Windjammers/Gary Scott

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WJ ScottStats.png
Shot Speed Decay

Hiromi Mita (commonly referred to only as "Mita") is a Windjammer hailing from Japan. From her original sport of tennis she brings a wrist flick like no other and a serious amount of foot speed. If only Tennis taught her how to dive.

Gameplay

Mita is the fastest walking character with the slowest throws, so she spends a lot of time trying to move around the court looking for opportunities to attack her opponent's zones. She's benefits the most out of the roster from the comeback mechanics of the expanded supersonic window, so never count her out of any set until it's over. Her tiny hitbox makes it very easy for discs to miss her, however, so truly she is a high risk, high reward character.

Mita Gameplay Sample

Playstyle
Mita is one of the most complex characters in the game and takes dedication to play at a high level.
Pros Cons
  • Fastest walking speed in the game
  • Pronounced Curve shots that allow unique setups among the cast
  • Super Custom is hard to react to up or down and has unique interactions with walls/bumpers.
  • Reversal and super sonic timings are more lenient compared to larger characters
  • Slowest normal throws in game
  • Light as feather, gets hard pushback
  • Longest Stun Time, can cause far discs to be uncatchable
  • Miserable Dash
  • Smallest Hitboxes in the game
  • Her curves from the back tend to go center, and in turn, straight into the opponent's hands.

Character Properties

Neutral Hitbox
27x31 Pixels
27x31 Pixels
Comments

Mita's standing Hitbox is the smallest in the game, and that hitbox extends higher than expected, leaving her foot out and making it easy for the disc to slide past her even when it looks like it shouldn't.

Blocking Hitbox
27x31 Pixels
27x31 Pixels
Comments

Mita's block is the same as her standing hitbox, even as she moves back. Aside from the edge of her feet, this hitbox reflects a lot better on the animation being performed.

Vertical Blocking Hitbox
27x31 Pixels
27x31 Pixels
Comments

Mita's Vertical block is the same as her standing hitbox. Her sliding blocks gain no changes due to her hitboxes remaining the same, so while it's unfortunate her hitboxes are so small, at least they're consistent.

Charging Hitbox
27x31 Pixels
27x31 Pixels
Comments

Mita's Charge is the exact same size as the rest of her standard hitboxes. While this may seem redundant to put here, this actually is a positive as she is one of the 3 members of the roster that immune to infamous "Miller Glitch", at least without bumpers getting involved.

Dash Hitbox
55x23 Pixels
55x23 Pixels
Comments

Mita's dash is the smallest dash hitbox in the game. Leading with her legs, she barely slides forward at all and without the extension of her hand she struggles to get anything. She cannot long dash, and relies on stringing together quick bursts and running to get to discs. Holding long dash will cause her to break very suddenly. With her hitbox being so thin and reacting so poorly to supers, due to her being so light, she wants to be in dashing position as little as humanly possible.

Diagonal Dash Hitbox
Please Measure
Please Measure
Comments

Mita's diagonal Dash is awful and horrible and takes up barely any space.

Character Curves

Click the "Toggle Hitboxes" button to see the character in action.

147 (Mirror of 741)
WJ Scott147C.png
WJ Scott147.gif
Comments

Mita's 147 shoots at a pretty steep angle away from throw, contrasting many of her other curves which develop more gradually from one another. From center on smaller stages, this curve doesn't do much that her 8a or 2a doesn't, but with more room to develop, this shot has room to get around the map very steeply. This curve shines at the net, where it can really get around opponents in bad positioning. When used as a normal shot it can be readable, but as a super sonic it's hard to react to, as few other shots in the game move around in the way this shot does.

Toggle Hitboxes
Toggle Hitboxes
478 (Mirror of 412)
WJ Scott478C.png
WJ Scott478.gif
Comments

A curve with a lot of subtlety for being as wide as it is. The 478 is a great mixup tool, as it looks to behave like the 9a or 3a shot before curving back. While opponents tend to be able to catch it just from returning to neutral positions, it's easy to catch someone overextending or misinterpreting where the shot is going, making it one of Mita's better tool from backline.

Toggle Hitboxes
Toggle Hitboxes
789 (Mirror of 123)
WJ Scott789C.png
WJ Scott789.gif
Comments

Mita's 789 develops pretty steeply after the throw and can be used near midstage to hit corners reliably. It developing so late makes it a great tool for targeting bumpers at specific positions, or for steep wall rebounds when used farther from the wall. From backline, it tends to go directly to center, but not exactly so it's pretty good at catching an opponent out of position, especially against a smaller character.

