On its surface, Windjammers 2 is a very simple game. However, the techniques and hidden secrets that this game offers can be extreme game-changers. In this article, we'll briefly cover some of the best tips and tricks you can find as a beginner that can help you even later in your disc throwing career. Make sure to read them to stay on top of your game!
However, you'll quickly realize that Super Custom Moves can be quite predictable and easy to catch. Thus, you'll end up finding yourself using the second super move you have at your disposal, the Power Toss. At any point, while you're defending (and if the disc is nearby), you will be able to toss the disc into the air while being able to set up for pretty much whatever you like, be it a lob, a toss, Super Sonic Shoot, or even a weaker version of the Super Custom Move.
The Power Toss can also be used to save yourself from situations where you'll get scored on. For example, if you missed a catch, you can use the Power Toss to fling the disc into the air before it reaches the goal. In other cases, you can use it as an emergency toss if your opponent spiked the disc into the ground and you failed to catch it.
For example, after charging up, you have access to a Super Lob (Direction + B), a Super Spin Shot (Half Circle Up or Down + A), a Super Custom (A while on the ground after charged), and a Roll Smash (A/B/Y while in the air). Each of these moves can catch your opponent off-guard. However, Super Spin Shots tend to be the most unpredictable of the bunch.
The reason for this is because as the name implies, the shot will spin in circles depending on the direction of your half circle press. However, if it stumbles upon an obstacle like a wall, it will bounce again and again. Try performing a Super Spin Shot when you're close to a wall and watch as the disc hops its way to the opponent's net!
However, this is a challenging technique as you have to perform any of the aforementioned moves just as you catch the disc. The opponent will be left with no choice but to attempt to predict your next move or to use a Power Toss if they miss. Thus, the game can very easily return to neutral. It's also worth noting that you can't do this right after performing a dash as some recovery lag happens. You need to be in the perfect position to catch the disc to perform a Reversal.
The scoring systems on each stage will also vary depending on the stage. For example, Arena's Red Goal (worth 5 points when scored) will increase the more the player scores on the opponent. So, if you scored on your opponent three times in a row, your Red Goal zone will be far larger than that of your opponent, opening up for a comeback!
Sure, heavier characters will have a hard time getting from one part of the stage to another. However, they will also perform far stronger throws than speedier but lighter characters, who will get knocked back if they try to catch the disc. You might be in a perfect position and about to catch the disc, but the rule states that the disc needs to get inside the goal to score. There isn't anything in the rulebook that says anything against putting the disc inside the goal ALONGSIDE YOU.
If you are a weaker character than the power character, you'll be knocked back the moment you catch the disc. Depending on the difference in weight, this might mark the difference between you catching the disc and being carried as dead weight on the way to the goal. So, mind your positioning and weight while picking a character.
Let us know in the comments if these tips and tricks helped you on the field!