o--------------------------------------o
| SUPER DODGE BALL ADVANCE             |
| Strategy Guide v1.0                  |
| Written by Snow Dragon (C) 2002-2003 |
| All rights reserved.                 |
o--------------------------------------o


    TABLE OF CONTENTS
    =================
    I. Intro and Notes
    II. Basic Concepts
    III. General Tips
    IV. Team Rosters/Descriptions
    V. Move List
    VI. Team Strategies
      a. Canada Foxes
        1. Playing As
        2. Playing Against
      b. USA Braves
        1. Playing As
        2. Playing Against
      c. England Knights
        1. Playing As
        2. Playing Against
      d. Holland Angels
        1. Playing As
        2. Playing Against
      e. Russia Bears
        1. Playing As
        2. Playing Against
      f. China Dragons
        1. Playing As
        2. Playing Against
      g. Korea Bombers
        1. Playing As
        2. Playing Against
      h. Japan Ninjas
        1. Playing As
        2. Playing Against
      i. Australia Stars
        1. Playing As
        2. Playing Against
     VII. Credits 'N Stuff

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     INTRO AND NOTES
     ===============

Hello all, and welcome to this, my 30th FAQ, for Super Dodge Ball Advance, one of
my favorite games (and incidentally, also a launch title) for the Game Boy Advance.
This is my brother's game, but he's been gracious enough to let me use his GBA and
write this supreme strategy guide for the game Super Dodge Ball Advance. And now,
here for your reading pleasure: the Super Dodge Ball Advance Strategy Guide!

But before we get started, there are, as per the usual, things you should know that
might be confusing if you've done something different from the way we have it in
the FAQ or if you've tinkered with the rosters some.

** All strategies are formed based on default offensive and defensive settings. The
  default player positions are actually quite capable of nice combos and will get
  you through the game with minimal hassle.

** This strategy guide is written assuming you know the basic controls. When we say
  "dash" or "pass" we pretty much think you know how to dash or pass. If you don't
  know these simple facets of the game, however, consult the Basic Concepts
  chapter of this strategy guide before playing.

** This guide is also written assuming you have a general understanding of how to
  pull off a special throw. Most special throws are executed the same way. If you
  need some help in this area, see either the Basic Concepts or the Move List
  section.

** Team strategies are listed in geographical order from west to east.

** In the Team Strategies section, I use the characters' default names to indicate
  who I'm talking about. If you don't know everyone's name, you should use the
  Team Rosters/Descriptions section to match names with faces, which are more
  familiar to you, more than likely.

** If you need to get a hold of me for any reason, my e-mail address is
  <[email protected]>. What I like getting is questions regarding a game or
  information that you have that I don't so that if I ever get around to it, I
  can update my guide. Contrary to what your third grade teacher told you, there
  is a such thing as a stupid question, and if you ask me a question and the
  answer is addressed within the guide and you didn't triple-check to make sure
  it's not, it will go unignored. I'm not the type to reply with a quick quip, so
  you'll just never get a reply.

** For now that's all, so enjoy the rest of the guide!

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    BASIC CONCEPTS
    ==============

This is a section only for absolute novices who have never touched this game and
haven't familiarized themselves with the simplistic workings of the game. If you
know how to work the controls, skip this chapter.

1. Dash
-------
To break into a run (dash), tap the forward button - usually right - twice.

2. Jump
-------
To jump, you must press both A and B simultaneously.

3. The R Button
---------------
The R button lets you select a person to pass the ball to when you're on offense.

4. The A Button
---------------
On offense, use the A button to pass the ball to somebody.
On defense, use it to duck if a ball is flying at your face.

5. The B Button
---------------
On offense, use the B button to chunk the ball at an opponent.
On defense, use it to catch a ball being thrown at you.

6. Special Throws
-----------------
Usually, special throws are executed in one of two ways:
1) Dash and hold either Up, Right, or Down when throwing the ball.
2) Dash, jump, and hold either Up, Right, or Down when throwing the ball.

7. The L Button
---------------
This button has a lot of potential for some slick moves. When you press it, a guy
from your team will run to the other team's half of the court and jump. When they
are airborne, press the pass button, hold a directional button, and throw real fast
and chances are you might just knock a guy's lights out. Use in a tight spot when
you have at least two people left.

-----------------------------------------------------------------------------------
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    GENERAL TIPS
    ============

Just some stuff to help you out.

1. If a guy from the other team is on your side of the court trying to get back to
  the other side and you have the ball, get in a cheap peg on him - more than one
  if possible.
2. Watch the other team for predictable moves. Some teams resort to the same people
  and cheap tricks over and over again (like Japan and England).
3. Don't duck if you're standing in front of one of your team members.
4. Use the L button frequently.
5. Don't stand around the guys who stand around your side of the court - they're on
  the other team, and if you stand too close, they will peg you repeatedly.
6. Don't hold down the B button expecting to catch the ball. You'll have better
  odds of snagging it if you press it repeatedly.
7. Never use normal throws. Your special throws are far more effective.
8. If one of your people is tiring due to being hit so much, don't use them for a
  while. Keep them in the back if possible and guard them if the opponents around
  your side of the court get the ball.
9. Some teams catch certain throws rather easily. Learn which ones can catch what
  and fool them with unpredictable specials.
10. Experiment with several button combos. You never know what leads to a Mole
   Throw or a Meteorshot.

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    TEAM ROSTERS/DESCRIPTIONS
    =========================

This section can be useful for strategy and comparing statistics among individual
players so you can see who's got the best team or who's best suited to your own
style of playing. It's also here for your convenience or for reference purposes, if
you like to read these kinds of biographical things. All default names are used in
the roster, with each person described by phenotype (i.e. physical appearance).
Team rosters are arranged in geographical order from east to west. Use this section
as a reference if parts of the walkthrough befuddle you due to my using actual
names. This is a good part of the guide to use in conjunction with the Team
Strategies section to help you formulate your own strategies.

