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Mario Strikers Charged

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This article is about the Wii game. For the trading cards, see Mario Strikers Charged (trading cards).
Mario Strikers Charged
Mario Strikers Charged box art
North American box cover
For alternate box art, see the related gallery.
Developers Next Level Games
Nintendo SPD Group No.3
Publisher Nintendo
Platforms Wii, Wii U (digital download)
Release dates Wii (original release):
Europe May 25, 2007[1]
Australia June 7, 2007[2]
USA July 30, 2007[3]
Japan September 20, 2007[4]
HK September 20, 2007[5]
South Africa May 2008[6]
ROC July 12, 2008[7]
South Korea March 18, 2010[8]
Wii (Nintendo Selects):
Europe May 20, 2011[9]
USA August 28, 2011[10]
South Korea August 28, 2014[8]
Wii U (digital download):
Europe May 12, 2016[1]
Australia May 12, 2016[11]
Japan August 17, 2016[12]
USA September 8, 2016[13]
Languages English
Japanese
Dutch
French (Europe)
German
Italian
Korean
Spanish (Europe)
Genre Soccer
Ratings
ESRB:E10+ - Everyone 10+[?]
CERO:A - All ages[?]
PEGI:7 - Seven years and older[?]
USK:6 - Six years and older[?]
GRAC:All - All ages[?]
ACB:PG - Parental guidance[?]
Mode 1-4 simultaneous
Format
Optical disc
Digital download
Input
Serial code USA RVL-R4QE-USA

Mario Strikers Charged (known as Mario Strikers Charged Football in PAL regions) is a soccer game for the Wii and the second game of the Mario Strikers series, being a sequel to Super Mario Strikers. Like its predecessor, Mario Strikers Charged was developed by Next Level Games. Up to four players can participate in this game, attempting to kick the ball into another opponent's goal; the soccer in this game, however, has several differences from the real soccer, such as the ability to tackle other players with a minimal penalty, using Super Mario-themed items to give players an advantage over their opponents, and playing with stage hazards effectively. This game places a higher emphasis on individual character attributes compared to its precedent, by not only assigning stats, but by also giving team captains a unique Super Ability and the Mega Strike, an opportunity to score up to six goals. Meanwhile, a team itself can be composed of several different Super Mario species, each with also unique attributes including Skillshots. Another introduced mechanic is the power level of the ball. Indicated by the color of the glow, the shots of the ball become more quick and powerful the more active it is, thus making it easier to score goals with. The game, as with its predecessor, also stylistically differs from most Super Mario games with more realistic sci-fi tones, from the menu interface to the stage designs, in contrast to the more common bright and whimsical cartoon themes.

In addition to the local single-player and multiplayer modes, the game also featured online regional multiplayer, which used the Nintendo Wi-Fi Connection. Unlike most games that had Wi-Fi features, Mario Strikers Charged's game data could be copied (but not moved) onto an SD Card. However, all Wi-Fi related data could not be copied.

Opening cutscene[edit]

The game's opening begins with Mario and Bowser in a blimp which is the interior of Stormship Stadium. The camera rolls down to reveal the soccer field in a stormy war-like zone of The Wastelands. Spectators get electrocuted by the electrical fences, and the whole area is covered in dust and thunderstorms. Bowser shoves Mario out of the way and skydives with Mario following. As Bowser reaches the ground, he breathes fire.

During another match in the Lava Pit, with Wario against Peach, Peach makes a flip, holding the ball with her legs unleashing her Freeze Frame! ability, trapping Wario in a comical-looking picture of him in it. In another stormy soccer match on Thunder Island, Yoshi runs with the ball while Diddy Kong gets sucked into a cyclone in the sky. Yoshi makes the kick to a green Toad from his team doing a bicycle kick which makes the ball get caught on fire. The Kritter blocks it, which sets his hands on fire. In The Vice, Donkey Kong uses his Thunder Wham! ability to drive Daisy's team away. In The Dump, Luigi kicks the ball to Waluigi using his Wall-Luigi! move to block it while a Koopa Troopa from Luigi's team slides in the mud.

Mario kicks the ball while Bowser is on a fire-breathing spree with his Fire Storm! ability. The scene changes to a Boo from Daisy's team, using its ability to get pass Donkey Kong. He passes it, it bounces off Wario's head, and Diddy Kong receives the ball. he jumps into the air, smashing all of Yoshi's Dry Bones in the process and makes a great kick.

