HomeHome  CalendarCalendar  FAQFAQ  SearchSearch  MemberlistMemberlist  UsergroupsUsergroups  RegisterRegister  Log inLog in  
Latest topics

Share | 
 

 Captain Tier List

View previous topic View next topic Go down 
AuthorMessage
Shad0winvadr
Admin
avatar

Posts : 220
Join date : 2012-07-01

PostSubject: Captain Tier List   Wed Jan 02, 2013 7:10 pm



Tier: S

General Overview:
Waluigi is often forgotten about in the shadows as a Mario character and he only sees the light of day in spin-off games. However, in MSC he reigns supreme as the hands down BEST captain.

Waluigi is a defensive-speed character. His slide and hit range allow him to dish out unrivaled defensive and offensive pressure. Waluigi is seemingly everywhere at once and his ability to just ALWAYS have the ball never ceases to amaze. His natural speed and range alone make him a great captain, but there is more to Waluigi than meets the eye.

Techniques and Abilities:
Waluigi has been endowed with his very own home advantage. He gets ball priority on ALL free balls. His ball priority specifically acts on balls that have been shot/chipped/rebouned or cleared. He DOES NOT have any pass priority. The advantage is so strong that Waluigi is only allowed to play on the away field. This advantage allows him to get off countless tricks that would have otherwise been blocked. And its defensive advantages speak for itself.

Waluigi also has the ability to immediately slide cancel his chips, allowing him to gain speed boosts without losing control of the ball. This technique is extremely helpful when pulling off tight start offs or trying to travel down the field quickly while avoiding defenders.

To make him even better, Waluigi is a holder of the coveted self-pass ability. This move is perhaps the strongest in the game and when used in tandem with his hard to block Serve it ups/Bug Sprays and teleports (which are the fastest in the game), it makes Waluigi the strongest tricking character in the game. His offensive possibilities are limitless.

Special:
WALL-uigi is a very interesting special. It allows Waluigi to leave a wall behind him while increasing his speed as he does so. This means he can create walls to block passes and he can also use the speed to be even more of a nuisance on defense. The speed gained from the wall can also be used to increase the range of Waluigi's slide and chips. This effectively increases the range of all his tricks and doubles his defensive pressure. The wall is limited but strangely if only a very small segment of wall is used the special will not run out. This means that the enhanced slide and chip range can last indefinitely. Although there is no EASY way to score every time with this special, you should still be able to earn the point when you have this special activated. In general, the easiest way to score a point off of it is to use it to earn a breakaway and give yourself a free teleport or trick.

Setups:
As for teams Waluigi can utilize pretty much any viable team. The most common team used is [2 Boo; DryBones Offense]. This is the standard trickster team and it works extremely well with Waluigi because of how DryBones supplements the offensive and defensive pressure. Birdo, Mole, and HB can all be used as an alternate to DryBones for a hybrid set up. Each of these work extremely well with Waluigi. A particularly potent team with Waluigi is 3 Boos. This team ensures that Waluigi has the ball as much as possible, and whenever Waluigi has the ball your opponent is in trouble.

Counters:
Countering Waluigi can be quite the challenge. For starters you are most likely going to want some sort of defensive character as your captain. This will ensure that Waluigi wont get easy start-off goals on you. You should also make sure that when defending Waluigi's tricks, you must absolutely HIT THE LIVING SHIT OUT OF THAT MOTHERFUCKER because he WILL get off a lot of otherwise unblockable tricks on you. If you find a free ball between yourself and a Waluigi the safest thing to do is let them slide into it and then hit him. Most players will not risk passing the free ball since Waluigi's poor passing leaves it susceptible to being intercepted. So they are most likely going to slide into it. Unless you have a power-defensive character, Waluigi's slide WILL beat you if try and slide into it also. So just simply wait for them to slide and then hit the fucker for a breakaway. Waluigi's are generally pretty aggressive so circles are a good way to get past him for an open trick. Lastly, if you get the chance, hit Waluigi into the electric fence with your Kritter BEFORE you pass the ball out.[url][/url]
Back to top Go down
View user profile
Shad0winvadr
Admin
avatar

Posts : 220
Join date : 2012-07-01

PostSubject: Re: Captain Tier List   Wed Jan 02, 2013 7:59 pm



Tier: S

General Overview:
There is another. In a realm where Waluigi is the unprecedented ruler, there is another. And his name is DK. Waluigi sits atop Pride Rock and watches over his kingdom. However, there is a place where his rule does not reach. A place were no one must ever go. And that place is ranked, and DK is its king. Ranked is a land of glitchers, campers, cheaters, hackers, DK abusers, and faggots. Every faggot on ranked will choose DK and will abuse his corrupted powers on the home field. Put simply, DK is King of the Faggots.

DK is a defensive-power character. He can hit hard and easily put pressure on the opponent. The sheer consistency of his ability to make shots is another pressure that every player feels as DK gets ready to let loose a full-charged item shot from the corner. In this aspect DK is just a great captain. His defense can stop the opponent and earn him many turnovers that he can quickly turn into an item shot. Although nothing is proven, he also appears to have an uncanny ability to make low charged shots. All this combined means you should be afraid whenever DK has the ball. However, once again, there is more to him than meets the eye.

Techniques and Abilities:
It is believed that there was once a time where both Waluigi and DK were given the power of priority to bring balance to the home field advantage. Waluigi kept his power true and used it for good. DK, however, became evil and tried to take over the world. This resulted in an epic battle of good vs evil. Waluigi ended up winning and he attempted to seal DK's powers forever, yet the ape was resilient and Waluigi could only remove a fraction of his power. Waluigi then banished DK to ranked where he now lies still abusing his corrupted power today.

DK does not hold any home advantage or priority like Waluigi's. He has an interesting sort of priority that only comes into play when he is receiving an air pass. What happens is that DK jumps so high that other characters are actually incapable of intercepting air passes to him most of the time. This essentially allows DK to fire constant white charged balls from high above the field. These are extremely easy to abuse because of how easy it is to set up these shots. DK's already reliable ability to score goals is increased with this power. And it is for this reason that DK is also banished to the away field. But in the unregulated realm of ranked the KoF can abuse his powers on the home field as much as he wants.

DK also has a great chip. His chip is the flattest in the game meaning he can make serve it ins with ease. However, he has minimum speed so this severely limits how well he can abuse it. At most it can be used for some start off goals but most of the time if you have the ball with DK you are going to want to shoot it.

Lastly DK has a very strong deke. He beats his chest gaining temporary invincibility that essentially tackles any players within a close radius. This deke has a very short starting lag, a sizable hit duration, and a minimal ending lag making it easily spammable by the classy gentlemen of ranked. Unlike other dekes, it can actually be used on reaction to block opponents due to its fast start up. Aside from its strong defensive properties, the deke can be used to gain charge on the ball, giving DK yet another layer of offense. Opponents must decide whether DK will pass to charge, charge the ball himself, or wait for a tackle to deke himself an opening.