Also, something here to help you decipher abbreviations for numerical data. All
these statistics can be found in the Data section before a match.

O------------------O
| Power - PWR      |
| Speed - SPD      |
| Control - CTL    |
| Agility - AGL    |
| Jump - JMP       |
| Catch - CCH      |
| Dodge - DGE      |
| Toughness - TGH  |
| Willpower - WPR  |
| Stamina - STM    |
O------------------O

1. Canada Foxes
---------------
Roy - black guy with hair matted to his head. Good for throwing.
PWR 16   CCH 44
SPD 28   DGE 20
CTL 40   TGH 32
AGL 48   WPR 36
JMP 24   STM 096

Sid - wears a blue bird mask. Also good for throwing.
PWR 16   CCH 44
SPD 28   DGE 20
CTL 40   TGH 32
AGL 42   WPR 30
JMP 18   STM 090

Troy - has blond hair with a bow and a weird face. May or may not be a girl; the
      name is not a very good indicator.
PWR 19   CCH 41
SPD 31   DGE 17
CTL 43   TGH 29
AGL 45   WPR 33
JMP 21   STM 093

Lyle - spiky red hair, usually the person that starts with the ball (and for good
      reason).
PWR 27   CCH 31
SPD 21   DGE 25
CTL 33   TGH 37
AGL 35   WPR 41
JMP 29   STM 093

Clark - also wears a mask over his head, but it's red. Has dreadlocks.
PWR 26   CCH 30
SPD 20   DGE 24
CTL 32   TGH 36
AGL 28   WPR 34
JMP 22   STM 084

Bruce - has a blond chili bowl and half-shut eyes.
PWR 23   CCH 33
SPD 35   DGE 27
CTL 29   TGH 21
AGL 37   WPR 25
JMP 31   STM 087

Ray - almost identical to Bruce, but he wears sunglasses.
PWR 19   CCH 35
SPD 31   DGE 29
CTL 25   TGH 23
AGL 39   WPR 27
JMP 33   STM 087

Gage - like Troy, Gage is having some sort of gender identity crisis. Wears a red
      ribbon in his/her/its hair.
PWR 22   CCH 38
SPD 34   DGE 32
CTL 28   TGH 26
AGL 36   WPR 24
JMP 30   STM 090

2. USA Braves
-------------
Sam - black guy, team captain. Very powerful but not agile or good in the catching
     department.
PWR 37   CCH 17
SPD 13   DGE 29
CTL 25   TGH 41
AGL 09   WPR 33
JMP 21   STM 075

John - blond man with squinty eyes. Seems weak compared to almost anyone else.
PWR 26   CCH 18
SPD 20   DGE 30
CTL 14   TGH 24
AGL 16   WPR 22
JMP 28   STM 066

Mike - brown hair falls over one eye; he looks worried constantly. Really tough but
      not good offensively.
PWR 35   CCH 15
SPD 11   DGE 27
CTL 23   TGH 39
AGL 13   WPR 37
JMP 25   STM 075

Randy - black guy with brown hair. Starts with the ball.
PWR 29   CCH 21
SPD 23   DGE 33
CTL 17   TGH 27
AGL 13   WPR 19
JMP 25   STM 069

Bill - a seemingly cool-headed black guy with blue hair.
PWR 27   CCH 25
SPD 21   DGE 19
CTL 33   TGH 31
AGL 23   WPR 29
JMP 17   STM 075

Steve - probably the USA's coolest-looking team member. The black wavy hair must
       net him _all_ the chicks. He's way too good for this ragtag band of losers.
PWR 46   CCH 20
SPD 22   DGE 32
CTL 34   TGH 44
AGL 18   WPR 42
JMP 30   STM 096

Jim - black guy with a head of orange hair.
PWR 25   CCH 29
SPD 19   DGE 23
CTL 31   TGH 35
AGL 21   WPR 27
JMP 15   STM 075

Dick - has black dots for eyes and blue, evenly parted hair.
PWR 31   CCH 17
SPD 25   DGE 29
CTL 19   TGH 23
AGL 15   WPR 21
JMP 27   STM 069

3. England Knights
------------------
James - has a head of blond, boyishly charming hair.
PWR 23   CCH 39
SPD 35   DGE 15
CTL 47   TGH 27
AGL 43   WPR 31
JMP 19   STM 093

Harry - has a brown flattop and very responsive control.
PWR 28   CCH 32
SPD 40   DGE 26
CTL 34   TGH 20
AGL 36   WPR 24
JMP 30   STM 090

Scott - Harry's identical twin - in looks only, however. Slightly weaker than
       Harry.
PWR 30   CCH 28
SPD 24   DGE 22
CTL 36   TGH 34
AGL 32   WPR 38
JMP 26   STM 090

Henry - "determined" is the only word to describe the look on his face. His
       scruffy brown hair kind of complements the look.
PWR 14   CCH 36
SPD 26   DGE 12
CTL 38   TGH 24
AGL 40   WPR 28
JMP 16   STM 078

Roger - easily identifiable by the curly brown hair that shoots out in front of
       his face. Good control but not much else.
PWR 16   CCH 38
SPD 28   DGE 14
CTL 40   TGH 26
AGL 36   WPR 24
JMP 12   STM 078

Peter - despite being English, the long blue mullet is strongly non-English.
PWR 28   CCH 26
SPD 22   DGE 20
CTL 34   TGH 32
AGL 24   WPR 30
JMP 18   STM 078

Cliff - his black hair hangs down over face, and the fierce look on his face can
       easily rival Henry's.
PWR 29   CCH 21
SPD 23   DGE 15
CTL 35   TGH 27
AGL 25   WPR 31
JMP 19   STM 075

Goaty - apparently a triplet (he looks just like Harry and Scott), but he
       _definitely_ gets props for that name.
PWR 24   CCH 34
SPD 36   DGE 28
CTL 30   TGH 22
AGL 38   WPR 26
JMP 32   STM 090