Mario jumps into the air about to unleash his mega-strike. All of the characters mega strikes are shown, except Petey Piranha's. Then Mario kicks the ball. Mario then stands firm at the field, putting his right foot on the soccer ball just as it becomes the start menu.

Rules and gameplay[edit]

Title screen from the North American release of Mario Strikers Charged
The title screen for the North American version.
Mario performs a Mega Strike on The Vice field in Mario Strikers Charged.
Mario performs a Mega Strike in The Vice.

As mentioned above, Mario Strikers Charged is based on street soccer. However, the sport played is much more physical. Two teams of four (not counting goalie) face off against each other to kick the ball into the goal within the time limit ranging from two to five minutes (three as the default amount). They may also choose to compete to reach a certain amount of goals first. When the time runs out, whoever has the most goals (or the next goal, if sudden death occurs) wins the match. If the score is tied at the end of the set amount, the current music will change and the siren will sound, signaling sudden death. Overall, the game has become much harsher as time has passed. Because of this, players now wear protective gear. Players may utilize various strategies, such as items or special powers, to get ahead. The information regarding the use of items and special aspects of stadiums are found in their respective sections in this article.

Teams and Player Roles[edit]

Each team is headed by a captain, supported by three offensive/defensive sidekicks and one goalie. Two teams face each other with the aim to score the most points. Points are scored by shooting the ball past the goalie and into the goal. The captain is the leading member of any team and possesses both a Super Ability and a Mega Strike. While often an afterthought, sidekicks are crucial to the game. Knowing which position a sidekick is best at (such as defense or offense) can make or break a game. Goalies, or keepers as they are known in the European version, are the final line of defense. They are permitted to use their hands to block goals, but often are forced to use their bodies to do so.

Shots and Skills[edit]

Each type of player has different types of skills available to them. Captains and sidekicks share many of the same abilities, but goalies use a completely different move set. Players use the standard Wii Remote and Nunchuk Attachment set-up to play the game.

Basic Captain and Sidekick Skills[edit]

Mario Strikers Charged
Players use the standard Wii Remote and Nunchuk Attachment to control their teams.

Movement/Dribbling: When Nunchuk Control Stick on the Nunchuk Attachment is pressed, while the captain is not in possession of the ball, the player will move in the corresponding direction. If the captain is in possession of the ball, they will dribble instead. Advanced players can press Nunchuk Z Button to kick the ball in front of the character (chipping), losing possession, but slightly charging the ball (see more).

Deke: An advanced skill for the player with the ball, pressing +Control Pad allows players to fake in that direction, dodging opponents moving in for the tackle or steal. This move allows players to dodge the slide tackles of others as well as maintain the ball's charge for extended periods of time.

Pass: The basic offensive skill, passing the ball from one player to another is critical in avoiding opponents. Also, passing the ball charges it up, meaning that it is easier to score goals once the ball has been repeatedly passed between members of the same team. A Button is used for passing. While not confirmed, it is presumed that the pass can be altered to match a player's style. Such alterations include the lob shot and the stylized midair skills performed by the receiver.

Shoot: A more powerful version of the pass, shooting is for scoring goals. The game automatically targets the goal from the player’s current position when B Button is pressed. Shots can be charged by holding B Button to increase their chances of success. Players can pull off fancy flip shots to shoot if they hold B Button as they receive passes.

Clear: When a player has the ball on their side of the field, pressing B Button allows them to kick the ball to the other side of the field. This technique is effective in situations where the player is crowded by opponents.

Switch Players: If a character on one's team has the ball, the player automatically takes control over them, and can change characters by passing. However, when one's team does not have possession of the ball, players may switch characters at will with a press of A Button. This move also works when two players control the same team and their team is in possession of the ball. The player without the ball may swap characters freely.

Slide Tackle: Performed in the same way faking is performed, this move allows players without the ball to steal the ball. Less powerful than the Body Check, it is still a worthy move as players are given immediate possession of the ball afterwards.

Big Hit: By shaking the Wii Remote, a player can pull off the most devastating tackle in the game. However, this move does not give the user immediate control over the ball.

Mega Shakedown: When a captain begins a Mega Strike (see below), the opposing player can move the meter by shaking the Nunchuk. This makes lining up the meter especially difficult, and may improve a player's chance of deflecting the Mega Strike. Directly attacking the captain is more useful, but the option is not always available.

