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Mario Power Tennis Master Guide
01-17-16 06:23 PM
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Spanish Davideo7
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To effectively play this game, it’s recommended you know the rules of tennis. They’re not strictly necessary, but it helps understanding how the game works. One added thing on top of those rules, which can be activated or deactivated at will before starting an Exhibition match, are Power Shots. These shots use a “meter” which is shown on the head of your racket as a rotating bar. As you charge shots or move around, this bar will charge up, until it makes your racket glow red. At this point, you can perform a Power Shot by inputting the correct commands. Another thing you must know is the control options. With this, you can set the Power Shots to be manually or automatically chosen, between other things. If Power Shots are manual, you need to know that Offensive Power Shots can only be performed within a certain distance to the ball, or otherwise they will fail. Setting Power Shots to automatic will execute a Defensive Power Shot when an offensive one would fail. After this reminder, this is all the information this guide will display: Types of Shots Controls Game Types Character Categories Characters NOTE #1: Characters can be chosen as right-handed or left-handed. Default is right-handed, but pressing L on the character NOTE #2: Upon completing all cups in World Open, in Tournament Mode, the character used will receive an upgrade, in the form of a star. Star characters can be Types of shots Flat shot: The simplest shot, as it involves the ball travelling fast in a straight trajectory. The ball will leave its own shadow as trail, except when volleying. Topspin shot: Made to bounce higher than a Flat shot, with a spin that describes a D trajectory sideways (inverted when serving due to the position of the racket). Leaves an orange trail behind when executed as a strong shot. Slice shot: Made to bounce lower than a Flat shot, with a spin that describes a C trajectory sideways (inverted when serving due to the position of the racket). Leaves a blue trail behind when executed as a strong shot. Smash shot: Basically a Flat shot executed when serving and smashing. The ball leaves behind a purple trail, and when smashed, it tends to bounce heavily, depending on how charged the smash was and the altitude it was executed at. Lob shot: This shot sends the ball high into the air. Specifically designed to easily pass an opponent close to the net, otherwise it has no use, as it would leave an easy to hit ball in a perfect altitude. Drop shot: This shot leaves the ball “dead” at the other side of the court, close to the net. Obviously, it has no use against an opponent close to the net, but can be a point winner if executed when volleying (performing what’s called as a stop-volley). Offensive Power Shot: One of the special shots available. They tend to be powerful strokes, almost point winners. Also, all of them have an adverse effect on an opponent that returns the shot, besides lowering their Power Shot “meter”. Defensive Power Shot: The second special shot available. They are designed to reach balls which are far from the character, but sometimes they can be as good point winners as some offensive power shots. Also, defensive power shots neutralize any adverse effect an offensive power shot can inflict on the player. Controls Control Stick: Of course, to make the player move around the court, and also to direct any shot you’re about to unleash. A: This will execute a topspin shot. If you press it twice, then it becomes a strong shot. B: This will execute a slice shot. If you press it twice, then it becomes a strong shot. A-B: This will execute a lob shot. The more you charge it, the higher altitude it will reach. B-A: This will execute a drop shot. The more you charge it, the more perfect it will be. A+B: This will execute a flat shot. This shot has no strong shot version. When executed during a serve or smash, it becomes a smash shot. X or R+A: This will execute an Offensive Power Shot, if they are turned on and the circumstances are met, otherwise X acts the same as A. Y or R+B: This will execute a Defensive Power Shot, if they are turned on and the circumstances are met, otherwise Y is the same as B. L: Can cancel any shot you’re charging. Useful when you notice that lob shot going past you, for example. L followed by any shot input: This will make the players jump towards the ball if it’s out of reach (lunge, for short). L+A will produce a topspin shot, L+B will produce a slice shot, L+A-B will produce a lob shot, L+B-A will produce a drop shot and L+A+B will produce a flat shot. Since these shots can’t be charged, they will be far from perfect, but still can be point winners under some circumstances, specially the lob shot variant. Game types Standard Court: The most basic mode, mimicking a real life tennis match. Gimmick Court: In this mode, each court has unique gimmicks that can either help or hinder the player. Besides this, the rules for Standard Court apply normally. The Peach Dome Courts don’t have any kind of gimmicks, as they simulate real life courts. Ring Shot: In this mode, several rings are scattered over the net. The player must guide the ball through the rings while playing the point. When the point is over, the winner receives all the points it has amassed, plus half of the points of the loser. It is played like a tie-break, and the game ends when a certain number of points have been reached. Item Battle: Another type of game following the rules of the Standard Court, but this time the added effect are item boxes hanging atop the net. If the player runs the ball through one of them, it will obtain an item. Once awarded, the item will be used automatically in your next shot. The available items are as follows. - Green Koopa Shells: Three green shells shot at once, spreading in straight lines. If a player is hit by one of these, it will stumble and lose time. - Red Koopa Shell: A red shell is shot, which chases the opponent while letting out a siren alert-like sound. If a player is hit by it, the effects are the same as the Green Shell. - Mushroom: The player becomes a ton faster for a while. A player using it can also neutralize the effects a previously used Lightning could have inflicted upon them. - Banana: A banana peel is glued to the ball, and the next time the ball bounces on the court, it will leave the banana peel in that spot, which can make a player slip, and thus lose time, much like the shells. Note that, if the opponent returns the ball without letting it bounce, the banana peel will come back to you. - Star: Increases the player’s abilities and gives it immunity against other items. It also reverts the effects of a previously used Lightning. - Lightning: Shrinks the opposing player to a tiny size, also reducing its speed and power drastically. NOTE #1: When playing in Gimmick Court, the court will be reset at the end of every game. This means that any hazard on the court will disappear. It drastically lessens the effectiveness (and of course the duration) of the gimmicks, but I guess it was made like this in the interest of fairness. NOTE #2: It seems that each court, besides the Peach Dome courts, has a different effect in Item Battle. Normally, it seems as if each court gave out a higher number of certain items. On Wario Factory, however, there are twice as many item boxes at any given time, and Bowser Castle Court retains the same gimmicks present in Gimmick Court. Courts There are a total of 10 courts to play. Each has its own attributes, but three of them are a must no matter which type of game you play. Speed: This one refers at the speed the ball travels through the court. Some surfaces affect its speed negatively, while others affect it positively. Generally, points will last longer on slower courts, as it’s easier to reach shots on any corner of the court. Bounce: Obviously, how much the ball bounces. A weak bounce means that the ball will often travel at a low altitude, and strong bounce means the ball can reach high altitudes. Short characters will have a hard time on courts with strong bounce if they aren’t careful. Court limits: Some courts are enclosed, which means that once the ball reaches the wall the point is over. Others, however, are open, meaning that the ball can go off-court and still be reached by some defensive moves. Some courts are very small, leaving little chance to reaction, but others are very wide, and it’s something to be noted as