SSSSSSSSSS SSS SSS S SSSSSSSSSS S S S S S S S S S S S S S S S S S S S S S S S S S S S S S S S SSSSSSSSSS S S S S SSSSSSSSSS SSSSSSSSSS S S S SSSSSSSSSSS S S S S S S S S S S S S S S S S S S S SSSSSSSSSS S S S S SSSSSSSSSS S S SSSSSSSSSS SSSSSSSSSS SSSSSSSSSS SSSSSSSSSS S S S S S S S S S S S S S S S S S SSSSSSSSSS SSSSSSSSSS S S S S S S S S S S S S S SSSSSSSSSS S SSSSSSSSSS =====Table of Contents===== 1) About Me [SEC1] 2) About This FAQ [SEC2] 3) Version History [SEC3] 4) Fighters [SEC4] 5) Game Modes [SEC5] 6) Items [SEC6] 7) Original Games/Settings [SEC7] 8) Other [SEC8] 9) Smash Tour [SEC9] 10) Stages [SEC10] 11) Credit [SEC11] 12) Contact Information [SEC12] 13) Copyright [SEC13] ============================================================================== -----------------------------------About Me-----------------------------[SEC1] ============================================================================== I've been playing Super Smash Bros. since it first came out back on the Nintendo 64, and I've loved the series ever since. I always like to learn as much as I can about each installment in the series, and so I decided to compose a guide that contains all of the tips that are available in SSB4 from the game itself. ============================================================================== --------------------------------About This FAQ--------------------------[SEC2] ============================================================================== This is a list of all of the tips that you see between matches in SSB4. I have divided the tips in this guide by the different categories that they are listed under in the game itself. All of the tips are also listed in alphabetical order for your convenience. Please note that at this point in time, this guide is incomplete, but I will continue to add tips to it until we have them all listed! This guide was made because there is no way to look at specific tips in SSB4, they are all randomly chosen based on the setup for the following match. Furthermore, I was unable to find a list of all of the tips anywhere. I hope this FAQ is helpful to you, and I hope that you find many tips that you haven't seen yet! =D ============================================================================== --------------------------------Version History-------------------------[SEC3] ============================================================================== 11/18/2015 - Started writing the guide, documented several tips, and submitted to GameFAQs. 12/2/2015 - Added 150 new tips. ============================================================================== -----------------------------------Fighters-----------------------------[SEC4] ============================================================================== ------Bowser: Fire Breath------ You can change the angle of Bowser's flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks. ------Bowser: Whirling Fortress------ Try using this right after shielding an enemy attack. Cancel the shield and whirl toward the enemy to counterattack! ------Bowser Jr.: Clown Cannon------ This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be. ------Bowser Jr.: Clown Kart Dash------ The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal. ------Bowser Jr.: Mechakoopa------ The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It'll explode if you just leave it alone for awhile too. ------Captain Falcon: Falcon Dive------ Press left or right the moment Captain Falcon crounces to adjust the angel of the attack. If you were already facing that way, you can even grab opponents. ------Captain Falcon: Falcon Punch------ If you input in the opposite direction right after the attack begins, Captain Falcon will turn around and deal a stronger punch. This works in midair, too! ------Charizard: Flamethrower------ Charizard will keep breathing fire as long as you hold the button down, but it'll get weaker and weaker as you use it. ------Charizard: Flare Blitz------ There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters too! ------Charizard: Rock Smash------ The rock shards will fly in random directions. Get close to your target to maximize damage. ------Charizard: Strong Up Attack------ Charizard's wings won't take damage, making this attack good for overpowering foes who are attacking from above. ------Dark Pit: Dark Pit Staff------ This Final Smash shoots in a straight line, going through foes and terrain. If it hits more than one opponent, the closer foes will take more damage. ------Dark Pit: Electroshock Arm------ Dark Pit charges forward and launches foes upward at a lower angle than Pit's Upperdash Arm. This move also deals electrical damage. ------Diddy Kong: Banana Peel------ In this move, Diddy throws a banana peel behind him. Foes who slip on it fall clumsily to the ground. Have a nice trip! You can't whip out another banana peel if one of yours is still in play, but each one will vanish after being thrown twice. If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it. ------Diddy Kong: Monkey Flip------ If you don't jump when you're finished attacking, you can use another move immediately. That's a good time to escape with Rocketbarrel Boost. ------Diddy Kong: Peanut Popgun------ Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits. The peanuts you fire can be caught by enemies if they time it right. Charge the move to make the peanuts harder to catch. While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire. ------Diddy Kong: Rocketbarrel Boost------ You can indicate a direction while this is charging to fly in that direction. You can even steer while flying! You can also move horizontally. You'll go right through enemies even if they're, but if you go over the edge, you're done for! If you fly up through a platform and land on it, the Rocketbarrel Pack will explode on contact with the platform, blasting nearby enemies. If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own. ------Dr. Mario: Downward Throw------ Unlike Mario's down throw, Dr. Mario's always sends the foe bouncing upward, so you can follow it up more easily with an air attack. ------Dr. Mario: Dr. Tornado------ Press the button repeatedly midattack to rise into the air. However, after it ends you are vulnerable, so be careful using it to recover. ------Duck Hunt: Trick Shot------ Even while grabbing opponents, being grabbed, or using Duck Jump, you can keep shooting the can. ------Duck Hunt: Wild Gunman------ The gunmen can be defeated if they take enough damage. For a surprise, hit the one in a black suit near the top or hit the lanky one near the bottom. ------Fox: Front Air Attack------ Try timing the fifth strike to hit your opponent just before you hit the ground. When your opponent bounces, that's your chance for a follow-up attack. ------Fox: Reflector------ This move can reflect projectiles, and it also damages nearby opponents when activated. ------Ganondorf: Flame Choke------ You can use this to grab an enemy and drag them offstage with you. However, the point will go to the last person to strike that enemy before your grab. An enemy hit by this in the air will be slammed to the ground and can't recover quickly. It's also slightly more powerful than when used on the ground. ------Ganondorf: Warlock Punch------ This attack is much more powerful when used in the air. However, you'll have to use a Bunny Hood or high platforms to find enough time to pull it off. ------Greninja: Hydro Pump------ The water flow doesn't just cause damage-it can also push your foes if you hit them just right. ------Greninja: Water Shuriken------ The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching. ------Greninja: Substitute------ After successfully countering with this, input a direction, and you'll reappear while attacking in that direction. ------Ike: Eruption------ A downward stab that summons flames around you. If uncharged, the tip of the sword has a meteor effect when hitting an opponent on the ground. ------Ike: Quick Draw------ You'll be left defenseless after using this move in midair, but you'll be good to go if you use it right before you hit the ground. ------Jigglypuff: Down Smash Attack------ This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes perfectly horizontally. ------Jigglypuff: Pound------ This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking. ------Jigglypuff: Rest------ Opponents launched by Rest will get a flower on their heads. Talk about insult to injury. ------Jigglypuff: Rollout------ When you hit a foe with this, you'll bounce up and then be unable to do anything until you land. Try to avoid hitting foes with it if you're trying to recover! ------Jigglypuff: Shield------ If it's shield is shattered, Jigglypuff will get launched and KO'd no matter its damage. ------Jigglypuff: Sing------ Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they'll nap. ------Kirby: Hammer Flip------ If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge. When a Hammer Flip is fully charged and used on the ground, Kirby is invincible for a breif momemt at the start of his swing. ------Kirby: Lucario Copy Ability------ Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won't get any stronger. ------Kirby: Stone------ Kirby's form is different each time he uses this, but the move's effect is the same. ------King Dedede: Gordo Throw------ With the right timing, an opponent can hit a Gordo back at you. You can then hit it back again, quickly turning a fierce battle into a game of Gordo tennis ------King Dedede: Inhale------ After inhaling opponents, press the button again