4. Holland Angels
-----------------
Dirk - looks like a leader with a face of steel and blond spiked hair.
PWR 36   CCH 20
SPD 24   DGE 22
CTL 26   TGH 32
AGL 18   WPR 34
JMP 34   STM 132

Franz - has very short brown hair.
PWR 30   CCH 20
SPD 18   DGE 22
CTL 20   TGH 32
AGL 18   WPR 34
JMP 24   STM 126

Gino - has a graying mop and a ponytail.
PWR 30   CCH 20
SPD 18   DGE 22
CTL 20   TGH 32
AGL 12   WPR 28
JMP 18   STM 120

Hank - definitely has a memorable ridged forehead. Oh, and orange hair too.
PWR 24   CCH 32
SPD 30   DGE 16
CTL 32   TGH 26
AGL 30   WPR 28
JMP 18   STM 132

Fritz - a boy, it seems, with gray hair perched on his scalp.
PWR 24   CCH 26
SPD 30   DGE 28
CTL 14   TGH 20
AGL 24   WPR 22
JMP 30   STM 126

Johann - could be a girl, but I think the style of the long blond hair and the
        face make our Johann a male.
PWR 26   CCH 28
SPD 32   DGE 30
CTL 16   TGH 22
AGL 20   WPR 18
JMP 26   STM 126

Rolf - probably has the shortest black hair in all the game.
PWR 28   CCH 24
SPD 34   DGE 26
CTL 18   TGH 18
AGL 22   WPR 20
JMP 28   STM 126

Der - constantly looks mad. I assume the orange hair on his head is supposed to be
     curly.
PWR 30   CCH 20
SPD 18   DGE 22
CTL 20   TGH 32
AGL 18   WPR 34
JMP 24   STM 126

5. Russia Bears
---------------
Boris - has neat silver hair that spikes outward. Looks very dedicated to the game.
PWR 33   CCH 37
SPD 45   DGE 49
CTL 21   TGH 25
AGL 29   WPR 17
JMP 41   STM 099

Ivan - has blue spiky hair and wears a headband.
PWR 24   CCH 22
SPD 36   DGE 34
CTL 12   TGH 10
AGL 20   WPR 08
JMP 32   STM 066

Vlade - wears this funny helmet which I guess is for protection and not looks.
PWR 20   CCH 24
SPD 32   DGE 36
CTL 08   TGH 12
AGL 22   WPR 10
JMP 34   STM 066

Pavel - hair is red and shaggy with an odd curl.
PWR 16   CCH 32
SPD 28   DGE 26
CTL 22   TGH 20
AGL 24   WPR 12
JMP 18   STM 066

Igor - dons a clever little white top hat, which I think looks really neat.
PWR 30   CCH 16
SPD 24   DGE 28
CTL 18   TGH 22
AGL 14   WPR 20
JMP 26   STM 066

Andre - blue hair comes down over his eyes.
PWR 16   CCH 32
SPD 28   DGE 26
CTL 22   TGH 20
AGL 30   WPR 18
JMP 24   STM 072

Volf - also, like Igor, owns a top hat, but the band is red instead of blue.
PWR 28   CCH 20
SPD 22   DGE 32
CTL 16   TGH 26
AGL 12   WPR 18
JMP 24   STM 066

Yakov - is oddly out of place on this team with his funny facial expression and
       distinctly American cowboy hat.
PWR 21   CCH 31
SPD 33   DGE 25
CTL 27   TGH 19
AGL 29   WPR 17
JMP 23   STM 075

6. China Dragons
----------------
Lee - owner of a black pate with bangs down over his forehead.
PWR 31   CCH 23
SPD 43   DGE 35
CTL 19   TGH 11
AGL 27   WPR 15
JMP 39   STM 081

Chen - his brown hair is well-kept but sticks out a little to the side.
PWR 23   CCH 21
SPD 35   DGE 33
CTL 11   TGH 09
AGL 25   WPR 13
JMP 37   STM 069

Lian - narrow eyeballs and messy black hair.
PWR 27   CCH 25
SPD 39   DGE 37
CTL 15   TGH 13
AGL 23   WPR 11
JMP 35   STM 075

Chao - pretty tough-looking with mean eyes and grayish hair brushed down.
PWR 29   CCH 15
SPD 23   DGE 27
CTL 17   TGH 21
AGL 19   WPR 25
JMP 31   STM 069

Wang - has gray hair parted down the middle. No comment on his name.
PWR 15   CCH 25
SPD 27   DGE 19
CTL 21   TGH 13
AGL 29   WPR 17
JMP 23   STM 063

Tsai - black hair, wears glasses.
PWR 15   CCH 25
SPD 27   DGE 19
CTL 21   TGH 13
AGL 23   WPR 11
JMP 17   STM 057

Mao - has a frown on his face and orange-yellowish hair.
PWR 19   CCH 23
SPD 31   DGE 17
CTL 25   TGH 11
AGL 27   WPR 15
JMP 21   STM 063

Dung (ha ha!) - aside from that brilliant name, he has red hair parted into
               sections.
PWR 35   CCH 15
SPD 29   DGE 27
CTL 23   TGH 21
AGL 19   WPR 25
JMP 31   STM 075

7. Korea Bombers
----------------
Li - that's a heck of a 'fro that guy's got, but he's got some major stats that
    make him not one to laugh at.
PWR 53   CCH 21
SPD 29   DGE 33
CTL 41   TGH 45
AGL 25   WPR 49
JMP 37   STM 111

Chung - eyes constantly shut, has a blue 'fro.
PWR 33   CCH 31
SPD 27   DGE 25
CTL 39   TGH 37
AGL 35   WPR 41
JMP 29   STM 099