well. Peach Dome (Hard Court) Speed: Normal Bounce: Strong The most common type of court in real life. It favors powerful strokes, as well as net players. As in real life, it has average size, and the ball cannot go off-court. Peach Dome (Clay Court) Speed: Slow Bounce: Weak Another surface prominently used in real life, more commonly in Europe and South America. Points in this surface usually last long, as it’s very easy to travel from side to side due to the ball’s slow movement and bounce, and thus is harder to land winning shots. Net players will have a very hard time here. It’s the same court as above, so has the same size. Peach Dome (Grass Court) Speed: Fast Bounce: Weak One of the original surfaces for tennis, but has lately fallen into forgetfulness due to how hard it is to maintain. It greatly favors net players, and its weak bounce it’s a call for slice shots. Same court as above, so same size. Luigi’s Mansion Court Speed: Fast Bounce: Normal Starting on the original courts, we have this one on the outskirts of the mansion. Faster but less bouncier than the Hard Court, it favors net players and powerful strokes. It’s a wide court, prominently on the sides, but the ball cannot go off-court. Gimmick: Three ghost panels appear in the inner court, with two more on the back, alongside a big panel with a light bulb. If the ball lands in any of the ghost panels, one of the ghosts from Luigi’s Mansion will appear. The ghosts are: Blue Twirler, Gold Ghost (two variants), Purple Puncher and Garbage Can Ghost. They only roam around the area where their panel was, with the Garbage Can Ghost throwing banana peels over the court, and making contact with any of them will slow down your character. Hitting the light bulb makes all ghosts on your side to vanish, and the panels are reset, each ghost assigned randomly each time. Delfino Plaza Court Speed: Normal Bounce: Weak Straight from Super Mario Sunshine comes this court. A bit faster than the Clay Court, it’s very wide, but still the ball cannot go off-court. Gimmick: On one lateral, we have two Goop puddles hiding Polluted Piranhas on each side, and on the opposite lateral, two F.L.U.D.D. nozzles per side. Each side of the court has three Petey Piranha panels, one on each service box and one on the center of the back court. If a ball lands on one of them, a Polluted Piranha will spew Goop on it, making the player slow down when travelling through it. Each panel also has a F.L.U.D.D. button associated, which must be stomped by the player to clean the panel. Four sprays are needed to completely clear the Goop. Wario Factory Court Speed: Fast Bounce: Strongest This court is made of conveyor belts. It’s a fast and very bouncy court, but at the same time it has a small vertical size. There’s a lot of space on the sides, and also the court doesn’t have walls, so the ball can go off-court and still be returned. Gimmick: Eight kinds of arrows travel above the net, four of each color. Light blue arrows affect one side of the court, and orange arrows affect the other side. There can be left and right arrows, affecting the back court conveyor belt, and up and down arrows, affecting the service boxes. If the ball passes by one of those arrows, it will make the conveyor belts to start moving on the direction shown in the arrow. Note that opposite direction arrows will slow down any moving conveyor belt. Gooper Blooper Court Speed: Fastest Bounce: Normal Again from Super Mario Sunshine, this time located in Ricco Harbor, in one of the many construction platforms above the water. It’s a very fast court, but it also has a decent size, at least on the sides. Plus, since the court is open, the ball can go off-court and still be returned. Gimmick: The entire court is made of movable tiles, each showing a direction. If the ball lands on one of these, the tiles will move. This can make the court to shrink or widen, depending on where you land your shots. This court is unique for not having any lines, instead any ball that doesn’t land on a tile is simply out. DK Jungle Court Speed: Slow Bounce: Normal Located in the middle of a jungle, it is actually slow, and has average size, making it very similar to the Clay Court. The ball can go off-court here as well. Gimmick: Red and Green Klaptraps travel through the net from one side to the other. If they are hit by a ball, they fall down to the court, and pursue the opposing player until they bite their foot (or the tail of another Klaptrap, if that player already has one attached). This will make the player slower, with the effect increasing as more Klaptraps add to the chain. In a doubles match, the Klaptraps will pursue the player closest to them. To get rid of any Klaptraps biting or pursuing you, land the ball on the thunder icon, in the back court of your opponent’s field. This icon isn’t very big, so aim carefully. Bowser’s Castle Court Speed: Fast Bounce: Strong A powerful court, nothing less expected from Bowser. However, it is very small in size, though the ball can go off-court. Gimmick: The court will tilt from side to side, depending on the weight distribution of the players. This not only makes harder to reach balls, it also makes harder to control shots. You should always aim for a cross-court shot when hitting the ball in a tilted position, as that will ensure the ball enters within limits, but it can also make points last very long. Also, be sure to have in mind the weight of the players, Mario won’t be able to tilt the court if Bowser is at the other side. Mario Classic Court Speed: Slow Bounce: Strongest What a delightful background we have here. Its stats are completely wild, slowest speed with strongest bounce. It is also small in size, not allowing balls to go off-court. Gimmick: Classic enemies will pop out of the pipes on the side of the court. The enemies include Koopas, Crabs and Flies. If you hit any of them, you will be blocked for a while. Hitting the POW block over the net will make the enemies to flip down. Koopas need only one hit, Crabs need two and Flies can only flip down when they are grounded. If too much time passes, enemies will get back on their feet and resume their path. Over time, you will also notice they change colors, like Koopas turning red and Crabs turning green. Any flipped down enemy can be tackled by the player, eliminated from the court and converted into “energy” to charge the player’s racket, with the color change meaning more energy added. For this reason, it’s possible to return a serve with a Power Shot in this court. There’s another enemy that can pop out: a Freezy. The Freezy will freeze for a while any player touching them, and their path ends in the center service line, where they disappear by fusing with the court, thus making it very slippery for the player. Freezies will break down if the POW block is hit, and if the court is already frozen, they will simply pass by like any other enemy. Categories of players There are a total of six categories of characters. While characters can only belong to a single category, they can sometimes show abilities which technically belong to other categories. All Around: These characters have balanced stats, not excelling in a specific field. Technique: These characters have an awesome ball control, they can place their shots in the least accessible points of the court with ease. Power: These characters are capable of performing massive strokes. They possess the fastest shots, but lack mobility. Defense: These characters have a good reach, meaning they can return most balls with relative ease. Speed: These characters move very fast, easily reaching balls in any corner of the court. Tricky: These characters infuse a lot of spin on their shots, making their trajectory hard to anticipate. They’re also small, and lack some power. Characters Last, but not least, the most important part. Here the characters will be analyzed in details, with all their unique quirks, their serve speeds and their Power Shots. Serve speeds are needed both to serve as a rough estimation of the character’s power and to determine which serve fits each player better, as a fast serve is more difficult to return not only due to the speed but also because of the increased speed and bounce. Serves hit at the precise height for each character produces a special sound and it's only in this instance where the character's fastest serves can be hit. Characters have been tested on their default version. Star characters have their abilities enhanced, and their serve speeds increase in 30 units. I’m guessing the speed units are km/h, since it’s closer to real life standards than mph.