Special:
Dk's special is the Thunder Wham. A great special indeed. DK launches into the air (with or without the ball) and slams into the ground sending a shock wave that pushes away any items or players next to DK. This is good because it essentially gives DK a free item shot from wherever he wants. It can also be activated mid-air meaning you can abuse DK's power to grab the ball in the air, then use his special, and then get off an item shot. An item shot is your most viable option with this special. There are a few gimmick goals you can get off but they are often unreliable, have too many chances to get intercepted, or require you to be too close to the goal. The special will also tilt the field. So if you have missed your item shot, the field will still be tilted against your opponent making it hard for them to advance the ball and execute tricks. Conversely this will allow you to move down field faster and execute tricks with greater range. The stage tilt is only temporary and does not last long. Think twice before using this special as a defensive tool. It can most definitely be used to stop opposing tricks or item shots, but this is only preferable late game since using it to get off your own item shot will be better in the long run.

Setups:
DK can also abuse most teams effectively. There are however a couple that are his trademarks. On ranked he will often be seen with 2 Boos and a Birdo on offense. This team also works well competitively because both DK and Birdo can make shots with great consistency. Their defensive abilities are also enough so that tricksters wont be circling constant holes in your defense. The second team is 3 Boo. This is viable only because of how consistent DK is. With 3 Boos you will have no problem getting the ball to DK for an item shot or an aerial shot. If your opponent decides to mark DK then your Boos can effortlessly go in for a trick. What this team gains in offense is lost in defense. Waluigi alone can patch up the defensive holes made by 3 Boo, but DK has trouble with this. If defense is not your strong point, take caution when using this team.

Counters:
Well, how do you stop DK? On ranked you simply do not, but in competitive play he is stoppable. For the most part a standard defense will work relatively well. If possible you should have two defensive characters in offense to prevent DK from getting item shots off as much as possible. There are also some tweaks to make in your defense that could save you the game when playing a DK. In many cases you might want to save your bombs for when your opponent has a breakaway, or for your own offensive purposes. That is fine but if DK is charging an item shot, especially if it is late game, USE bombs, shells, or any other viable item to prevent the item shot. The odds of it going in are too good when in the hands of DK (literally in his hands; DK uses his HANDS to shoot the ball), especially when he gets an item to boot. As for his abusive power, there is really no way to consistently stop it unless you can hit DK before he jumps up to take a shot, but even then giving him an item for him to cycle that might not be worth it. In that regard just hope you get lucky in intercepting it. Luckily air shots do not have a very high percentage.


Last edited by Shad0winvadr on Thu Jan 03, 2013 6:27 am; edited 1 time in total
Back to top Go down
View user profile
Shad0winvadr
Admin
avatar

Posts : 220
Join date : 2012-07-01

PostSubject: Re: Captain Tier List   Wed Jan 02, 2013 9:27 pm



Tier: A

General Overview:
Petey Piranha. He's a pretty obscure character, originally debuting in Super Mario Sunshine as a boss. In a way he was also intended to be the final "boss" in MSC. He is the last captain you unlock and he is the champion of the Striker Cup in offline mode. Perhaps since he is the last unlocked he was supposed to be the strongest character. Although not the best, he is certainly one of the strongest.

Techniques and Abilites:
Petey is a defensive-power character. He is tied for having the most devastating hit in the entire game with Monty Mole, yet his hit is arguably better since it is available in the captain zone. His hit range is outclassed by no one, and he is so wide that he rarely misses. This is extremely strong when starting on defense because it forces other power captains to pass off the start AND it extremely limits what start-offs tricksters can do when they have a massive fucking plant ready to send them flying the moment they try to go down field. His offense is just as great as his defense. Petey can reliably score off item shots from almost anywhere on the field. Be wary though as his hit is extremely low to the ground. This often results in the ball getting pushed in the opposite direction after he hits someone. His low hit is frail in comparison to the likes of Bowser when hitting enemies that are mid-air. Naturally Petey's amazing defense allows him to create huge pressure on the opponent thanks to his captain position.

Unlike the previous two captains, Petey does not have any otherworldly power. But fear not for he does have a few tricks up his sleeve. The first of which is his ability to get white charge off a red ball using a wall almost instantly. By directly facing a wall and simply spamming the Z button Petey can repeatedly chip the ball all off the wall and instantly regain possesion. In additional to looking completely bad ass, this technique will successfully result in a fully charged ball after only two chips off the wall. Unfortunately this technique is not as great as it sounds. It is often very easy for the defense to stop you from getting an item off of the shot. Sure you can spam out a white shot relatively fast, but the reality is that you can get charge on the ball more efficiently with Boos and then pass up for an item shot. This technique should only be used as a mind game, or after you have used an item with Petey and you need charge on the ball.

Petey also has a good deke that always seems to last a just a little longer than expected. Petey wiggles his head back and forth repelling any steals or tackles. It is pretty standard and if used properly will result in many item shots. Like most power-defensive dekes it usually ends up in being a mind game between you and your opponent.

Unfortunately Petey is unable to wall cancel like other captains can. Usually if you slide into the ball when it is next to the wall your slide animation will be canceled as soon as you make contact with the wall. This is helpful for charging the ball and getting off quick shots but Petey's slide will not cancel. Upon sliding into the wall he will simply sit there for a moment while stuck for the duration of the full slide animation even though he is not moving. This can be a liability because Petey will be susceptible to tackles if you attempt a wall cancel with him.

Special:
Mud-Slinger. This is one of the best specials in the game hands down. Petey is given a limited supply of mud with which he can spit at opponents to knock them back. Once spat the mud will remain on the field and will slow down EVERYTHING on it other than Kritter and Petey. The mud makes characters items AND the ball move ridiculously slow on it. This means that Petey can use the mud to knock down opponents and then charge up a free item shot as defenders struggle through the mud. If, however, you would prefer a free goal instead of an item shot, that too is possible. Petey's mud is similar to Waluigi's wall in that it affects chips when used with it. Petey's mud when combined with a chip at the same time will result in a chip that barely moves at all. This allows Petey to make extremely tight clam goals. When combined with the projectile mud, this move is extremely easy to get off especially as a start off. The mud has a few more interesting properties that should be noted. If Petey should choose to pass the ball, he can combine the pass with a bit of mud at the same time and the pass will then be full speed instead of his normally slow passes. This is almost useless since in most cases when your special is activated you want Petey to have the ball. In the mud characters other than Petey that are receiving passes and air passes will have a tendency to miss them completely, so be cautious of that. While Mud-Slinger allows for great offense, it can also be used as a defensive tool. In most cases you will want to be scoring a goal off this special, however if your opponent has 6 goals and they are on a start-off it might be wise to spam the mud to prevent any quick goal that might cost you the game.