to spit them out as a projectile. This way, you can hit your opponents with each other! Dedede is already perfect, so his inhale won't copy abilities. Instead, it has a longer range than Kirby's. ------Link: Bomb------ While holding a bomb, press the grab button just before landing to drop it at your feet without it going off. Leave this present for your foes! ------Link: Dash Attack------ Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful. ------Link: Midair Clawshot------ When you fire the Clawshot by using a grab in midair, it extends a long way, making it useful against tall foes or those approaching from below. ------Link: Standard Attack------ Opponents struck by the full three-hit combo will get launched, or you can combine the first two hits with up or down smash attacks to keep things fresh. ------Link: Triforce Slash------ If a foe has gotten in close to try and avoid your Final Smash, double-tap them with your standard attack to push them back to the ideal range. ------Little Mac: Rising Uppercut------ Little Mac zooms upward with a powerful uppercut. He travels farther when used on the ground than when used in the air. ------Little Mac: Slip Counter------ Just when you think you've got him, Little Mac socks you with a nasty counter. He's invincible during the attack, so there's no stopping him! ------Little Mac: Unique Traits------ At high damage levels, bruises and a bandage appear on Little Mac's face. Also, since he's a boxer, he never attacks using his legs. ------Lucario: Aura------ Lucario's Aura power increases as it takes damage. At 190%, Lucario's attacks are 2.5 times normal strength, but it's possible to grow even stronger... ------Lucario: Extreme Speed------ The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen! ------Lucas: Back Air Attack------ This powerful kick has a meteor effect. Try to hit with Lucas's knee for the best result! ------Lucas: Down Smash Attack------ This attack deals less damage with repeated use, but its range improves. You can reach enemies hiding below you or ones hanging on an edge. ------Lucas: PK Freeze------ The icy projectile can freeze enemies. Try using it to stop anybody returning to the stage! ------Lucas: PK Thunder------ This move can help you return to the battle. Be careful, though, since the orb vanishes if it runs into solid ground. ------Lucas: PSI Magnet------ This move lets Lucas absorb energy-based projectiles and heal himself. It'll even slow his descent while airborne! After grabbing a projectile with this move, Lucas can roll backward. By releasing the button at the right time, you can also disrupt enemy attacks. ------Lucas: Rope Snake------ You can't grab and throw opponents in midair, but don't worry-this attack will still hurt them! ------Lucas: Up Smash Attack------ This attack will move upward when you use it. It's strongest if you catch an enemy with the start. Not even enemies hanging on an edge are safe! This attack has the greatest launching power of any move. However, it will leave you wide open after using it, and envious enemies may punish you for missing. ------Lucina: Critical Hit------ Lucina dashes forward and launches any foes in her path. It goes quite far if nothing gets in its way, so swing your sword before you go off-screen! ------Luigi: Green Missile------ This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases. This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful. ------Luigi: Luigi Cyclone------ Press the button repeatedly while using this attack to move upward. Use it to chase people or for recovery. If you land during Luigi Cyclone after using it in midair, you can slide left or right, leaving you much less vulnerable to attack. ------Mario: F.L.U.D.D.------ A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around. F.L.U.D.D. isn't just for pushing fighters-it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs. F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready! ------Marth: Dancing Blade------ Press down on the fourth swing to finish your combo with a powerful blow to your opponents feet! ------Mega Man: Back Air Attack------ Mega Man's back air attack is the multihitting Slash Claw. He obtained this special weapon by beating the boss Slash Man in Mega Man 7. ------Mega Man: Metal Blade------ The Metal Blade will deal more damage if you let it get stuck in a wall and then pick it up and use it as an item. Your foes can pick it up too, though! ------Mega Man: Strong Up Attack------ The start of this attack strongly launches foes straight upward. It leaves you quite open if you miss, but a clean hit can really turn things around! ------Meta Knight: Dimensional Cape------ While Meta Knight is invisible, he'll move in the direction you input. He won't move if you don't input a direction, which is useful as a feint. ------Meta Knight: Drill Rush------ While Meta Knight's rushing through the air like a drill, you can adjust his direction. ------Meta Knight: Shuttle Loop------ Meta Knight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes. This powerful attack is useful for pursuing enemies directly above you. However, you're vulnerable during the postmove descent. You can use the attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground. ------Mewtwo: Confusion------ This special grabbing move lets Mewtwo repel foes with telekinesis. It can also reflect enemy projectiles. ------Mewtwo: Front Air Attack------ This attack might be short range, but it's fast and has a lot of launch power. Use it while ascending to get the most out of it! ------Mewtwo: Shadow Ball------ Mewtwo won't automatically attack when this move is fully charged. You can press the shield button to cancel the move and keep the charge. ------Mewtwo: Side Smash Attack------ The shock wave does more damage at the very edges than at the core. Watch what you're doing, and try to attack with the edge of the wave. ------Mewtwo: Strong Down Attack------ You can change the direction you launch enemies in by hitting them with different parts of Mewtwo's tail. ------Mewtwo: Teleport------ If Mewtwo hits a platform while teleporting, it will slide across it. You can adjust it's destination with directional inputs. ------Mewtwo: Up Smash Attack------ This attack can strike an enemy multiple times if you can hit them at the right time. It's very difficult to escape this attack before it's over. ------Mii Brawler: Head-On Assault------ If you're facing an edge, you can grab it in the middle of this move-but it won't work if you're facing away from the edge. Careful, kiddo. This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it. ------Mii Brawler: Piston Punch------ This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents. ------Mii Brawler: Shot Put------ Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery. ------Mii Brawler: Soaring Axe Kick------ A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect. ------Mii Brawler: Up Smash Attack------ An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above. ------Mii Gunner: Arm Rocket------ This move fires a rocket jet from your arm cannon, carrying you upward. You can adjust the direction by pressing left or right just before liftoff. ------Mii Gunner: Charge Blast------ This move is super powerful when fully charged. If you use it in midair, it'll fire without charging at all. ------Mii Gunner: Echo Reflector------ This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before too! ------Mii Gunner: Flame Pillar------ If you make a pillar of fire on the ground, it'll deliver a single hit to those who come close, pushing them back. ------Mii Gunner: Laser Blaze------ This move fires a beam from your arm cannon. It won't make enemies flinch, but it can be fired repeatedly to build up damage. ------Mii Gunner: Stealth Burst------ Fires a stealth explosive forward that detonates when you release the button. Hold the button down to get more distance and power. ------Mii Swordfighter: Airborne Assault------ The Mii performs a somersault leap forward in a large arc. If it strikes foes, they will be blasted back and the user will jump upward. ------Mii Swordfighter: Blurring Blade------ A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance! ------Mii Swordfighter: Chakram------ Throws a ring-shapped projectile. If it hits the stage, it'll stick there. You can adjust the angle of the throw by pressing up or down. Perform this move like a smash attack to throw stronger and farther. If you perform it normally, the chakram will hover and hit multiple times. ------Mii Swordfighter: Gale Strike------ The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage. ------Mii Swordfighter: Power Thrust------ This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful. ------Mii Swordfighter: Reversal Slash------ A gust of wind from the Mii character's sword sends projectiles back the way they came. It can also flip opponents around if they get too close. ------Mii Swordfighter: Shuriken of Light------ The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch. ------Mii Swordfighter: Stone Scabbard------ A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect. At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform. ------Mr. Game & Watch: Chef------ Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself. ------Mr. Game & Watch: Oil Panic------ This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe. This will only absorb energy-based projectiles. It won't affect physical ones, like Link's arrows. The gauge doesn't reset when Mr. Game & Watch is KO'd. Try surprising enemies with a bucket full of boiling-hot oil as soon as you respawn. ------Ness: Backward Throw------ Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough! ------Ness: PK Fire------ If this attack connects, a big pillar of fire appears. "I feel the burn!" your foes will yell. ------Ness: PK Thunder------ Ness can hit himself with the ball of electricity to launch himself like a missile. If you're good with the angle, it can be used for recovery. Since you can move the attack yourself, you can stop enemies from recovering by moving it near and edge and waiting for them to climb up. ------Olimar: Blue Pikmin------ Throws performed with Blue Pikmin deal 1.6 times the standard damage. The rest of their abilities are average, with no real weaknesses. ------Olimar: End of Day------ When Olimar jumps into the S.S. Dolphin, nearby enemies will be buried. If the ship hit anyone while it's airborne, they'll be slammed to the ground. You can adjust the trajectory of the S.S. Dolphin as it comes back down. If you aim it well enough, you can even get it under floating platforms. ------Olimar: Pikmin Order------ Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off. If they're separated from Olimar for any length of time, the Pikmin will flicker and then disappear. If that happens, call them back with Pikmin Order. ------Olimar: Pikmin Throw------ The less damage an opponent has accumulated, the longer the Pikmin can hang on to it. Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off. ------Olimar: Pikmin's Stamina------ When separated from Olimar, Pikmin are very vulnerable to enemy attacks. ------Olimar: Yellow Pikmin------ Yellow Pikmin attacks have 1.25 times the reach of the other colors, but they do less damage. The Pikmin can't be killed by electric attacks. ------PAC-MAN: Bonus Fruit------ Oranges don't deal as much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them. PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance! PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands. PAC MAN's melon moves slowly through the air, making it difficult to hit opponents. But when it does hit home, it deals big damage. ------PAC-MAN: Fire Hydrant------ PAC-MAN places a fire hydrant on the ground. The water that it spurts will push fighters back. The water that sprays from the hydrant will even push PAC-MAN himself. You can use this to sneak up on a foe while charging an attack! If you drop a hydrant on a steep slope, it'll go tumblings down. The tumbling hydrant can deal damage to enemies it hits. ------PAC-MAN: Pac-Jump------ This move sets up a trampoline for PAC-MAN to jump on. If you jump on it repeatedly, you'll go higher with each bounce. ------Palutena: Celestial Firework------ This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents. ------Palutena: Heavenly Light------ Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its area of effect. This move damages anyone who touches the rays of light. It's not particularly powerful, but it can hit repeatedly. ------Palutena: Rocket Jump------ Palutena propels herself with an explosion at her feet, damaging enemies nearby. It's a little more powerful on the ground than in the air. ------Peach: Peach Parasol------ Press up and down to open and close your parasol and adjust your fall speed. ------Peach: Vegetable------ Rarely, Peach will pull up a Bob-omb or Mr. Saturn. How rarely? Well, you have a 1/250 chance of a Bob-omb and a 1/166 chance of a Mr. Saturn! Of the eight types, the wrinkle-faced vegetable is the strongest. If you throw it while tapping in a direction, it can do over 30% damage! ------Pikachu: Quick Attack------ Pikachu is vulnerable before landing after using Quick Attack in midair. However, if you direct the attack at the ground, the recovery time shortens a little. ------Pikachu: Thunder------ The bolt of lightning has a meteor effect. Use it after throwing a foe upward for a powerful combo. ------Pikachu: Thunder Jolt------ Pikachu's Thunder Jolt bounces along the surface of the stage. It can even attack foes who are hanging from edges. ------Pit: Guardian Orbitars------ If the shields take too much damage, they'll break. When that happens, it'll be 10 seconds before they can be used again. ------Pit: Palutena Bow------ Press up before firing to aim the arrow that way. Also, you can guide the arrow while it's in the air. ------Pit: Power of Flight------ Pit's wings glow and then send him flying in the direction you choose. This move travels a long way, making it an excellent recovery move. This move travels very far, making it great for recovering. However, what goes up must come down, so use it wisely. ------Pit: Upperdash Arm------ A dash forward followed by an uppercut. While Pit is dashing, the Upperdash Arm deflects projectiles! Cool! ------Pit vs. Dark Pit------ Pit and Dark Pit are similar in some ways, but they both summon different weapons and both celebrate victory to a different tune. ------R.O.B.: Arm Rotor------ The spinning arms can deflect enemy projectiles. Also, press the button repeatedly for a slightly longer attack! ------R.O.B.: Color Variations------ R.O.B.'s red-and-white second color is based on the Japan version of R.O.B. in fact, it's even his default color in the Japanese version of this game! ------R.O.B.: Robo Beam------ If the beam is fired at a low angle toward the terrain, it'll bounce once. If fired at a more extreme angle, the beam will disappear. After charging, R.O.B. fires a beam from his eyes. The red light on his head shows the charge level. The beam will constantly charge while it's not in use, reaching three levels of power. R.O.B. starts each battle at the second charge level. ------R.O.B.: Robo Burner------ R.O.B. will use his burner to fly up. Don't jump-just press the special-move button repeatedly to save fuel and let yourself fly longer. The Robo Burner won't recharge while R.O.B. is hanging from an edge. You'll need to spend some time on the ground to make sure you're fueled! Even if you stop midflight or attack, you can still use Robo Burner as long as it has fuel. Good for chasing foes off the edge to finish them! ------Robin: Levin Sword------ When you've used up the Levin Sword, perform smash attacks with the Bronze Sword to reduce the time until you can use the Levin Sword again. ------Robin: Reaching Arcfire's Limits------ Arcfire can be used up to six times in a row. Once it's used up, it'll be about 12 seconds before you can use the move again. ------Robin: Reaching Nosferatu's Limits------ Nosferatu is a useful technique that can recover health, but it can only be used four times in a row and takes up to 40 seconds to recharge. ------Robin: Regenerating Tomes and Swords------ If you've used up a tome or your Levin Sword, try KO'ing some opponents. That'll shorten the time you have to wait to use them again. ------Robin: Thunder------ When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once. ------Robin: Tome------ Robin's flurry attack uses the same tome as Elwind. If you use it up with the flurry attack, you won't be able to use Elwind for recovery! ------Rosalina: Controlling Luma------ You can attack with Luma even when Rosalina can't move, but you won't be able to while grabbed or right after being launched. ------Rosalina: Luma Shot------ This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther. ------Rosalina & Luma: Luma's Color------ Lumas come in various colors, but their abilities are identical. The six colors you can get are yellow, red, green, blue, cream, and Polari. ------Rosalina & Luma: Power Star------ This Final Smash creates a gigantic Power Star, which fires shooting stars and then explodes. Throw foes into the explosion for big damage! ------Rosalina & Luma: Side Smash Attack------ When Luma is behind Rosalina, this attack won't send him charging as far forward as usual. Better keep that in mind while aiming! ------Roy: Blazer------ Roy can lash out in the opposite direction with this move if you quickly tap backward before he begins his ascent. ------Roy: Counter------ The move is a little slow to start and only lasts a short while, but if used successfully on an incoming attack, it can deal 1.35x damage back at the enemy. ------Roy: Down Air Attack------ If you hit the foe with the full blade, this move had a meteor effect. It's powerful straight down, but aim carefully, because it lacks horizontal range. ------Roy: Downward Throw------ Enemies thrown down by this move will bounce and then momentarily float in front of Roy. That's a good time for a follow-up attack! ------Roy: Flare Blade------ As you hold down the button, the attack gradually grows in strength. It's unleashed when you let go of the button or when the move is fully charged. ------Roy: Standard Air Attack------ Roy performs a double sword slash in midair. This attack's speed makes it ideal for disrupting enemy attacks and getting in close. ------Roy: Standard Attack------ A backhanded, upward sword slash. Unlike most standard attacks, it doesn't include any follow-ups, but it has speed and power to make up for it. ------Roy: Strong Down Attack------ This fast, crouching sword strike has low power, but it turns Roy into a small target. It's great for disrupting enemy attacks. ------Roy: Up Smash Attack------ Roy's up smash, Flame Sword, is an upward jab of his fiery blade. His sword arm is invulnerable during this, making the move good against air attacks. ------Ryu: Down Air Attack------ This is the only attack in Ryu's arsenal that has a meteor effect. If it hits, your victim will fly diagonally downward. ------Ryu: Focus Attack------ Hitting an opponent with