Mario – All Around His category says it all, Mario is balanced in all its stats. Above average power, decent agility and average spin shots. Fastest topspin serve: 180 Fastest slice serve: 179 Fastest flat serve: 177 Offensive Power Shot: Iron Hammer Mario turns his racket into a giant hammer, and smashes the ball with great force. The ball is hit as a forehand flat shot, and leaves a fiery trail behind it. If the opponent returns this shot, it will be pushed to the far back of the court. Defensive Power Shot: Spin Jump Return Mario performs a spinning jump, aiming to reach the ball, and returns it as a forehand topspin shot. The jump has a poor reach, and cannot even cover the full court, being Mario’s greatest downfall. Luigi – All Around Pretty similar to his brother, Luigi has less power and agility, but gives more spin to his shots, making him trickier. He takes a liking to slice shots, and the CPU likes to have Luigi be a pure net player. Fastest topspin serve: 168 Fastest slice serve: 174 Fastest flat serve: 169 Offensive Power Shot: Squeaky Mallet In the same fashion as Mario, Luigi summons a squeaky hammer and delivers a powerful forehand slice shot. It has a ton of spin, on par with Tricky characters, which makes it very useful. The ball leaves a trail of small stars, and if the opponent returns this shot, it will be pushed backwards and have its control movements reversed for a brief while. Defensive Power Shot: Poltergust Return Luigi throws his racket trying to reach the ball. He then summons his Poltergust 3000 to suck both the racket and the ball in, and returns it as a slice shot (can be either forehand or backhand, depending on Luigi’s position). Works at any distance, even off-court, so this shot will always connect. Plus, Luigi remains stationary, granting court advantage. Peach – Technique While average in agility, she has a clear lack of power compared to other players, much like female tennis players in real life. She makes up for it with incredible technique and a bit of tricky shots. Fastest topspin serve: 163 Fastest slice serve: 166 Fastest flat serve: 165 Offensive Power Shot: Super Peach Spin Peach spins very fast, delivering a powerful forehand slice with a ton of spin. If the opponent returns this shot, it will be attracted to the net, leaving it open for lob shots and passing shots, both being very easy for Peach’s technique to perform. Defensive Power Shot: Sweet Kiss Return Peach blows a sweet kiss at the ball, which causes countless hearts to appear, catch the ball and return it to Peach’s position. She then returns the ball as a high lob shot. Works at any distance, even off-court, so this shot will always connect. Plus, Peach remains stationary, granting court advantage. Daisy – Technique Somewhat worse than Peach in agility, Daisy makes up for it with incredible power, rivalling and surpassing many players. Her technique is also on par with Peach’s, making her a force to be reckoned with. Fastest topspin serve: 177 Fastest slice serve: 173 Fastest flat serve: 176 Offensive Power Shot: Wonder Flower The head of Daisy’s racket grows petals around it. She then returns the ball as a backhand with normal speed, but if the opponent returns this shot, it will be knocked back only for it to be attracted to the net immediately after, leaving enough room for a winning shot from Daisy. The petals can be orange, blue or light purple. This change means the type of shot Daisy will deliver: topspin, slice or flat, respectively. Topspin and slice have decent spin onto them. Also, Wonder Flower is the only power shot in the game to actually show the light purple trajectory of a flat shot, which technically only happens when hitting a serve or a smash. Defensive Power Shot: Flowerbed Return Daisy jumps towards the ball, leaving a flowerbed on her path, and returns it as either a forehand or backhand topspin, depending on her location. The jump doesn’t have a high reach, and it doesn’t cover the whole court either. Wario – Power While Wario is classified as Power, he doesn’t really belong to any category. He’s not that powerful, contrary to what should be expected from his build, he has average mobility and technique, and not much spin on his shots. Fastest topspin serve: 176 Fastest slice serve: 182 Fastest flat serve: 179 Offensive Power Shot: Thunder Cast Shot Wario equips Bowser’s machine to himself, with the machine’s hammer hitting him in the head and somehow electrifying his racket. Wario then hits the ball as a topspin forehand with a ton of spin, with the ball covered in electric bolts. If the opponent returns this shot, it will be paralyzed for a brief while. Defensive Power Shot: Ultra-Hand Return Wario pulls out a Ultra Hand (one of Nintendo’s first toys) and extends the stretcher towards the ball, returning it as a topspin shot. Works at any distance, even off-court, so it will never miss. However, the stretcher’s reach is limited, so Wario may jump towards the ball if it’s too far away, thus court advantage isn’t always granted. Waluigi – Defense Due to his stature and slim build, Waluigi has a nice reach. However, this becomes a bit hampered by his poor agility, and also lacks some power. Fastest topspin serve: 169 Fastest slice serve: 168 Fastest flat serve: 166 Offensive Power Shot: Whirluigi Waluigi spins around, creating a cyclone. He then hits the ball with a forehand, giving it a big topspin due to the rotation. If the opponent returns this shot, it will start to spin around uncontrollably for a brief while. I personally cannot withstand seeing how Waluigi spins around, it makes me feel dizzy. Defensive Power Shot: Swimming Return Waluigi forms a pool on his side of the court, and swims to reach the ball. He then returns the ball as either a forehand or backhand topspin, depending on his location. Despite forming a pool, Waluigi can return balls at a great height, even beyond his reach when attempting a smash. Works on any ball within the court’s boundaries. Yoshi – Speedy While Yoshi is indeed very agile, it’s the slowest character of its category. It also doesn’t have enormous power, which makes it more an all around. Fastest topspin serve: 171 Fastest slice serve: 171 Fastest flat serve: 168 Offensive Power Shot: Rainbow Flutter Yoshi performs his trademark Flutter Jump, jumping to reach the ball, and delivers a powerful flat forehand, which leaves a rainbow trail behind. If the opponent returns this shot, it will slow down for a bit. This power shot can hit balls at a great altitude, it can even be used near the net when facing an opponent’s lob. Defensive Power Shot: Rolling Egg Return Yoshi hops inside a Yoshi Egg, rolling around the court to reach the ball. It then returns the ball with a forehand topspin. Works on any ball within the court’s boundaries. Beating the first two World Open tournaments in doubles once, this power shot can be upgraded, with the egg randomly transforming to another color, thus changing Yoshi’s own color when exiting it. While technically the changes should be only aesthetical, I’ve noted that some colors may add a quirk to Yoshi’s playstyle, like Yellow Yoshi having tricky shots or Pink Yoshi having more technique, but seemingly Yoshi’s natural speed and power remain unchanged in any color. Koopa – Speedy Hiding in its shell, Koopa has an outstanding mobility through the court. It also has decent power for a turtle. Fastest topspin serve: 162 Fastest slice serve: 173 Fastest flat serve: 171 Offensive Power Shot: Water Bomb Koopa fills its racket with water, and hits the ball as a forehand drop shot. If the opponent returns this shot, it will be drenched in water and thus will slow down for a while. While it can work from the back of the court, it’s better used as close as possible to the net, to leave very little time to the opponent to react and reach the ball. Defensive Power Shot: Water Shell Dash Koopa hides in its shell, and dashes towards the ball at a high speed. It then returns the ball as a forehand slice. It has a ton of spin onto it, so it can be a tricky shot to return. It works on any ball within the court’s boundaries, but only at low-mid heights. Donkey Kong – Power Big and bulky, it has extreme power and a good reach. It is a bit clumsy when it comes to agility, though, but it isn’t much of a burden if you manage to dominate your opponent from the back of the court. Fastest topspin serve: 182 Fastest slice serve: 186 Fastest flat serve: 180 Offensive Power Shot: Barrel Cannon Blast Donkey Kong summons a barrel cannon behind it, and then hops inside it. It then aims to the ball, as the cannon shoots Donkey Kong with extreme force, delivering a very fast flat shot that leaves a trail of flames. If the opponent returns this shot, it will get knocked back very far. Due to how the barrel is summoned, this shot can be used on balls that are behind Donkey Kong, of course, always within the courts boundaries (and by a margin, or the barrel has no space to stand). I love to let lobs past me without moving just to use this shot. Defensive Power Shot: Boomerang Banana Return Donkey Kong turns its racket into a banana, and throws it as a boomerang towards the ball. On its way back to its owner, the banana hits the ball and returns it as a topspin shot. Works at any distance, even off-court, so it will never miss. Plus, Donkey Kong remains stationary, granting court advantage. Diddy Kong – Speedy Very agile and with a long reach, it also demonstrates having above average power. It can also jump very high when dealing with high balls or lobs. Fastest topspin serve: 178 Fastest slice serve: 177 Fastest flat serve: 174 Offensive Power Shot: Acrobatic Banana Diddy Kong throws the racket into the air and grabs it with its tail, adopting the shape of a banana. It then delivers a powerful slice hit to the ball, with a