Setups:
Petey works well with a lot of teams but there are a few sets that he can really make good use of. 2 Boo and a Hammer Bro on offense is something not a lot of teams can utilize well because of what Hammer Bro lacks in Defense. Petey's great hit allows him to use Hammer Bro without creating too many holes in his defense. Avoid using Hammer Bro as a nerfed Birdo or Mole. Play to his strengths and he will be a great teammate for Petey. For the same reasons Petey is also a slightly better 3 boo candidate than other power-defensive characters since he can patch up the defense quite nicely, but he will not be able to abuse them as well on offense. Birdo and Mole both work great as an offensive teammate because they can seriously add to an already great defense while increasing his offense through item shots and back-slides. DryBones can function much in the same way as an offensive teammate by increasing the pressure on the other team. The amount of turnovers with the DryBones hybrid can be game changing and it makes for a viable team.

Counters:
As a fervent Petey user I can firmly say that a circle oriented trickster offense is the most frustrating thing to play against with Petey. The nature of Petey is an aggressive play-style filled with lots of devastating hits. And nothing is more infuriating than watching your opponent dance around you while you helplessly flail the Wii-mote up and down. As always think twice about letting Petey get off an item shot as his ratios are generally pretty good. But keep in mind that Petey often tends to be a hit spam captain. Take advantage of this and use your items extremely well against him. If your opponent wants to hit you the whole game then simply take the items and score goals off of it. Do not let yourself get locked into two items or else you will get hit spammed even harder. Keep using items effectively so that when you get hit you can always have a space open for an item. If you know that your opponent is going to attempt a chip goal with the mud, simply stay far back in the goal and come out for the block once the ball is chipped. Bombs and bananas are the only effective items to stopping Petey in the mud. Make sure to stay out of range of the mud while you are preparing to intercept the chip or hit Petey.


Last edited by Shad0winvadr on Sat Jan 05, 2013 8:50 pm; edited 4 times in total
Back to top Go down
View user profile
Shad0winvadr
Admin
avatar

Posts : 220
Join date : 2012-07-01

PostSubject: Re: Captain Tier List   Wed Jan 02, 2013 10:55 pm



Tier: A
Ah Daisy. The more outgoing of the two princesses. She too is rarely seen outside of spin-off games and is generally irrelevant to just about every Mario game plot out there. She is, however, a great captain in MSC.

General Overview:
Daisy is a defensive-speed captain. She has the same stats as Waluigi so in many ways she is simply a nerfed version of him. But she does have some key differences that if used properly can be extremely deadly. At first glance you are probably wondering why anyone would choose her over Waluigi if Waluigi is the best player in the game. It is true that these captains have similar play styles, but Daisy has something Waluigi doesn't have. The home field. Waluigi's individual priority is great, but he cant play on the home field because of it. Daisy on the other hand can utilize her and Waluigi's dangerous play style on the home field. This essentially allows her and ALL of her teammates to abuse home priority for easy goals or items. One of her key flaws is that she simply does not have the defensive pressure that Waluigi has. She is a great defender, but she is not the omnipresent force that Waluigi is. So what else does Daisy have that Waluigi does not?

Techniques and Abilities:
Her first difference is her deke. Both her and Waluigi have a teleport. They both execute their teleports at pretty much the same speed, but Waluigi's is slightly faster and this will often make the difference in a successful deke or not. The other difference is that Waluigi reveals the direction of his teleport by facing where he is going to end up. Daisy simply spins in preparation for here deke giving no hints as to where she is going to end up. This tool will not be of great use unless you are utilizing it. A conscious effort is needed to create a good mind game out of her deke. Nothing is more baffling than when you are expecting Daisy to teleport somewhere and she ends up in a completely different place.

Daisy also possesses a very flat chip. While this does not give her the self-pass ability, it DOES allow her to make serve it ins with ease. Not only is serve it in very easy to execute with her chip, it is also a lot harder for the opponent to block. If executed correctly her serve it ins often cannot be blocked. There is also one other asset that Daisy boasts.

Special:
Her special, Crystal Smash! This special is quite simply amazing. It is hands down the easiest goal available in the game. Daisy summons a circle of crystals around her which knocks anyone near her up into the sky. The common way to score with this is to give the ball to the opponents Kritter and then use Crystal Smash. This will daze Kritter for a moment and allow Daisy to shoot the ball into the goal. The nature of this goal makes it very hard to block. The reason for this is because the player is FORCED to control Kritter when he has the ball. So when Daisy activates her special it is hard to switch to a defender in time to block the goal. Since Daisy is the home field most of the time this technique is even harder to block because of how Kritter releases the ball when he is dazed. The only downside of this goal is that unlike some other specials you will not be getting an item from it. But none the less it is a free goal and you should not be using the special for anything else. The only other option is using it on defense. The only time this is viable is if your opponent is one goal away from winning and you don't want to risk the match. Otherwise, just get a free goal from this great special.

Setups:
Daisy has two main team options. The first is 2 Boos and a DryBones on defense. DryBones patches up all the needed holes in Daisy's defense. This is the most standard trickster set up. At every opportunity you should be spamming home advantage to either get free tricks or force your opponent into giving you an item. Titan's chip, Bug spray, and Serve it up are all good moves to abuse home advantage with. Additionally you should utilize Daisy, and DryBone's flat chips to execute hard to block serve it ins. If played correctly it will be very hard for your opponent to stop your offense. The other viable team is using a Birdo or Mole in place of DryBones. This provides enough defense for Daisy and allows for home abuse of rebound goals. Either way, if you are using Daisy you need to utilize home.

Counters:
Stopping Daisy is really quite simple. If you are playing a Daisy then that Daisy is most likely playing on home field. Which means you are at away. And if you are at away, you are most likely using Waluigi. In reality Waluigi is the counter to most teams since his priority evens out home advantage. So especially against a home abusive captain like Daisy it is important to use Waluigi to try and stop it. Regardless of your captain, your defense needs to be very aggressive to stop home abuse. You need to prevent Daisy and her teammates from getting close to the goal and executing their potent tricks. Waluigi is ideal for this, but any defensive captain can stop it relatively well. That is not to say that you should mindlessly always try to tackle. To stop Daisy your defense needs to be at its best. Be aggressive yet mindful of where your opponent is going. Also, ALWAYS ALWAYS ALWAYS ALWAYS save your bombs when playing against Daisy. This is the only reliable way to stop her special goal, and unless you want her winning off a free goal on 6-6 then you MUST have some bombs saved up to stop it.