the fully charged version of this move will make them slowly crumple. Time for a follow-up attack! Ryu can take one hit while readying for this move. This is true until right before he attacks, even when charging the move to maximum power. ------Ryu: Front Air Attack------ Hitting an enemy with Ryu's foot has higher launch power, while his upper leg is perfect for shield breaking. It's a good move for combos. ------Ryu: Hadoken------ Input the commands from the original series to increase the Hadoken's power. Use it in midair to make Ryu glide slightly. Input back, down-back, down, down-forward, forward to unleash a fiery Shakunetsu Hadoken that can deal multiple hits. Quickly input down, down-forward, forward for 1.25x power. You might have to practice a bit to figure out how to do a Hadoken. ------Ryu: Shoryuken------ Input forward, down-forward for 1.2x attack power. Think you can pull it off? SURE YOU CAN! When you enter the original commands, Ryu is momentarily invincible, the move is stronger and looks different...and his shout even changes! Input the commands from the original series to become invincible until the move is complete. The move needs no recovery time after landing. ------Ryu: Side Smash Attack------ Ryu steps forward and unleashes his Joudan Sokutogeri. The tip of his foot is the strongest part, but it won't hit a small crouching enemy. ------Ryu: Strong Down Attack------ Hold down the attack button while crouching to use this move. You can cancel it into a special even if the foe is shielding, but only if you hit. ------Ryu: Strong Down Attack (Strong)------ You might have seen this kick in the original games. Just like in those, you can cancel the move after striking by going straight into a special. ------Ryu: Strong Down Attack (Weak)------ Use this attack by crouching and tapping the attack button. If you hit a downed opponent with it, you'll knock them back to their feet. ------Ryu: Tatsumaki Senpukyaku------ Input the commands from the original series to power up the attack. One thing to remember: you can't use it repeatedly in midair. Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovery. ------Ryu: Up Air Attack------ This uppercut hits they enemy twice and has a deceptively large range. It's fairly easy to hit enemies directly above you. ------Samus: Missile------ Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile! ------Samus: Standard Attack------ Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee. ------Sheik: Bouncing Fish------ Press the button again to make Sheik use the axe kick faster. Use it again right after the first kick hit, and you won't freeze up when you land. ------Sheik: Burst Grenade------ Hold the special-move button to throw the grenade farther. It doesn't move much once it lands, but it can travel three times as far in the air. ------Shulk: Chain Attack------ There are two variations on this attack, depending on whether Shulk calls for Dunban or Riki. They don't change anything but the lines spoken, though. ------Shulk: Monado Arts------ In Speed mode, you'll sacrifice damage and jump height in order to move faster. ------Shulk: Monado Arts------ Shulk can switch between Monado Arts even while being launched. If you get launched off a cliff, switching to Jump mode might save you! In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself. ------Sonic: Spin Dash------ You can jump and move left and right in the air while charging this move. It's a good way to evade attacks while charging! If this move isn't fully charged yet, you can cancel the charge by pressing the shield button. Use this to fake out your opponents. ------Toon Link: Hero's Shield------ Toon Link's shield blocks lower down than Link's and can better cover his smaller body. However, he can't guard while moving faster than a walk. ------Villager: Balloon Trip------ Your balloons can be popped if hit. If you lose one, you'll lose lift. If you lose both, down you go! ------Villager: Down Air Attack------ One to three turnips will appear. More turnips means more damage. Three has a meteor effect. ------Villager: Lloid Rocket------ The Lloid Rocket is more powerful when you're riding it, but you can bail at any time just by pressing the button. ------Villager: Pocket------ The Villager uses this move to put items or incoming projectiles into his pocket. Then he can press the button again to take them out. ------Villager: Side Smash Attack------ If you stand next to a cliff above your opponent, you can use this smash attack to drop a bowling ball on them from above like a projectile. ------Villager: Timber------ If the felled tree hits an opponent, it deals some serious damage. The pieces of wood that pop out as it falls can be thrown at projectiles, too. The Villager can move sideways while using the watering can. It's also possible to water and chop down trees planted by other Villagers. The axe is surprisingly powerful! You can swing it at your rivals as long as the tree is standing. ------Wario: Chomp------ Can be used to bite opponents or eat items. If he eats food, it'll restore more health than usual. ------Wario: Taunt------ Leave it to Wario to taunt while riding a motorcycle. Don't try this at home! Or anywhere else! Not safe! ------Wii Fit Trainer: Deep Breathing------ If you press the button again just as the outer circle meets the red inner circle, you'll boost your attack and launching power for a while. ------Wii Fit Trainer: Header------ The ball's trajectory depends on when you press the button again. You can also attack with the headbutt directly, which has a meteor effect. Shield before hitting the ball to cancel your serve and let the ball fall, dejected, to the ground. ------Wii Fit Trainer: Standard Attack------ If you land three standard attacks in a row, you'll bury your opponents in the ground for a time. ------Wii Fir Trainer: Sun Salutation------ Fully charge the attack before striking to recover a bit of health. Talk about flexible! ------Yoshi: Egg Lay------ This move grabs opponents with Yoshi's tongue and traps then in an egg. They'll take less damage while trapped, but you can hit them all you like! The move damage Yoshi's foes have accumulated, the longer they'll be stuck as an egg. They can escape faster by wiggling around. ------Yoshi: Egg Roll------ You can start this move in the air, but you won't deal any damage until you hit the ground. ------Yoshi: Front Air Attack------ Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they'll fly down with a meteor effect. ------Yoshi: Midair Jump------ Yoshi's midair jump won't stop if a foe attacks him in the middle of it. This is key to recovering for him, since his up special doesn't travel far. ------Yoshi: Yoshi Bomb------ Yoshi Bomb is great for breaking shields. Start off with multiple standard attacks, and then use Yoshi Bomb to finish that shield off. The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground. ------Zelda: Farore's Wind------ If you direct the move downward while standing on the ground, you'll reappear in the same place. It can really throw your opponent for a loop. ------Zelda: Nayru's Love------ This move summons a magical barrier that reflects enemy projectiles. It's not just for defense, either-it also deals direct damage! ------Zelda: Phantom Slash------ If the Phantom takes 13% or damage or more, he'll be destroyed. After that, you'll have to wait ten seconds before summoning him again. ------Zero Suit Samus: Down Air Attack------ This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her. ------Zero Suit Samus: Down Smash Attack------ This attack fires Zero Suit Samus's Paralyzer diagonally down. It's victims will be stunned for a moment, leaving them open to another attack! ------Zero Suit Samus: Flip Jump------ Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect too. ------Zero Suit Samus: Plasma Whip------ This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Opponents struck by the very tip of it will be blasted away. ============================================================================== ----------------------------------Game Modes----------------------------[SEC5] ============================================================================== ------8-Player Smash Stages------ The fire marshal says you can't play every stage in 8-Player Smash. However, there are more stages available for 5 to 6 players than for 7 to 8. ------amiibo: Lots of Potential------ When an amiibo starts out, its attack and defense will be weaker than the average fighter's. With training and levels, however, it'll surpass them all! ------amiibo: Training in Battle------ Your amiibo fighters can even take part in Special Smashes or 8-Player Smashes. Don't worry; they still gain experience and level up while playing around. ------amiibo: Training Tip------ An amiibo will grow more quickly if it battles on a different Wii U than its owner's. Sounds like it's time for a traveling training montage! ------amiibo: Work Up an Appetite------ After growing a lot by eating equipment, amiibo fighters will be stuffed. They'll have to build up an appetite by fighting before they can eat anymore. ------Classic: Custom Fighters------ As the rounds continue, customized fighters will join the fray, sporting costumes other than the default and using custom special moves in battle. ------Classic: Moving as a Pair------ Teamwork is critical in Classic mode with two players. The team trophy is controlled by both players at the same time. No fighting, you two! ------Classic: Teaming Up------ You choose your partners in team battles out of the fighters