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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 ]
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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.
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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.
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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.
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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
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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