Ace Card Masterguide
GHub Platform · Гайд · 0 ответов · 5 просмотров

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Practice Shot - used to destroy shot idols without using a shot, which is especially useful when the idol is not the way you want to shoot. It can clear a shot idol in your way so the aiming doesn't get blocked. Can destroy TNT especially useful when there are hazards near the TNT so you can clear those paths as long as you get it in the gap without the TNT bouncing you back on your normal shot. ⠀⠀⠀⠀⠀ Practice Shot + - Good General Purpose ball if you want to take a shot to setup another shot. Extremely Useful in high score runs considering they don't count as a stroke. Combos with most ace cards so that makes it especially good. Useful combos are things like U-Turn and Practice shot+, Phaseball and Practice Shot + ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ U-Turn - Probably one of the most useful Ace Cards in the game that isn't totally OP, super versatile always is useful on nearly every shot. Take Shortcuts that you can't hit with normal shots, Gain extra distance, Correct your mistakes, Combos with the phaseball. Phaseball + U-Turn is a great combo because U-Turn gives you a ton of momentum allowing you to phase more distance in your phaseball before the timer runs out. ⠀⠀⠀⠀⠀ U-Turn + - Everything that applies to U-Turn applies to this card as well. This card probably gets you the most distance outside of rocketballs and super rocketballs. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Explode! - Ok at doing what it's supposed to do, worse general utility than practice shot but can clear things that would be harder to hit with a practice shot. Use this first before using fire balls, practice shots, or thunderballs to clear TNT. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Explode! + - The much better version of Explode. Really useful on levels with lots of TNT it can dramatically decrease stroke count sometimes because some holes have a lot of TNT blocking paths. Lead Weight - pretty self explanatory makes sure your ball sticks, not as useful because spin exists but it's still helpful sometimes especially on small platforms or shots that need to be exact. Combos with a good amount of things. Time Stop - Kind of like a Lead Weight but just better because it lets to take new trajectories straight down out of drives. Can be good for shortcuts, mildly useful to combo with phaseball by using it before you phase. Scattershot - Fun but somewhat situational. Can be a nice ball to get a little extra height although if you hit a platform you can only control the center shot. Also you can do funky things like hit shot idols that you normally would not hit and make good progress but practice shot does that. It's an aiming aid if your aim sucks but it's a gamble. Multiball - Good for those insanely hard shots. Also allows you to break TNT and shot idols while you shoot your shots. Situational because it doesn't combo with anything. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Fireball - Clears brambles in the 3rd world. That's all it does but that's pretty useful considering that those vines block good shortcuts and are penalties if you land on them. You can practice shot with a fireball to clear that path before you shoot. Also goes through TNT in one shot. Iceball - Freeze water paths allowing you to move on them. A lot of good shortcuts are blocked by water paths that would be impossible without using this or another Ace card like a u-turn. You can practice shot these to freeze the water allowing you to bounce on the ice. Iceballs are heavier than normal shots so they are less effected by spins and bouncing. Thunderball - Kind of like a Fireball but generally better. The Thunderball clears Brambles, shot idols, and TNT without touching it. Has a huge area around it allowing you sometimes to clear them through walls or floors. The area effect can often hit shot idols you would normally miss. Also since you don't hit the an idol directly hitting idol won't slow you down slightly. Lets you go straight through TNT like it wasn't there. Phaseball (3rd world) - Probably the most useful ace card in the game, use this turn off the balls matter allowing you to pass through literally everything, ground and hazards. As said earlier it combos well with U-Turn to create new paths that wouldn't be possible with the phaseball alone. This ace card is a hole in 1 machine. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Drillball (2nd world) - The Second OP card in the game, can be situationally better than the phaseball since you can control its movement. It can go really far if you fast forward while you drill because fast forwarding is like a speed boost it doesn't effect the timer. If you use an object on the world to line up your shot you can drill straight to the hole without having to worry about if you are going to go the right way. Enables huge skips just like the Phaseball. Rocketball (2nd world) - At first I thought these balls weren't that great but the more and more I practiced with them the more useful they were in general use. If you get skilled at controlling them and knowing when to fast forward to speed boost they can go extremely far, farther than a normal drive, really good at hitting shortcuts like u-turns if you get skilled with them. Mini Rocketball - Rocketball with a shorter timer and better turning pretty good if you fast forward with it but without the boost the timer is quite short. Super Rocketball (2nd world) - Really hard to Control but goes insane distances especially if you hold fast forward to boost. If you have a straight away you can just go straight you can go an insane distance in one shot with these. Portals (2nd world) - Swap the direction of the portal with the switch clubs key. Great General Purpose Ace Card, almost OP but not quite there. Can enable holes in 1, Extends your range, Makes a lot of shortcuts simple. Be aware of this card if you have it and you won't be disappointed because it can enable some huge skips. Mulligan and Mulligan + - Great cards for un-doing mistakes if you shot a bad shot and you want to move backwards to the last position you were at that's one of the best uses for it. Erases penalties from things like Spikes and Gravestones. So a Mulligan + could potentially save you up to 2 extra penalties. Bad in boss battles but good at most holes. You can easily see these in game because if a card can be activated it will be lit up after you use another ace card but I decided to put this here anyways to spread awareness that card comboing is a thing. Combos U-turn and U-Turn+ - Lead Weight, Time Stop, Fireball, Iceball, Thunderball, Phaseball Lead Weight- U-Turn , U-turn + and Lead Weight, Practice Shot, Practice Shot + Time Stop- Fireball, Iceball, Thunderball, Phaseball, Practice Shot, Practice Shot+, Lead Weight Fireball, Iceball, Thunderball, Phaseball - Practice Shot, Practice Shot+, U-Turn, U-Turn +, Time Stop Practice Shot and Practice Shot + - U-Turn, U-Turn +, Time Stop, Leadweight Fireball, Iceball, Thunderball, Phaseball Practice Shot + combos with Drillball if Practice shot + is used first. Combos with everything Explode! , Explode +, Mulligan, Mulligan + , Portals Cards that do not combo Scattershot, Multiball, Rocketball, Mini Rocketball, Super Rocketball --- Источник: https://steamcommunity.com/sharedfiles/filedetails/?id=2866766665
ИсточникGHub Platform · автор14.09.2026, 02:33:14
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Practice Shot - used to destroy shot idols without using a shot, which is especially useful when the idol is not the way you want to shoot. It can clear a shot idol in your way so the aiming doesn't get blocked. Can destr…
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