you've KO'd previously. If you want a fighter on your side, beat them early on! ------Copying Customized Characters------ When copying custom fighters between Wii U and Nintendo 3DS, you can't copy fighters that were already copied over from another system. ------Events: Difficulty------ Each event can be played on easy, normal, or hard, but you can unlock all of the events by playing on whichever difficulty you prefer. ------Events: Earning Rewards------ Each event has its own conditions in order to earn a reward. The more difficult the mission, the better the reward for completing it! ------Events: Rewarding Routes------ Sometimes there are rewards in the spaces between events. Collect these rewards by unlocking routes that lead through them. ------Items on Floating Platforms------ In Multi-Man Smash, items occasionally float by on a platform. These aren't random-the same items will appear at the same time in every battle. ------Special Orders: Crazy Orders------ Clear several tickets in a row to build up your reward, and then confront Crazy Hand. Win and get the pile of goodies. Lose and go home with little. ------Special Orders: Crazy Orders Entry Fee------ Playing Crazy Orders will cost you 5000G...unless you have a Crazy Orders Pass, in which case you can get in for free! ------Special Orders: Healing in Crazy Orders------ Each time you beat a ticket, some of your damage will heal. However, you'll heal the same amount no matter what difficulty you're playing at. ------Special Orders: Master Orders------ In this mode, you select one of three challenges with different opponents and rules. A quick dose of gameplay with a reward for beating it! ------Special Orders: Treasure Chests in Crazy Orders------ Sometimes attacking Crazy Hand will make him drop treasure chests. The more tickets you've gathered, the more treasure chests will slip from his fingers. ------Special Orders: Stadium Game Tickets------ Some tickets require you to play Target Blast or the Home-Run Contest. You'll need to earn a certain score in order to clear these tickets. ------Special Orders: When Master Hand Joins in------ Clear enough tickets, and Master Hand will join Crazy Hand in battle. Clear even more tickets, and Master Hand will be powered up for the fight! ------Stage Builder: Grid Display------ Pressing the X Button will display a grid pattern on the screen. This really helps in creating level terrain or adjusting sizes. ------Training: An Easy Combo------ Want to get a massive combo in Training mode? You could always put a bunch of smart bombs around the CPU fighter and set them off. ------Trophy Rush: Cannon------ One of these will appear, and 3.5 seconds later, it'll blast fire out of the holes. Destroy it or knock it off the platform before this happens! ------Trophy Rush: Chains------ Destroy multiple blocks in quick succession to earn a bonus to your score and Fever Gauge. The longer the chain, the bigger the bonus! ------Trophy Rush: Light Blocks------ Wooden blocks and reward blocks are easy to break. They also start chain reactions, so it's faster to build a chain with these than with stone blocks. ------Trophy Rush: Lightning Ball------ If you stay in the same place for too long, a ball of electricity will drop toward you. It'll hurt a lot and launch you, so watch for the warning! ------Trophy Rush: Timed Bombs------ Your normal attacks won't break these. They blow up four seconds after appearing, and their explosion can launch you if you aren't careful! ============================================================================== ------------------------------------Items-------------------------------[SEC6] ============================================================================== ------Assist Trophy: Chain Chomp------ If a Chain Chomp fall of the stage, it'll just jump right back up! A Chain Chomp's chomp will deal more damage than just touching one. Be careful, though-even chained up, they've got long range. ------Assist Trophy: Dark Samus------ Dark Samus can be defeated by dealing enough damage. However, anyone who gets too close to her may receive a burst of Phazon energy. ------Assist Trophy: Dillon------ Watch out! This armadillo will attack without fear. His Arma-Charge is super powerful, so get to dodging if you see him spinning up! ------Assist Trophy: Dr. Kawashima------ Numbers will fly in from off the screen. Attack them to make them change direction. ------Assist Trophy: Elec Man------ Elec Man will move swiftly across the stage, firing Thunder Beam at fighters. A hit from this attack will leave a fighter stunned for a time. Attacking Elec Man will make him flinch, but you'll have to launch him off the screen if you want to stop his lightning attacks. ------Assist Trophy: Ghirahim------ Ghirahim will use a dash attack at foes straight ahead. He moves swiftly- making it hard to dodge-and strikes hard enough to launch you. ------Assist Trophy: Ghosts------ Blinky will always take the quickest route to a foe. Inky, meanwhile, prefers to move randomly in a direction opposite the foe. ------Assist Trophy: Hammer Bro------ The Hammer Bro won't move from side to side, so you'll be safe as long as you stay out of range. ------Assist Trophy: Isabelle------ Isabelle cares how the fight is going! If the fighter who summoned her gets a KO, she'll be happy! She'll flinch if the fighters get close. ------Assist Trophy: Lakitu------ Lakitu's Spiny Eggs will have a meteor effect on anyone they hit. Lakitu is perfect for stages that have small platforms. ------Assist Trophy: Lyn------ Lyn is a swordfighter who has perfected her Quick Draw. After she has drawn her sword, she'll attack the nearest opponent. ------Assist Trophy: Magnus------ If Magnus's verticle strike hits a player grabbing an edge, it'll launch them straight down. Best not hang from edges when he's on the prowl... ------Assist Trophy: Mother Brain------ Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy based, so they can be absorbed or reflected. ------Assist Trophy: Nightmare------ When Nightmare has changed from his Power Orb to his true form, the screen will go completely black, obscuring the stage. ------Assist Trophy: Phosphora------ Phosphora will teleport around the stage, dodging attacks and shooting lightning at everyone not fortunate enough to have summoned her. ------Assist Trophy: Saki Amamiya------
Depending on the location of his target, Saki may shoot or slash with his weapon. The slash is very powerful at close range, so watch out! ------Assist Trophy: Sheriff------ Sheriff fires high-speed, powerful shots at fighters. These shots can be reflected, but absorbing them is not an option. ------Assist Trophy: Skull Kid------ Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down. Skull Kid calls on a variety of mystical powers when he appears in the battle. Unfortunately, these powers affect whoever summoned him too! ------Assist Trophy: Starman------ If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy too. ------Assist Trophy: Tingle------ Sometimes, Tingle will throw banana peels, making anyone on the ground nearby trip-even the player who summoned him! Tingle, Tingle! Kooloo-Limpah! Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield! ------Beehive------ Throw this item at an enemy, and the bees will swarm around them, dealing damage over time. Bees laugh at shieldds and attack right through them. Jerks. ------Boomerang------ If you time it right and catch this on the way back, it'll deal more damage next time you throw it. ------Boss Galaga------ If you get caught up in Boss Galaga's tractor beam, you'll be pulled right up off the stage. Wiggle back and forth quickly to escape! ------Cucco------ Don't attack the poor Cucco! No really, don't do that, or it'll call its whole flock. If that happens, try to get other fighters mixed up in the mayhem. ------Grass------ If you see some grass growing out of the stage, walk over and pluck it to get a random item. You can only pluck it while you're on the ground. ------Hocotate Bomb------ The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is iummune. ------Killer Eye------ Once activated, this eye repeatedly fires shorts, speeding up if it sees a foe. Attack it to make it change direction, though it might fall over instead. ------Lip's Stick------ If you're hit by one of these, a flower blooms on your head and slowly does damage. It's so pretty, it's a shame it hurts... Using Lip's Stick to damage a foe will make a flower bloom. The flower grows as you continue to deal damage. ------Pokemon: Dedenne------ Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits. ------Pokemon: Electrode------ Right before an Electrode explodes, its body goes red and shrinks. That's when you can grab it and throw it at your opponents! ------Pokemon: Fletchling------ Once Fletchling settles on a target, it can be a real pest. Strike while your foes are distracted by this little Pokemon's attacks! ------Pokemon: Giratina------ Giratina launches a massive gust of wind that hits multiple times. Be careful- this move is tough to avoid and can send you off the screen. ------Pokemon: Goldeen------ If damage was dealt from enthusiasm, then Goldeen would KO everyone with Splash. But it isn't. Not even when Goldeen comes from a Master Ball. ------Pokemon: Keldeo------ When it uses Secret Sword, it will rush up to a fighter and deliver a powerful, wide-range slash attack with it's extended horn. ------Pokemon: Kyogre------ Hydro Pump pushes fighters off the stage. It's very difficult to escape the power of this current. ------Pokemon: Kyurem------ Icy