Han - mouth closed in a tight O, has a green 'fro. I'm seeing a 'fro trend here...
PWR 45   CCH 19
SPD 21   DGE 31
CTL 33   TGH 43
AGL 17   WPR 41
JMP 29   STM 093

Kim - appears to be forever on the verge of a humongous sneeze. Also has a blue
     'fro.
PWR 35   CCH 27
SPD 29   DGE 21
CTL 41   TGH 33
AGL 31   WPR 37
JMP 25   STM 093

Pak - heck of a name (and nose); his 'fro is brown.
PWR 35   CCH 21
SPD 29   DGE 33
CTL 23   TGH 27
AGL 25   WPR 31
JMP 37   STM 087

Choi - his smile throws me off a little. Third person on the team to have a blue
      hair-do.
PWR 39   CCH 25
SPD 33   DGE 37
CTL 27   TGH 31
AGL 23   WPR 29
JMP 35   STM 093

Soo - by Korea Bomber standards, he doesn't even have a 'fro. It's kind of flat on
     his head, and brown.
PWR 37   CCH 17
SPD 31   DGE 29
CTL 25   TGH 23
AGL 21   WPR 27
JMP 33   STM 081

Rhee - almost comes off as an old man. His hair is gray, and he has a flat 'fro
      like his teammate Soo.
PWR 41   CCH 15
SPD 17   DGE 27
CTL 29   TGH 39
AGL 19   WPR 43
JMP 31   STM 087

8. Japan Ninjas
---------------
Fuji - messy black hair is crammed under a toboggan.
PWR 32   CCH 36
SPD 44   DGE 48
CTL 20   TGH 24
AGL 40   WPR 28
JMP 52   STM 108

Sato - kind of looks like a flounder and has middle-parted brown hair.
PWR 28   CCH 32
SPD 40   DGE 44
CTL 16   TGH 20
AGL 30   WPR 18
JMP 42   STM 090

Honda - his black hair is long, and he has a blue bandanna wrapped around his head.
PWR 32   CCH 30
SPD 44   DGE 42
CTL 20   TGH 18
AGL 34   WPR 22
JMP 46   STM 096

Aoki - big blue hat with the white brim puts a dismal shadow over his eyes.
PWR 18   CCH 34
SPD 30   DGE 28
CTL 24   TGH 22
AGL 38   WPR 26
JMP 32   STM 084

Oda - I think Oda is a girl. She (he?) looks like one, and she (again, he?) wears a
     blue cap backwards.
PWR 24   CCH 40
SPD 36   DGE 34
CTL 30   TGH 28
AGL 38   WPR 26
JMP 32   STM 096

Hino - his eyes are flat (denoting squinting) and he has very white hair that comes
      down in the front.
PWR 36   CCH 22
SPD 30   DGE 34
CTL 24   TGH 28
AGL 26   WPR 32
JMP 38   STM 090

Inoki - his simple look belies his true skill. His hat is red with an orange brim.
PWR 36   CCH 28
SPD 30   DGE 40
CTL 24   TGH 34
AGL 32   WPR 38
JMP 44   STM 102

Baba - has some of the funkiest red hair I've ever seen. The face is bright and
      appears ready for action.
PWR 38   CCH 30
SPD 32   DGE 42
CTL 26   TGH 36
AGL 28   WPR 34
JMP 40   STM 102

9. Australia Stars
------------------
Chad - appears to be a true Aussie (at least, the way I picture them). Brown hair
      is long and wavy, and he's all business on the court.
PWR 19   CCH 47
SPD 31   DGE 23
CTL 43   TGH 35
AGL 39   WPR 27
JMP 15   STM 093

Will - looks exactly like Chad, but with short brown-blondish hair.
PWR 15   CCH 37
SPD 27   DGE 13
CTL 39   TGH 25
AGL 35   WPR 23
JMP 11   STM 075

Miles - has a gray flattop. Looks tired, just about.
PWR 11   CCH 39
SPD 23   DGE 15
CTL 35   TGH 27
AGL 37   WPR 25
JMP 13   STM 075

Todd - blond wavy hair appears to have several layers. Has the same deadpan
      expression as Chad and Will.
PWR 24   CCH 40
SPD 36   DGE 34
CTL 30   TGH 28
AGL 32   WPR 20
JMP 26   STM 90

Bobby - his short blue hair is neatly split down the middle of his scalp.
PWR 19   CCH 29
SPD 31   DGE 23
CTL 25   TGH 17
AGL 27   WPR 15
JMP 21   STM 069

Colin - even more serious than his other colleagues. Hair is long and red with
       pinkish undertones.
PWR 23   CCH 27
SPD 17   DGE 21
CTL 29   TGH 33
AGL 25   WPR 31
JMP 19   STM 075

Ted - has a standard boy's haircut, but isn't one to be dismissed so quickly.
PWR 30   CCH 34
SPD 24   DGE 28
CTL 36   TGH 40
AGL 26   WPR 32
JMP 20   STM 090

Dude - lengthy black hair covers his ears. Don't ask him where your car is.
PWR 29   CCH 27
SPD 23   DGE 21
CTL 35   TGH 33
AGL 25   WPR 31
JMP 19   STM 081

-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------

    MOVE LIST
    =========

Here is a concise listing of each move in the game and a brief description of each.
Amount of damage done may vary depending on a particular character's vital
statistics. The listings are in alphabetical order, and after each move is a list
of who can use it and how to execute the throw. All contestants have two special
throws, so there are only two ways to do any throw, making it easy for the novice
to pick up on. Therefore, there is a number by each person. The two numbers stand
for how to execute a combo.

#1 - dash, jump, hold Up, Down, or Right and press B.
#2 - hold Right while dashing and press B.

