Chambara is one of the 8 sports currently in Nintendo Switch Sports, and one of the 5 returning sports (similar to Swordplay from Wii Sports Resort).
Overview[]
The goal of Chambara is to knock your opponent off the edge with a sword. There are several weapons- 2 of them new, 1 returning.
Weapons[]
Sword[]
Basic, simple, easy, yet effective and by no means useless. Hardest hitter, not including spinning slices or charged slices.
Charge Sword[]
Glass cannon; gets hit hard, hits harder. Light base attack. Charge up your special attack by blocking twice. Hold L/R while slicing or thrusting to do a charge attack.
Twin Swords[]
Dual-wielding. Can block with one sword, and be ready to attack with the other, to reduce the need to turn after blocking. Over time, charge up for a spinning slice, or thrust, which can be done by swinging 2 swords towards each other, or thrusting with both. Can be highly defensive, or, on occasion, offensive. Requires two Joy-Cons.
Moves[]
Slice[]
Simply swing the sword. Snaps to vertical, horizontal, or diagonal, unlike Swordplay in Wii Sports Resort, where there are multiple angles to swing.
Thrust[]
Shove the controller forward quickly. Gives a good knockback, but will get blocked by any block regardless of the opponent's sword direction.
Charge Attack (charge sword)[]
A very powerful attack can be used after charging up to power by blocking two enemy hits. Devastating thrust.
Spin Attack (twin swords)[]
Hits hard, but it isn't exactly as powerful as a charge attack. Swing the controllers towards each other. Can also thrust.
Block[]
Hold ZL/ZR. If an opponent hits your sword perpendicularly, they will be temporarily stunned. You cannot block while stunned, unlike Swordplay in Wii Sports Resort.
Final Round[]
To get to the fourth and final round, the score has to be one of the following:
- Blue/Red, Tie, Blue/Red
- Tie, Tie, Tie
In this round, the outer platform drops into the water and only the tiny center platform remains. Get stunned, and it is likely that you will lose.
Tips[]
- Charge and Spin attacks can knock back when blocked; they cannot, however, push you off the edge.
- Stun an opponent, then thrust as much as possible.
- Sword: Playing sword has its ups and downs. Make sure not to block too often, as people can cut through your defenses. Be unpredictable. Practice fighting charge and twin swords, and practice opposing your own sword.
- Charge sword: Timed blocks both knockback AND charge your meter- very good. Don't get hit too often.
- Twin sword: Block with one sword, and ready your attacks with the other. Unblock when ready to swing.
- Swinging your sword around violently while blocking is not effective as you will be open for attack; don't do it.
- The game will often register an attempted sideways slash as a diagonal slash, resulting in the need for pronounced and somewhat lowered sideways scoop movements if this problem occurs.
Collection points[]
Applied in order from top to bottom:
- Play Bonus: 30 points
- Victory Bonus: ×1.2
- Final Round!: ×1.1
- Attack Tactician: ×1.1
- Comeback Kid: ×1.1
- Event Bonus: ×1.5, ×2, or ×3