Post by Boasting Toast on Jul 7, 2015 18:29:00 GMT
The purpose of this thread is explain how the game functions, and to compile all of the mechanics and advanced techniques that are present in Shrek SuperSlam. This is written assuming you're using the Gamecube version of the game, as it is the standard platform. If I miss anything, please let me know and I'll add it. Thanks.
Basic Mechanics
For those of you familiar with the Smash Bros series (which I'm sure is most of you), this game has very similar mechanics, apart from being a 3D environment.
Goal of the game
In Shrek SuperSlam, your goal is to take out all of the opponent's lives, or "stocks". To do this, you must fill your SLAM meter, and take their stocks by hitting them with your SLAM. There is also a time limit, and when the time reaches 0, whoever has the most stocks left wins. If both players have the same amount of stocks, which ever player has the highest SLAM meter wins. If both players have the same amount of SLAM, they will play out the Sudden Death.
Walking
Walking is pretty self explanatory. Use the analog stick to move in whichever direction you desire.
Attacking
To use a basic attack, press the A button. Basic attacks branch into a combo tree, which consists of different A/B button combinations. I will post each character's combo tree in the future. Keep in mind that certain combos are not guaranteed, as they have windows in between attacks that the player can shield or roll out of. Press the B button to use a special attack. Every character has 1 special attack that is unique to them. Holding down B will yield different results depending on how long you charge it for. You can use the an analog direct + A to use a dash attack in your desired direction. Pressing A and Y at the same time will cause you to use an Anti Air attack. These are EXTREMELY useful, as they put out a quick hitbox that is great for countering aerial approaches. You can also press A or B in mid-air to use aerial attacks. Some characters have different aerial attacks for A and B, while others have the same attack on both. There are also wall attacks, which are performed by pressing against the wall in mid-air and pressing A/B, causing you to push off the wall towards the ground, damaging and bouncing off any enemies you come in contact with.
Jumping
Press the Y button to jump. You can press it once more to double jump. You can press Y while pressing against the wall in mid-air to do a walljump.
Shielding
You can press the right trigger to use your shield. Sadly, you cannot use the left trigger. Shields can block attacks, but a certain amount of damage dealt to your shield will cause it to break, stunning you for a long period of time and allowing for a hard punish. Certain characters have attacks that will break shields in 1 hit. Simply holding your shield for too long will also cause your shield to break. You can cancel your shield with a jump, which allows you to relieve shield pressure quickly and retreat. While shielding blocks attacks, remember that it does not block grabs. You can shield in mid-air.
Grabbing/Throwing
You can press the Z button, or the X button to grab. Upon landing a grab, you will pick up and carry your opponent, allowing you to walk around with them before throwing them. Be careful, because players can break out of your grab by mashing their analog stick left and right, putting you in a long stun. Press A or B while holding an enemy to throw them. If you hold down the A/B button, it will charge the throw, the longer you cha,rge, the more damage it does and the further they fly. Keep in mind that you can grab while in mid-air, which will cause them to be thrown instantly. There are also environmental items, such as chairs, tables, and torches, that you can pick up and throw at your opponents to deal damage.
Rolling
Hold your shield and press a direction on the analog stick to roll. You can also just press the C stick in any direction. While rolling, you are invincible for the entire duration, but are left vulnerable at the end. Certain characters can roll in mid-air.
SLAM
As you damage your opponent, your SLAM meter will fill up. Once your SLAM meter hits the top, you can press B to use it. When using your SLAM, if you hit your enemy, it will KO them and reset your meter. If you miss, your meter will deplete by 1/4, allowing you to try again until your SLAM meter hits the bottom. Players can also hit you to make your SLAM meter go down. Every character has a different SLAM, but they all kill in 1 hit, are unblockable, and grant you invincibility. Sometimes, players will run away and avoid your SLAM excessively. In this case, you want to throw them or hit them with a knockdown attack, and hit them with a SLAM while they're down.
Knockdown
Upon being thrown or hit with a combo ender, you will be put into knockdown. During this state, you cannot move until you mash the analog stick left/right. Practicing your analog stick mashing is extremely important, as not being able to mash fast enough can cause you to be hit with large combos or get trapped in infinites.
Items
Sadly, there is no option to turn off items. Thankfully, the items in this game are not game breaking, and are very easy to deal with. You can pick up an item by simply touching it, and use it by pressing A or B. If you want to put the item on your back to use later, you can press the left trigger. I will write a guide on all of the different items and what they do in the future.
Advanced Techniques
In this section, I will cover the various advanced tactics that your average player wouldn't know about.