Wind freezes fighters in just one hit. Not only does the attack have a wide range, but Kyurem can keep it going for a long time. ------Pokemon: Lugia------ Lugia will launch Aeroblast, a wide-range attack, from the back of the stage. This attack can't be blocked-do all you can to get clear! ------Pokemon: Meowth------ Meowth can use Pay Day to throw coins at enemy fighters. They don't do much damage, but the attack has a wide range. ------Pokemon: Oshawott------ Surf sweeps up anybody in its path-adjust your aim to catch fighters who try to get out of the way! ------Pokemon: Spewpa------ If attacked, it'll react with a blast of Stun Spore, so...you leave Spewpa alone, Spewpa leaves you alone. ------Pokemon: Staryu------ Staryu will pursue a target and shoot stars at high speed. For fighters with projectile-absorbing moves, this is like an early birthday present! ------Pokemon: Suicune------ Getting hit by Aurora Beam will give you a chhance to cool off. Literally. Even touching Suicune right when it appears will freeze you. ------Pokemon: Zoroark------ It's Fury Swipes attack smacks its victim down hard. Wait for them to hit the ground-that's your chance to deliver a follow-up attack. ------Rocket Belt------ Hold a jump button while wearing this item, and it will send you soaring skyward. This makes recovering easy for even the least agile of fighters. ------Sandbag------ Sandbag takes damage just like a fighter. The more if takes, the easier it is to launch. ------Screw Attack------ You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos. ------Steel Diver------ This submarine-shaped weapon fires small torpedoes that start slow and then speed up and zoom off. They explode when they hit a foe. ------Super Leaf------ While you're all tailed up, hold a jump button to float in the air. This can be useful for heavy fighters or those that aren't great at recovering. ============================================================================== ----------------------------Original Games/Settings---------------------[SEC7] ============================================================================== ------A Bowser Imposter?!------ In Super Mario Bros.: The Lost Levels, Mario fights a blue fake Bowser before the real thing. That blue fake is his eighth color in this game! ------A Familiar Face------ In Punch-Out!!, released for the NES in 1987, the referee was none other than Mario! His outfit was a bit different, but he still wore his trademark cap. ------An Exclusive Release------ In Japan, the Famicom version of Punch-Out!! was initially distributed as a prize in a tournament. It wasn't released to the public until later on. ------Battlefield------ The Battlefield playform layout has been around since Dream Land in the original Super Smash Bros. It was first named Battlefield in Melee. ------Captain Falcon's Machine------ The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash! ------Diddy Kong's Origins------ The small and agile Diddy Kong first appeared in the SNES title Donkey Kong Country in 1994, where he was a valuable partner to DK. ------Donkey Kong's Origins------ Donkey Kong, the arcade classic, was released in 1981. In that game, Mario's girlfriend was kidnapped and Donkey Kong tried to stop Mario from rescuing her. ------Dr. Mario's Origins------ Dr. Mario made his debut in 1990 in the puzzle game of the same name. He was developing vitamins to combat some nasty viruses. ------Duck Hunt's Sales------ The game Duck Hunt sold over 28 million copies worldwide. A big contribution to this was it's inclusion as a pack-in title with the NES console. ------Duck Hunt's Origins------ Duck Hunt was released in 1985 for the NES, but did you know Nintendo released another toy in Japan with the same title in the '70s? ------Fox's Origins------ Fox made his debut in 1993, in the SNES game Star Fox. In his fighter craft, the Arwing, he fought to take down the evil scientist Andross. ------Greninja's Origins------ Greninja, the final form of Froakie, made its debut in 2013's Pokemon X and Pokemon Y. What looks like a scarf is actually its tongue! ------Homesickness------ In Earthbound, Ness occasionally gets homesick, which weakens him in battle. This can be cured by his going home or by just phoning him mom! ------Iggy's Origins------ Trickster Iggy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. Fun fact: He's the only nearsighted Koopaling! ------Jigglypuff's Origins------ Jigglypuff has been singing its opponents to sleep in North America since its debut in the 1998 Game Boy games Pokemon Red and Blue. ------King Dedede's Origins------ King Dedede debuted alongside Kirby in the 1992 title Kirby's Dream Land. He's a big eater who wants all the food in dreamland for himself! ------Kirby's Copy Abilities------ Kirby hasn't always been able to copy the abilities of the enemies he inhaled. That power debuted in his second title, Kirby's Adventure. ------Kirby's Origins------ Kirby made his debut in 1992 in Kirby's Dream Land for the Game Boy. The goal of his journey was to recover stolen food from King Dedede. ------Lemmy's Origins------ Lemmy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. He's the smallest and quickest of the Koopalings. ------Lucina's Origins------ Lucina made her debut with the 2013 release of Fire Emblem Awakening. At first, she went by Marth, but she later revealed her true identity. ------Ludwig's Origins------ Ludwig Von Koopa first appeared in Super Mario Bros. 3, released in North America in 1990. You could call him the brains of the Koopalings. ------Mario's Loyal Ally------ Yoshi made his debut in Super Mario World, where he was trapped inside an egg by Bowser and freed by Mario. ------Marth's Origins------ Marth debuted in the first Fire Emblem game in 1990, but that game wasn't released in North America until the Nintendo DS remake in 2009. ------Mega Man: Down Smash Attack------ Mega Man's down smash is Flame Blast, which creates twin pillars of fire from his hands. He got this special weapon from Flame Man in Mega Man 6. ------Mega Man: Down Special 2------ Mega Man's second down special, Skull Barrier, protects him with rotating skulls. It's the special weapon of Mega Man 4 boss Skull Man. ------Mega Man: Side Smash Attack------ Mega Man's side smash is the Charge Shot, an attack he gained in Mega Man 4 that lets his Mega Buster build up energy before firing. ------Mega Man: Standard Special------ Mega Man's standard special Metal Blade can throw circular saws in any of eight directions. It was the special weapon of Metal Man in Mega Man 2. ------Mega Man: Standard Special 2------ Mega Man's second standard special is Hyper Bomb, which throws a large bomb. It was Bomb Man's special weapon in the first Mega Man game. ------Morton's Origins------ Morton Koopa Jr.'s debut was in Super Mario Bros. 3, released in North America in 1990. As the largest of the Koopalings, he's proudly more brawn than brains. ------Ness's Psychic Powers------ Ness always had a variety of psychic powers, but he couldn't actually use PK Fire or PK Thunder in EarthBound. His friend Paula could, though. ------No Goombas?------ Super Mario World doesn't feature any normal Goombas. The ones that do appear are actually a different species, now known as Galoombas. ------PAC-MAN's Origins------ PAC-MAN made his debut in 1980. His debut title was later recognized by Guinness World Records as the "Most Successful Coin-Operated Arcade Game." ------Pit and the Hammer------ When Pit grabs a Hammer, he swings it from the wrist, with only two frames of movement-just like how he used the mallets in the original Kid Icarus! ------Princess of the Mushroom Kingdom------ Peach first appeared in Super Mario Bros., where she was known as Princess Toadstool. This was also the first of her many run-ins with Bowser... ------R.O.B.'s Origins------ R.O.B. made his debut in 1985 as a peripheral for the NES. The ability to move a real robot using in-game actions made a splash with media and gamers alike. ------Robin: Nosferatu------ In Fire Emblem Awakening, Robin wasn't able to use Nosferatu in his or her base class of Tactician-only by reclassing into a Dark Mage. ------Robin's Origins------ Robin debuted in Fire Emblem Awakening, a 2013 release in North America. As the customizable avatar of the player, he or she fought alongside Chrom. ------Rosalina & Luma's Origins------ Rosalina and Luma made their debut in the 2007 title Super Mario Galaxy. Rosalina is a mysterious galactic traveler, and the Lumas are her companions. ------Roy's Origins------ Roy Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. If you see a big Koopaling wearing pink shades, that's him. ------Sheik's Origins------ Sheik first appeared in the 1998 N64 title The Legend of Zelda: Ocarina of Time. Her true identity is Ze- I won't spoil it for you. ------Shulk's Origins------ Shulk made his debut in North American with the 2012 release of Xenoblade Chronicles. A budding scientist, this young man has a kind and curious heart. ------Stage: Gamer------ 9-Volt's mother, who appears int he Gamer stage, is named 5-Volt. Just like in Game & Wario, you have to make sure she doesn't catch you playing. ------The Golden Hammer's Origins------ The Golden Hammer item is from Wrecking Crew on the NES, as is the stand it appears on. Even its music is taken straight from the original game! ------Villager's Origins------ The Villager debuted in 2002 in Animal Crossing, a game in which players could enjoy a peaceful village life with a variety of animal neighbors. ------Villager: Up Special------ The Villager's up