Accel Shot
Short for Accelerated Shot. You should know what that means.
------------------------------------------------------------
Fritz, Holland - #1
Boris, Russia - #1
Pak, Korea - #2

Behindshot
The ball disappears and hits a guy from behind. Not easily catchable.
---------------------------------------------------------------------
Lian, China - #2
Rhee, Korea - #2
Inoki, Japan - #2

Boomerang
Moves in an ellipse before returning and hitting a person.
----------------------------------------------------------
Roy, Canada - #2
Goaty, England - #1
Andre, Russia - #2
Wang, China - #2

Chain Shot
A special type of throw that usually hits everyone on the opposing team (unless
caught, of course).
-------------------------------------------------------------------------------
Gage, Canada - #2
Randy, USA - #2
Scott, England - #1
Choi, Korea - #1
Miles, Australia - #2

Compressor
An extremely powerful hard throw. Probably the most damaging move in the game.
------------------------------------------------------------------------------
Rolf, Holland - #1
Li, Korea - #1

Dive Shot
The ball goes in the air and plummets right on top of the nearest person's head.
--------------------------------------------------------------------------------
James, England - #1
Chan, China - #1

Dizzythrow
Weaves around a little bit before hitting the enemy.
----------------------------------------------------
Sid, Canada - #1
Randy, USA - #1
Soo, Korea - #1

Expandshot
Ball gets bigger as it travels through the air.
-----------------------------------------------
Bruce, Canada - #2
Vlade, Russia - #2

Explosion
The ball explodes, and anyone in its wake is hurt.
--------------------------------------------------
Ray, Canada - #1
Harry, England - #2
Franz, Holland - #1
Wang, China - dash, jump, hold Up, Down or Right and press B.

Funkythrow
Ball wobbles and jiggles a little bit when thrown. Otherwise, it seems normal.
------------------------------------------------------------------------------
Cliff, England - #2
Ivan, Russia - #1
Miles, Australia - #1

Gambleshot
Hard toss that does a fair amount of damage.
--------------------------------------------
Steve, USA - #2
Peter, England - #2
Andre, Russia - #1
Aoki, Japan - #1

Gravityhit
One of my personal picks for move to use over and over. The ball stops and sucks
the whole team in toward it for the salvo.
--------------------------------------------------------------------------------
Rolf, Holland - #2
Tsai, China - #2
Rhee, Korea - #1
Chad, Australia - #1

Guidedshot
Will go in one direction, then quickly cut to another and hit someone.
----------------------------------------------------------------------
Mike, USA - #2
James, England - #2
Han, Korea - #2

Hailstorm
Dodgeball-size (get it?) hail rains down on the other side of the court.
------------------------------------------------------------------------
Henry, England - #1
Hino, Japan - #1

Heatseeker
Ball grows spikes and homes in on an enemy.
-------------------------------------------
Lyle, Canada - #2
Lee, China - #2
Chung, Korea - #2

Lightning
Like actual lightning, moves in unpredictable zigzags. Don't get hit by it.
---------------------------------------------------------------------------
Fuji, Japan - #2

Mach Throw
Similar to Warp Throw, but not as fast.
---------------------------------------
Der, Holland - #1
Igor, Russia - #1

Meteorshot
A glowing blue cloud smashes nearby opponents. Does a good bit of damage.
-------------------------------------------------------------------------
Lyle, Canada - #1
Steve, USA - #1
Lian, China - #1
Kim, Korea - #2
Honda, Japan - #2

Mole Throw
The ball burrows underground and tags an enemy from below.
----------------------------------------------------------
Clark, Canada - #2
Dick, USA - #1
Volf, Russia - #1
Sato, Japan - #1

Multithrow
Sort of like Pause Shot, except with seven or eight balls suspended over the court.
Press B to make them all close in on a randomly selected target.
-----------------------------------------------------------------------------------
Lee, China - #1
Inoki, Japan - #1

Pause Shot
The ball freezes in midair until you press B. If you don't press B it will
eventually go on its own.
--------------------------------------------------------------------------
Roy, Canada - #1
Dick, USA - #2
Roger, England - #2
Volf, Russia - #2
Tsai, China - dash, jump, hold Up, Down or Right and press B.

Pierceshot
Ball flattens itself like a saw and rips right through a target.
----------------------------------------------------------------
Oda, Japan - #2

Pistonshot
Does some pumping action before hitting the enemy.
--------------------------------------------------
Henry, England - #2
Gino, Holland - #1
Oda, Japan - #1

Plagueshot
Visually, one of my favorites. The target is caught in a fit of disease and sent
flying.
--------------------------------------------------------------------------------
Cliff, England - #1
Igor, Russia - #2
Chung, Korea - #1

Powerthrow
Quite self-explanatory. Rams a person into the wall behind them.
----------------------------------------------------------------
Bill, USA - #2
Franz, Holland - #2
Choi, Korea - #2

Returnshot
Returns to the person who threw it. Don't press anything or you'll let go of it.
--------------------------------------------------------------------------------
Mike, USA - #1
Scott, England - #2
Mao, China - #1

Risingshot
Sends a person soaring straight up into the air.
------------------------------------------------
Peter, England - #1
Fuji, Japan - #1

Roulette
Ball travels in a circle above the court, then chooses a target for its fury. Use
at your own risk; it will sometimes even hit your own teammates.
---------------------------------------------------------------------------------
Gage, Canada - #1
Gino, Holland - #2
Pavel, Russia - #1

Satellite
Basically heads straight for an enemy's face. Ouch, that smarts!
----------------------------------------------------------------
Troy, Canada - #1
Jim, USA - #2
Roger, England - #1

Seven Way
The ball splits off in seven directions, all of which hit your target.
----------------------------------------------------------------------
Troy, Canada - #2
Boris, Russia - #2
Mao, China - #2
Kim, Korea - #1
Todd, Australia - #1

Shapeshift
Ball changes shapes before hitting the guy.
-------------------------------------------
Clark, Canada - #1
Goaty, England - #2
Hank, Holland - #1
Yakov, Russia - #2
Chan, China - #2