Use Items: By pressing Nunchuk C Button, any player may use an item in the team's inventory. Items that activate a captain's Super Ability (see below) can only be used by the captain. Details about the items available are provided in the Items section of this article.

Special Captain Skills[edit]

Mario charges up a Mega Strike to use in Mario Strikers Charged
Mario attempting a Mega Strike.

Mega Strike: More powerful than the standard shot, a Mega Strike is performed when a captain fully charges their shot. To perform this move, the player holds B Button to charge until a meter appears. Through proper timing, the player determines the number of balls as the meter swings to the left (from 3-6, increasing from 4 as it goes left, but captains can fire up to 6 balls or less). When the meter moves back towards the right past the original starting point, proper timing determines ball speed (the small orange area is the fastest, while the surrounding green areas are faster than the gray areas). After the shot specifics have been determined, the captain launches into the air, powers up further and then slams the ball towards the goalie, who then attempts the Mega Strike Block.

Super Ability: Each captain may obtain a character-specific item during the course of a game. Pressing the Nunchuk C Button button activates the item. If the player is not playing as the Captain, the computer performs the move instead. Super Abilities are the most devastating when used to free up a captain for the Mega Strike. The background music changes when Mario or Luigi activate their Super Ability.

Special Sidekick Skills[edit]

Skillshot: Much like a Mega Strike, the SkillShot is performed by holding down B Button until charging is complete. The resultant shot is coupled with an attack on the goalie. Depending on the sidekick, the shot will be different.

Goalie/Keeper[edit]

An armored Kritter seen in Mario Strikers Charged.
Kritter prepares to block an incoming Mega Strike.

Pass: The basic move of the goalie when in possession of the ball, a pass does nothing more than putting the ball back into play.

Punt: The goalie's version of the clear, it allows him to move the ball far away from the goal. This move is effective if the opposing team is surrounding the goal.

Body Check: Goalies are automatically brutal. If opponents remain in the goalie box too long or make contact with the goalie while he holds the ball, he attacks either by kicking or hitting them.

Mega Strike Block: When a Mega Strike is performed by the captain of the opposing team, it is up to the goalie to block as many balls as possible. The player assumes a first-person view from the goalie’s eyes and moves the Wii Remote to move the hands of the goalie, represented by two hand icons. When a ball approaches, pressing A Button deflects and destroys it. Depending on the speed of the balls set in the opposing Mega Strike, the player has a few seconds for each ball or less.

Metallic Ball[edit]

Yoshi prepares to kick the soccer ball in Mario Strikers Charged.
Yoshi prepares to kick the metallic ball in his on-screen appearance. In this purple state, the ball is the weakest.

In previous Strikers tournaments, a ball resembling the traditional soccer in appearance and physics was used. However, for this Strikers tourney, a new, metallic ball is used.

The ball tracks how many times it has been passed between players. Its color changes from purple to red, orange, yellow, and finally white. The ball is the most powerful when it is white and the least powerful when it is purple. In other words, passing the ball between teammates makes it easier to score a goal. If the ball is intercepted by another team or the sequence of passes broken, the ball will begin to power back down, from white to purple. Charging a shot has the same effect as passing, and if one has enough time, one can simply charge a shot and then pass before actually shooting to speed up the ball charging process.

Items[edit]

A Bob-omb explodes on the soccer field in Mario Strikers Charged
A Bob-omb explodes to blow the opponents off their feet.

One of the most critical elements of a team's strategy is its use of items. Regardless of which player earned an item, any member of that player's team may use it. However, this may not be true of the special items that activate a captain's Super Ability.

Offensive Items[edit]

In keeping with the combative nature of the Strikers sport, the many offensive items at the disposal of players are cinematic and devastating. These items are the most useful in blocking Mega Strikes, clearing the field for a Mega Strike, or to simply gain possession of the ball.

