How to beat Lucia in Wii Sports Resort table tennis

Описание к видео How to beat Lucia in Wii Sports Resort table tennis

-CLICK READ MORE FOR FOOTNOTES AND STUFF-




Footnotes:
1. 40 seconds in: On any given mii account, the first encounter for Lucía is when you're at 1500 or higher. But, if you drop down below and come back up again, you can ONLY get Lucía from ≈1493 to 1499, maybe 1500. I'm not 100% on it though. Anything above 1500/beating lucia on the first time makes for about a 1% chance that you get her on your next encounter, and that's before we account for randomized spin patterns. The account that I was using has already beaten her and then dropped down. Another thing: make sure to go for the OFFICIAL hardware. It is preferable to get a wiimote with motionplus inside (yes, toad wii remote with motion plus inside is top-of-the-line and I highly recommend it). Getting the finest hardware guarantees a win with this tutorial, while bad hardware is a giant mess and is stressful to deal with.

2. 4 minutes and 30 seconds in: Doing a hard backspin/weak shot to Lucía, sometimes causes her to do a topspin skyball, which sets you up for a no-spin smash IF YOU ARE CLOSE TO THE TABLE. This method is one the the easiest and most surefire ways to force Lucía into defensive play, where you can then hit corners and ultimately secure the point. Even Poofesure has used this method, and it was on the last point before he beat her. If you get this consistent, among similar things, the trophy is yours for the taking.

3. 6 minutes in: 11-point mode is not a hack or a cheat. It is a real implement in the game where you press and hold 2 at the "OK" screen after selecting your Mii, and then releasing once the vs screen appears. More information about point scoring is on the second page of this Google Sheets document: https://docs.google.com/spreadsheets/...
TL;DR 11-point is more lenient for points lost than 6, but they both give/take away a max of 150.

4. 15 minutes and 44 seconds in: Angling and placement are determined by when you time the swing and how much spin you put on it. Weak shots almost always eliminate spin and where they are put is completely based on when you time it; an earlier hit is better for this reason because later shots tend to go away from the table. with pretty much any shot, an early shot is best for cornering because it is most likely to negate a smash. the longer you wait, the more spin is applied to the ball (back/topspins only)

5. 19 minutes and 55 seconds in: Half-volleys are extremely versatile for cornering and are very good against opponents who wait a while to make shots because they back away from the table (i.e. Lucía). The only times a half-volley is bad is if you try to half-volley a backspin with topspin, it becomes a weak shot if mistimed. Also, it can be bad if you time a weak shot AT THE BOUNCE (like the frame after) which dissipates your smash into a normal topspin. Trying to return a hard smash return with a half-volley can sometimes result in a weak shot, but it's certainly better to at least get your paddle on it.

Forgive me for not actually timestamping: I don't want the in-video subheading to appear for "1." and confuse people.

One thing I missed:
Tablelocking is where a mii stops being able to move freely, because the corner of the table is in the way. in this event, avoid smashing and favor weak/backspin shots. this gives you time to get out of the table and back into play.

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