special Balloon Trip is named after a mode from the NES game Balloon Fight. ------Wario's Origins------ Wario made his debut in 1992 as the villain of Super Mario Land 2: 6 Golden Coins, where he stole a castle from Mario. ------Zelda's Origins------ Zelda first appeared in the 1987 NES title The Legend of Zelda. In that title, the evil Ganon kidnaps her and steals the Triforce of Power. ------Zero Suit Samus's Origins------ Samus first donned her blue Zero Suit in the 2004 title Metroid: Zero Mission. ============================================================================== ------------------------------------Other-------------------------------[SEC8] ============================================================================== ------Bonus Effects------ You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger. ------Catching Items------ You can catch items thrown at you by pressing the attack button at just the right time. ------Crouching's Defensive Value------ Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won't help at all-but it looks pretty hilarious. ------Crouch Walking------ Some fighters can move while crouched if you input diagonally down to the left or right. ------Dangerous Shielding------ If your shield breaks near an edge, a foe could casually push you off the stage while laughing. Be careful where you use your shield! ------Deadly Blow------ A red and black flash of lightning when an attack lands means that the victim has been hit with enough force to launch them off the screen. ------Directional Taunts------ Some taunts are different depending on which way the fighter is facing. Captain Falcon's down taunt and Rosalina & Luma's side taunt are examples. ------Edge-Grabbing Invincibility------ When you grab an edge, your fighter flashes and becomes briefly invincible. This won't happen if you grab an edge again before touching the ground. ------Equipment Types------ Equipment that increases speed will also decrease your attack. Best for a nimble fighter who wants to press the attack! ------Footstoll Jump------ You can jump on opponents' heads and use them as a springboard. If they're airborn, they'll fall down too. ------Hitstun Shuffling------ If you input in a direction while taking damage, you'll shift slightly in that direction. ------Interacting with Equipment------ Using equipment that raises attack will lower defense at the same time. You know what they say-the best defense is a good offense! ------Launch-Trail Colors (Team Battle)------ In team battles, the trail that follows you when you're launched hard matches the color of the team that they player who launched you belongs to. ------Magnifying-Glass Damage------ When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger! ------Reversing Side Specials------ Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too. ------Shieldstun Shuffling------ Angling to one side or the other while blocking with your shield will move it very slightly in that direction. ------Shifting your Shield------ You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield. ------Smash Taunts on Orbital Gate Assault (Special Version)------ If all players press the ZR Button (or equivalent) when choosing this stage, you'll see a special Smash Taunt...as long as Fox and Falco aren't in play. ------Smash Taunts on Palutena's Temple------ In the Palutena's Temple stage, you can trigger a special Smash Taunt if you use Pit's down taunt for a brief instant. It'll only work once per battle. ------Smash Throw------ When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way. ------Stale Moves------ Using the same attack constantly will decrease it's power. Add a little variety to your fighting to spice up your game! ------The Three Fastest Fighters------ #1 is Sonic, #2 is Captain Falcon, and #3 is Little Mac. In Super Smash Bros. Brawl, Fox was #3, but Little Mac is just too light on his feet. ------The Three Fastest Walkers------ Marth and Lucina are tied for #1, with Fox at #3. Walking doesn't leave you as open as running; patience can be a virtue in battle! ------The Three Heaviest Fighters------ #1 is Bowser, #2 is Donkey Kong, and #3 is King Dedede. The heavier the fighter is, the stronger their attacks are and the harder they are to launch. ------Throwing Items------ Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction. ------Turning and Grabbing------ If you turn around while running and then grab, your grabbing range will be longer than usual. ------Types of Equipment------ Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type. ------When Two Attacks Don't Meet------ When two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled. Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air! ------While Shielding------ You can't walk or attack while shielding, but you can jump. Do an up attack before leaving the ground to immediately strike out of your shield! ============================================================================== ----------------------------------Smash Tour----------------------------[SEC9] ============================================================================== ------300% Smash------ Starting at 300% damage means even the smallest mistake may be your last. Don't get careless! ------Bonuses: Booby Prize------ If a player has two fewer fighters than everyone else, they'll get this bonus: an extra fighter for free! This fighter could turn the tide in their favor. ------Bonuses: Distance Traveled------ This bonus is awarded just for moving; that means everyone gets it! Your speed stat will improve based on how many spaces you moved. ------Bonuses: Times Launched------ Players who got launched five or more times on the board will recieve this bonus. It'll boost your Jump stat based on how many times you got launched. ------Bonuses: Trophies Used------ This bonus is based on the number of Tour Items you've used and boosts your Arms stat. Traps are counted based on how many times they were activated. ------Boss Battle------ A chaotic Smash with a powerful foe dropping in to join the fun. The winner is whoever deals the final blow to this rude intruder! ------Checkpoint Bonus------ Pass through all five checkpoints to boost your stats. The higher they already are, the more they'll be boosted. ------Explosive Smash------ A battle filled only with items that can explode. Just...be careful around those chain reactions-friendly fire is decidedly unfriendly. ------Fighter Spaces------ Spaces where someone's picked up a fighter will turn white. As the turns pass, they'll slowly return to green and fighters might appear there again. ------Glorious Smash------ With no items available, this is a real test of skill. Rise to the challenge, and show off the powerful stats you've acquired! ------Home-Run Contest------ A test of batting skill in which each player sends Sandbag flying as far as they can. The highest score will determine the winner. ------Obtaining Fighters------ You can pick up fighters just by passing over the spaces they're resting on. Whoever gets the most has a clear advantage in the final battle! ------Pokemon Smash------ A battle rife with Poke Balls and Master Balls, hosted on a Pokemon stage. If you are playing as a Pokemon fighter, then theme is complete! ------Smash------ A standard Smash battle. Items will appear at a normal rate, and most of them can show up. You definitely won't see any Special Flags, though. ------Stat Boost Spaces------ These spaces can boost, lower, shuffle, or swap your stats. As the final battle nears, the effects of these squares increase. ------Tour Item: Back Shield------ Start the battle with a Back Shield by using this Tour Item. You'll be giving an enemy's blows the cold shoulder with this attack-blocking device. ------Tour Item: Black Knight------ Select this for a battle, and it may occasionally aid your smash attack. Instead of a regular old smash, you'll unleash a one-hit KO! ------Tour Item: Bob-omb------ Begin the battle with a Bob-omb by using this Tour Item. Remember though, that hissing sound is the fuse; you shouldn't hold it for too long! ------Tour Item: Boo------ This Tour Item turns your fighter invisible. You'll still leave a telltale trail of dust when you run, though. Carefully walk in order to sneak up on foes. ------Tour Item: Daisy (Baseball)------ This Tour Item lets you automatically catch items just by being near them. Perfect for snapping up that Heart Container in the middle of the fray. ------Tour Item: Dillon------ This Tour Item launches opponents you bump into, sending them to a different space. It can also knock their fighters free, scattering them on the board. ------Tour Item: Dixie Kong------ This Tour Item gives the player who uses it an extra midair jump. Great for making sure you can recover safely. ------Tour Item: Doc Louis------ This Tour Item multiplies the effects of any stat boosts you pick up by 1.5. Use it when there are lots of useful stat boosts nearby! ------Tour Item: Energy Tank------ This tour item automatically heals 50% of your damage as soon as it exceeds 100%. Try not to get KO'd before you've healed up. ------Tour Item: Great Fox------ This Tour Item warps you to a checkpoint you haven't visited yet. If you haven't got many left, it's easier to predict where it will take you. ------Tour Item: Latias & Latios------ This Tour Item turns a regular battle into a team battle. The player who used it gets to choose who they partner up with. ------Tour Item: Ore Club------ Begin the battle with an Ore Club in hand by using this Tour Item. Swing it, throw it, or charge up and send a