Rosalina kicks the ball so high that it manages to break free from the stadium's dome, reach a soccer ball-shaped planet, orbit around it once, and begin coming back to her in the form of an icy comet. If Boom Boom fails to block the shot, he will end up in the love trance and manually roll the ball into the opponent's goal himself. Any opponents that are in the ball's way will end up in a love trance. She then does a short jump upwards and kicks the ball, which travels in a heart-shaped pattern before heading for the goal. She tosses it in the air, catches it, and rolls it along her arms before tossing it, now glowing pink, upwards. Peach does a cartwheel while picking the ball up with her legs. He then throws the fire-covered ball straight at the goal, burning anyone that is in the way. After the Hyper Strike ends, players that were thrown upwards by the tornado will come crashing back down.īowser picks up the ball with his hand and breathes fire on it. Opposing players that are too close to the tornado will be sucked in and thrown into the sky, allowing the tornado to shoot the ball into the goal. After spinning around, he kicks the ball forward, with his kick causing the ball to start spinning around, creating a tornado. Luigi tosses the ball up and in front of him with his feet. The ball is sent spiraling while covered in flames, burning anyone who is in the way. He then flips and performs a bicycle kick with the ball towards the goal. Mario kicks the ball high into the air and jumps after it. Failing to block the Hyper Strike will result in it going through Boom Boom, giving the other team a goal. Successfully blocking a stronger Hyper Strike will have Boom Boom deflect it, but stun him for a few seconds, which can result in the other team kicking the ball in the goal while he is down. Blocking a weaker Hyper Stike will have Boom Boom catch it and throw it to his teammates. However, the strength of the Hyper Strike will affect how much pressing the button will be required, with the more well-timed ones requiring more effort to block. At this point, the player will have to repeatedly press to fill an arrow-shaped meter that stops the Hyper Strike from reaching the goal. However, if the meter did not land on the teal on both sides, then the ball will stop at Boom Boom right in front of the goal. If the white needle is stopped in the teal zone on both sides of the Hyper Meter, the Hyper Strike outright guarantees a goal, as the ball automatically bypasses the opposing team's Boom Boom goalie without giving him the chance to stop it. Each Hyper Strike conceptually does the same thing, which first involves knocking out or immobilizing any opponents in the way before shooting itself towards the goal, though how it does it and who it can affect differs between characters. After shooting the ball, the game will transition back to regular gameplay showing their Hyper Strike in action. Right before they are about to shoot it, three freeze-frames of their face are shown, with the third one showing a close-up of their eyes covered in flames of a particular color. During that time, the visuals will transition into a cel-shaded style (similar to the artwork for the series) as the characters are preparing to shoot the ball. When a Hyper Strike is activated, a cutscene will initiate showing the character performing their specific actions. If they land a side in the orange zone instead, the Hyper Strike will be slightly less powerful, while landing it in the black zone will make it weaker. The player then needs to time a press of so that the needle lands as close as it can to the teal zone of both sides, giving the Hyper Strike the highest possible power. When the Hyper Meter appears, a white needle will start sliding across it. The meter resembles the one used for the Mega Strike, being a black arched meter with two sides with a teal zone, and two orange zones surrounding it. In order to activate the Hyper Strike, the player in possession of the ball needs to perform a charged shot, which will cause their surroundings to slow down while a meter known as the Hyper Meter will appear. The player first needs to collect a Strike Orb which occasionally appears on the field, which will allow anyone on that team to use it once they have the ball and are on the other side of the field. Like the Super Strike, Hyper Strikes grant two points instead of one if they score. It acts as the successor to the Super Strikes and Mega Strikes from Super Mario Strikers and Mario Strikers Charged respectively, though unlike those moves, each Hyper Strike has slightly different effects in the actual gameplay, rather than just aesthetic differences, making them comparable to the Special Shots in Mario Sports Mix. A Hyper Strike is a type of special move in Mario Strikers: Battle League.
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