Sidewinder
Moves in blinding spirals until it plants one right on someone's kisser.
------------------------------------------------------------------------
John, USA - #1
Johann, Holland - #2
Pavel, Russia - #2

Snailthrow
Despite its hernia-induced pace, it can be powerful in the hands of the right
thrower. Also because of its utterly slow speed, it is highly easy to catch.
-----------------------------------------------------------------------------
Sam, USA - #1
Yakov, Russia - #1

Snake Shot
Moves in a wavy, snakelike pattern.
-----------------------------------
Ray, Canada - #2
Sam, USA - #2
Soo, Korea - #2

Splitthrow
You can see the trail that this shot makes when you throw it. It moves rather slow.
-----------------------------------------------------------------------------------
Dirk, Holland - #1
Vlade, Russia - #1
Baba, Japan - #1

Spiralshot
Exactly as it says: the shot spirals when thrown.
-------------------------------------------------
Bruce, Canada - #1
Harry, England - dash, jump, hold Up, Down, or Right, and press B.
Dung, China - #2
Hino, Japan - #2

Star Shot
Ball moves in the pattern of a star before hitting the enemy.
-------------------------------------------------------------
Jim, USA - #1
Han, Korea - #1
Baba, Japan - #2
Chad, Australia - #2

Surpriser
The ball sneaks up craftily on an enemy.
----------------------------------------
Bill, USA - #1
Chao, China - #1
Sato, Japan - #2

Sweep Shot
Goes over the entire other side of the court in big circles. Has the capacity for
multiple hits and thus is very useful.
---------------------------------------------------------------------------------
Aoki, Japan - #2

Tornado
The ball creates a tornado, and the opponent is caught up in a furious, ruthless
wind.
--------------------------------------------------------------------------------
Hank, Holland - #2

Twin Shot
The ball splits in two while on its trajectory for the opponent's face.
-----------------------------------------------------------------------
Der, Holland - #2
Chao, China - #2

Warp Throw
Moves at blinding speed. Fun to use.
------------------------------------
Dirk, Holland - #2

Whirlwind
Spins in a circle and injures anyone in its wake. Not too powerful, but can hit
multiple people.
-------------------------------------------------------------------------------
Sid, Canada - #2
John, USA - #2
Li, Korea - #2

Wide Shot
Ball turns to several mini-balls that form a large wall.
--------------------------------------------------------
Fritz, Holland - #2
Ivan, Russia - #2

Z Attack
Ball moves in a Z pattern before hitting the enemy.
---------------------------------------------------
Johann, Holland - #1
Pak, Korea - #1
Honda, Japan - #1

-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------

  TEAM STRATEGIES
  ===============

For better use of these particular tips, you may want to use this section in
conjunction with the Team Rosters to keep track of stats and who's good for what
job, or the Move List to see how a particular move is done.

---------------
1. Canada Foxes
---------------
PLAYING AS
When playing as Canada, the ball will usually start in the hands of Lyle, who is
capable for the moment. For virtually guaranteed hits, you'll want to go with his
Heatseeker move, which does decent damage. Another very effective damage dealer is
Troy's Seven Way, which will dole out bukus of pain if not caught. If you use Clark
on offense, don't go without using Shapeshift. Canada is a very average team, good
for the beginner but lacking in specific areas for the meticulous expert. You may
want to play as them for a while in Exhibition mode to get the hang of the game's
workings. Study them in the beginning to get accustomed to the game.

PLAYING AGAINST
Most of the Canadians are quick to throw the ball back at you, and usually it's not
a powerful throw or even a special throw. Their hardy straightforward approach is
easy to get by as long as you use powerful special moves such as Seven Way or
Meteorshot. Use that weakness to their advantage. When they do employ a move that
has a name, it is often easily catchable. They have an undying tendency to be prone
to the same techniques time after time, so repetition is not a bad thing against
them, in case you were wondering. All things considered, Canada is one of the
easiest teams you can play against - not exactly a worthy opponent, but at least
you're not playing the (*snicker*) USA...

-------------
2. USA Braves
-------------
PLAYING AS
The ball will start in Randy's hands, who is highly incompetent. Don't use him on
offense at all. As it turns out, most of these team members are in fact
incompetent, but the ball will probably be put to its best use in the hands of Sam.
Despite low statistics across the board for the way-below-average ragtag team of
misfits, Sam's Snailthrow is not to be underestimated. The 80 damage it does on
average is not to be looked down upon, and almost makes this bunch worth a once-
over. Sam's biggest disadvantage by far is that he does not have much in the way of
catching capabilities. When he has to recuperate for a while, use Mike for his
cheap Returnshot or John for the amazing Sidewinder technique. A good cycling
schedule proves to be a good way to make use of this otherwise pitiful team.

PLAYING AGAINST
Using very much of the same gung-ho go-out-there-play-your-butt-off approach that
Canada does, the USA has a more aggressive take on this strategy. Their tosses are
faster and they make highly efficient use of the men on your side. Watch out for
the Surpriser - if they end up using that, you might as well take the hit. A team
without good catching will commonly do poorly against this group, but you can lose
to any team if you play foolishly. Some of the team's members contemplate the move
before they execute it, and this results in more patient work on their part and
thus slower throws that are easier to catch. Exercise great patience when you play
against the USA. Their methods take some getting used to, but once you have their
little plan figured out, you'll do a fair job of exterminating all their team
members.

------------------
3. England Knights
------------------
PLAYING AS
As far as moves you should NOT use, don't go for Scott's Returnshot. It's
impossible to get back (it's a hold-dash-B move) and the enemy almost always
catches it and reciprocates with a cheap shot. Another move not to use would be
Harry's Explosion - the results are minimal at best. Henry has interesting
techniques that are fun to use and deal some appreciable damage, especially one in
the form of a Pistonshot that not only is fun to watch but easy to execute. Tapping
B repeatedly to catch a ball is an important strategy that one should use if they
have to do so. In the way of power moves, James's Dive Shot is sufficient for a
typical total of 40 or so, and the Spiralshot is also okay. England is definitely
one of those teams where you want to show the other people what you've got, and the
only way to do that is with their strongest moves. My favorite move to use when
using this team is Cliff's Plagueshot - wheeeeeee!

