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A '''Hyper Strike''' is a type of special move in ''[[Mario Strikers: Battle League]]''. It acts as the successor to the [[Super Strike]]s and [[Mega Strike]]s 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 Shot]]s in ''[[Mario Sports Mix]]''. Like the Super Strike, Hyper Strikes grant two points instead of one if they score.
A '''Hyper Strike''' is a type of special move in ''[[Mario Strikers: Battle League]]''. It acts as the successor to the [[Super Strike]]s and [[Mega Strike]]s 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 Shot]]s in ''[[Mario Sports Mix]]''. Like the Super Strike, Hyper Strikes grant two points instead of one if they score.


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. 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 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. When the Hyper Meter appears, a white needle will start sliding across it. The player then needs to time a press of {{button|switch|a}} 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. 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 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. 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 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. When the Hyper Meter appears, a white needle will start sliding across it. The player then needs to time a press of {{button|ns|a}} 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. 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.


When a Hyper Strike is activated, a cutscene will initiate showing the character performing their specific actions. 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. 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. After shooting the ball, the game will transition back to regular gameplay showing their Hyper Strike in action. 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.
When a Hyper Strike is activated, a cutscene will initiate showing the character performing their specific actions. 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. 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. After shooting the ball, the game will transition back to regular gameplay showing their Hyper Strike in action. 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.


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. 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. At this point, the player will have to repeatedly press {{button|switch|a}} to fill an arrow-shaped meter that stops the Hyper Strike from reaching the goal. 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. Blocking a weaker Hyper Stike will have Boom Boom catch it and throw it to his teammates. 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. Failing to block the Hyper Strike will result in it going through Boom Boom, giving the other team a 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. 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. At this point, the player will have to repeatedly press {{button|ns|a}} to fill an arrow-shaped meter that stops the Hyper Strike from reaching the goal. 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. Blocking a weaker Hyper Stike will have Boom Boom catch it and throw it to his teammates. 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. Failing to block the Hyper Strike will result in it going through Boom Boom, giving the other team a goal.


==List of Hyper Strikes==
==List of Hyper Strikes==

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