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mario Strikers charged FAQ

MARIO STRIKERS FAQ / STRATEGY GUIDE
COPYRIGHT (c) PIMPMYWII.CO.UK

Version 0.4, Last updated 29th June 2007.
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CONTENTS
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1. Version History
2. Introduction
3. General Strategies - Moves
4. General Strategies - Tactics
5. Strategies - Playing against the CPU
6. Strategies - Playing multiplayer/online
7. Choosing your dream team
8. Credits


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1. Version History
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V. 0.1: 26th June - Started writing the FAQ / Strategy guide.
V. 0.2: 27th June - Wrote some more, changed the structure around, first post.
V. 0.3: 28th June - Formatting adjustments.
V. 0.4: 29th June - More formatting, minor additions & corrections.

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2. Introduction
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Mario Strikers charged is very loosely based around a game of 5 a side football. There's a ball, and a net at each end with goalkeepers guarding them, but the rest is just good old fashioned nintendo weirdness. If you don't own the game then why are you reading this?

This guide is a general guide intended to cover all the points missed by the instruction manual and the Strikers ABC. It is not intended to repeat what the manual and ABC have already covered, and it is not a blow by blow walkthrough, but there are still some good fundamental moves and tips covered here that everyone should know about. This guide assumes that the reader is either already familiar with the button layout, or has at least read the instruction manual for this game. Got that? good, on we go...


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3. General Strategies - Moves
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All of the tips shown below should be used together, so master them all!


Passing:
You will need to master this to beat the game. to pass to a particular player, press the control stick in the direction of the player you are passing to and press A. Dwelling on the ball is rarely an option.


Pre-pressing :
When the ball is between players (i.e. you are passing from one player to another), you can decide on a course of action before the ball has reached them and press the button accordingly. When the ball reaches the player, they will perform the action on their first touch of the ball. This applies to both passing and shooting, but you will find it to be a vital skill for goal scoring, where the shoot button should be held down to start charging before the ball reaches your player.


Lob passing:
Holding Z and pressing A will perform a lob pass, chipping the ball up instead of rolling it on the ground. This is purely an attacking move and should be used to get the ball to a player near the opponents goal. If you lob pass and then pre-press the shoot button, the player receiving the ball will often do a cool slow-motion shot involving some mid air acrobatics.(Note: you can hold Z and press B to do a lob shot, but it's useless so don't bother)


Charge passing:
It can take an age to turn the ball white by passing back and forth between your players, often leaving you wide open for an interception. But you can charge the ball quickly by holding B to charge the ball, then passing with A to your teammate (while still holding B). This is by far the quickest and safest way to get the ball from purple to white, increasing your chances of shot success.


Dodging tackles:
Another vital skill, this mostly involves using your character's deke (D-pad) when you are about to be tackled. Remember that you can use the deke while you are charging the ball, you don't have to commit to the shot because you are holding B. If you see someone coming, either deke or pass to avoid giving the opposition possession of the ball.
The other way to avoid getting tackled is to use a power up. Shells seem to work best for stopping the opposition in their tracks when you are on the offensive, and can often clear the way for a skillshot or mega strike.


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4. General Strategies - tactics
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Using Items effectively:
Once you have played Strikers enough so that you don't have to think about what your hands are doing, it's time to start looking at those little icons next to your score. You only get space for two items, so it's important to keep an eye on what you have. A good strategy is to have an item for defending (like bombs) and an item for attacking (like your captain's power up). Items shouldn't be held on to for long due to the limited space you have, so get rid of bananas or anything you have trouble using as quickly as possible. Mushrooms are good in a pinch but there are better items to be had so don't covet them, and remember you can swap the two items around by shaking the nunchuck if you need to.
Another point of interest is that you can't give away an item for foul play if your opponent already has two items. Conversely your opponent can (and will) go all out on you if you have both item slots filled. This is especially important in CPU matches on the harder settings.


Using the Deke effectively:
This is the defensive move made by your character when you press the D-pad while in posession of the ball. Results vary from a small jump to teleportation to knocking your opponents away from you. The type of Deke will depend on the player type, and the usage will vary accordingly:

Balanced - small jump. No special uses
Playmaker - large jump. Can be used to jump the keeper for a cheap goal
Power - harmful move. Can clear space for skill/mega strike
Offensive - harmful jump. Can clear space for skill/mega strike
Defensive - teleport. Can be used to warp through the keeper for a cheap goal
(NOTE: Although Boo is officially a playmaker, his deke is actually a teleport)

As you can see from the list above, there are two ways to score using the deke; the direct and indirect approach. The direct approach is to use a playmaker or defensive character to run straight at the keeper, then use the deke to go right over/through him. The whiter the ball is when you do it, the further you teleport (defensive/boo only).
The indirect approach is to use the deke with a power/offensive player to knock your opponents flying,then charge for a skill/mega shot as soon as the coast is clear. Try it with the Hammer Bro and you'll see how effective this can be.