PLAYING AGAINST
One of the first things you probably noticed right off the bat, even before you
looked at this portion of the guide, is how when an Englishman catches the ball, it
goes on a diamond-shaped path around the people on your side, then back to the
front man on the other side, who subsequently gets in a fast cheapie to whittle
down your life. Without good catching, they'll wear you down this way until they
win. To best combat this, pay attention to where the ball is at all the times when
you don't have it. By studying England's pattern and knowing when the ball is on a
trajectory for your face, you can catch the ball and hopefully use the best of what
you have against those crooks. Once you're accustomed to them (and their unwieldy
brick stadium), you'll be able to bypass these boogers quickly.

-----------------
4. Holland Angels
-----------------
PLAYING AS
If you're looking for a team with truckloads of stamina, these people are your
collective savior. Each of them has stamina equalling at the very least 120, which
is an astounding number when compared with other teams of which the mean stamina is
approximately 66. Put simply, you'll last a while with this team if you can't pull
off any big-time moves. Catching is not this team's strong suit, so make sure you
make full advantage of the B button when the ball speeds at you. Offensively, your
best picks are the four that you normally _don't_ start with, i.e. Fritz, Johann,
Rolf, and Der. Rolf has two great moves that ensure maximum pain: Gravityhit and
the almighty Compressor. Use these to the limit. Conversely, stay away from chancy
moves like Gino's Roulette if at all possible. Though your team has great stamina,
a move like this is far too random for you to go wasting your own teammates. With
enough hit points to circle the equator twice and a man like Rolf on your side,
this is a team that I would personally recommend to beginner, middleman, and expert
alike. Also, it is important to note that special throws involving only dashing are
somewhat hard to pull off with this team.

PLAYING AGAINST
As per the whole "way-muy-lotta-lotta-stamina" bit, it will take a lot longer to
eradicate the Holland Angels, even with really power-concentrated teams like Japan
and Korea. Watch them and their ball-throwing tendencies. They tend to do a lot of
unpredictable things, but they do use a standard set of passes. Sometimes they pass
way over to the people next to your side of the court, and sometimes they toss it
around for a little game of catch. Watch them pass and be pressing B in case it
comes toward you at some point. Occasionally, the members on the team throw the
ball as soon as they catch it, seemingly with no thought as to where they've thrown
it. They seem to have a lot higher jumping power than when you use them as well.
Your most powerful abilities are the ones you need to use, because remember,
Holland's biggest advantage is the massive amount of life they have. Power moves
are the only way to go.

---------------
5. Russia Bears
---------------
PLAYING AS
Ivan's Warp Throw is definitely a useful move that you'll want to keep in the
repertoire. Again, there's a member of your team who has Roulette (Pavel), so
either don't use that move or use his other move only. While they are from all
outward appearances quite average, the Russians have a number of moves that hurt
for pitifully little. You may want to do a little bit of team switching at the
Position screen before the match to tinker with this team and give it optimum
power. Even though Yakov looks funny and has a funny name, he's not one to laugh
at. Use his Snailthrow and Shapeshift as regularly as possible to stay on top. Volf
has the usually unexpected Mole Throw, which you should also use to your advantage.
All in all, the Russia Bears are not a bad team if you have control of them, but
there are tons of fish in the sea, if you get my drift.

PLAYING AGAINST
Unlike most teams, Russia takes a far more timid approach to the game that makes
them easy to defeat, and in not much time either. They are slow to use their
special moves, even though what they have is quite reputable. They use the arc
formation that Canada usually does in their matches, though this is not to their
advantage as you would think. Keep catching the ball and throwing it at them. It
seems almost sad to use your power moves on such a withdrawn team, but you do what
you have to. Russia's lack of initiative only makes it that much easier for you to
take them out.

----------------
6. China Dragons
----------------
PLAYING AS
One of the most valuable assets of this team is that no matter who you choose, odds
are they will probably work pretty well together. Their arsenal is very impressive:
Lian has the Behindshot, which is not easily catchable at all, and there are a few
team members with great moves like Meteorshot and Multithrow, which I also suggest
using in excess. This team has good, airtight control that doesn't often fail you
unless someone is failing in the stamina department. Behindshot provides an easy
way to get in a hard-hitting cheapie when the opponent runs back to the other side
of the court. In other news related to offensive greats, you have Dung's Hailstorm,
which isn't funny if you're on the business end even though you might be laughing
at that name. Tsai has the very formidable Gravityhit as well, though it's not as
powerful as Rolf's (Holland) variant. If you combine the best of these teams,
including Lian and Tsai on offense, there's practically no way you can lose at all.

PLAYING AGAINST
China's strategy - if it can be called that - is so bland and lame that I had to go
ahead and play against them twice to see if I wasn't actually being suckered into
playing against a bunch of practice dummies. I really don't even have to write
anything down here, because I am being totally serious: all they do is throw the
ball at you when they catch it. Nothing special, no tricks, not even so much as an
attempt at a special shot. Seriously, they make the USA look like Korea. This team
is a joke when the computer controls them. One person could take them out
(although, to their credit, sometimes they appear to be "thinking" before they go
ahead and mindlessly chunk the ball). The only way this team will earn a reputation
is if you play as them; otherwise, they are truly the laughingstock of Super Dodge
Ball Advance.

