Strikers Scoring Guide

Detailed guide to the various scoring techniques in Mario Strikers Charged

Mario Strikers Charged has an incredibly amount of ways to score.  Below, I've tried to outline the various techniques for scoring, hopefully giving you some new ammo to bring against your opponents.

Regular Shots
Attempting to score with a regular shot should only be done with characters with medium-max shooting stats or if the goalie is stunned or out of position.  Too have the best chance of scoring, you should charge up your ball to yellow or white before attempting the shot.

Charged Teleport Dekes
Certain characters can teleport (Walluigi, Daisy, Dry Bones) and the teleport can help you score.  For Walluigi, Daisy, and Dry Bones, the teleport distance depends on how much the ball is charged.  If you have a fairly fully charged ball, you can teleport right passed the goalie into the goal or you can teleport from top to bottom or bottom to top near the goal and shoot it in as the goalie is out of position.  One technique to charge up the ball is to run the character long the top or bottom against the fence and continue to kick it to yourself (Z button).  Each kick will charge the ball.  Once you get to your opponents side you can then teleport to the other side of the goalie and kick it in. 

Boo's Teleport Deke
Unlike the teleporting above, Boo's teleport deke does increase with a charged ball.  As such, you'll have to figure out the timing for his deke and tap the shoot button to net you a goal.  On most arenas, you'll want to deke just before the goalie box line.  With practice, you'll be able to pull off the goal 100% of the time.

Jumping
Similar to Boo's teleport deke, jumping involves timing a deke passed the goalie and shooting.  Again, the time to jump is close to the goalie box line.  With the jump, you can also pass in mid-air so you can time the pass just before the goalie hits you so that your teammate can score while the goalie is out of position.

Daisy's Special
Daisy's special item can net you a guaranteed goal as it's able to knock down goalies.  You can shoot the ball at the goalie and use your special make him drop the ball.  Kick it in as he's stunned for an easy goal. 

Skillshots

  • Dry Bones - his electric ball will stun the goalie then return back to dry bones for an easy score.  The trick is that the goalie will generally be standing in front of where you need to shoot so you can do a lob shot over him (which can hit the top bar or be blocked by an opponent sitting in the goal), you can pass it to another teammate and have them score (which can be intercepted or your teammate can be knocked down), or you can attempt to move slightly then shoot (which can still be blocked or you can be knocked down).
  • Birdo - the egg shot is a guaranteed goal from anywhere, as long as your opponent doesn't have a player standing in it's path.  As such, you'll want to make sure you only pull off the skill shot when there's nobody in the way.
  • Hammer Bro - the hammer throw/jump shot is a guaranteed goal from a close distance (just a little outside the goalie box).  Just clear some enemies and charge up.
  • Monty Mole - the burrow shot doesn't seem to be guaranteed, though it does have a good chance of going in.
  • Toad - the flame shot rarely ever goes in and it's only benefit is that the goalie can't hold the ball.  As such, the best use of the skill shot is to set up repeated rebound shots by other teammates (which really isn't a good enough excuse to use it).
  • Boo - the teleport shot rarely works and should probably not even be attempted as you'd be better off charging the ball and passing it to a shooter.
  • Koopa - the shell shot will knock down any players in it's path, bounce off the goalie (stunning him), and allow whoever gets the ball to score easily.  The only bad part is that the ball isn't guaranteed to return to any of your players.  It's a slightly less useful shot than Dry Bones', though it's still useful.
  • Shy Guy - the bullet shot knocks down any players in it's path then explodes on contact witht he goalie - leaving the goal open for an easy goal.  Shy Guy takes a second to get back up, but he will generally be in a good position to score after the explosion if you can catch your opponent sleeping.  The bullet can explode before it starts if an opponent makes contact just as you take off, so be careful with your timing.

Megastrikes
If you're playing online, you'll probably not want to rely on megastrikes as many decent players can block most balls kicked at them.  However, it's always good to try one out to see if it's a weakness in your opponents game. 

The general rule for megastrikes is to try and create enough distance between your captain and your enemies before charging up.  If you have items, you can start charging and then use an item mid-charge to fend off any attackers.  The star (for example) doesn't protect you for a full megastrike charge, though you can start your charge and then start the star the second somebody approaches to guarantee your charge is successful.

You'll usually want to stick with a quick 4 ball megastrike as it doesn't require much time to pull off.  Each captain has different special items that can potentially help you get a full megastrike.

  • Walluigi - with his purple wall, Walluigi has the best item for pulling off a 6 ball megastrike.  Simply wall yourself into a corner where nobody can get to you and you'll have all the time in the world.  Be careful though as bombs and certain dekes (teleports) can still get to you.
  • Petey - the mud he spews is a fairly decent ability for pulling off megastrikes as it not only slows your opponent, but also any ground items they may through at you.   However, a quick opponent can still get to you so try and clear some space before you start your charge.
  • DK - his mega slam will clear a huge space for you to start your charge.  Unfortunately his special has him to a noticable animation beforehand that will tip off your opponent and give him some time to clear the area.  You'll want to make sure you knock down all the fast players near DK before you charge.
  • Daisy - similar to DK, you can clear out players around you, but sadly, her smash doesn't have the range.  Luckily, it's less obvious when she's going to use it so you can use that to your advantage.
  • Bowser - the fire breath can buy you enough time to pull off your megastrike, but it's a fairly easy ability to dodge so you're best bet is to corner yourself so nobody can get at you from behind.
  • Wario - similar to Bowser's fire breath, you can disable players allowing you to charge.  The best technique is to start farting and then run around in a circle, creating a cloud for you to charge in that will get anybody that approaches.  All items can still get you and decent players will know how to control a character that's been farted on.
  • Diddy Kong - his red card ability is great for temporarily removing enemies from the field of play, but you'll need to know how to exploit it to be able to pull off a megastrike.  You have two options really, either corner yourself and do the red card so that it's very hard to get to you, or learn how to quickly run into the beam of the red card yourself so that anybody approaching will be sucked in.
  • Peach - her special is great for temporarily disabling some players, but you'll probably not clear enough room for a megastrike.  You can try cornering yourself and then doing it, though her special is probably best saved for taking out specific players on the other team that have been causing you trouble.
  • Bowser Jr. - unfortunately his special really doesn't help you pull off a megastrike.  You can get lucky and blast all players at once, but your best bet is to save it for defense.
  • Mario, Luigi, Yoshi - all have specials that don't really help you during your charge but can potentially clear the field so that you'll have some time.  Don't start your charge until you've squished nearby opponents.  Move your character away from all nearby players and then start your charge.

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Submitted By: Squirrelinabox
Submitted: 924 days ago
Made Front Page: 924 days ago
Mario Strikers Charged
Genre: Sports
Developer: Nintendo
Publisher: Nintendo
Release Date: 7/30/2007
Avg Score: 7/10
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