Shrek SuperSlam (Fiona Ogre Vs Prince Charming) PlayStation 2 Gameplay - (2K 60fps)

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The versions often differ between the console, GBA and DS versions; the GBA version is a 2D-plain free-floor fighting game styled akin to Super Smash Bros. and other similar fighters. Like those said fighters, the game also allows for unique items to be picked up for the characters to use, ranging from weapons and potions.

The main objective of the game is the attack the opponent to fill up a Slamergy bar (shown as a "SLAM" icon below the character's portrait; in the GBA and DS versions, this is referred to as "Fairy Dust" instead). Upon filling it up, characters will have their main attack be replaced by their Slam Attack. In all versions of the game, landing a Slam Attack on the opposition dictates the overall scoring system, which upon connecting often causes a lot of mayhem depending on the stage and where it sends them flying. Both the GBA and DS versions however, can only allow for a Slam Attack to affect one target instead of multiple at a time in the console and PC versions.

The console/PC version's other battle options have arguably the most depth, as like with the DS version, it acts as a free-roaming arena fighter (though every character has the exact same base movement speed and jump height). Each character can perform weak attacks, strong attacks (which can be charged up for charge attacks), throws, air attacks, wall jumps, double jumps, Blocks, Reflect Blocks, Wall Attacks, up attacks and evades. Advanced techniques such as Block Dropping (fast-falling from midair with a block) and Block-cancelling (cancelling a charge attack or air dash with a block) exist as well. There also includes the ability to holster weapons for a later use without losing them upon getting hit.

Blocking of course, functions akin to games such as Super Smash Bros., where blocking for a set amount of time will cause it to deteriorate and instantly cause the defender to end up stunned for a set amount of time, preventing it from being abused for the most part.

However, a majority of character-specific moves include dash attacks, air dash attacks, air wall attacks and charge throws; for example, Shrek only has an air dash and a grounded wall attack, while Cyclops has only a ground dash attack with no air wall attack. Prince Charming, Fiona, Captain Hook and Robin Hood can air evade, while Donkey, Luna and Anthrax can perform double air dashes.

Attacks are mainly performed off of a weak attack branching into a series of set attack strings which player 1 can view during the loading screen; three specific string-based moves involve big score attacks (moves that gain a notable amount of Slamergy upon connecting), block breakers (guard breaks; some characters have moves outside of strings that inflict this) and "special moves" (unique string finishers).

The console version of the game features three multiplayer modes: "King of the Hill", "Melee", and "Slammageddon".

In "King of the Hill", the object of the game is to stay atop of a hill the longest, while opponents try and knock each other off. The first player to reach 30 points wins. The longer the player stay on the hill, the more points she/he receive. In "Melee", the objective is to earn as many slam points within a 2-minute time period. The player with the most slam points after the time limit stops wins. In "Slammageddon", each single attack barring throws count as a Slam. But, if a player manage to get a 'Max Slam Juice' potion in Slammageddon mode and hit the opponent(s) with your slam, nothing happens. Slammageddon unlike the other default modes, must be unlocked with a cheat code, while King of the Hill can only have more than one player active.

Due to the Shrek franchise's underground cult following in the late 2010s, the game has developed a small competitive playerbase, which has produced a "tournament-ready" mod of SuperSlam. This was initially ironic, but would quickly grow into an unironic fighting game esport, which sees regular updates to this day.

The said competitive scene has also fostered other advanced techniques and other discoveries such as:

Crumpet dashing: Based on the optimization of being able to block cancel air dashes.
Grab releasing: Using the block button to manually release victims in order to juggle them into an untechable knockdown, usually following it up with endless up attacks.
Evades and Reflect Blocks actually possess active frames starting frame 1, allowing their functions to be fairly lenient to the point of being a fairly defensive meta on top of wall jumping being able to be performed indefinitely.
Slams
Every character has a "Slam" attack. Slams all have different effects. For example, Shrek's Green Storm attack will send his opponents flying as he undergoes flatulence and Pinocchio's nose extends and he flies towards enemies in an attempt to strike them.




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