----------------
7. Korea Bombers
----------------
PLAYING AS
One word: Li. It's like this guy has the power of Zeus running through his veins
and arteries. Whirlwind typically is a pretty weak move, but his muy impresivo
power (53) makes it a move that you'll want to use until you're bored to death with
it. Also use his Compressor as often as possible. It hits for between 80 and 99
with each successful blow and makes matches a zillion times shorter. Of course, you
can't discount all the other great moves this team comes equipped with: Heatseeker,
Plagueshot, Star Shot, Gravityhit, Behindshot, etc. This team is obviously all
about power, but it comes with a grace and agility that is much unlike when you
have power with, say, a golem from Monster Rancher. This power is definitely pure
muscle, but you can use it in a way that doesn't make this team inaccurate and
unwieldy. Do you get what I'm saying? If you're playing against a friend, put Li
and Rhee on your offense and show him just what you're made of.

PLAYING AGAINST
As you would expect from what is only the most beefed-up team in the entirety of
the game, the Korea Bombers do in fact have Li on their offense. And in a smart
move by the makers of the game, the CPU Korea relies heavily on Li for its
offensive strategy - a little too heavily though, one must admit. The only person
who ever gets the ball is Li, and he always jumps and throws the ball at you, but
it's probably fortunate for everyone on your team that he only uses Compressor once
in a blue moon. However, Li is all that this team is banking on; when you take him
out, it seems as though they are at a loss for what to do. Li can't seem to take
hits very well, and gaining up on him when he's running back to his side and
hitting him while he's down are both excellent ideas that you should keep in mind.
The running start that everyone takes gets annoying, but it will all be over in
short time. Remember that once you take out Li, the team is totally helpless.

---------------
8. Japan Ninjas
---------------
PLAYING AS
Even though my favorite team to play as is Korea (if I may interject with personal
bias here), Japan is just as good and has that little extra "oomph" that can mold
it into a great team. Several team members have moves worthy of note, especially
Oda, who has a unique Pierceshot that goes right through the enemy and does fair
damage. I'd use this if only for the fact that he's the only person in the game
that has it. Though presumably intermediate as far as power, agility, and almost
every other stat, this team comes together to form quite a great bunch of guys.
Anyone starting out would do well with this team, and with the right amount of
tinkering, even an expert will find this team satisfying.

PLAYING AGAINST
Mixing it up seems to be the thing with this team. While their variety of moves
might seem limited (an oxymoron, to be sure), it can be blindingly fast and can
lose you if you're not watching. A favorite technique of theirs is to jump and pass
it to a teammate, who will then execute a point-blank special throw. Japan makes
good use of all their teammates, and they seem to also know their individual moves
well, as they are avid users of specials. Either a power team or a speed team is
best with these people. If you go for stamina, they're going to whittle you down
and cream you. Watch their moves, see what eats at their very cores, formulate a
plan, and use it.

------------------
9. Australia Stars
------------------
PLAYING AS
I have no idea why this is, but when the Australian team starts to run, they sort
of slip and slide around. Call me crazy if you want, but I don't think any other
teams do that sort of thing. This makes them VERY hard to control and pull off
special moves with - none of which are worth your time, really (except Chad's
Gravityhit, but others have it better than he). They have extremely poor footing
that isn't worth wasting your time on. Unless you are the patient type and can
learn to master this annoying skidding, don't blow battery power on Australia.

PLAYING AGAINST
Australia is even easier to take out than Canada is. The computer seems to share
the problems with slipping and sliding that you have on the court, so their control
is ineffectual and many of their throws end up wasted. Catch any special attacks
that they do happen to get across to you and shove them back in their faces. You
should have no problem whatsoever on Aussie turf, and if for some reason you do,
there's something gravely wrong with your strategy. Use all the special throws
you've got against them and never let up. Go in for the kill on each and every last
one of them with no mercy whatsoever. An easy match no matter what mode you play
in.

And there you have it! You know have the basic know-how needed to kick
international butt in Super Dodge Ball Advance!

-----------------------------------------------------------------------------------
-----------------------------------------------------------------------------------

    CREDITS 'N STUFF
    ================

Well, we're back at that place again, the credits section. I don't have too many
people to thank this time around, so that section is going to be a bit scant, but I
have all the regulars to thank here, so I'll get to that now:

** Nintendo for releasing the Game Boy Advance. While it has graphical faults out
  the wazoo (rectified by the new SP, thank goodness), it's still a fun little
  portable system that has a number of decent games out for it - this obviously
  being one of them :p

** Atlus for making this game, a more than worthy update of the NES original.

** Anyone who helped develop my talents as a writer. While this isn't my best
  guide by a long shot, it's still a good one, and it's more than worthy to rest
  among my other guides.

** GameFAQs and IGN who post my guides and let the befuddled masses use them.

If you wish to use this guide on your FAQ website, do me a favor and drop me a quick
line for permission first. The e-mail address is <[email protected]>, and it's
my only account, so all my video game-related e-mail goes there. If you have a
suggestion, question, request, or complaint to register with me, go ahead and send
an e-mail. My inclination to reply is about 50/50, but go ahead and send it anyway.
It's kind of like a sadistic "will-he-answer-my-e-mail" lottery! Fun times!

Conversely, here are some things to NOT do with my guide:

Do not take my guide without permission. It's just nice to be able to get a short
thing telling me you're going to use it, just so I know. By the way, send the URL
too - I like seeing my work on other sites!

If you use the guide on your site, I ask that you not change the body text in any
way, shape, or manner. This is my guide and I have formatted it just as I see fit,
so don't change the easy way I've laid it out. You may, however, add visual aids
like screenshots (any picture extension is fine by me, whether .jpg or .gif or .png)
to enhance the message that the text alone is trying to put across.

If someone who doesn't have Internet access needs this guide, give it to them free
of charge. The smile on their face will be your payment. </schmaltzy hokum>

This version of this strategy guide (1.0) is (C) March 24, 2003 by Snow Dragon, all
rights reserved. The latest version of this FAQ can always be found at GameFAQs or
IGN.com.

That's all for now! Have fun playing Super Dodge Ball Advance!