ton of spin, which describes a curvy trajectory reminiscent of a banana. The spin is given as a forehand. If the opponent returns this shot, it will turn around and be stunned for a brief while. Defensive Power Shot: Barrel Jet Diddy Kong calls forth his barrel jet, and attaches it to its back. It then flies towards the ball, returning it as a topspin shot, mostly as a forehand, but can also be a backhand depending on Diddy Kong’s location. Works on any ball within the court’s boundaries. Boo – Tricky Boo is the trickiest character in the whole game, its shots have a ton of spin, making them highly unpredictable. Average agility, but lacks power. Also, he disappears when lunging, just to appear where its lunge should end, which can look cool but it’s hard to use. Fastest topspin serve: 163 Fastest slice serve: 162 Fastest flat serve: 159 Offensive Power Shot: Boo Blast Boo gathers a myriad of tiny Boos on the head of its racket, turning it into a big Boo hammer. It then delivers a powerful slice forehand, with a ton of spin as in all of its other shots, with the tiny Boos escorting the ball. If the opponent returns this shot, it will be pushed away by the tiny Boos for a while. Defensive Power Shot: Boo Brigade Return Boo becomes bigger as it spins around, and then explodes into a myriad of Boos. The other Boos are simply there to distract the opponent, as the real Boo will find the ball and return it as a topspin forehand. Works on any ball within the court’s boundaries. Shy Guy – Technique Shy Guy is very agile around the court, and has average power with extreme technique, but still not enough to compensate its low stature. Fastest topspin serve: 166 Fastest slice serve: 165 Fastest flat serve: 173 Offensive Power Shot: Lightning Spear Shy Guy turns into a Spear Guy, and grabs the racket by its strings to perform an electrically charged lob shot. If the opponent returns this shot, it will be paralyzed and unable to move for a brief while. Works best when the opponent is near the net. Defensive Power Shot: Spear Dance Return Shy Guy turns again into a Spear Guy, but this time it extends its racket to reach the ball to return it as a forehand or backhand slice, depending on its location. Works at any distance, even off-court, so it will never miss. However, the racket has limited extension, and Shy Guy will jump towards the ball if it’s too far away from its location, so this time court advantage isn’t always granted. Bowser – Power A very powerful character, with the fastest variety of serves. However, it doesn’t have a big reach, and is also terribly slow, so try to stay on the back of the court and dominate your opponent. Fastest topspin serve: 186 Fastest slice serve: 183 Fastest flat serve: 183 Offensive Power Shot: Fire Breath Bowser fires its breath on the ball, covering it with fire. It then hits the ball with extreme force, sending it as a fast flat backhand, leaving a trail of flames. If the opponent returns this shot, it will be pushed backwards a great deal. Defensive Power Shot: Spinning Shell Dash Bowser gets inside its shell, and rolls around to reach the ball. It then returns it as a topspin forehand. Works on any ball within the court’s boundaries, but only at low-mid heights. Bowser Jr. – Tricky Bowser Jr. is small and agile, and has average power. It is highly skilled on putting a ton of spin on its topspin shots rather than its slice shots. Fastest topspin serve: 165 Fastest slice serve: 169 Fastest flat serve: 163 Offensive Power Shot: Magic Paint Bowser Jr. transforms his racket into the Magic Paintbrush and paints the ball. It then returns the ball as a flat backhand, alongside two fake paint balls to fool the opponent. If the opponent hits the correct ball (the one in the center), the paint will slow it down temporarily. Defensive Power Shot: Rolling Brush Return Bowser Jr. goes behind the ball and summons again its Magic Paintbrush. This time, it rolls the paintbrush to hit the ball as a topspin forehand. Works on any ball within the court’s boundaries. Fly Guy – Tricky The tricky variant of Shy Guy is somewhat hard to control. While its shots are indeed tricky, it seems to favor its slice shots. It has average mobility, but is the weakest character in the game. Fastest topspin serve: 160 Fastest slice serve: 159 Fastest flat serve: 161 Offensive Power Shot: Tornado Twist Fly Guy turns upside down and spins rapidly, creating a tornado that stabilizes the ball at the adequate height for Fly Guy to hit. It returns the ball as a topspin forehand, and if the opponent hits this shot, it will spin uncontrollably for a while. It’s nice as you don’t have to worry about hitting the ball too low, Fly Guy will put it in place by itself. Defensive Power Shot: Tornado Return Fly Guy spins violently, creating a tornado that goes to search the ball and return it to the still spinning Fly Guy. It then returns the ball as a topspin forehand. Works at any distance, even off-court, so this shot will always connect. Plus, Fly Guy remains stationary, granting court advantage. Paratroopa – Technique A very fast and agile character, only second to Koopa, also has immense technique. His reach is very limited, however, and is very weak. Fastest topspin serve: 159 Fastest slice serve: 160 Fastest flat serve: 162 Offensive Power Shot: Energy Ball Paratroopa aims at the ball with its head, and infuses it with purple electric energy. The ball is returned as a lob shot, but has a weird spin added, making its trajectory somewhat erratic. If the opponent returns this shot, it will spin uncontrollably for a brief while. Strange, I know, a paralysis would suit it better. Defensive Power Shot: Sky Dive Paratroopa goes higher than the ball, and then heads to the ground like a comet to return the ball as a slice shot with a lot of spin. Works on any ball within the court’s boundaries. Be careful, as Paratroopa lands headfirst, which means it will get its head stuck in the floor unless you press any command to make it react. Wiggler – Defense Due to its build, Wiggler has immense reach, but isn’t very agile. It has decent power, and has the unique quirk of serving with a forehand instead of doing the natural overhead move due to its build. Its shots don’t have much spin either. Fastest topspin serve: 176 Fastest slice serve: 178 Fastest flat serve: 182 Offensive Power Shot: Anger Management Wiggler wraps up, getting angry in the process, to deliver a powerful forehand topspin. Due to wrapping up to charge the shot, it is given a ton of spin. If the opponent returns this shot, it will spin uncontrollably for a brief while. Defensive Power Shot: Flutter Return Wiggler transforms into a Flutter (butterfly version of Wiggler), and flies towards the ball to return it as a forehand topspin. Works on any ball within the court’s boundaries. Petey Piranha – Power Petey has a big head, compromising visibility a bit. It’s the most powerful character, sending the opponent backwards a bit even in its normal shots. It has a good reach, and is also somewhat agile. Fastest topspin serve: 183 Fastest slice serve: 180 Fastest flat serve: 186 Offensive Power Shot: Sludge Racket Petey swallows the racket, and then spits it out again, covered in sludge. It then hits the ball with great force as a topspin forehand. If the opponent returns this shot, it will be pushed back a notch, and also covered in sludge, which will slow it down for a while. Defensive Power Shot: Piranha Swingback Petey spits a ball of sludge near the ball, which transforms into a Polluted Piranha with a racket in its mouth. The Piranha then returns the ball as a drop shot. Works on any ball within the court’s boundaries, but only at low-mid heights. To effectively play this game, it’s recommended you know the rules of tennis. They’re not strictly necessary, but it helps understanding how the game works. One added thing on top of those rules, which can be activated or deactivated at will before starting an Exhibition match, are Power Shots. These shots use a “meter” which is shown on the head of your racket as a rotating bar. As you charge shots or move around, this bar will charge up, until it makes your racket glow red. At this point, you can perform a Power Shot by inputting the correct commands. Another thing you must know is the control options. With this, you can set the Power Shots to be manually or automatically chosen, between other things. If Power Shots are manual, you need to know that Offensive Power Shots can only be performed within a certain distance to the ball, or otherwise they will fail. Setting Power Shots to automatic will execute a Defensive Power Shot when an offensive one would fail. After this reminder, this is all the information this guide will display: Types of Shots Controls Game Types Character Categories Characters NOTE #1: Characters can be chosen as right-handed or left-handed. Default is right-handed, but pressing L on the character NOTE #2: Upon completing all cups in World Open, in Tournament Mode, the character used will receive an upgrade, in the form of a star. Star characters can be Types of shots Flat shot: The simplest shot, as it involves the ball travelling fast in a straight trajectory. The ball will leave its own shadow as trail, except when volleying. Topspin shot: Made to bounce higher than a Flat shot, with a spin that describes a D trajectory sideways (inverted when serving due to the position of the racket). Leaves an orange trail behind when executed as a strong shot. Slice shot: Made to bounce lower than a Flat shot, with a spin that describes a C trajectory sideways (inverted when serving due to the position of the racket). Leaves a blue trail behind when executed as a strong shot. Smash shot: Basically a Flat shot executed when serving and smashing. The ball leaves behind a purple trail, and when