Using your environment:
The pitches on Strikers are lethal, there's no doubt about it. From thwomps to thunderbolts you know there are certain pitches that can only mean one thing for your team - PAIN. Getting familiar with the pitches and their inherent dangers will help you not only avoid disaster, but also get your opponent into trouble. One good example is Thunder Island, where you can barge your opposition right off the pitch if you want, as there is no fence to stop them. Another is the wastelands, where lighting strikes three times in succession every short while. The third strike ALWAYS hits the ball, so when you see the first one hit, let your opponent take the ball and wait for the ineveitable.
Knowing your pitch has never been so important, so study well!


Beating the Keeper:
If you are watching a match but not playing it, keep your eyes on Kritter. See how he moves? Like any good keeper, he always faces the ball. When he saves, his movement will depend on the angle of the ball. Shoot straight at him and he will stay still. Shoot above him and he will jump straight up. Shoot to the side of him and he will dive for the ball. You can use this to your advantage by making Kritter move where you want him to be! For example if you run with the ball towards one of your opponents corners, Kritter will respond by turning to face you and coming forward towards the near goalpost. If you can make a quick cross (lob pass) to a player by the far goal post and pre-press shoot, the chances are good that you can knock one in before kritter has a chance to turn around fully. Also note that while Kritter can dive to the side and jump straight up, he can't do both at once, so a high shot for the corner has the best chance of success.


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5. Strategies - Playing against the CPU
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Score, then score again:
After you score a goal, the ball is returned to the centre and your opponent kicks off. If the opposing captain doesn't pass straight away, they will often run back into their half. Chase them with your captain, tackle them and charge for a MegaStrike straight away, as the rest of your opponents team will often be miles away by this point. You can get a 4 ball mega strike pretty easily this way, and if one of the balls goes in you can do it all over again.


Softly, softly:
The CPU is a master of timing when it comes to items and power-ups, and the best way to avoid getting whupped by a barrage of shells, stars and the dreaded chomp is to give away as few items as you can. As the manual states you get items by making charged shots at the goal, or being tackled when you don't have the ball. This means if you shake the wii remote at the opposition before they get the ball, they will get an item. The more often you do it, the better the item (It's ok to hit them just after they have passed the ball). Hits are fun, but don't overuse it when you're both chasing the ball. It may be better to hit the CPU as they get to the ball if you aren't under serious threat, as it means that you won't give away an item. And if they barge you first, beat them at their own game and use the item you get for it to take them down. Slide tackles are also an effective way to get the ball, as unlike hits you get possession instantly, allowing for much quicker plays.


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6. Strategies - Playing multiplayer/online
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***COMING SOON!!!***


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7. Choosing your dream team
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With over 500 variations to choose from, picking the right team for you can be a bit like getting cheaper car insurance. Well here at Pimpmywii.co.uk we have compiled a list of our personal dream teams so that you can see who we favour and why. This should help you to decide on your own dream team for the 'road to the striker cup', as you cannot change it once you have started.

Luco's Choice:
Captain - DK
Forwards - Toad, Hammer Bro
Defence - Dry Bones
I chose DK as a Captain for the same reason I chose the Hammer Bro - they can both score quite easily before the ball has turned fully white, and from a fair distance away. Plus their defensive (D-pad) moves are great and often leave ample room for a skillshot/mega strike. Dry Bones is the only sidekick in the 'defense' category and he's perfect for bringing up the rear, and his attacking isn't bad either. Toad is the fastest player in my team and I use him for making a quick sprint down the wings to attack. I also switch to toad whenever I'm in trouble (like on the receiving end of some nasty power ups) because he has the speed to avoid the trouble, then get back in there and sort it out.

***MORE DREAM TEAMS COMING SOON!!!***


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8. Credits
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Any comments, additions or suggestions? Please let us know!

This FAQ/Guide is the sole property of pimpmywii.co.uk. Under no circumstances will we allow this FAQ/Guide to be copied, plaguerised or reproduced on any other website, in whole or in part. This FAQ/Guide is intended for personal use only and is not to be publicly distributed.

Thanks to the staff at Pimp for making this guide, thanks to Nintendo for giving us something to write about, and thanks to you for visiting the site and reading our guide!


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