Crumpet Dash
The Crumpet Dash (or CD for short) is a technique that allows you to approach from the air offensively, quickly move around the stage safely, or retreat without leaving yourself open. To perform, use an air dash by pressing a direction + A while in mid-air, and cancel it into either an aerial attack, grab, or shield. Canceling into an aerial or grab is a great way to quickly and safely approach the opponent offensively. If you cancel with the shield, you will drop to the ground quickly while retaining momentum, allowing you to quickly move in any direction safely, and repeat to keep your opponent on their toes. Cyclops is the only character that cannot use this technique.
Shield Drop
While in mid-air, if you use your shield, it will cause you to fall to the ground quickly. This allows you to alter the height of your jump and quicken your movement.
Murtag Drop
Murtag Dropping is the act of using your shield to cancel the endlag of an aerial attack, reduce startup, or end it early to fake out opponents. This allows you to cover your options more efficiently and avoid getting punished.
Onion Boost
Onion Boosting is performed by using a wall attack, and jumping as soon as you hit the ground. Due to this game having no air friction, this causes the momentum from the wall attack to carry into your jump, allowing you to fly across the stage at extreme speeds. Please note that this only works with these characters:
Princess Fiona (Human)
Red Riding Hood
Gingerbread Man
Pinocchio
G-nome
Humpty Dumpty
Anthrax
Swooce
The Swooce is performed by initiating a Crumpet Dash, shield dropping, then immediately double jumping out of shield to carry the momentum of your Crumpet Dash into your jump. This allows you to travel across the screen and a high speed without the need of a wall or frame perfect timing. If you press jump too early, the input will not come out and you will not be able to perform the Swooce until you hit the ground and try again, so don't mash it.
Attack Properties
This isn't really a technique, but more of an advanced piece of information to keep in mind. Each attack has a certain property that has different effects on characters. The different properties are basic, knockdown, knockup, popup, and stun. Basic attacks are just your general attack that cause them to flinch and nothing else. Knockdown moves cause the opponent to lay on the ground, unable to act until they mash their analog stick left/right to get up. Most combo enders and all throws result in a knockdown. Knockup attacks are very similar to knockdown attacks, only they launch the opponent up before they are knocked down. Upon landing, knockdown takes effect. Popup attacks are attacks that send enemies into the air, and upon landing, gives them landing lag before they are able to act again. Lots of characters have air dashes that will popup enemies if done close enough to the ground. Most, if not all popup attacks will hit characters that are in knockdown. Stun attacks are attacks that will put the enemy into a stun where they are unable to move, similar to that of a shield or grab break.
Well, that's it. Hope you guys found this helpful.
Basic Mechanics
For those of you familiar with the Smash Bros series (which I'm sure is most of you), this game has very similar mechanics, apart from being a 3D environment.
Goal of the game
In Shrek SuperSlam, your goal is to take out all of the opponent's lives, or "stocks". To do this, you must fill your SLAM meter, and take their stocks by hitting them with your SLAM. There is also a time limit, and when the time reaches 0, whoever has the most stocks left wins. If both players have the same amount of stocks, which ever player has the highest SLAM meter wins. If both players have the same amount of SLAM, they will play out the Sudden Death.
Walking
Walking is pretty self explanatory. Use the analog stick to move in whichever direction you desire.
Attacking
To use a basic attack, press the A button. Basic attacks branch into a combo tree, which consists of different A/B button combinations. I will post each character's combo tree in the future. Keep in mind that certain combos are not guaranteed, as they have windows in between attacks that the player can shield or roll out of. Press the B button to use a special attack. Every character has 1 special attack that is unique to them. Holding down B will yield different results depending on how long you charge it for. You can use the an analog direct + A to use a dash attack in your desired direction. Pressing A and Y at the same time will cause you to use an Anti Air attack. These are EXTREMELY useful, as they put out a quick hitbox that is great for countering aerial approaches. You can also press A or B in mid-air to use aerial attacks. Some characters have different aerial attacks for A and B, while others have the same attack on both. There are also wall attacks, which are performed by pressing against the wall in mid-air and pressing A/B, causing you to push off the wall towards the ground, damaging and bouncing off any enemies you come in contact with.
Jumping
Press the Y button to jump. You can press it once more to double jump. You can press Y while pressing against the wall in mid-air to do a walljump.
Shielding
You can press the right trigger to use your shield. Sadly, you cannot use the left trigger. Shields can block attacks, but a certain amount of damage dealt to your shield will cause it to break, stunning you for a long period of time and allowing for a hard punish. Certain characters have attacks that will break shields in 1 hit. Simply holding your shield for too long will also cause your shield to break. You can cancel your shield with a jump, which allows you to relieve shield pressure quickly and retreat. While shielding blocks attacks, remember that it does not block grabs. You can shield in mid-air.