smashed, it tends to bounce heavily, depending on how charged the smash was and the altitude it was executed at. Lob shot: This shot sends the ball high into the air. Specifically designed to easily pass an opponent close to the net, otherwise it has no use, as it would leave an easy to hit ball in a perfect altitude. Drop shot: This shot leaves the ball “dead” at the other side of the court, close to the net. Obviously, it has no use against an opponent close to the net, but can be a point winner if executed when volleying (performing what’s called as a stop-volley). Offensive Power Shot: One of the special shots available. They tend to be powerful strokes, almost point winners. Also, all of them have an adverse effect on an opponent that returns the shot, besides lowering their Power Shot “meter”. Defensive Power Shot: The second special shot available. They are designed to reach balls which are far from the character, but sometimes they can be as good point winners as some offensive power shots. Also, defensive power shots neutralize any adverse effect an offensive power shot can inflict on the player. Controls Control Stick: Of course, to make the player move around the court, and also to direct any shot you’re about to unleash. A: This will execute a topspin shot. If you press it twice, then it becomes a strong shot. B: This will execute a slice shot. If you press it twice, then it becomes a strong shot. A-B: This will execute a lob shot. The more you charge it, the higher altitude it will reach. B-A: This will execute a drop shot. The more you charge it, the more perfect it will be. A+B: This will execute a flat shot. This shot has no strong shot version. When executed during a serve or smash, it becomes a smash shot. X or R+A: This will execute an Offensive Power Shot, if they are turned on and the circumstances are met, otherwise X acts the same as A. Y or R+B: This will execute a Defensive Power Shot, if they are turned on and the circumstances are met, otherwise Y is the same as B. L: Can cancel any shot you’re charging. Useful when you notice that lob shot going past you, for example. L followed by any shot input: This will make the players jump towards the ball if it’s out of reach (lunge, for short). L+A will produce a topspin shot, L+B will produce a slice shot, L+A-B will produce a lob shot, L+B-A will produce a drop shot and L+A+B will produce a flat shot. Since these shots can’t be charged, they will be far from perfect, but still can be point winners under some circumstances, specially the lob shot variant. Game types Standard Court: The most basic mode, mimicking a real life tennis match. Gimmick Court: In this mode, each court has unique gimmicks that can either help or hinder the player. Besides this, the rules for Standard Court apply normally. The Peach Dome Courts don’t have any kind of gimmicks, as they simulate real life courts. Ring Shot: In this mode, several rings are scattered over the net. The player must guide the ball through the rings while playing the point. When the point is over, the winner receives all the points it has amassed, plus half of the points of the loser. It is played like a tie-break, and the game ends when a certain number of points have been reached. Item Battle: Another type of game following the rules of the Standard Court, but this time the added effect are item boxes hanging atop the net. If the player runs the ball through one of them, it will obtain an item. Once awarded, the item will be used automatically in your next shot. The available items are as follows. - Green Koopa Shells: Three green shells shot at once, spreading in straight lines. If a player is hit by one of these, it will stumble and lose time. - Red Koopa Shell: A red shell is shot, which chases the opponent while letting out a siren alert-like sound. If a player is hit by it, the effects are the same as the Green Shell. - Mushroom: The player becomes a ton faster for a while. A player using it can also neutralize the effects a previously used Lightning could have inflicted upon them. - Banana: A banana peel is glued to the ball, and the next time the ball bounces on the court, it will leave the banana peel in that spot, which can make a player slip, and thus lose time, much like the shells. Note that, if the opponent returns the ball without letting it bounce, the banana peel will come back to you. - Star: Increases the player’s abilities and gives it immunity against other items. It also reverts the effects of a previously used Lightning. - Lightning: Shrinks the opposing player to a tiny size, also reducing its speed and power drastically. NOTE #1: When playing in Gimmick Court, the court will be reset at the end of every game. This means that any hazard on the court will disappear. It drastically lessens the effectiveness (and of course the duration) of the gimmicks, but I guess it was made like this in the interest of fairness. NOTE #2: It seems that each court, besides the Peach Dome courts, has a different effect in Item Battle. Normally, it seems as if each court gave out a higher number of certain items. On Wario Factory, however, there are twice as many item boxes at any given time, and Bowser Castle Court retains the same gimmicks present in Gimmick Court. Courts There are a total of 10 courts to play. Each has its own attributes, but three of them are a must no matter which type of game you play. Speed: This one refers at the speed the ball travels through the court. Some surfaces affect its speed negatively, while others affect it positively. Generally, points will last longer on slower courts, as it’s easier to reach shots on any corner of the court. Bounce: Obviously, how much the ball bounces. A weak bounce means that the ball will often travel at a low altitude, and strong bounce means the ball can reach high altitudes. Short characters will have a hard time on courts with strong bounce if they aren’t careful. Court limits: Some courts are enclosed, which means that once the ball reaches the wall the point is over. Others, however, are open, meaning that the ball can go off-court and still be reached by some defensive moves. Some courts are very small, leaving little chance to reaction, but others are very wide, and it’s something to be noted as well. Peach Dome (Hard Court) Speed: Normal Bounce: Strong The most common type of court in real life. It favors powerful strokes, as well as net players. As in real life, it has average size, and the ball cannot go off-court. Peach Dome (Clay Court) Speed: Slow Bounce: Weak Another surface prominently used in real life, more commonly in Europe and South America. Points in this surface usually last long, as it’s very easy to travel from side to side due to the ball’s slow movement and bounce, and thus is harder to land winning shots. Net players will have a very hard time here. It’s the same court as above, so has the same size. Peach Dome (Grass Court) Speed: Fast Bounce: Weak One of the original surfaces for tennis, but has lately fallen into forgetfulness due to how hard it is to maintain. It greatly favors net players, and its weak bounce it’s a call for slice shots. Same court as above, so same size. Luigi’s Mansion Court Speed: Fast Bounce: Normal Starting on the original courts, we have this one on the outskirts of the mansion. Faster but less bouncier than the Hard Court, it favors net players and powerful strokes. It’s a wide court, prominently on the sides, but the ball cannot go off-court. Gimmick: Three ghost panels appear in the inner court, with two more on the back, alongside a big panel with a light bulb. If the ball lands in any of the ghost panels, one of the ghosts from Luigi’s Mansion will appear. The ghosts are: Blue Twirler, Gold Ghost (two variants), Purple Puncher and Garbage Can Ghost. They only roam around the area where their panel was, with the Garbage Can Ghost throwing banana peels over the court, and making contact with any of them will slow down your character. Hitting the light bulb makes all ghosts on your side to vanish, and the panels are reset, each ghost assigned randomly each time. Delfino Plaza Court Speed: Normal Bounce: Weak Straight from Super Mario Sunshine comes this court. A bit faster than the Clay Court, it’s very wide, but still the ball cannot go off-court. Gimmick: On one lateral, we have two Goop puddles hiding Polluted Piranhas on each side, and on the opposite lateral, two F.L.U.D.D. nozzles per side. Each side of the court has three Petey Piranha panels, one on each service box and one on the center of the back court. If a ball lands on one of them, a Polluted Piranha will spew Goop on it, making the player slow down when travelling through it. Each panel also has a F.L.U.D.D. button associated, which must be stomped by the player to clean the panel. Four sprays are needed to completely clear the Goop. Wario Factory Court Speed: Fast Bounce: Strongest This court is made of conveyor belts. It’s a fast and very bouncy court, but at the same time it has a small vertical size. There’s a lot of space on the sides, and also the court doesn’t have walls, so the ball can go off-court and still be returned. Gimmick: Eight kinds of arrows travel above the net, four of each color. Light blue arrows affect one side of the court, and orange arrows affect the other side. There can be left and right arrows, affecting the back court conveyor belt, and up and down arrows, affecting the service boxes. If the ball passes by one of those arrows, it will make the conveyor belts to start moving on the direction shown in the arrow. Note that opposite direction arrows will slow down any moving conveyor belt. Gooper Blooper Court Speed: Fastest Bounce: Normal Again from Super Mario Sunshine, this time located in Ricco Harbor, in one of the many construction platforms above the