  • Banana Peels: A staple of the Super Mario sports series, Banana Peels again play the role of a landmine. Players who touch a Banana Peel fall to the ground and lose the ball if in possession. Banana Peels come in sets of three or five normal-sized items. There also is a bigger version of the Banana Peel which comes in a set of one, and it does not leave behind three smaller Banana Peels when someone touches it like it does in Mario Kart: Double Dash!!
  • Green Shells: Green Shells are the basic projectile item. They do not home in on players, but because they come in sets of three, they are very effective at close range. If they make contact with a wall, they ricochet off. However, they are destroyed upon contact with a player. The player that gets hit falls and is stunned for a brief moment.
  • Red Shells: A more advanced projectile weapon than the Green Shell, the Red Shell homes down the nearest opposing player. They come in sets of three, making them useful both for clearing the field for a Mega Strike or taking possession of the ball. However, not all three always reach targets. Often, one breaks into pieces by hitting a wall.
  • Blue Shells: The Blue Shell utilizes a similar movement pattern to the Green Shell and also comes in packs of three which are deployed at the same time. Blue Shells bounce off walls until they come in contact with a player or break. The character is then encased in ice, effectively stunning him or her for a few seconds.
  • Spiked Shells: While they have the same effects on players as the Green Shells, Spiked Shells are much more durable and will bounce off walls more times than the Green Shell can before falling apart. During this period, they can run over players an infinite number of times.
  • Giant Shells: Devastating counterparts to the normal-sized shells. There are four types:
    • Green Giant Shells: Unlike its miniature counterpart, the green Giant Shell is a devastating item. While its movement pattern is the same, it does not disintegrate upon its first impact with an item or player. Any players that get hit by this green shell gets buried and is stunned for an amount of time. Only one can be fired at a time.
    • Red Giant Shells: The red Giant Shell is more robust than the normal Red Shell. It will bounce off of walls for a number of times before crumbling. As soon as it bowls over one player, its homing abilities are nullified and it acts as a green Giant Shell. Only one can be fired at a time.
    • Blue Giant Shells: Larger than the basic Blue Shell, the blue Giant Shell follows the same movement pattern and also freezes characters. They can only be released one at a time.
    • Spiked Giant Shells: The difference between spiked Giant Shells and Spiked Shells is comparable to the differences between blue Giant Shells and Blue Shells; they last longer. The movement patterns of both versions are the same. The difference between the types of Spiked Shells is their size. Also, only one can be fired at a time.
  • Bob-ombs: Some of the most devastating items in the game, Bob-ombs come in sets of three or five, deployed in front of the player with the ball, or the player closest to the teammate with the ball. All players caught in the blast radius, excluding the user, are affected by the blast. They cause tremendous explosions that literally ram players into the field. Unlike in other games, the player who deploys the Bob-ombs cannot be injured by them as they explode on contact with the ground, although their teammates can.
  • Mega Bob-ombs: The largest item-based explosive in the game, the Mega Bob-omb can only be fired one at a time. All players caught in the blast radius, excluding the user, are affected by the blast. However, the size of the explosion is much greater than that of an individual Bob-omb. The blast radius is much larger, although the attack is not as wide as that of three normal-sized Bob-ombs.
  • Chain Chomps: While the Mario Kart games had the Lightning item, Strikers tournaments use the Chain Chomp. Systematically attacking every single player on the opposing team by ramming him or her into the ground, the Chain Chomp can easily turn the tide of the game, although it will not hesitate to flatten the user and their teammates if they are in the way. If the user's team is not in possession of the ball, the Chain Chomp falls onto the pitch right on top of the player in possession. The item is very rare, and it mostly appears if a team is losing badly.

Defensive Items[edit]

With the exception of the Super Ability items, there are only two defensive items in the game. Defensive items beef up the user and are particularly useful for scoring goals without the use of Mega Strikes.

  • Mushrooms: Unlike Super Mushrooms, the Mushroom only makes characters faster. (The size increase is negligible.) This item is especially effective when surrounded by the opposing team. Running can further increase its usefulness.
  • Stars: The defensive equivalent of the Chain Chomp, Stars make players invincible for a short period of time. This item is useful for turning the tide of the game and for scoring any time of goal. To have enough time for a 6-ball Mega Strike, the player should activate it right when the meter appears.

Super Ability Items[edit]

Main article: Super Ability
Mario Strikers Charged
Luigi using his Super Ability.

A Super Ability item, represented by icons of the team Captain's head, allows the Captain to use their Super Ability. The effects of each Super Ability are different. Depending on the captain, Super Abilities can be either offensive, defensive, or both. The Super Ability items are most effective when used to clear a field before performing a Mega Strike. As an example, Luigi's special item can allow him to stomp on the other team and then use his Mega Strike. The list of Super Abilities can be seen in the Captains' table.

Modes of Play[edit]

The Menu of Mario Strikers Charged
The main menu is set up in wheel-like fashion, and modes are selected with the Wii Remote.