Grabbing/Throwing
You can press the Z button, or the X button to grab. Upon landing a grab, you will pick up and carry your opponent, allowing you to walk around with them before throwing them. Be careful, because players can break out of your grab by mashing their analog stick left and right, putting you in a long stun. Press A or B while holding an enemy to throw them. If you hold down the A/B button, it will charge the throw, the longer you cha,rge, the more damage it does and the further they fly. Keep in mind that you can grab while in mid-air, which will cause them to be thrown instantly. There are also environmental items, such as chairs, tables, and torches, that you can pick up and throw at your opponents to deal damage.
Rolling
Hold your shield and press a direction on the analog stick to roll. You can also just press the C stick in any direction. While rolling, you are invincible for the entire duration, but are left vulnerable at the end. Certain characters can roll in mid-air.
SLAM
As you damage your opponent, your SLAM meter will fill up. Once your SLAM meter hits the top, you can press B to use it. When using your SLAM, if you hit your enemy, it will KO them and reset your meter. If you miss, your meter will deplete by 1/4, allowing you to try again until your SLAM meter hits the bottom. Players can also hit you to make your SLAM meter go down. Every character has a different SLAM, but they all kill in 1 hit, are unblockable, and grant you invincibility. Sometimes, players will run away and avoid your SLAM excessively. In this case, you want to throw them or hit them with a knockdown attack, and hit them with a SLAM while they're down.
Knockdown
Upon being thrown or hit with a combo ender, you will be put into knockdown. During this state, you cannot move until you mash the analog stick left/right. Practicing your analog stick mashing is extremely important, as not being able to mash fast enough can cause you to be hit with large combos or get trapped in infinites.
Items
Sadly, there is no option to turn off items. Thankfully, the items in this game are not game breaking, and are very easy to deal with. You can pick up an item by simply touching it, and use it by pressing A or B. If you want to put the item on your back to use later, you can press the left trigger. I will write a guide on all of the different items and what they do in the future.
Advanced Techniques
In this section, I will cover the various advanced tactics that your average player wouldn't know about.
Crumpet Dash
The Crumpet Dash (or CD for short) is a technique that allows you to approach from the air offensively, quickly move around the stage safely, or retreat without leaving yourself open. To perform, use an air dash by pressing a direction + A while in mid-air, and cancel it into either an aerial attack, grab, or shield. Canceling into an aerial or grab is a great way to quickly and safely approach the opponent offensively. If you cancel with the shield, you will drop to the ground quickly while retaining momentum, allowing you to quickly move in any direction safely, and repeat to keep your opponent on their toes. Cyclops is the only character that cannot use this technique.
Shield Drop
While in mid-air, if you use your shield, it will cause you to fall to the ground quickly. This allows you to alter the height of your jump and quicken your movement.
Murtag Drop
Murtag Dropping is the act of using your shield to cancel the endlag of an aerial attack, reduce startup, or end it early to fake out opponents. This allows you to cover your options more efficiently and avoid getting punished.
Onion Boost
Onion Boosting is performed by using a wall attack, and jumping as soon as you hit the ground. Due to this game having no air friction, this causes the momentum from the wall attack to carry into your jump, allowing you to fly across the stage at extreme speeds. Please note that this only works with these characters:
Princess Fiona (Human)
Red Riding Hood
Gingerbread Man
Pinocchio
G-nome
Humpty Dumpty
Anthrax
Swooce
The Swooce is performed by initiating a Crumpet Dash, shield dropping, then immediately double jumping out of shield to carry the momentum of your Crumpet Dash into your jump. This allows you to travel across the screen and a high speed without the need of a wall or frame perfect timing. If you press jump too early, the input will not come out and you will not be able to perform the Swooce until you hit the ground and try again, so don't mash it.
Attack Properties
This isn't really a technique, but more of an advanced piece of information to keep in mind. Each attack has a certain property that has different effects on characters. The different properties are basic, knockdown, knockup, popup, and stun. Basic attacks are just your general attack that cause them to flinch and nothing else. Knockdown moves cause the opponent to lay on the ground, unable to act until they mash their analog stick left/right to get up. Most combo enders and all throws result in a knockdown. Knockup attacks are very similar to knockdown attacks, only they launch the opponent up before they are knocked down. Upon landing, knockdown takes effect. Popup attacks are attacks that send enemies into the air, and upon landing, gives them landing lag before they are able to act again. Lots of characters have air dashes that will popup enemies if done close enough to the ground. Most, if not all popup attacks will hit characters that are in knockdown. Stun attacks are attacks that will put the enemy into a stun where they are unable to move, similar to that of a shield or grab break.
Well, that's it. Hope you guys found this helpful.