water. It’s a very fast court, but it also has a decent size, at least on the sides. Plus, since the court is open, the ball can go off-court and still be returned. Gimmick: The entire court is made of movable tiles, each showing a direction. If the ball lands on one of these, the tiles will move. This can make the court to shrink or widen, depending on where you land your shots. This court is unique for not having any lines, instead any ball that doesn’t land on a tile is simply out. DK Jungle Court Speed: Slow Bounce: Normal Located in the middle of a jungle, it is actually slow, and has average size, making it very similar to the Clay Court. The ball can go off-court here as well. Gimmick: Red and Green Klaptraps travel through the net from one side to the other. If they are hit by a ball, they fall down to the court, and pursue the opposing player until they bite their foot (or the tail of another Klaptrap, if that player already has one attached). This will make the player slower, with the effect increasing as more Klaptraps add to the chain. In a doubles match, the Klaptraps will pursue the player closest to them. To get rid of any Klaptraps biting or pursuing you, land the ball on the thunder icon, in the back court of your opponent’s field. This icon isn’t very big, so aim carefully. Bowser’s Castle Court Speed: Fast Bounce: Strong A powerful court, nothing less expected from Bowser. However, it is very small in size, though the ball can go off-court. Gimmick: The court will tilt from side to side, depending on the weight distribution of the players. This not only makes harder to reach balls, it also makes harder to control shots. You should always aim for a cross-court shot when hitting the ball in a tilted position, as that will ensure the ball enters within limits, but it can also make points last very long. Also, be sure to have in mind the weight of the players, Mario won’t be able to tilt the court if Bowser is at the other side. Mario Classic Court Speed: Slow Bounce: Strongest What a delightful background we have here. Its stats are completely wild, slowest speed with strongest bounce. It is also small in size, not allowing balls to go off-court. Gimmick: Classic enemies will pop out of the pipes on the side of the court. The enemies include Koopas, Crabs and Flies. If you hit any of them, you will be blocked for a while. Hitting the POW block over the net will make the enemies to flip down. Koopas need only one hit, Crabs need two and Flies can only flip down when they are grounded. If too much time passes, enemies will get back on their feet and resume their path. Over time, you will also notice they change colors, like Koopas turning red and Crabs turning green. Any flipped down enemy can be tackled by the player, eliminated from the court and converted into “energy” to charge the player’s racket, with the color change meaning more energy added. For this reason, it’s possible to return a serve with a Power Shot in this court. There’s another enemy that can pop out: a Freezy. The Freezy will freeze for a while any player touching them, and their path ends in the center service line, where they disappear by fusing with the court, thus making it very slippery for the player. Freezies will break down if the POW block is hit, and if the court is already frozen, they will simply pass by like any other enemy. Categories of players There are a total of six categories of characters. While characters can only belong to a single category, they can sometimes show abilities which technically belong to other categories. All Around: These characters have balanced stats, not excelling in a specific field. Technique: These characters have an awesome ball control, they can place their shots in the least accessible points of the court with ease. Power: These characters are capable of performing massive strokes. They possess the fastest shots, but lack mobility. Defense: These characters have a good reach, meaning they can return most balls with relative ease. Speed: These characters move very fast, easily reaching balls in any corner of the court. Tricky: These characters infuse a lot of spin on their shots, making their trajectory hard to anticipate. They’re also small, and lack some power. Characters Last, but not least, the most important part. Here the characters will be analyzed in details, with all their unique quirks, their serve speeds and their Power Shots. Serve speeds are needed both to serve as a rough estimation of the character’s power and to determine which serve fits each player better, as a fast serve is more difficult to return not only due to the speed but also because of the increased speed and bounce. Serves hit at the precise height for each character produces a special sound and it's only in this instance where the character's fastest serves can be hit. Characters have been tested on their default version. Star characters have their abilities enhanced, and their serve speeds increase in 30 units. I’m guessing the speed units are km/h, since it’s closer to real life standards than mph.
Mario – All Around His category says it all, Mario is balanced in all its stats. Above average power, decent agility and average spin shots. Fastest topspin serve: 180 Fastest slice serve: 179 Fastest flat serve: 177 Offensive Power Shot: Iron Hammer Mario turns his racket into a giant hammer, and smashes the ball with great force. The ball is hit as a forehand flat shot, and leaves a fiery trail behind it. If the opponent returns this shot, it will be pushed to the far back of the court. Defensive Power Shot: Spin Jump Return Mario performs a spinning jump, aiming to reach the ball, and returns it as a forehand topspin shot. The jump has a poor reach, and cannot even cover the full court, being Mario’s greatest downfall. Luigi – All Around Pretty similar to his brother, Luigi has less power and agility, but gives more spin to his shots, making him trickier. He takes a liking to slice shots, and the CPU likes to have Luigi be a pure net player. Fastest topspin serve: 168 Fastest slice serve: 174 Fastest flat serve: 169 Offensive Power Shot: Squeaky Mallet In the same fashion as Mario, Luigi summons a squeaky hammer and delivers a powerful forehand slice shot. It has a ton of spin, on par with Tricky characters, which makes it very useful. The ball leaves a trail of small stars, and if the opponent returns this shot, it will be pushed backwards and have its control movements reversed for a brief while. Defensive Power Shot: Poltergust Return Luigi throws his racket trying to reach the ball. He then summons his Poltergust 3000 to suck both the racket and the ball in, and returns it as a slice shot (can be either forehand or backhand, depending on Luigi’s position). Works at any distance, even off-court, so this shot will always connect. Plus, Luigi remains stationary, granting court advantage. Peach – Technique While average in agility, she has a clear lack of power compared to other players, much like female tennis players in real life. She makes up for it with incredible technique and a bit of tricky shots. Fastest topspin serve: 163 Fastest slice serve: 166 Fastest flat serve: 165 Offensive Power Shot: Super Peach Spin Peach spins very fast, delivering a powerful forehand slice with a ton of spin. If the opponent returns this shot, it will be attracted to the net, leaving it open for lob shots and passing shots, both being very easy for Peach’s technique to perform. Defensive Power Shot: Sweet Kiss Return Peach blows a sweet kiss at the ball, which causes countless hearts to appear, catch the ball and return it to Peach’s position. She then returns the ball as a high lob shot. Works at any distance, even off-court, so this shot will always connect. Plus, Peach remains stationary, granting court advantage. Daisy – Technique Somewhat worse than Peach in agility, Daisy makes up for it with incredible power, rivalling and surpassing many players. Her technique is also on par with Peach’s, making her a force to be reckoned with. Fastest topspin serve: 177 Fastest slice serve: 173 Fastest flat serve: 176 Offensive Power Shot: Wonder Flower The head of Daisy’s racket grows petals around it. She then returns the ball as a backhand with normal speed, but if the opponent returns this shot, it will be knocked back only for it to be attracted to the net immediately after, leaving enough room for a winning shot from Daisy. The petals can be orange, blue or light purple. This change means the type of shot Daisy will deliver: topspin, slice or flat, respectively. Topspin and slice have decent spin onto them. Also, Wonder Flower is the only power shot in the game to actually show the light purple trajectory of a flat shot, which technically only happens when hitting a serve or a smash. Defensive Power Shot: Flowerbed Return Daisy jumps towards the ball, leaving a flowerbed on her path, and returns it as either a forehand or backhand topspin, depending on her location. The jump doesn’t have a high reach, and it doesn’t cover the whole court either. Wario – Power While Wario is classified as Power, he doesn’t really belong to any category. He’s not that powerful, contrary to what should be expected from his build, he has average mobility and technique, and not much spin on his shots. Fastest topspin serve: 176 Fastest slice serve: 182 Fastest flat serve: 179 Offensive Power Shot: Thunder Cast Shot Wario equips Bowser’s machine to himself, with the machine’s hammer hitting him in the head and somehow electrifying his racket. Wario then hits the ball as a topspin forehand with a ton of spin, with the ball covered in electric bolts. If the opponent returns this shot, it will be paralyzed for a brief while. Defensive Power Shot: Ultra-Hand Return Wario pulls out a Ultra Hand (one of Nintendo’s first toys) and