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Famicom version names are in parentheses.

USA / Nekketsu H.S.[edit]

Super Dodge Ball NES USA Sam.png
Bean ball court (Famicom version)

The USA team (Nekketsu High School in the Japanese version) is the team that you control throughout the World Cup mode of play, as well as anyone participating in the Bean Ball mode of play. They are the all-around average team, not necessarily specializing in any particular aspect of play. Their captain Sam (Kunio in the Famicom version) is capable of the devastating Blaster Power Shot which can be used (and somewhat abused) to make short work of any competition. In the Famicom version, the palette of Japan team is used instead, and their Team USA is instead fought as the final match.

Interestingly, the NES version's playable team keeps almost all of the Famicom's team member names, save for William (renamed Sam) and Michael (shortened to Mike, presumably to save screen space, as usage of Japanese language's Hiragana allows for longer names using the same amount of characters)

Statistic Sam (Kunio) John (Hiroshi) Mike (Kouji) Randy (Shinichi) Bill (Ichirō) Steve (Mitsuhiro)
Player Type A B C E D F
Energy 40 28 28 32 32 36
Throw Power 12 7 7 8 8 9
Throw Tech. 9 7 7 9 7 12
Ball Break 7 9 9 12 9 8
Agility 7 8 9 8 12 7
Catch Tech 8 9 12 7 8 7
Damage Cap. 7 12 8 7 7 7
Power Shot Blaster Wave Tsunami Stinger Breaker Upper
Aerial Power Shot Spear Psycho Sidewinder Compressor Lightning Accelerator

Pro All-Stars / Hanazono H.S.[edit]

Super Dodge Ball NES Pro Jack.png
USA court (NES)
Hanazono High School court (Famicom)

In the North American version, this is Team USA's rivals. In the Famicom version, this is the competing high school, Hanazono H.S., and their stage is actually set in Japan. Like the USA Team, they don't excel in any one area. However, each player is amazing at something different. For this reason, and because of their low stamina, it's a little more important to pay attention to where each player is placed in or around the court, and how you plan to utilize them. Notice that their type B player Paul has a second Power Shot, able to be performed even in the outer court.

Statistic Jack (Riki) Tom (Tooru) Fred (Akira) Ben (Masahiko) Paul (Naritaka) David (Shintarō)
Player Type A F D C B E
Energy 36 28 24 20 16 24
Throw Power 12 8 7 6 5 7
Throw Tech. 6 10 4 3 5 6
Ball Break 8 10 11 11 11 15
Agility 5 5 12 8 7 7
Catch Tech 6 5 6 11 7 4
Damage Cap. 7 7 6 8 13 7
Power Shot Upper Blaster Tsunami Stinger Warp/Ring Breaker
Aerial Power Shot Psycho Pulse Spear Accelerator Pulse Accelerator

England[edit]

Super Dodge Ball NES England James.png
England court

Team England's strength is their relatively high Throw Technique. If you can keep the ball in their hands, you will be very likely to pull off the Nice Shots and Power Shots needed to knock the competition out. However, their weak point is their inability to take a lot of damage. Even their B type player Peter isn't so good at sustaining a hit. When going up against England, you should find it fairly easy to knock them out quickly.

Statistic James Scott Henry (Howard) Roger (George) Peter (Robert) Cliff (Richard)
Player Type A C F E B D
Energy 48 36 44 40 36 40
Throw Power 11 6 8 7 6 7
Throw Tech. 12 10 15 12 10 10
Ball Break 4 6 5 9 6 6
Agility 4 6 4 5 5 9
Catch Tech 6 10 5 5 7 6
Damage Cap. 4 5 4 4 9 4
Power Shot Wave Blaster Tsunami Boomerang Stinger Upper
Aerial Power Shot Sidewinder Slug Lightning Psycho Spear Pulse

India[edit]

Super Dodge Ball NES India Rajiv.png
India court

While Team England is pretty poor when it comes to taking damage, Team India is the best in the world. So much so, that their type B player Swami will mostly take 1 damage from normal shots, and 2 from power shots. On top of that, they have great Ball Breaking skills, and they're rather fast. Unfortunately for Team India, when it comes to hurting the competition, that's where they fall apart. When going up against a computer controller India, you might want to try changing positions a couple of times until Swami is no longer positioned in the inner-court. During that, you may also witness their captain Rajiv being placed in the outer-court.

Statistic Rajiv (Rahman) Swami (Muhammad) Bata (Sattaru) Kumar (Haddad) Zail (Afudara) Akbar (Sultan)
Player Type A B D C E F
Energy 20 16 16 16 16 16
Throw Power 9 6 6 6 6 6
Throw Tech. 7 7 7 7 7 10
Ball Break 10 10 10 10 13 10
Agility 11 11 14 11 11 11
Catch Tech 5 5 5 8 5 5
Damage Cap. 13 16 13 13 13 13
Power Shot Stinger Blaster Wave Boomerang Breaker Warp
Aerial Power Shot Slug Psycho Lightning Sidewinder Compressor Accelerator

Iceland[edit]

Super Dodge Ball NES Iceland Helgi.png
Iceland court

The battle against Team Iceland takes place on a large sheet of ice. The ice exaggerates the effects of any momentum that players carry with them as they dash along the ice. Being a fairly healthy country, the members of team Iceland have a high amount of energy, so you'll need to hit them a lot more in order to knock them out. However, they don't really excel in any other area, and they're quite slow.

