Windjammers plays with only 2 action buttons and a traditional eight-direction stick.
The A button does everything but lobs, which is the only thing the B button is used for.
Without the disc
When you're not holding the frisbee, you can move in either of the eight directions at a constant speed (there's no startup or recovery when changing directions).
The walking speed of every character is different (Mita being the fastest and Wessel the slowest).
Or "slide". You can dash to get quicker to a distant point by pushing A when walking.
You'll go in a straight line without being able to stop whenever you want so be extra careful not to dash in the wrong direction.
Newcomers often dash too much and this is probably the first thing you want to fix. Refrain from dashing forward and diagonally too.
You can dash farther by holding the A button down. Your character will go the extra mile but they will have more recovery time in return.
Dash properties vary depending on characters, whether it's the speed, the length, the hitbox.
Or "block", it happens when you press A without holding any direction.
When executed prior to intercepting a shot, the character will hit (or block) the disc and send it flying in the air as if you'd tossed a coin.
Depending on the timing at which you hit, the distance from the player to the landing point of the frisbee will vary. If you position yourself just below the reticle on the ground marking that spot, your character will automatically enter a charging stance.
We use the term "perfect toss" when the frisbee lands directly on the player, thus charging right away (although most of the time, we'd rather avoid that to create more ambiguous situations).
Unlike the traditional dash, you need to first press A and then input a direction.
Your character will then go for some kind of mini dash while still maintaing a toss stance.
Although it's never explained in the game, this is a very useful tool.
If you get hit by the disc in the back, the frisbee will rebounce in the air while your character falls to the ground.
You can get up faster by mashing directions and buttons (favor directions to avoid a misinput after you recover).
In truth, only Mita and Miller really need a bit of help getting up before the disc hits the ground.
It is possible that instead of being stunned, your avatar catches the frisbee in a very stylish way (some call that a "taunt"). So far it is believe to happen at random.
With the disc
Once you get the frisbee in your hands, you cannot move anymore: all there is to do is throw that thing.
Press button A to throw the disc in a straight line (with no direction or pushing forward or backward).
Add another direction to shoot diagonally (for instance, go up for a 45˚ throw).
Timing is important: the longer you wait, the slower the throw.
If you hold the disc and wait without pressing a button, your character will release the disc with a very slow throw. Minimum and maximum speed of the throw varies among characters.
Supersonic shots that leave a distinctive trail happen when pressing the A button as you're about to receive the disc, within a certain time range. That range can increase depending on many factors, such as the score gap between the two players (it's easier to do supersonic shots when behind in points).
The disc can be thrown following a curve trajectory, more or less curvy depending on the motion you use and the corresponding stats of the character (Wessel's shots hardly curve when Mita's are more curly than curvy).
You can perform a curve throw by executing quarter-circle motions* in any direction with the stick before pressing A.
For instance, the widest curved shot (or wide-angle shot) a character can make is done by waving the stick from down-back to up-back (going upwards).
From here, the more your motion goes forward so will the resulting curve.
* the in-game tutorial refers to semi-circle motions but truth is only the last two directions you input matters. I'm recommending "quarter-circles" for better understanding and execution.
That's what the B does (except in the Bowling bonus game).
Use these overhead shots to break the pace of the match, move your opponent back so they can't pressure you at the net or to make sure they can't freely stay on their baseline.
With lobs, the more you wait the closer to the net the frisbee will fall. If you throw a lob shot directly after catching the disc it will land at the far end of your opponent's half.
If the disc is not caught and falls to the ground, you will be granted 2 points.
Take care: while the disc is airborne, your opponent might get to the landing point right on time to charge a super move.
After a toss or when receiving a lob, position yourself under the reticle indicating where the frisbee is going to land and your character will automatically start charging a super move.
No need to mash the A button, it's automatic. Characters have different charging times (Mita the slowest, Wessel the fastest).
Once the disc is back in your hands, you can go for one of three super moves that have the power to push your opponent back into their goals if they don't react on time.
Each character has a unique super attack we call "super custom". While they are a beginner's greatest tool, they become too predictable once you know them all.
To release a super custom, just press A after your character has finished charging. You can choose whether it will start by going up (default) or down with the stick.
Just as regular throws, the quicker you launch a super custom, the faster it'll go.
If your opponent manages to make a reversal attack when receiving your super custom they will send your character's custom move back at you and not their own super custom.
I guess you could call that a "whirlwind shot" due to the spiraling loops it creates. It can be sent in different directions, making it the less predictable super attack of the game, and the preferred choice in many situations.
To release a super spin, do a curved shot motion after you're done charging and press A. Depending on the motion, the disc will start spiraling either towards the edges of the stage or its center.
And just as regular throws, the quicker you launch a super spin, the faster it'll go.
Also called "hammer throw". The frisbee goes very high in the sky and continue its course on the ground by rolling on the side until it scores (or gets caught).
Like the regular lob shot, the quicker you press B after charging, the farther it will go. There's no reason to wait since the disc is very easy to catch once it starts rolling on the ground.
Supers lobs are very predictable. Use them to punish an opponent that is way too close to the net or slightly mispositioned on their defense line. You can also send a super lob in the intent of starting a super reversal rally.
As with supersonic shots, with the correct timing (depending on the characters and the situation) you can send a super attack back to your opponent. But if you miss the time window you will end up being pushed back into your own score zone...
Super customs can be returned as super customs, super spins or super lobs.
Super spins and super lobs can only be returned as either super spins or super lobs.
Do not dash too much
Beginners often abuse of dashes, first because it's a natural reflex to push a button when panicking and also because one might not be confident in being on time to catch the frisbee by simply walking.
But the risk of dashing in the wrong direction is great and you'll end up panicking even more.
Take a breath and try to focus on the trajectory the frisbee is taking before going for a dash. Also, you rarely have to dash more than twice.
Always reposition in the middle of the stage, ideally a few steps past the service line to minimize the pushback effect induced by supers. Don't just stare at that beautiful throw you just made!
For greater defensive play, it is advised that you refrain from dashing forward and diagonally.
Instead stay close to the starting position in the middle of the stage and move horizontally, then catch discs by walking, tossing or dashing only by going up or down.