Toggle Hitboxes
Toggle Hitboxes
896/214 (Mirror of 236/874)
WJ Scott896C.png
WJ Scott896.gif
Comments

As with all double inputted curves, this is the most common one you will see. It's similar to 789 but developing a lot faster and without any movement in the opposite direction. As this can really dip low if used away from the wall, it leaves a wide net for an opponent to catch, similar to a 7a or a 1a, but when used with bumpers or from near front court, this can be used to hit 5 zones on Concrete or Tiled effectively.

Toggle Hitboxes
Toggle Hitboxes
963(Mirror of 369)
WJ Scott963C.png
WJ Scott963.gif
Comments

Continuing the pattern, the 963 is a bit steeper than the last curve. From serve point it behaves a lot like 8a or 2a thrown from a higher position, so this gives you another angle in your toolbox to throw around your opponent without having to move.

Toggle Hitboxes
Toggle Hitboxes
632 (Mirror of 698)
WJ Scott632C.png
WJ Scott632.gif
Comments

Even more steep, this curve is rather situational, as it gives your opponent a lot of chances to catch it when thrown from backline. It's great to hit bumpers near front or to catch your opponent when both of you are up near the net.

Toggle Hitboxes
Toggle Hitboxes
321 (Mirror of 987)
WJ Scott321C.png
WJ Scott321.gif
Comments

One of the most sharp curves in the game, the 321 is almost too goofy to use. If thrown near the top of the screen, this shot will curve back past where thrown before bouncing back. This can lead to some really out there bumper setups near the front of the net, but generally, this shot's biggest utility is to waste time by throwing it slow, as it eats up even more clock than a 7a or 1a.

Toggle Hitboxes
Toggle Hitboxes

Custom Super

Lightning Wave
Comments

Lightning Wave moves in a sine-wave pattern, dodging around opponents directly in front of it, but returning about to center when thrown from tee. It has a good ammount of pushback and interacts strangely with walls depending on when it hits in the arc, sometimes staying down, and sometimes hyper extending after a single wave. With bumpers, this super can be sent back towards Mita for a wave before returning back, and can even flatten out completely straight in rare instances. Generally a very strong choice that is only held back by its predictable patterns in center and Mita's inability to charge it often off a popup.

Toggle Hitboxes
Toggle Hitboxes

General Strategy

Official Art

Mita's slow normal throw speed and curves that develop sharp leave you with a character that doesn't feel comfortable in the back due to an inability to raise an effective offense, and her inability to slide great and tiny hitboxes make her tough to play up front. However, if you can learn to work with Slide-Dashes and her high walking speed to get to the disc, Mita shines near the middle to front of stage, where her curves have the most room to develop. Her 147 especially can throw opponents off guard with its steep upwards angle, and her toolkit of progressively steeper shots from 478 to 321 can get around opponents in any position. Getting to discs quickly also allows Mita's wider supersonic window to allow her to really put pressure on an opponent that won't have much time to react to her, especially when she's trailing behind, where the window can get as massive as a quarter of a second if you're seriously trailing. Mita on her backfoot is arguably most dangerous, as her curves in combination with her supersonics can be extremely difficult to get around. Just be wary that from backcourt she lacks a lot of great tools to deal with offensive pressure. Rely on proper back dashing to recover stuff that gets past you and get ready to move around the court a lot.

Favorable Stages

Smaller stages tend to favor Mita as they allow her to have less court to defend, which allows her to move up to the front more comfortably. Larger courts tend to make covering with back dashes a lot more difficult and will force Mita to play more back than she wants to. Bumper stages can be used in combination with her curves to setup absurdly nasty angles, especially with her supercustoms, but the defense problems shine even harder there.

Notable Players

Tag Favorite Stage Location Contact Notes Gameplay
Nintango Beach East Coast, USA https://twitter.com/nintang0 Only Active Mita main in United States Link
WarpWhistle Clay Cleveland, Ohio https://twitter.com/WarpWhistles Primary Creator of this Mizuumi Link



General
Controls
FAQ
Glossary
System
Characters
H.Mita
S.Miller
J.Costa
L.Biaggi
G.Scott
K.Wessel
Courts
Beach
Lawn
Tiled
Concrete
Clay
Stadium