extends the stretcher towards the ball, returning it as a topspin shot. Works at any distance, even off-court, so it will never miss. However, the stretcher’s reach is limited, so Wario may jump towards the ball if it’s too far away, thus court advantage isn’t always granted. Waluigi – Defense Due to his stature and slim build, Waluigi has a nice reach. However, this becomes a bit hampered by his poor agility, and also lacks some power. Fastest topspin serve: 169 Fastest slice serve: 168 Fastest flat serve: 166 Offensive Power Shot: Whirluigi Waluigi spins around, creating a cyclone. He then hits the ball with a forehand, giving it a big topspin due to the rotation. If the opponent returns this shot, it will start to spin around uncontrollably for a brief while. I personally cannot withstand seeing how Waluigi spins around, it makes me feel dizzy. Defensive Power Shot: Swimming Return Waluigi forms a pool on his side of the court, and swims to reach the ball. He then returns the ball as either a forehand or backhand topspin, depending on his location. Despite forming a pool, Waluigi can return balls at a great height, even beyond his reach when attempting a smash. Works on any ball within the court’s boundaries. Yoshi – Speedy While Yoshi is indeed very agile, it’s the slowest character of its category. It also doesn’t have enormous power, which makes it more an all around. Fastest topspin serve: 171 Fastest slice serve: 171 Fastest flat serve: 168 Offensive Power Shot: Rainbow Flutter Yoshi performs his trademark Flutter Jump, jumping to reach the ball, and delivers a powerful flat forehand, which leaves a rainbow trail behind. If the opponent returns this shot, it will slow down for a bit. This power shot can hit balls at a great altitude, it can even be used near the net when facing an opponent’s lob. Defensive Power Shot: Rolling Egg Return Yoshi hops inside a Yoshi Egg, rolling around the court to reach the ball. It then returns the ball with a forehand topspin. Works on any ball within the court’s boundaries. Beating the first two World Open tournaments in doubles once, this power shot can be upgraded, with the egg randomly transforming to another color, thus changing Yoshi’s own color when exiting it. While technically the changes should be only aesthetical, I’ve noted that some colors may add a quirk to Yoshi’s playstyle, like Yellow Yoshi having tricky shots or Pink Yoshi having more technique, but seemingly Yoshi’s natural speed and power remain unchanged in any color. Koopa – Speedy Hiding in its shell, Koopa has an outstanding mobility through the court. It also has decent power for a turtle. Fastest topspin serve: 162 Fastest slice serve: 173 Fastest flat serve: 171 Offensive Power Shot: Water Bomb Koopa fills its racket with water, and hits the ball as a forehand drop shot. If the opponent returns this shot, it will be drenched in water and thus will slow down for a while. While it can work from the back of the court, it’s better used as close as possible to the net, to leave very little time to the opponent to react and reach the ball. Defensive Power Shot: Water Shell Dash Koopa hides in its shell, and dashes towards the ball at a high speed. It then returns the ball as a forehand slice. It has a ton of spin onto it, so it can be a tricky shot to return. It works on any ball within the court’s boundaries, but only at low-mid heights. Donkey Kong – Power Big and bulky, it has extreme power and a good reach. It is a bit clumsy when it comes to agility, though, but it isn’t much of a burden if you manage to dominate your opponent from the back of the court. Fastest topspin serve: 182 Fastest slice serve: 186 Fastest flat serve: 180 Offensive Power Shot: Barrel Cannon Blast Donkey Kong summons a barrel cannon behind it, and then hops inside it. It then aims to the ball, as the cannon shoots Donkey Kong with extreme force, delivering a very fast flat shot that leaves a trail of flames. If the opponent returns this shot, it will get knocked back very far. Due to how the barrel is summoned, this shot can be used on balls that are behind Donkey Kong, of course, always within the courts boundaries (and by a margin, or the barrel has no space to stand). I love to let lobs past me without moving just to use this shot. Defensive Power Shot: Boomerang Banana Return Donkey Kong turns its racket into a banana, and throws it as a boomerang towards the ball. On its way back to its owner, the banana hits the ball and returns it as a topspin shot. Works at any distance, even off-court, so it will never miss. Plus, Donkey Kong remains stationary, granting court advantage. Diddy Kong – Speedy Very agile and with a long reach, it also demonstrates having above average power. It can also jump very high when dealing with high balls or lobs. Fastest topspin serve: 178 Fastest slice serve: 177 Fastest flat serve: 174 Offensive Power Shot: Acrobatic Banana Diddy Kong throws the racket into the air and grabs it with its tail, adopting the shape of a banana. It then delivers a powerful slice hit to the ball, with a ton of spin, which describes a curvy trajectory reminiscent of a banana. The spin is given as a forehand. If the opponent returns this shot, it will turn around and be stunned for a brief while. Defensive Power Shot: Barrel Jet Diddy Kong calls forth his barrel jet, and attaches it to its back. It then flies towards the ball, returning it as a topspin shot, mostly as a forehand, but can also be a backhand depending on Diddy Kong’s location. Works on any ball within the court’s boundaries. Boo – Tricky Boo is the trickiest character in the whole game, its shots have a ton of spin, making them highly unpredictable. Average agility, but lacks power. Also, he disappears when lunging, just to appear where its lunge should end, which can look cool but it’s hard to use. Fastest topspin serve: 163 Fastest slice serve: 162 Fastest flat serve: 159 Offensive Power Shot: Boo Blast Boo gathers a myriad of tiny Boos on the head of its racket, turning it into a big Boo hammer. It then delivers a powerful slice forehand, with a ton of spin as in all of its other shots, with the tiny Boos escorting the ball. If the opponent returns this shot, it will be pushed away by the tiny Boos for a while. Defensive Power Shot: Boo Brigade Return Boo becomes bigger as it spins around, and then explodes into a myriad of Boos. The other Boos are simply there to distract the opponent, as the real Boo will find the ball and return it as a topspin forehand. Works on any ball within the court’s boundaries. Shy Guy – Technique Shy Guy is very agile around the court, and has average power with extreme technique, but still not enough to compensate its low stature. Fastest topspin serve: 166 Fastest slice serve: 165 Fastest flat serve: 173 Offensive Power Shot: Lightning Spear Shy Guy turns into a Spear Guy, and grabs the racket by its strings to perform an electrically charged lob shot. If the opponent returns this shot, it will be paralyzed and unable to move for a brief while. Works best when the opponent is near the net. Defensive Power Shot: Spear Dance Return Shy Guy turns again into a Spear Guy, but this time it extends its racket to reach the ball to return it as a forehand or backhand slice, depending on its location. Works at any distance, even off-court, so it will never miss. However, the racket has limited extension, and Shy Guy will jump towards the ball if it’s too far away from its location, so this time court advantage isn’t always granted. Bowser – Power A very powerful character, with the fastest variety of serves. However, it doesn’t have a big reach, and is also terribly slow, so try to stay on the back of the court and dominate your opponent. Fastest topspin serve: 186 Fastest slice serve: 183 Fastest flat serve: 183 Offensive Power Shot: Fire Breath Bowser fires its breath on the ball, covering it with fire. It then hits the ball with extreme force, sending it as a fast flat backhand, leaving a trail of flames. If the opponent returns this shot, it will be pushed backwards a great deal. Defensive Power Shot: Spinning Shell Dash Bowser gets inside its shell, and rolls around to reach the ball. It then returns it as a topspin forehand. Works on any ball within the court’s boundaries, but only at low-mid heights. Bowser Jr. – Tricky Bowser Jr. is small and agile, and has average power. It is highly skilled on putting a ton of spin on its topspin shots rather than its slice shots. Fastest topspin serve: 165 Fastest slice serve: 169 Fastest flat serve: 163 Offensive Power Shot: Magic Paint Bowser Jr. transforms his racket into the Magic Paintbrush and paints the ball. It then returns the ball as a flat backhand, alongside two fake paint balls to fool the opponent. If the opponent hits the correct ball (the one in the center), the paint will slow it down temporarily. Defensive Power Shot: Rolling Brush Return Bowser Jr. goes behind the ball and summons again its Magic Paintbrush. This time, it rolls the paintbrush to hit the ball as a topspin forehand. Works on any ball within the court’s boundaries. Fly Guy – Tricky The tricky variant of Shy Guy is somewhat hard to control. While its shots are indeed tricky, it seems to favor its slice shots. It has average mobility, but is the weakest character in the game. Fastest topspin serve: 160 Fastest slice serve: 159 Fastest flat serve: 161 Offensive Power Shot: Tornado Twist Fly Guy turns upside down and spins rapidly, creating a tornado that stabilizes the ball at the adequate height for Fly Guy to hit. It returns the ball as a topspin forehand, and if the opponent hits this shot, it will spin uncontrollably for a while. It’s nice as you don’t have to worry about hitting the ball too low, Fly Guy will put it in place by itself. Defensive Power Shot: Tornado Return Fly