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