Statistic Helgi (Heilman) Knut (Rimonson) Hans (Johannsen) Bjorn (Neumann) Nils (Thorssen) Gisli (Kekkonen)
Player Type A E F D B C
Energy 64 52 56 52 44 48
Throw Power 14 9 10 9 7 8
Throw Tech. 9 9 13 7 8 6
Ball Break 3 10 5 6 6 6
Agility 3 5 3 10 5 6
Catch Tech 7 5 6 7 8 12
Damage Cap. 8 8 8 7 14 9
Power Shot Warp Upper Stinger Boomerang Wave Breaker
Aerial Power Shot Lightning Slug Pulse Spear Compressor Accelerator

China[edit]

Super Dodge Ball NES China Wang.png
China court

Team China is not the most difficult team, but they're certainly no pushovers. Their Catch Technique is the best in the world, so be prepared to have a lot of your throws turned against you. They're also fairly fast and have good Throw Technique scores. Their undoing may be their low Damage Capacity scores, although they're still better than Team England when it comes to taking damage.

Statistic Wang (Laochen) Hsieh (Wenhao) Li (Lifan) Chou (Taowei) Mao (Xiaosun) Tsai (Yuntai)
Player Type A D C B F E
Energy 40 36 36 36 36 36
Throw Power 11 8 8 8 8 8
Throw Tech. 10 10 10 10 13 10
Ball Break 7 7 7 7 7 10
Agility 10 13 10 10 10 10
Catch Tech 13 13 16 13 13 13
Damage Cap. 6 6 6 9 6 6
Power Shot Breaker Stinger Warp Upper Boomerang Blaster
Aerial Power Shot Pulse Psycho Slug Spear Lightning Sidewinder

Kenya[edit]

Super Dodge Ball NES Kenya Yemi.png
Kenya court

Team Kenya (Team Africa in Famicom version, as the team before championship) possesses the greatest amount of speed around the world. This is particularly helpful to them on their own home court, where the soft ground makes it difficult to build momentum for Power Shots. Outside of Agility, Team Kenya is fairly strong in other areas, but poor in Ball Breaking ability. Players battling in Kenya need to remember that it's the number of steps that count, not the distance traveled, when attempting to make a Power Shot. Like Team India, their captain Yemi may be changed into outer-court.

Statistic Yemi (N'jomo) Oba (Muba) Taha (Birimana) Eyo (Mikombe) Bwogi (Niparere) Mwai (Mokkii)
Player Type A E B F C D
Energy 44 36 32 40 32 36
Throw Power 13 9 8 10 8 9
Throw Tech. 9 9 7 12 7 7
Ball Break 5 10 7 6 7 7
Agility 11 12 12 11 12 16
Catch Tech 9 8 10 8 13 9
Damage Cap. 9 9 14 9 10 9
Power Shot Boomerang Warp Stinger Tsunami Upper Blaster
Aerial Power Shot Pulse Spear Lightning Slug Compressor Accelerator

Japan / USSR[edit]

Super Dodge Ball NES Japan Fuji.png
Japan court (NES)
USSR court (Famicom)

Team Japan is the semi-finals challenge before the Championship round. On the Famicom, the stats below belong to team USSR, who players must face-off with on their sixth match. Either way, this team possesses considerably strong Throw Power. It won't take too many hits from this team to whittle their opponents health down to nothing. The only thing they lack is Agility, but when you throw the ball like they do, you don't need to be fast. Also notice that, they tend to start attack from their leader, and if you manage to knock him out first, they will become a pile of sand.

Statistic Fuji (Mordov) Sato (Malenkov) Honda (Korianov) Aoki (Ilchov) Oda (Rofski) Hino (Mileinin)
Player Type A B C D E F
Energy 56 36 40 44 44 48
Throw Power 16 9 10 11 11 12
Throw Tech. 8 7 5 6 8 12
Ball Break 7 10 10 10 14 9
Agility 4 6 7 11 6 4
Catch Tech 10 11 15 10 8 9
Damage Cap. 8 14 9 7 8 8
Power Shot Tsunami Wave Warp Upper Blaster Boomerang
Aerial Power Shot Compressor Pulse Psycho Sidewinder Lightning Accelerator

USSR / USA[edit]

Super Dodge Ball NES USSR Boris.png
USSR court (NES)
USA court (Famicom)

The championship battle takes place in the former Soviet Union for the American team in the NES version. However, in the Famicom version, the members of Nekketsu High School go to the United States for the championship, and the stats below belong to Team USA instead. The last team had good Throw Power, but this team even out-throws them. And none of their other stats are particularly low. About the only weakness they possess is the fact that none of their players can use the devastating Blaster Power Shot, or the troublesome Lightning Aerial Power Shot.

Statistic Boris (William) Ivan (Michael) Pavel (Steve) Igor (Bill) Volf (Randy) Yakov (John)
Player Type A C F D E B
Energy 60 56 56 56 56 56
Throw Power 15 12 12 12 12 12
Throw Tech. 8 8 11 8 8 8
Ball Break 8 8 8 8 11 8
Agility 7 7 7 10 7 7
Catch Tech 11 14 11 11 11 11
Damage Cap. 10 10 10 10 10 13
Power Shot Tsunami Boomerang Stinger Warp Breaker Wave
Aerial Power Shot Accelerator Slug Sidewinder Pulse Psycho Spear

Shadow[edit]

Super Dodge Ball NES Shadow Sam.png
Shadow team court (Famicom)

If you manage to defeat the 8th team (USSR or USA, depending on the version) without losing a single member of your inner-court, you will have the opportunity to play in a mirror-image battle against a shadow version of your own team. The sky will crack with lightning as you duke it out once and for all against yourself. Expect the shadow team to be a little more lethal in the hands of the computer, but stick to the strategies that helped you reach this battle, and you'll do fine.

  • Unlike previous matches, there is no briefing time, such that the match starts immediately.
  • Losing members in other matches do not matter.