Shot 1A basic shot 1. You can use it to beat someone's delay and get 2 turns in a row on them (or make sure they don't get two turns in a row on you). You can also use it to kill an enemy with only a little life, which gets you the kill and saves some delay. It makes a small round hole, and if the enemy has a lot of land in front of them, and you place shot 1 right in front of them, it ruins their angle. It's also the best shot to use when you are not sure you can get full damage from shot 2. A shot 1 is stronger than a half-hit from shot 2, and uses less delay.
Typical damage: 150
Shot 2Shot 2 is trickier to use. It fires two streams of water that spiral through the air. The streams come from Turtle's cannon clustered together, then split apart, then come together again, and they keep repeating this fast spiral pattern 5 or 6 times. After enough time in the air (about 2.5 seconds), the streams come together one last time and stay together. That means that after a lot of airtime, the two streams become one powerful shot that does high damage. There are actually 3 ways to get this kind of full damage:
- Keep the shot in the air 2.5 seconds or more.
- Shotgun up close, so that both streams hit before they can split apart.
- Using either luck or skill, time it so that both streams are crossing together
at the moment they hit the enemy. This is called a fork shot or just "fork".
Typical damage: 260
SSThis is the most difficult shot to use in the game, which makes it very satisfying when you can hit with it. It's one of the strongest in the game when it hits for full damage. This is the way it works: The shot starts out as one big water blob. After about 2.15 seconds in the air, the blob splits into 6 smaller bombs. The bombs immediately fan out in a spread pattern that will remind you of the spread gun in the old NES game Contra. If you can somehow get all 6 bombs to hit the same enemy, you'll do a lot of damage.
There are a few ways to do that... which I'll cover later.
Typical damage: 550+
Click here if you don't get how damage and delay work.
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