Last edited by Shad0winvadr on Thu Jan 03, 2013 6:05 am; edited 4 times in total
Back to top Go down
View user profile
Shad0winvadr
Admin
avatar

Posts : 220
Join date : 2012-07-01

PostSubject: Re: Captain Tier List   Thu Jan 03, 2013 12:18 am



Tier: A-

General Overview:
Bowser was originally a field hazard in the original Super Mario Strikers. But he has emerged from the inferno as a playable captain in MSC.

Heres the deal with Bowser. He is a great captain, and extremely viable and usable. But the sad truth is that he is outclassed by Petey and DK as a defensive-power captain. Don't get the wrong idea though. Bowser is not far behind these captains and if he is used properly he can very strong. Bowser is full of untapped potential and if mastered he can be a huge threat to the other top captains.

Techniques and Abilities:
Bowser is a powerhouse with a very respectable shot. Although Petey and DK are a bit more reliable you will still think twice about letting this monster get a shot off. He is very great at defense. His hit rivals Petey's for the best in the game. Although not as wide as Petey, Bowser is massively tall. Bowser can smash airborne players that Petey would fly right under. Although this a small detail, it goes far in making Bowser a menacing defensive force on the field. Bowser's size attributes to another thing as well. He is always in the fucking way. If you thought Boos getting in the way of shots was bad, then Bowser is going to be your nightmare. He is so large that he will often just absorb shots from the opposing team. If Bowser is coming towards an opponent charging up an item shot he will more than likely block it. His lifeless body will then continue to block the rebound shots the opponent trys to take after the first shot. Unfortunately this is a double sided sword, as Bowser has no qualms over blocking any shots that his teammates try to take. There is nothing worse than using a mushroom and having Bowser's girth simply block your path and entirely mess up your timing on the chip you were attempting to perform. Bowser certainly takes up space, and he is in many ways still the same hazard from Super Mario Strikers.

Among other things Bowser can summon mushroom speed whenever he chooses. What the actual fuck. This massive monster who is so large that he noticeably impairs goals with his girth can also move faster than any character on the field whenever he has the ball? Yes, it's true, and Bowser is the only one with this ability known as the shuttle glitch. It can only be performed when Bowser has the ball, and it is done by turning 180 degrees as fast as possible and then reverting the motion while chipping the ball. If done correctly, Bowser will launch off a massive chip as if he had been using a mushroom, and he will also be running at mushroom level speeds for a few seconds. The chip charge is irrelevant to the glitch, meaning Bowser can use this trick for mid-court chips, serve it ins and pretty much any trick. This glitch sounds great in text, but in reality it is much harder to utilize in practice. This would be much more exploitable with a speed captain, but alas, it was Bowser who was granted this speed. This isn't to say that this technique is worthless however. The move itself can often be hard to execute which has hindered it's development. But in the hands of a skilled player the shuttle can most definitely be used effectively for unexpected tricks and start-offs. Keep in mind that if Bowser has the ball too long in the back court people will know that you are up to no good. This move requires a combination of technical skill and mind games to be used effectively. Generally it is not advisable to use an item for the sake of this trick if you could use that same item to get off an item shot. Also this glitch will still work even when shrunken by Bowser Jr.'s special.

Bowser's deke is nothing special. He retracts into his shell and repels all enemies. There is some lag time after the move where he is vulnerable and cannot perform any action. Because of this using more than two dekes in a row will almost always result in the ball getting stolen, so use it conservatively.

Special:
Fire Storm! Not a good special. It is usable, but compared to other captains this special is lacking. Bowser is given a limited supply of fire with which he can set enemies on fire including both Kritters. Here are your best options. You can use his fire to ignite defenders in front of you and use your deke to cover the rest of his body. If used well this can get you open for a trick. It can also be used to get an item shot open. The restriction with this special is that it is very situational. Only use it when you are sure that you you will reap the benefits. An example being that Bowser and a Boo are chasing a free ball. Ignite the Boo and get off an item shot. This special definitely requires some thought otherwise it will be of no help to you at all. It can also be used for defense. Prevent a start off by simply setting the opposing captain on fire. It is also very effective at countering other specials. If you are playing Mario or Luigi then saving this to counter their special is not a bad idea. Also, it directly counters Wario's special by igniting his fart gas and causing it to explode. There should be little trepidation in using this special for defense seeing how its offensive capabilities are limited. It should be noted that Bowser CANNOT use the shuttle glitch when Fire Storm is active. Aside from Toad's skillshot Bowser's special is the only other way to set Kritter on fire on competitive stages. When kritter is on fire he is easier to score on and he wont use his hands. This also allows characters to get closer to him before he hits them. You can abuse this to actually walk in the goal but it's not a viable move. Setting Kritter on fire is only really helpful to steal the ball from Kritter, and that is about it.

Setups:
Bowser feels best with 2 Boos and a Birdo by his side. Birdo's Great ratios can ease the pain of some of Bowser's droughts that he will inevitably get. Since Bowser is an amazing defender he, like Petey, can also utilize Hammer Bro or a third Boo. Be wary using 3 Boos with Bowser, however, because he should not be relied on to score all the goals for your team. Bowser, like DK and Petey, has a myriad of options that can work well with him. He is a great captain but he requires the necessary team support to truly be used effectively.

Counters:
In most cases Bowser is not your biggest threat on the field. If your opponent is using a Birdo then you are more likely going to want to defend that over Bowser. Bowser shoots decent, but not as well as Birdo. He also has an unfortunate back slide that unlike any other character will sometimes result in the ball bouncing off his slide if timed incorrectly. The success rate of him getting a backslide shot off his respectable regardless of that fact however. Remember to abuse Bowser's deke. Take advantage of that vulnerable period for a quick steal. Always be wary of the shuttle glitch however. Most times it is very easy to read when someone is attempting a shuttle goal. Whenever Bowser is holding the ball for too long it is imminent that they are planning some type of shuttle goal. If you suspect a shuttle goal is coming, simply run back to your goal and get ready to intercept the chip or hit Bowser if he is attempting an off-the-wall trick. Also it is not advisable to attempt a full-court self-pass with Boo or Waluigi when Bowser is on the field. It is simply too likely that he will get in the way of you intercepting the chip at the other end of the field. Also at the start of the game if you are using a speed captain it is a good strategy to simply shoot the ball instantly. This works well on a lot of power-defensive characters but especially on Bowser. It will effectively knock him over and you can easily retrieve the first possesion.


Last edited by Shad0winvadr on Sun Jan 06, 2013 8:25 pm; edited 1 time in total
Back to top Go down
View user profile
Shad0winvadr
Admin
avatar

Posts : 220
Join date : 2012-07-01

PostSubject: Re: Captain Tier List   Fri Jan 04, 2013 6:59 pm



Tier: B

General Overview:
The Mario brothers. They have essentially made Nintendo a legend. Put Mario's name on any game and its guaranteed to sell well. Would I have bought a game called "Strikers Charged"? No, I would not have. But I did buy a game called MARIO Strikers Charged. Unfortunately for the Mario brothers they are not in the same tier as the previous captains. Truly in this game any captain can be used well in the hands of the right player, but statistically speaking Mario and Luigi are not quite up to par and this is largely due to their stat distribution.