Mario Strikers Charged places a great emphasis on the multiplayer aspect of the game. However, there are also single-player modes present in the package.

Road to the Strikers Cup[edit]

Designed for one to four players, Road to the Strikers Cup is the standard tournament mode seen in all of the Mario sports games. Players are challenged by various teams across three cups. As the mode progresses, its difficulty increases. Alternatively, players can choose to play in Extreme Mode, which makes the game difficult from the start. The mode uses a tournament ladder or the table system seen in Super Mario Strikers.

Domination Mode[edit]

Taking the place of Super Mario Strikers’ grudge match mode, domination mode can be played by up to four players. Two teams are created, and players can choose which team they wish to play on. Any team combinations are available

Striker Challenges[edit]

Striker Challenges are similar to the Mission Mode in Mario Kart DS. Each character has one challenge, amounting to 12 total. Most challenges simply involve winning under difficult circumstances (Such as the goalie being very weak to charged shots, the opposing team leading by five points at the start, etc.). Challenges are separated by difficulty, with two classified as Novice, two as Professional, three as Superstar, three as Legend, and two as MegaStriker. Completing each challenge unlocks a new cheat for use in Domination Mode, and also unlocks a card featuring artwork of the player used in that challenge. Each of the 12 Challenges allows the player to play as all 12 Captains. However, only 11 Captains are the opponent, as Donkey Kong is faced twice, which leaves Bowser Jr. out. Before a striker challenge is started, there is an article in the Striker Times based on the event.

Nintendo WFC Mode[edit]

WiFi in Mario Strikers Charged.
Screenshot of Wi-Fi friend code billboard.

Players with access to the Internet were able to play with anyone in their region through Nintendo Wi-Fi Connection (WFC), but could not play with anyone outside their region; any attempts to add someone from another region would result in error codes. Matches were available for 1 vs 1, 2 vs 1, 1 vs 3 and 2 vs 2 formats.

Random matchmaking was possible for players who chose to play ranked matches. However, it was also possible to play unranked matches with friends by registering their Wii System Codes beforehand. Friend play options were equivalent to Domination Mode options.

Each player was identified by the Mii of their choosing. Using this system, a “Striker of the Day” was crowned based on the player who earned the most points day-by-day in a week's time period. Points earned in unranked matches were not counted. These points were scored by winning matches (ten points), scoring goals (one for each goal for a maximum of ten), and not disconnecting and taking a loss (one point). The player lost points if they disconnected.

The players were able to choose from any captain to play as in WFC Mode, whether or not they unlocked the captain for offline play.

With the shutdown of Nintendo Wi-Fi Connection on May 20, 2014, online play is no longer officially possible.

Characters[edit]

All characters in Mario Strikers Charged, including unlockables.
All the Captains in Mario Strikers Charged.

Each character has its individual advantages and disadvantages. However, strategic team creation can serve to offset the disadvantages and play to each individual's advantages. Additionally, each character also has a theme song that plays when they score a goal and during their home entrance. Bowser, Bowser Jr., Diddy Kong, and Petey Piranha are new captains to the series, while Boo, Dry Bones, Monty Mole, and Shy Guy are new sidekicks.

Captains[edit]

The captain is the leader of the team and the only character that can perform the Mega Strike. Captains also may receive a special item, the Captain Ability. Captains all have a default team color, with some having an alternative team color. If their default color is too similar to the opponent's color, they will use the alternative color. If a captain has an alternative color, it is listed second in the table.

Default captains[edit]