whirlwind flying. ------Tour Item: Plasm Wraith------ This Tour Item causes your shield to heal you when it's struck. This doesn't mean your shield can't be broken though; darn you, Mr. Saturn. ------Tour Item: Poison Mushroom------ Use this Tour Item to shrink a foe at the start of the battle. It'll be harder to hit them, but the small size makes them easily launchable. ------Tour Item: Resetti------ This Tour Item will cause one opponent to lose the bonuses from their stat boosts for one battle. Use it near the endgame for maximum effect. ------Tour Item: Rocket Belt------ This Tour Item lets you throw on a Rocket Belt at the start of the fight. For fighters who can't recover well, this is a must-have. ------Tour Item: Tetra------ This Tour Item can steal your rivals' fighters for you. It'll activate when a foe passes the space you placed it on. ------Tour Item: Tingle------ This Tour Item shuffles everyone's fighters around. Someone else just collected your most favoritest fighter? Time to shuffle the deck! ------Tour Item: Zinger------ This Tour Item sets a trap that will fling an unfortunate foe following in your footsteps. A fond farewell to that fellow. ============================================================================== ------------------------------------Stages-----------------------------[SEC10] ============================================================================== ------75m------ Watch out when Donkey Kong steps forward. Jacks will come flying from the left, which can hit multiple times and launch you off the screen. ------Big Battlefield------ This stage is simply a bigger version of Battlefield. With six platforms, it's perfect for 8-Player Smash. It's Omega Form is identical to the regular Battlefield's. ------Boxing Ring: Smash Bros. Version------ When selecting the Boxing Ring stage, hold the ZL Button while pressing the A Button (on the Wii U GamePad) to make sure it's the Smash Bros. version. ------Bridge of Eldin------ After King Bulblin's explosive goes off, the bridge may look damaged beyond repair. Never fear! Soon enough, a portal will appear to fix it right up. Sometimes a Bulblin will appear, following along after King Bulblin. It won't really do much, but you can attack it and defeat it. You meanie. ------Castle Siege------ The statues in the castle interior will block most attacks. You can hide from projectiles behind them, but the Daybreak's laser will break right through! ------Dream Land (64)------ Whispy Woods will blow air at whichever side of the stage has more fighters. If both sides have the same number of fighters, Whispy Woods will randomly decide. ------Duck Hunt------ If you down six or more ducks, you'll proceed to the next round. After Round 9, the score will reset and you'll start back at Round 1. If you defeat all 10 ducks in a single round, you'll get a Perfect Bonus, which adds 10,000 points to the score! ...And that's all! ------Flat Zone X------ This stage combines elements from Flat Zone in Melee and Flat Zone 2 in Brawl. Look closely, and you'll see that even the fighters are flat! ------Gamer------ The mother doesn't just peek in from the door or through the window. She appears on TV too, and sometimes even as a drawing in the sketchbook. ------Halberd------ Next to the cannon is a mechanical arm that sometimes attacks fighters. It'll freeze for a second; that's your cue to dodge. ------Kalos Pokemon League------ This stage switches randomly between four different chambers. Each has Pokemon of a different type, causing a variety of effects. ------Kongo Jungle (64)------ The Barrel Cannon can help you recover even when all seems lost. Time your shot carefully, or you might launch off the screen instead! Oops! ------Luigi's Mansion------ Wait a little while after the whole mansion is destroyed, and with a mighty rumble, it will rise up from the ground, good as new! Each pillar supports a part of the building that collapses when that pillar is destroyed. A first-floor pillar can't be destroyed before a second. ------Lylat Cruise: Smash Taunt------ When using Fox or Falco on this stage, you can press the down taunt button very briefly to begin a smash taunt. It'll only work once per battle. ------Mario Circuit------ At the stationary points, a warning will indicate when there are karts approaching. Try to throw someone onto the track when the karts arrive! ------Mario Circuit (Brawl)------ The karts on this stage do more damage than the ones in the new Mario Circuit. The helpful map in the background always shows where they are! ------Mario Galaxy------ It's not just the fighters that are affected by this stage's curved gravity- many projectiles will travel in arcs as well, so aim carefully. ------Miiverse------ KO'ing an opponent will result in one comment of support, but doing so with a meteor smash will result in two comments! Two is better than one! ------Mushroom Kingdom U------ If Nabbit catches you, he'll put you in his sack. Wriggle about to escape before he carries you off the screen! ------Norfair------ Watch out for that wave of magma in the distance! Good thing there's a shelter on that platform. It's up to you if you want to share the space... The magma that rises on this stage will gradually cover all but the topmost platforms. Seriously, the floor is lava. ------Orbital Gate Assault------ When the missile hits the gate, a force field will appear. It'll launch anyone who touches it-sounds like a thing you should introduce your foes to. ------PAC-LAND------ The speed at which the stage scrolls depends on where the fighters are standing. Head forward to speed it up; lag behind to slow it down. ------Palutena's Temple------ The bridge in the middle of the stage will break when attacked. There are moving platforms below, so keep calm and land safely. ------Peach's Castle (64)------ This time around, you can grab the edge of the sliding stone platform. When then platform is hidden, you can grab the edge of the center platform. ------Pokemon Stadium 2------ When the stage is in its Ground form, a small mountain appears just left of the stage's center. Mountains are great for stopping projectiles. ------Pyrosphere------ If Ridley is knocked down, he'll help out whoever defeated him! However, he can still be attacked while battling for a fighter. The bulbous Joulions that fall from above will puff up and explode. You can deal serious damage to Ridley with this explosion. ------Smashville------ Different residents appear randomly in the background of this stage. You'll see as many as 34 different ones, depending on the time of day. The background changes based on what time it is in real life. Play on a Saturday night at any time from 8:00 to 11:59 to see K.K. Slider perform. ------Suzaku Castle------ This stage has a large platform on the right and two smaller ones on the left. Depending on how you like to fight, one side may be more ideal than the other. ------Temple------ When your damage is high, try to fight in the cave around the middle of the stage. It's easy to break your fall against the walls and stay in the game. ------Town and City------ Like Smashville, this stage's background matches the time of day. While the main platform is on the move, the smaller ones will exit the screen. ------Wii Fit Studio------ This stage's background demonstrates seven different poses, and the Wii Balance Board platforms can appear in 125 different ways. ------Windy Hill Zone------ Springs appear just beyond the edges of this stage that will propel fighters in the direction a spring is pointing. Watch out-they can spin! The rotating platforms to the right occasionally change speed or direction. They'll stop briefly beforehand, so be careful not to get carried away! ------Wrecking Crew------ You can attack the bombs to break to walls and ladders. Once all the walls and ladders on a floor are broken, the floor above will come crashing down. If there's an oil drum on a floor that's falling, stay out of it's way! These drums can trap you inside, leaving you immobile and vulnerable to attack. ------Yoshi's Island------ Attacking the Rotating Blocks makes them spin, and you can't stand on them until they stop. You can try, of course, if you like falling through. ============================================================================== -----------------------------------Credits-----------------------------[SEC11] ============================================================================== Credit goes to Nintendo and Namco/Bandai for making this game. Thank You! ============================================================================== ------------------------------Contact Information----------------------[SEC12] ============================================================================== If you would like to submit some Smash Tips, or if you see the need to E-Mail me for anything at all, then E-Mail me at redmage_87@hotmail.com. MAKE THE SUBJECT "SMASHFAQ" OTHERWISE I WON'T READ IT! You can also Subscribe to me on youtube, my username on there is The Old School Video Game King. Thank You for reading! ============================================================================== -----------------------------------Copyright---------------------------[SEC13] ============================================================================== (c) Copyright 2015 Shaun G. This guide may only be used (outside of personal, private use) with credit given to the author. All characters, names, etc. copyright Nintendo, Capcom, Sega, & Namco/Bandai. All other trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.