Mario and Luigi are both balanced characters. Which means they have average passing, defense, speed, and shooting. You may have noticed that ALL of the previous captains are defensive. Well that isn't just a coincidence. Defense is a very strong trait in the captain slot and it is largely responsible for putting all the defensive captains in the high tiers. Mario and Luigi both have a respectable hit and slide range considering they are not defensive captains, unfortunately they are both slower than speed captains which extremely hampers their ability to use their defenses well. However, they can provide enough defense to the point where captains like Waluigi and Daisy won't completely blaze past them.

Techniques and Abilities:
The Mario brothers are almost identical. There are many captains in Mario Strikers Charged that have duplicate stats but all of them have key differences which are usually slight but make a large impact. Mario and Luigi are the only captains who have identical stats and are almost completely the same. It is for this reason that the way they are played is essentially the same. Their differences really only boil down to preference and they will be elaborated on later. But here is what both Mario and Luigi can do. Their shooting is not on as great as power captains. They can viable take shots from anywhere on the field but it is recommended that you at least try to be closer to the goal before performing an item shot with one of them. If either of them does an item shot from the near the dividing line it is likely that the shot will simply miss. Their air shots however are not limited by any ranges and this is one of their greatest strengths. Both Mario and Luigi can utilize their decent stats AND take strong air shots from anywhere on the field even though they do not have a max power stat. Their balanced speed stats also allows them to execute tricks with relative ease. In combination with their deke they can often earn breakaways and perform a serve it in or a Titan's chip. On defense you generally are going to want to switch to one of your Boos rather than chase down an opponent with Mario or Luigi. However if switching to a Boo is not feasible when your opponent is running in for a trick do not fret. Both Mario and Luigi have enough speed to defend tricksters if they have to. Think twice before trying to tackle Boo with one of them because the chance of catching them if you miss the hit is almost zero. DO NOT UNDERRATE THEIR PASSING. Often when you only have two Boos for good passing your opponent can pressure you when your keeper has possession by marking your Boos. To solve this you can pass directly to Mario and Luigi who can handle an uncharged ball surprisingly well by either passing it off too Boo or charging it off the wall with chips and dekes.

So what on earth can these captains do that is special? Well, not much. The aforementioned ability to abuse air shots is a good one but it's not that special. Similar to the other balanced captain Yoshi, both Mario and Luigi can score with the floater goal. Although not as powerful as Yoshi's it is still a viable move with them. Taking a completely uncharged red shot from the bottom or top of the dividing line with either Mario and Luigi is a very respectable shot that has a good chance of going in. If ever you are in a tight situation and you do not have time to charge the ball or pass off then this move can come handy. It is also very easy to get into position for this shot from the start off. This move IS helpful but it is not worth using an item to set it up.

The key difference between Mario and Luigi is their dekes. Both Mario and Luigi will hop backwards or juke to the side if the deke is used in the corresponding directions on the D-Pad. However, their forward deke is slightly different. Mario does a somersault forward while Luigi simply hops. Mario's will move him notably farther but naturally Luigi's will end quicker. So really it is a preference of whether you want a quicker or farther deke. In most cases Mario's is much more usable. Luigi's deke, if spammed, simply does not result in a breakaway as much as Mario does. When Mario spams his forward deke he can easily make a breakaway if given even the slightest head start on a defending Boo. It should also be noted that the backward and side variants of their dekes are not nearly as useful as their forward deke. The backward hop barely moves at all and in most cases the ball will get stolen from you. Also the side hop is simply not good because the same maneuver can be accomplished with the forward deke pointed at an angle. So in this regard Mario is better but it is up to the user to truly capitalize on his potential for scoring tricks off his deke.

Special:
Super Mario/Luigi. Wow, this is easily THE best special in the entire game. This special alone is what makes Mario and Luigi better than some of the other captains. The frequency with which Mario and Luigi receive this special will often be the biggest factor on how they perform in the game overall. Once used, this special with transform Mario and Luigi into a giant AND it will max out all of their stats for a limited amount of time. Also, any player that touches Mario and Luigi when they are in their super form will be simply flattened. It's pretty obvious that this is a great special, but what makes it the best in the game? Well for starters Mario and Luigi can pretty much take the ball around the whole field and do whatever they want with it. Their increased size also allows them to perform an extremely easy goal. This move is called the Super Titan's Chip. By releasing a full charged Z-Chip in the area where you would normally execute a Titan's chip, you can send the ball extremely high in the air in the end shoot it in since Mario and Luigi are so tall. This goal is almost always guaranteed to go in unless it hits the top of the goal. To avoid this and any other mistakes, do not spam the shoot button after you have released your chip. Wait for the ball to bounce off the boards a little bit so that it is not too close to the wall when you shoot it. This will reduce the chance of the ball bouncing off the top of the goal or the side of it. Even though this is pretty much a free goal, it is not what you are going to want to use it for unless you only need one more goal to win. What you want to do is spam full charged item shots until you have two items. If you have two items and have not already scored then it is time to execute the Super Titan's Chip. With the increased power Super Mario and Luigi both have great scoring ratios so it is more than likely that you will score off the first of second item shot anyway, but if you don't you can still score an easy goal after netting two items. There is no better maneuver in this game than scoring a goal and getting two items, and Super Mario/Luigi allows you to do this with ease. HOWEVER, this special has one massive flaw. Almost any item can counter it, and since they are so huge they will more than likely get hit by shells, bananas, and of course bombs. The solution is simple, only activate this special when your opponent does not have an item to counter it. Also, you should be using this special as soon as possible to increase your odds of receiving more specials. (You cannot hold more than one special in your item inventory). Also take note that Mario and Luigi cannot be tackled while using their special but a well timed slide tackle can still stop them. So be mindful and deke whenever someone is going to slide into you. This will flatten the defender and you continue on your way.

Setups:
Mario and Luigi really only have one viable team. 2 Boos and then either a Birdo or Mole on offense. Both Mole and Birdo are great because they can spam strong item shots. This allows them to score goals and increase the chance of you receiving a Super Mario/Luigi. Even though Birdo is a superior shooter many players will prefer Mole for his slightly larger hit and better backslides. Often with Mario and Luigi you will be lacking defensive pressure and a Mole or Birdo can easily patch this up. Do not underrate the passing abilities of Mario and Luigi in this team. If Mole or Birdo is open do not hesitate to pass them the ball with Mario or Luigi. Ideally this team will spam item shots from Birdo and Mole which will net you specials, while Mario or Luigi can take air shots, well positioned item shots, and execute some tricks.

