. A steal on you opponents side can quickly be
	      converted into a goal if the situation permits. Dont force
	      it, perform when the situation is right.

BOO-Tele:    Similar to Toad's goalie leaping ability and Dry Bones tele-
---------    goal, Boo  can deke through the goalie. At first this is likely
	     to be very difficult but with enough practice it will become a
	     very reliable way of scoring goals. 

	     Note that Boo's deke changes little based on the charge of the
	     ball,  thus this does not become easier with greater charge, but
	     this also  means that it does not require a charge to accomplish.
	     So, simply  snake towards the goalie, deke about a Boo�s length
	     away from the  goalie, and mash the B button and hope that Boo
	     gets the shot off in  time.


ALLEY-OOP:    This is an uncommon and difficult shot. Its also very
----------    very situational but extremely flashy!
    
	      First, the Alley-Oop shot requires a fast character, Dry Bones
	      is good and Boo is better. Begin by running towards the goalie
	      at about a 50-70% angle from the midline on either side.

		-------------------------
				  |	|
				    |	|
		   Rebound shot here x|	|
				   -----|
				   |	|
				   |	x Bounce here
				   |	|
				   -----|
			    Lob here x|	|
				    | 	|
				  |	|
		-------------------------

	      Next, utilize the lob shot, but instead of tapping the button
	      to lob, hold the lob button and release the lob as you approach
	      the goalie. The intention is to bounce the ball off of the
	      electrified fence above the goal. Finally, using the same
	      character sprint around the goalie and head butt the ball as
	      it falls from the electrified fence on the other side. If you
   	      performed it correctly your player should smash the ball into
	      the back of the net just before the goalie can recover.

	      For reference: If you
	      released the ball at the wrong angle  the goalie will not turn
	      around to follow the ball. If you released  the ball too early
              the ball will fall harmlessly back into his hands. If you 
              release the ball too late than the goalie will snatch it up
              before it has a chance to bounce off of the fence. If you
	      didn't charge the lob by holding the button the ball will
	      simply be launched into the goalie's hands.

	      It�s important to note that the speed of the character,
	      dependent on  their individual stats, the arena turf, and
	      whether or not a mushroom  has been used, alters the
	      difficulty. The faster the character is moving, the easier the
	      shot will be to accomplish. For an easy goal use a mushroom!
	      This shot will likely take a considerable amount of practice
	      but it�s a great way to impress your friends.

Wall-Lob: Performed similarily to the alley-oop shot. With any character
--------- charge a lob and run along side the goalie box, just a small bit
	  to the outside of it. Lob the ball between the begining and end of
	  the goalie box, straight forward. The ball will rebound straigh
	  back, perform a rebound shot with the control stick mashed in a
	  particular direction and with a little luck... Goal!

	  This maneuver isn't particularily useful because of its
	  unpredictablility, but fun to perform if you are already winning.

Dk Special: This one is mildly difficult but useful in some situations. Dk
----------  can score by using his special ability. Lob the ball, (important:
	    do not perform a lob shot, use the other lob) the goalie will
	    quickly snatch the ball up. Quickly run over with Dk and use the
	    special. With a little luck the ball will fly out of the goalies
	    hands and land into the goal.

Luigi Super Smash: This shot is alot of fun but very limited. This shot
-----------------  requires the captain special. When the opposing goalie
		   sends an aerial pass to one of his players, rapidly
		   use the special and smash the B button. If Luigi is in
		   the correct positioning he will intercept the ball in 
		   mid-flight and send it crashing into the goal.

Birdo's Skillshot: Perform Birdo's skillshot. If no other players are in the
-----------------  way, including your own players, you score. Its as simple
		   as that.

DAISY'S SPECIAL: Daisy special can damage the goalie and pop the ball out
---------------  his hands. To score an easy goal simply perform a lob shot
		 or normal lob with Daisy, immedietly chase down the goalie,
		 the goalie will catch the ball, when you are within reach
		 use Daisy's special. The ball will pop out of the goalies'
		 hands and head right over to you, head it in... goal!

Hammer skillshot: Simply perform Hammer Brothers skillshot within the 
----------------  shots maximum distance for a goal. Experiment around with
		  it to find out exactly where the maximum distance lies.

Hammer Leap: Similar to Toad's goalie hop, Hammer Bro's can leap the goalie
-----------  with his deke. Very difficult but a fun trickshot. Experiment
	     to find the distance.

-----------------------------------------------------------------------------
6. [ ZSP ]	SUM >>> PARTS
	
Alright its time to wrap this up. I present to you with four teams that
are a very powerful combination of players. I believe that if you
can master the tactics that I have presented within this guide you will be
owning captains all over WIFI. My last bit of wisdom to impart to you as a
player is this: Its not one individual tactic that makes this style of play
or a team very powerful,it�s the sum of the parts. Mix up your tactics and
the opponent won�t know what hit them. Tele-goal, Smash, and Alley-Oop.
In this way your opponent will always be left guessing and continually
sinking further and further behind.
-----------------------------------------------------------------------------

7. [ ZCNC ]	Conclusion

I hope that you enjoyed my first guide. Hopefully you were able to learn a
little bit and become a better player. I would love to hear some feedback so
please feel free to contact me at [email protected] and tell me what you
thought. I am also open to suggestions for improvement. On that note, I
know that there are spelling errors and grammatical inconsistencies so I
would appreciate an editor.If you are up to the job send me an email and I
will add your name as a credit onto the guide.

Have a wonderful day, smash away!

-----------------------------------------------------------------------------
8. [ ZFP ]	Future Plans

a. Revision
b. Youtube.com Video Additions
-----------------------------------------------------------------------------
9. [ CNTC ] 	Contact Information

a. [email protected]
   No spam please! And keep to guide relative questions. 


8. [ ZLGL ]	Legal Info

This guide is solely for private use and may not be reproduced without my
written consent. This may not in any way be used to for monetary gain. 	

Websites granted access:
a. GameFAQS
b. Ign.COM