Nearly thirty years after the original game launched, the sequel to Windjammers has finally arrived. The uninitiated will probably look at Windjammers 2 and think that it is just a flashy version of Pong. While on some level that is accurate, there is a lot more going on here - between slap shots, lobs, curved shots, tosses, super attacks, and dashes.Related: Windjammers 2 Review: Why Is Everyone In This Game So Damn Hot?However, don't get too bogged down in the details, there are a few elements that are so basic that you may be overlooking them. From positioning to defensive techniques, we have some hints for you that will elevate your game from the get-go.

10 A Good Offense Is A Good Defense

Windjammers 2: A demonstration of the "toss", which is when you block a throw and bounce it into the air

One of the most potent things you can do in this game is to just block the shot (the game calls this performing a “toss”). If you block a shot you will send the disc flying into the air: often directly above your head, which you can use for a free super attack. In order to block the shot, press the dash button, but don't press any directions (as that would give you a dash).

The best time for this is when the shot is sailing directly at you. You can do it with a ricocheting shot, but you have to be absolutely certain you have the angle right. If you practice one technique, and one technique alone, this is it.

9 It Is Dangerous In Front Of The Net

Windjammers 2: An example of a character being knocked into their own goal by a super throw

While playing in front of the net can be a solid strategy, as it gives you the ability to see the shots coming and plan your counterattack, it is absolutely possible to have a powerful shot knock you straight into your own goal.

So, your only option is to meet the power shot away from your goal, or defend it perfectly with a reversal (a technique with pretty tricky timing). Of course, this means that not standing an inch from the goal line is a much safer option for receiving a super attack. If you see that your opponent has a full power meter, consider moving up a little and giving yourself a chance at returning their shot.

8 Punish Defensive Play

Windjammers 2: A demonstration of the drop shot, which is a deflection into the opponents end of the arena

If your opponent is spending all their time in the back, you may want to use the drop shot. The drop shot is done by pressing the same button as your lob shot, just before you catch the disc.

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It is performed essentially the same as a slap shot (but with the lob button). This will quickly deflect the disc back into the shallow section of their court. If your opponent doesn't have a fully charged super to pick it up, they will just have to concede the points to you. This is especially effective against the slower characters.

7 Choose The Arena Based On Your Character

Windjammers 2: Costa charges a shot while Miller waits for the return.

If you get a choice of the arena, make sure to choose one that fits your character's strengths. Like any great competitive multiplayer game, different stages will bring different dynamics that will advantage certain play styles. If you are using one of the bigger characters, you don't want to choose a big arena. You want a smaller arena so that you can bully your opponent.

The opposite is also true; speedy characters can cover more ground, so they are going to perform substantially better in bigger arenas. There are other elements at play, too. A missed shot is actually worth substantially more on a few maps. So, once again, a bigger character, who may struggle a little more to get to those drop shots, may be at a disadvantage.

6 Supers Counter Supers

Windjammers 2: Ho counter's Wessel's super with a super of his own, popping the disc into the air

When you perform a super attack (referred to as a "power toss"), a force field appears around your character. If your opponent's super attack is headed your way, you can use that to stop it in its tracks, flip the disc in the air, and charge your own super in the process.

For that reason alone, it often makes sense to keep your super on hand in case you need to use it defensively. In a pinch, it can be a real lifesaver. Especially if you are the type of person who likes to play defensively and hang out near the goal.

5 Supers Pop Discs Up

Windjammers 2: An example of the super move barrier popping the disc into the air

If your opponent lobs a shot at you, or maybe they do a drop shot, and the disc hits the ground, do not lose hope. There may still be time to recover. If you use your super, the force field that surrounds you will bounce the disc back into the air. Which will then allow you to charge your own super.

However, there is one thing worth considering before you do so. The disc dropping is often one of the lowest scoring shots in the game (in more arenas than not, at least). Picking it up will use your entire power meter, which will mean you won't have it to fight against their super attack. So, unless your opponent is about to win the game with the downed disc, you may just want to give them the points.

4 Return To Center

windjammers opponents facing off

The center point is your best bet to receive a shot going in either direction. So, if possible, always return to the center. And if your opponent doesn't, make them pay by throwing to the opposite part of the court they are currently standing in.

This is substantially more important if you are playing one of the power-centric characters. They are slower, so they can really struggle to get from one end to the other. This problem can be compounded by being in one of the larger stages.

3 Don't Hold Onto The Disc

Windjammers 2: Miller holding onto the disc

The longer you are holding onto the disc, the slower your throw will be. So, generally, it isn't a bad idea to know where you want to throw the disc before it even reaches you. That way you will be able to release it instantly and fire a much faster shot. The only time you shouldn't be launching the disc the second it touches your hands is when you are throwing a curved shot.

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However, even there, you need to get those off as quickly as humanly possible. Hold onto the disc for too long and your throw will be painfully slow, which is a perfect opportunity for your opponent to block it and charge their super.

2 Be Aware Of Your Surroundings

Windjammers 2: An example of the disc bouncing off the side of a mid-screen object

Some of the stages have obstacles in the center. It is extremely important that you not neglect these obstacles. Angling your shot to hit the side facing outward of an obstacle can be a great way of throwing your opponent off. They will think they have your throw angle figured out, but it is easy to forget all about the obstacles (which will send the disc careening to the opposite corner).

One thing to avoid is throwing the disc into the edge of the obstacle, as it will flip up into the sky, giving your opponent plenty of time to get to it (and maybe even charge up their super attack).

1 Straight Shooters Can Prosper

Windjammers 2: Raposa attempts to sneak a straight throws past Miller

Don't neglect the straight shot. Of course, everyone wants to throw ricocheting discs. And the curve shot has its own allure. But there are a number of times when a quick, straight throw is your best option.

Especially if your opponent has found themselves too far north or south on their side of the court. A straight throw can also get you a sneaky little goal if your opponent is fidgety and likes to dash randomly. It may be worth throwing the disc right back at them to see what they do.

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