Counters:
Most times when playing Mario and Luigi they will have a Mole or Birdo. SHUT. DOWN. THE MOLE/BIRDO. If this is accomplished your opponent will be floundering to score goals with Mario/Luigi. It will also limit the amount of specials they receive. On that note, the special is your largest concern when playing them. Mario and Luigi themselves are not that dangerous, until they have special in their possession. It is ALWAYS wise to save some sort of item to counter the special. Bombs and big shells work very well to stop it. If you have bombs in your inventory and your opponent has the special just save your bombs for when they use it. After the ball has been knocked out of their possession quickly reclaim the ball and camp next to your goalie until the special runs out. In many cases your opponent will try to hold onto the special until you waste your items on something else. This works in your favor because the longer they hold the special then the less opportunities they have to get another. Once again you can attempt to slide tackle them but it is harder to execute it well if they are dekeing so for this reason it should only be attempted if you do not have an item to stop the special with. It should be obvious at this point that this is not a team you want to hit spam or take too many unnecessary hits on. The nature of their special is simply too game changing to risk.
Back to top Go down
View user profile
Shad0winvadr
Admin
avatar

Posts : 220
Join date : 2012-07-01

PostSubject: Re: Captain Tier List   Sat Jan 05, 2013 12:11 am



Tier: B

General Overview:
Diddy Kong is quite the interesting addition to the MSC roster. Although not quite as obscure as Petey Piranha, Diddy is still a character that is rarely seen outside of Donkey Kong games. Nonetheless he fits well in Mario Strikers Charged.

Diddy is a play maker captain, which means he has max speed and passing but terrible defense and shooting. These are the same stats as Boo who is undoubtedly the best side-kick in the game, so why is Diddy a B rank captain? Well, offense is not exatcly the ideal location for a play maker, and the captain spot is an offensive one. This means Diddy's AI will keep him for the most part in offensive positions. The main difference is that he does not have Boo' deke and without that he is nowhere near the same level. Due to his lack of defense it is really hard to apply pressure to your opponent. He does, however, have max speed which means you can constantly be on top of your opponent. As long as a character has max speed they will not be terrible on defense and Diddy can provide ample pressure where needed.

Techniques and Abilities:
If you have ever used Diddy as a captain you will notice that he feels very smooth. Diddy is extremely well polished in this regard and it is a shame that other players in the game do not have this. This smoothness allows him to turn on a dime with very little lag when changing directions. Most characters have a lot of lag if you try to change direction 180 degrees instantly. Diddy's lag is minimal when performing this technique. What this mean is that Diddy is the best captain to dance circles around your opponent. He can easily out maneuver them if used correctly and his smoothness also allows for very easy execution of tricks. Being a play maker in the captain spots does have some advantages, although they do not come close to making up for the lack of defense, but they are there. First of all you can pass off the start very fast which can lead into very dangerous start plays. Diddy's presence on offense will also make quick picks more viable as he will often be in the position to pass the ball after the shot is taken. Since you will more than likely be attempting SOME tricks with Diddy it should be noted that he can easily abort a failed trick set up by simply passing the ball off and maintaining possession. Diddy's positioning on the field will also make it easier to set up shots with high percentages via passes at specific angles. These shots will not give you items but given the opportunities to execute one of these shots you should not pass it up.

Here is what Diddy has going for him. He lacks self-pass but in turn he has a very flat chip. This makes serve it ins a breeze. His flat chip in tandem with his great turns and circles makes a potent combination that results in some of the most dangerous serve it ins in the game. Similar to Daisy his serve it ins can often be unblockable because of how low they are.

One of Diddy's greatest offensive tools is his deke. Although not on par with Boos, it can still cause some major damage on offense. Diddy simply jumps forward and covers respectable distance with the jump. It is a high jump so defenders will slide or tackle right under him if timed properly. Diddy can also pass the ball mid-air while using the deke. This deke can gain you some breakaways but it is limited in this regard. At most use it to dodge one opponent since using this deke rapidly in succession will almost always lead to the ball getting stolen. The deke does NOT move the ball down the field fast, in fact it slows Diddy down. This deke does however create a very strong mind game when you are close to Kritter. Diddy can hop over Kritter if done correctly but this is not your goal with the deke. Instead you want to deke into Kritter and pass the ball off mid-jump to a shooter who can then score a goal while Kritter is out of position from hitting Diddy. This is very strong because there is a myriad of other moves that Diddy can do when in range for this trick. For example he could go for a Bug spray, serve it in, or Titan's chip. Usually the opponent could be able to defend all three of those tricks relatively well by spamming the block combination. However they cannot also defend the shooter that you would pass too after the deke trick at the same time. This forces the defense to either defend the possibility of the trick or of the deke goal since they cannot easily defend both at the same time.

Special:
Red Card! Diddy was given a very respectable special item. Upon use Diddy will create a column of light in front of him and any player (including your own) besides Diddy that gets close will be sucked in and held off the map for a limited amount of time. After the initial use the column will remain for a few second and during this time it can still suck up players and Diddy can run through it freely. If you catch just two of your opponent's players in this special then it should be very easy for you to score a goal before their players comeback. When the players are off the screen take advantage of your opponent's reduced defense to make a trick or even better to take some item shots with a Birdo. Do not underestimate your opponent's defensive capabilities even with a decreased amount of players, as even one Boo can still play defense well. And if Waluigi is still on the field then forget any chance of an easy goal. That being said if you are playing against Waluigi try to make sure he is one of the player removed. Removing two of your opponents Boos is always a good move because your opponent will be rendered helpless and it will be harder for them to keep the ball away from you. Speed characters take priority when you are searching for targets to use this special on. This special is also an amazing way to create breakaways. If you see the opportunity to use this special to get a free trick off then you should have no qualms over using it on only one defender. By using it in the corner it will be extremely difficult for defenders to get close to you and it will make for an easy trick. Your opponent will be cautios after the special is used, but fear not as more times than not you will be able to bait them into it with Diddy Kong by abusing his immunity to it. Everyone always seems to misjudge the sucking radius of the light column. Be wary not to suck up your own players because often the computers from both sides will simply run head first into it.

Setups:
If you are using Diddy there is only one real team you should be using. Don't even think about using two DryBones because then you might as well be using Daisy or Waluigi. What this team really excels in is abuse of the sidekick Birdo. Birdo is a very deadly and consistent shooter. By using 2 Boos and a Birdo on offense you have essentially created the closest you can come to a 3 Boo team with Birdo. Birdo's defenses will help out A LOT. So basically you want to use Diddy and your Boos to get the ball to Birdo so he/she can take high ratio item shots. Birdo should also be the recipient of your passes when performing Diddy's deke goal. That being said do not forget to use Diddy on offense as well. He is extremely adept at using tricks. By balancing Diddy's trickster capabilities and Birdo's deady shooting you should be able to rip your opponent to shreds as they are constantly questioning who to guard and how to guard them.