Guy spins violently, creating a tornado that goes to search the ball and return it to the still spinning Fly Guy. It then returns the ball as a topspin forehand. Works at any distance, even off-court, so this shot will always connect. Plus, Fly Guy remains stationary, granting court advantage. Paratroopa – Technique A very fast and agile character, only second to Koopa, also has immense technique. His reach is very limited, however, and is very weak. Fastest topspin serve: 159 Fastest slice serve: 160 Fastest flat serve: 162 Offensive Power Shot: Energy Ball Paratroopa aims at the ball with its head, and infuses it with purple electric energy. The ball is returned as a lob shot, but has a weird spin added, making its trajectory somewhat erratic. If the opponent returns this shot, it will spin uncontrollably for a brief while. Strange, I know, a paralysis would suit it better. Defensive Power Shot: Sky Dive Paratroopa goes higher than the ball, and then heads to the ground like a comet to return the ball as a slice shot with a lot of spin. Works on any ball within the court’s boundaries. Be careful, as Paratroopa lands headfirst, which means it will get its head stuck in the floor unless you press any command to make it react. Wiggler – Defense Due to its build, Wiggler has immense reach, but isn’t very agile. It has decent power, and has the unique quirk of serving with a forehand instead of doing the natural overhead move due to its build. Its shots don’t have much spin either. Fastest topspin serve: 176 Fastest slice serve: 178 Fastest flat serve: 182 Offensive Power Shot: Anger Management Wiggler wraps up, getting angry in the process, to deliver a powerful forehand topspin. Due to wrapping up to charge the shot, it is given a ton of spin. If the opponent returns this shot, it will spin uncontrollably for a brief while. Defensive Power Shot: Flutter Return Wiggler transforms into a Flutter (butterfly version of Wiggler), and flies towards the ball to return it as a forehand topspin. Works on any ball within the court’s boundaries. Petey Piranha – Power Petey has a big head, compromising visibility a bit. It’s the most powerful character, sending the opponent backwards a bit even in its normal shots. It has a good reach, and is also somewhat agile. Fastest topspin serve: 183 Fastest slice serve: 180 Fastest flat serve: 186 Offensive Power Shot: Sludge Racket Petey swallows the racket, and then spits it out again, covered in sludge. It then hits the ball with great force as a topspin forehand. If the opponent returns this shot, it will be pushed back a notch, and also covered in sludge, which will slow it down for a while. Defensive Power Shot: Piranha Swingback Petey spits a ball of sludge near the ball, which transforms into a Polluted Piranha with a racket in its mouth. The Piranha then returns the ball as a drop shot. Works on any ball within the court’s boundaries, but only at low-mid heights. |
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I was wondering where you got all those words and red points . Anyway, it is an excellent guide as usual, full of minute details about the game. You love tennis, do you not However, as I have been told before, avoid using black as it makes it hard to read with the board's colors. However, as I have been told before, avoid using black as it makes it hard to read with the board's colors. |
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janus : I spent like+10 years playing tennis in real life. That should be enough to demonstrate how much I love this sport. Black is difficult to read? That's strange, I don't have that impression. It does seem so in the reply page when typing this, but not on the guide itself. I don't mind changing it, but I guess I'll wait for a bit more feedback. Black is difficult to read? That's strange, I don't have that impression. It does seem so in the reply page when typing this, but not on the guide itself. I don't mind changing it, but I guess I'll wait for a bit more feedback. |
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It is pretty hard to read black in the default Vizzed layout :/. And another two colors I personally try to avoid using are purple and blue, especially the shade of blue you used for this guide, since it blends in the background. Again, do what you want with the coloring, but this is just my opinion ^^'. And another two colors I personally try to avoid using are purple and blue, especially the shade of blue you used for this guide, since it blends in the background. Again, do what you want with the coloring, but this is just my opinion ^^'. |
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ZeroTails : I'm also using the default layout, and I can read them just fine. Probably it's something on your end, because I've tried many shades of colors that looked worse than this. I've always been using these color shades and never had any kind of problem nor did I receive negative feedback about the colors. |
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EX Palen : It's not something on my end... I'm pretty sure I have brightness turned all the way up, and it's still hard to read... the worse one is probably the blue and black. And it's the blue and purple under the "category of players" section that are hard to read. The other shades in your guide isn't as bad. |
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Eniitan : I am not saying it is illegible; I am saying it is HARDER to read. I have been told often times, and I have to agree. Of course the last word is his; it was just a suggestion. |
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janus : *Sighs* It is if he is not going to use it all the time. If you had trouble reading it you should had gone to the reply section, and read it from there. I'm wearing glasses so I don't see no problem whatsoever. |
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I just happened to pick this game up again some weeks ago, and I noticed the information regarding serve speeds was a bit off in one character, so I underwent further exploration and realized there were actually several mistakes like those. That information should now be fully correct.
Since I was at it, I also edited the controversial black font. With all the themes the site can use now, I decided to get rid of it and use the chance to further test more fonts as we can now play with the rgb values. And I also edited some more information regarding serves before the character breakdown, it's the only field that truly needed some reworking. I admit that the guide would be a ton different if I made it today, with all the experience I've accumulated over these +5 years, but I want to preserve the "originality" of this document and so I don't think any other changes will come. It was a nice trip back in time to play this in game writer mode, hopefully I don't have any other "false" information in my old guides to debunk xD Since I was at it, I also edited the controversial black font. With all the themes the site can use now, I decided to get rid of it and use the chance to further test more fonts as we can now play with the rgb values. And I also edited some more information regarding serves before the character breakdown, it's the only field that truly needed some reworking. I admit that the guide would be a ton different if I made it today, with all the experience I've accumulated over these +5 years, but I want to preserve the "originality" of this document and so I don't think any other changes will come. It was a nice trip back in time to play this in game writer mode, hopefully I don't have any other "false" information in my old guides to debunk xD |
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EX Palen: Got any tips on how to get better at the game? Me and some friends just picked up the game and I wanna beat em. Got any opinions on best characters/playstyles or things like that? Thanks |
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jakerdou : In order to get to know the game, I'd recommend starting off with the Speed characters. They have average strength so they'll always return the ball and they can reach every corner of the court, so you'll be able to play long points and get experience with the game and what not. After them, the Tricky characters would go next so you learn everything about putting spin to your shots. That should be the final step, and from then on you should be able to use any character and exploit all their potential. I honestly don't think there's a superior playstyle in general terms, though if there's one that surely is the Technique characters as they have incredible precision. Peach and Shy Guy are easy top 3 picks for any player, and from the other styles I'd pick Donkey Kong judging by how strong the CPU is with it and Koopa for being almost impossible to not reach a ball with it. jakerdou : In order to get to know the game, I'd recommend starting off with the Speed characters. They have average strength so they'll always return the ball and they can reach every corner of the court, so you'll be able to play long points and get experience with the game and what not. After them, the Tricky characters would go next so you learn everything about putting spin to your shots. That should be the final step, and from then on you should be able to use any character and exploit all their potential. I honestly don't think there's a superior playstyle in general terms, though if there's one that surely is the Technique characters as they have incredible precision. Peach and Shy Guy are easy top 3 picks for any player, and from the other styles I'd pick Donkey Kong judging by how strong the CPU is with it and Koopa for being almost impossible to not reach a ball with it. |
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