Captain Team # Team Color Type Mega Strike Super Ability Description Emblem
Mario
Mario
1 Red Balanced メガファイア
(Mega Fire)
Super Mario! "A mix of fitness, speed, and power, Mario brings heart and determination to every match! His ability to become Super Mario can really change the face of any game!" Mario's team emblem from Mario Strikers Charged
Luigi's artwork in Mario Strikers Charged.
Luigi
2 Green Balanced グリーンタイフーン
(Green Typhoon)
Super Luigi! "Luigi is a well-balanced leader who can harness his super ability to grow and crush the competition! A top pick for any team!" Luigi's team emblem from Mario Strikers Charged
Princess Peach's artwork in Mario Strikers Charged.
Peach
10 Pink Playmaker プリンセスキス
(Princess Kiss)
Freeze Frame! "Peach's passing skills are second to none and she is extremely quick! Her on-field play can leave her opponents feeling a little camera shy!" Peach's team emblem from Mario Strikers Charged
Princess Daisy in Mario Strikers Charged.
Daisy
9 Orange /
Turquoise
Defensive クリスタルスマッシュ
(Crystal Smash)
Crystal Smash! "Daisy is a defensive powerhouse, fast and physical. Her crystal ability can shield her efforts and devastate opponents." Daisy's team emblem from Mario Strikers Charged
Yoshi's artwork from Mario Strikers Charged.
Yoshi
8 Lime /
Orange
Balanced ハイパーブレス
(Hyper Breath)
Egg Roll! "Yoshi is a captain that brings a balanced attack to each game! He can also egg his way to a megastrike when needed!" Yoshi's team emblem from Mario Strikers Charged
Waluigi's artwork from Mario Strikers Charged.
Waluigi
0 Purple Defensive パープルスパイク
(Purple Spike)
Wall-Luigi! "Waluigi is quick and can land some damaging hits over the course of a game. He has the ability to put a wall between himself and opponents when the time is right." Waluigi's team emblem from Mario Strikers Charged
Artwork of Wario in Mario Strikers Charged.
Wario
00 Yellow Offensive バルーンバースト
(Balloon Burst)
Gas Mask! "Wario can really be a gas on the field confusing his opponents! He may be slow, and not very physical, but Wario can score at will and set up teammates in a flash!" Wario's team emblem from Mario Strikers Charged
Mario Strikers Charged Artwork: Bowser
Bowser (new)
66 Scarlet /
Yellow
Power ヒートキャノン
(Heat Cannon)
Fire Storm! "With huge blasts and ground-shaking hits, Bowser's strengths lie in shooting and defensive play. His fire storm has the power to burn the competition!" Bowser's team emblem from Mario Strikers Charged
Donkey Kong
Donkey Kong
55 Yellow /
Purple
Power サンダーブラスト
(Thunder Blast)
Thunder Wham! "Donkey Kong relishes in pounding his opponents! Strong, fierce, and ill tempered, DK can smash the stadium into pieces and send other players flying with his devastating Thunder Wham!" Donkey Kong's team emblem from Mario Strikers Charged

Unlockable captains[edit]

Captain Team # Team Color Type Mega Strike Super Ability Unlock method Description Emblem
Artwork of Bowser Jr. from Mario Strikers Charged
Bowser Jr. (new)
6 Scarlet /
Yellow
Offensive ソニックスクリーム
(Sonic Scream)
Sonic Roar! Clear the Fire Cup "One of the best players in the strikers league, Bowser Jr. is an offensive powerhouse. His roar can shrink the opposition's chance of winning!" Bowser Jr.'s emblem from Mario Strikers Charged
Artwork of Diddy Kong from Mario Strikers Charged
Diddy Kong (new)
5 Orange /
Purple
Playmaker ソーラーオーラ
(Solar Aura)
Red Card! Clear the Crystal Cup "Diddy Kong is agile and fast and can protect the ball while making incredible passes at will! But watch out, he can remove a player from the game when he gets the chance!" Diddy Kong's team emblem from Mario Strikers Charged
Petey Piranha
Petey Piranha (new)
4 Red /
Yellow
Power プラントパワー
(Plant Power)
Mud Slinger! Clear the Striker Cup "The ultimate player, the strikers league champion. Petey is a powerful plant able to make big shots and even bigger hits. He can muddy a team's game plan in the blink of an eye!" Petey Piranha's team emblem from Mario Strikers Charged

Sidekicks[edit]

Sidekicks comprise the rest of the team. They share stats with captains in the same category, but instead of Mega Strikes, they perform a variety of Skillshots exclusive to the sidekick's species. Unlike Super Mario Strikers, Mario Strikers Charged allows for different types of sidekicks to be chosen instead of one type per team.

Sidekick Type Skillshot Description
A Toad
Toad
Playmaker Fire Meteor "An excellent passer and quick on his feet, Toad is a great addition as a set-up player for any team. Defensively, Toad has trouble getting the ball back for his squad and needs to be close to the net for his shots to be effective. Watch out for his Fire Meteor, it's sure hot to handle."
A Boo
Boo (new)
Playmaker Possess "This ghost can fly up and down the sidelines with great speed, using precise and accurate passing to lead his team to victory. His long-distance shots are quite weak though and his hits are not very powerful. If Boo gets a chance, he can possess the ball and score at will."
Dry Bones