Counters:
Always think twice before tackling Diddy Kong. His movement is amazing and often the only way to stop is advances on your field is a well timed hit. His deke does not move him very far so wait for him to hit the ground and steal. Air on the side of caution when defending him with Boo because he can easily get a breakaway off of Boo with a well timed Deke. However there is little hope of his deke stopping the likes of Waluigi or DryBones. Your greatest challenge will be preventing the deke/trick mind game that Diddy has while close to the goal. Your best bet is to try and read your opponent. Never allow them too much room to execute a simple trick but be mindful of their positioning as that is the biggest give away of what move they are going to attempt. A good rule of thumb for Diddy's special is too just never go fucking near it. It's larger radius is deceiving and it is always a good idea to keep a generous distance between it and yourself. If any of your characters do managed to get sucked up then your best option is to camp with the ball until they come back. Especially on 6-6 it is not worth playing the game with only half of your players, so just simply wait it out.
Back to top Go down
View user profile
Treesus
Admin
avatar

Posts : 92
Join date : 2011-08-10
Age : 22

PostSubject: Re: Captain Tier List   Wed Jan 09, 2013 11:30 pm



Tier: B

General Overview:
Wario. He's the obvious antagonist to Mario who was thrown in the game for a little comedic relief. 2nd only to DK, he is the captain most likely to be used for boo glitching on ranked. Wario is a glass canon; he poses a strong offensive threat but pretty poor defenses. Despite his strengths he is still overshadowed by a good amount of the other captains.

Wario is a character that boasts power and passing, making him very scary when he has the ball. He is able to take his own shots, pass to another shooter for a setup, or possibly give the ball to a boo or db for a tight break away. His movement on offense is very fluid and he can keep the defender constantly guessing where the ball is going, but this threat ends as soon as the ball is stolen from him. His defenses, while suprisingly solid for a slow, poor-defensive captain, pretty much isolate him from your team when the opponent has the ball.

Techniques and Abilities:
Wario does not have any game changing abilities. However he does contain a bunch of small surprises that makes his gameplay a little more varied. First off is Wario's deke. Wario jumps into the air and ground pounds the ground sending anyone under him sprawling. Overall this deke is pretty good; it has a pretty quick start up time, but leaves him vulnerable for oncoming hits afterwards. In terms of usefulness, his deke lies somewhere in between DK and Bowser's. While it may not be as spammable as Petey's it will likely be used in matches to help set up openings and bait defenders, but it is not very useful for charging up the ball. It also does not move Wario down the field at all.

Wario also has unexpectedly good ground range and chipping. This is evidenced by his ability to beat nearly every character to the ball at the startoff when both are passing. This range helps him quickly jump to nearby balls to either pass or take a shot. He is also able to abuse this ability to make very tight clams, or chips on the ground to shot. While this ability doesnt generally do too much for him because of his speed, it can sometimes help wario during neutral play when he and an opponent are vying for a nearby ball. Wario will be able to jump to the ball quicker for a pass and must be hit, giving him an item, in order to gain possession.

Lastly, Wario has a very underrated defense. Out of all the weak tacklers in the game, Wario has quite possibly the fastest cooldowns on his hits and slides. This makes him a spamming king when the opponent is nearby. Although he does not have a large range to hit, he hits everything in his range. This gives him good leverage on defense when opponents are nearby or trapped against a wall, but is ultimately useless once they pass him since his speed is too low to catch up.

Special:
Gas Mask. This may seem like a silly, quirky little special, but it is no laughing matter. When used correctly, Wario's special can be very annoying especially if it is not countered appropriately. Wario emits a fart cloud around himself that confuses any player it touches (this includes wario's teammates as well). Wario has 4 farts in total and each one will also give him a small boost of speed upon use. While this may sound like a shitty (lal) special because it affects Wario's own team mates, it essentially gives wario a fully charged item shot whenever his team receives possession when it is still active. The downside to this special is that it can further harm Wario's already poor defense if used recklessly.

Too conserve use, and minimize the area where Wario's sidekicks may be affected, the special should be used in the midfield corners of the opponents side of the field. This is Wario's sweet spot for shooting and will give the greatest chance of scoring charged shots. From this position, Wario can charge up the ball as much as he wants then take an item shot. If the opponent blindly runs into the green mix of methane, Wario can pass to a support character for an open trick.

There are a few ways to defend this special. The first is to stay away from the gas and prepare for any rebounds that Wario's shots cause. Wario is typically even more vulnerable during his special unless he can keep his sidekicks out of his fart zone, so any changeover can be converted into a quick goal. Another way to defend his special is to bait him to get close to the edge of his fart cloud and then hit him into the electric fence. This method works especially well with captains like Petey, Bowser and Wally. If any of your characters are confused from the fart, simply spam a when near the ball. While inputs to the analog stick aren't registered, all actions caused by clearing passing and shooting are so make sure to use them. Bombs, Fire Storm, and Thunder Wham will all ignite the gas creating an explosion.

Setups:
Wario typically works best with a standard shooting setup aka 2boos and a birdo (or monty) on offense. This team gives wario extra defense from birdo's large hitbox and helps him make shots like a monster on offense. A 90 degree cross from wario to birdo almost always results in a goal and can be abused viciously until the opponent catches on. Like many other captains, however, Wario can rely on the help of 3 boos to make a viable team. This setup focuses purely on offense and works as an excellent hybrid if the user knows what he's doing. Yet this team lacks a lot of defense, and must rely on well timed dekes, good reads, and a vile amount of goalie camping to keep its blocking up to par.

Counters:
Wario is difficult to counter unless you focus on what he is trying to do. Wario is essentially a playmaker who can make shots of his own if need be. If used on a shooting team, Wario should not be the primary concern as he will likely be used to get off as many crosses to the birdo or monty as possible. You should always be on the look out for a cross from Wario and if it does not come immediately, you should be on Wario as fast as possible. Baiting crosses works very well since even a narrow pathway between Wario and his partner looks great to a shooter and will likely cause an automatic pass.

When Wario is used alone however, he should be constantly covered, since the user's primary target will be to get the ball to Wario. Once an opponent makes a deke or any sign of commitment to a trick, try to approach him in a way that does not allow him to pass the ball off without hitting your defender.


Last edited by Treesus on Thu Feb 21, 2013 12:56 am; edited 1 time in total
Back to top Go down
View user profile
Treesus
Admin
avatar

Posts : 92
Join date : 2011-08-10
Age : 22

PostSubject: Re: Captain Tier List   Thu Feb 21, 2013 12:25 am



Tier: B-

General Overview:
Yoshi is the unsung hero that is largely overlooked in mario games, hence the name "dark horse" he is given during the striker cup. Normally a speed character, Yoshi settles down as a relatively slow balanced captain in msc, a spot which continues his trend of mediocrity in the world of mario sports.

Like most meds, Yoshi seems to have a large sweet spot with setups and decent aerial shot percentage making him adequate on offense. His medium speed and deke also allow him to be a bit of a trickster given a solid breakaway or poor defense on a startoff.

Yoshi's biggest flaw is that he is really just average. While he has no glaring weaknesses or shortcomings, his strengths are just as scarce. In the world of msc, this apparently makes you pretty shit, since Yoshi is not a very commonly used captain, and is considered relatively shoddy.

Techniques and Abilities:
Yoshi's most noticeable ability is his unique hit. Unlike every other player who uses their body to deck their opponent, Yoshi simply sticks out his tongue. This hit has a surprisingly long range and can be used to intimidate and zone oncoming opponents. Yoshi's tongue has little starting and end lag making it easily spammable, and the entire length of it serves as a hitbox, dealing hits to opponents that merely run into it. It's priority is also very good, and seems to be able to repel other characters hits easier.
While at first glance this tackle may seem superior to the rest of the casts', it does not move Yoshi anywhere upon use. Instead Yoshi stands still causing him to either leave holes in his team's defense or lose time trying to chase the ball afterwards. It also appears he has a high chance of giving the opposing player an item. Although not certain, Yoshi's tongue seems to give players an item fewer frames after they have given away the ball as opposed to other tackles. For these reasons, Yoshi's tongue should be used with patience and precision to ensure a hit on defense, or with force and aggression to pressure an opponent who is on their own side of the field on offense.

Yoshi's deke whereas is very plain. Like the Mario bros, he lurches forward to give himself space from oncoming defenders. While this deke gives Yoshi distance, it takes a bit of time to gain momentum and has too much ending lag to be very useful. It is mainly just used to maintain some speed on breakaways and give him tight chances to pull off a trick if the defense isn't wary. Yet, this deke isn't as quick as Luigi's, doesn't put him as far forward as Mario's, and generally feels slightly less responsive. It is also completely useless when not being used to go forward.

Other notable aspects of Yoshi are his ability to score a red shot from the corner with from a slightly larger range than Mario and Luigi, his solid sweet spot for grounded setups, his good random aerial percentage, and a strong chip. His chip seems to have a higher threshold for making unblockable serve it ins than most chars due to its low height and far reach.

Special:
Yoshi's special is the egg roll. Yoshi encapsulates himself in a large egg and rolls around the stage until for a certain period of time. This special can be ended prematurely by chipping, passing, and shooting with yoshi or by being hit with bombs. Yoshi can do a variety of moves with this special. He is able to self pass, run over opponents to clear a pathway for his team, or gain a speed boost to defend. However, you will almost always want to use the special when Yoshi is holding the ball. Since Yoshi can chip out the special, it makes for great use at start when Yoshi is not far away from the goal, and the defenders are vulnerable. A good use of the special is to knock down the two defenders on top at the start off to pave a clear way for a titan's or serve it up. At home, Yoshi can also utilize an insta chip-> egg roll -> shot for a quick goal. However, this special should only be used when the opponent does not contain any bombs to interrupt the trick, or does not obviously see it coming.

Although this special is able to demolish super-sized Mario and Luigi, it is still not as useful. The most this special will give you is a single goal (or a goal and an item if you're very lucky), and it must be used at the correct time to score otherwise it can be blocked with relative ease. However, Yoshi's special is generally pretty good and can usually be relied on to score.

Setups:
In my opinion, Yoshi works best in a hybrid setup with 3 boos or 2 boos and a dry bones. Yoshi's large tongue gives him a large hit range but diminishes his mobility, which can be covered by three speedy characters. On offense Yoshi can function as a trickster nearly as well as a shooter and does not slow the pace of flow with his balanced passing and speed. Three boos allow him to mind game his opponent by alternating between shooting setups and tricking while dry bones can be used to give him a needed defensive (or even counter offensive) boost. Yoshi can also be equally as viable with a birdo in the top spot on offense and two boos. This setup focuses more on Yoshi's capabilities as a shooter and can alternate between item cycling with birdo and random aerials from Yoshi if need be.

Counters:
Yoshi can be pretty annoying if one is not careful. Watch out for Yoshi's tongue when in the back field. Many times he will hit the opposing character when struggling for an open ball since his hit range and priority is strong. Be sure to keep out of range of his tongue until you are able to punish him with another character if you are on your side of the field. If you have the ball, try to pass as soon as he hits you because you will most likely get a free item from it.

When shooting, Yoshi isn't too much of a threat since he normally needs specific pass patterns to score consistently. When defending Yoshi, one should note the charge of the ball to predict what Yoshi will do. When Yoshi receives an uncharged ball, one should try to cover his passing options as much as possible since it is likely that Yoshi does not want the ball and wants to pass it off as quickly as possible. However if he is close to goal, he will likely go for a trick so be ready to defend that as well. If he is blatantly going for a serve it in, hit him, since his chip can sometimes pass right through your defender's aerial range without them doing anything. When the ball is charged, a hybrid team will usually be looking to get it to Yoshi if they can, so always keep a char close to him, and be ready to block a trick as the opponent draws closer to the goal. If Birdo is on the team as well, cover Birdo. Yoshi will likely not be receiving setups from this type of team and will have a much smaller chance of scoring from conventional item shots or short crosses.
Back to top Go down
View user profile
lBerble

avatar

Posts : 74
Join date : 2012-08-12

PostSubject: Re: Captain Tier List   Sat Nov 23, 2013 10:22 pm

.
Back to top Go down
View user profile
JaySkyBlue

avatar

Posts : 71
Join date : 2013-07-29
Age : 22

PostSubject: Re: Captain Tier List   Sat Nov 23, 2013 11:49 pm

Why didn't you do Peach and Bowser. Jr. ? They have potential too!

And why not do the sidekicks also?
Back to top Go down
View user profile
Shad0winvadr
Admin
avatar

Posts : 220
Join date : 2012-07-01

PostSubject: Re: Captain Tier List   Sun Nov 24, 2013 2:39 am

JaySkyBlue wrote:
Why didn't you do Peach and Bowser. Jr. ? They have potential too!

And why not do the sidekicks also?
I might get around to doing the sidekicks eventually. Peach and Bowser Jr have potential but they are so horribly outclassed that theyre not really worth doing at the moment.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Captain Tier List   

Back to top Go down
 
Captain Tier List
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Added a Tier List to the C.R.A.T.E. Prize List
» PSASBR Tier List BY VOTE
» New tier list?
» Where is the Tier List for version 0.9?
» SSBC 9.0 Tier List (SSBC Discord Approved)

Permissions in this forum:You cannot reply to topics in this forum
Strikers Cup League :: General MSC Discussion :: Metagame Discussion-
Jump to: