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Brawl FAQ for the Nintendo Wii Version 5.5 Copyright 2010 Banjo2553 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ | Introduction | | ---------------- Welcome to my Super Smash Bros. Brawl (SSBB for short) FAQ. This'll teach you anything you need to know about the game, including how to unlock the many pieces of content hidden within the game. Use CTRL + F to find what you're looking for. Alright, feel free to browse my FAQ, but beware that this contains spoilers of the game! Since this is such a huge FAQ, I will provide tags in brackets for each section, making it easy to jump to the section you want. Simply press Ctrl + F, then input the tag (including brackets) of the section you want to warp to. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Table of Contents I. Legal Notices [Lgl] II. Version History [Vers] III. How to Play a. Basics [Hw2Bsc] b. Techniques [Hw2Tch] c. Advanced Techniques [Hw2AdvTch] d. Control Types [Hw2Ctrl] 1. Gamecube Controls 2. Classic Controller Controls 3. Wiimote + Nunchuk Controls 4. Sideways Wiimote Controls IV. Solo Mode [Sol] a. Classic Mode b. All-Star Mode c. Adventure Mode [SolAdv] 1. Features 2. Enemies [AdvEnmy] 3. Enemy Locations [AdvEnmyLoc] 4. Walkthrough [AdvWalk] d. Event Mode [SolEvnt] 1. Solo Events 2. Co-op Events e. Stadium [SolStdm] 1. Break the Targets 2. Home-Run Contest 3. Multi-Man Brawl 4. Boss Battle Mode f. Training V. Group Mode [Grp] a. Brawl b. Rules c. Special Brawl d. Tourney e. Rotation f. Names VI. Nintendo WiFi Connection Mode [WFC] a. With Friends b. With Anyone c. Options VII. Misc. Modes [Msc] a. Vault b. Options c. Data VIII. Characters [Char] 1. Mario [CharMar] 2. Luigi [CharLui] 3. Peach [CharPea] 4. Bowser [CharBow] 5. Donkey Kong [CharDK] 6. Diddy Kong [CharDid] 7. Yoshi [CharYosh] 8. Wario [CharWar] 9. Link [CharLink] 10. Zelda [CharZel] 11. Sheik [CharShe] 12. Ganondorf [CharGan] 13. Toon Link [CharToon] 14. Samus [CharSam] 15. Zero Suit Samus [CharZSS] 16. Pit [CharPit] 17. Ice Climbers [CharIC] 18. R.O.B. [CharROB] 19. Kirby [CharKir] 20. Meta Knight [CharMet] 21. King Dedede [CharD3] 22. Olimar [CharOli] 23. Fox [CharFox] 24. Falco [CharFal] 25. Wolf [CharWolf] 26. Captain Falcon [CharFalc] 27. Pikachu [CharPika] 28. Pokémon Trainer [CharTrain] 29. Lucario [CharLuc] 30: Jigglypuff [CharJiggly] 31. Marth [CharMart] 32. Ike [CharIke] 33. Ness [CharNes] 34. Lucas [CharLucas] 35. Mr. Game & Watch [CharG&W] 36. Snake [CharSnake] 37. Sonic [CharSonic] IX. Stages [Stg] X. Item Compendium [Itm] XI. Pokédex [Pok] XII. Assist Trophy List [AsTrphy] XIII. Collector's Guide to Stickers [Stckr] a. Ways to Collect Stickers b. Sticker List XIV. Collectable Trophies List [Trphy] XV. Challenges List [Chal] XVI. Secrets [Sec] a. Characters b. Stages c. Miscellaneous XVII. My Music Track List [Musc] XVIII. Frequently Asked Questions [FAQ] XIX. Credits [Cred] /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ | Legal Notices | | ---------------- [Lgl] The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as your own, or else you'll meet severe penalties. ONLY GameFAQs, Neoseeker, and SuperCheats are allowed to host/display this FAQ, no exceptions. Nothing personal, it just gets confusing to keep track of which FAQ is up-to-date and which is not, so I will decline any requests to put my FAQ on your site. Again, nothing personal. My e-mail address is gmaster2647@gmail.com . You can email me for questions, comments, or even suggestions, just make sure your emails are coherent. I will not accept spam or hate mail, as they will get deleted. I will also delete any emails that are not coherent. In other words, do not use l33t internet speak or chatroom shortened words. Also, one last note, before asking a question about Brawl through an email, check this guide to make sure your question isn't already answered. I've broken down the game as much as I can in this guide, so it should be easy to navigate. Also be sure to check out Frequently Asked Questions section, your question might be quickly answered there, too. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ | Version History | | ---------------- [Vers] -~-~-~-~-~-~-~-~-~-~-~-~-~* Version 5.0 5/13/08 This FAQ was birthed. Pretty much all stuff is here, which includes the basics, the techniques, and a few advanced techs. All the modes are covered and each character has their comprehensive moveset covered. Important secrets are shown as well, for how to unlock characters, stages, event matches, etc. KO percentages and Attributes for each character have not yet been done yet, though Mario and Luigi both have the KO percentages list. I will update the characters daily. The sticker and trophy lists are also incomplete, but I'm working on them as well. -~-~-~-~-~-~-~-~-~-~-~-~-~* Version 5.1 5/14/08 Covered descriptions for all of Peach's moves and provided KO percentages for her. Hey, I coulda done more, but today was a lazy day. Oh, and fixed a few typos here and there. -~-~-~-~-~-~-~-~-~-~-~-~-~* Version 5.5 2/16/10 Sorry for the rather late update, but life caught a hold of me. Plus I was in other FAQ projects, so I sort of forgot about this guide, until now, that is! To make up for the long downtime, there's major updates to the characters section, for Mario, Luigi, Peach, and Bowser. All except Peach are still incomplete though. Some other things have also been changed up. I will gradually update the other characters in time, but for now it's the main four Mario series characters. I also have gotten 100% on my file, so the Stickers and Trophies lists have been fully updated. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ | How to Play | | ---------------- This is the place for all knowledge on how SSBB is played. Come here if you're new to the Smash Bros. franchise or if you just want a refresher course. ############################################################################### Basics [Hw2Bsc] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Super Smash Bros. is a fighting game series based solely on taking multiple Nintendo characters from their many franchises and making them face off against each other. Brawl is a slight exception to this rule, as a few third-party characters have joined to face off! The basic deal is to attack your opponent to increase their damage percentage. The more damage an opponent has taken, the farther he'll fly from the same attack dealt in a lower percentage. High damage can also affect a character's stamina, such as trying to climb up from hanging on a ledge. (He's a lot slower in doing so.) To win, keep attacking the opponent until he flies off the stage and eventually off the screen, thus KO'ing the opponent if he flies far off the screen. Some modes have a point system for KO's. That'll be explained later in the Game Modes section. ############################################################################### Techniques [Hw2Tch] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Techniques are various gameplay mechanics that are needed to learn in order to gain a basic understanding of how the game works. These will be listed below and explained in detail. ------------------------------------------------------------------------------- Final Smashes --------------- A brand new, exciting gameplay element is the Final Smash. Each character has one, and they can only be performed with an item called a Smash Ball. When the Smash Ball appears, it's a race to grab it! Once you have the power, your character gains a multi-colored aura. Press the Special Attack button to unleash this super-powered attack! Of course, it won't activate if you try to do a directional Special Attack. There are things called "Pity Final Smashes," which are given to you if you're too far behind from the rest. They're basically free Final Smashes, and are given to you right when you spawn back onto the stage. ------------------------------------------------------------------------------- Moving and Shooting --------------- A new feature added in Brawl is the ability to move while firing a rapid-fire item, such as the Super Scope. You can move forwards and backwards, and even jump. This is great for setting up an edgeguard. ------------------------------------------------------------------------------- Recovering --------------- As with the other Super Smash Bros. games, if you get knocked off the stage, your primary objective is to recover. Usually recovering is used with the double jump and Up special move (when applicable), but other characters have different recovery techniques to use along with those. These recovery techniques will be discussed in the characters section. ------------------------------------------------------------------------------- Standard Combos --------------- Most characters have natural combos based on simply pressing the standard attack button multiple times. Each is very different. Now in Brawl, all you have to do is hold the standard attack button to do these combos. It makes it a little easier for some of them. ------------------------------------------------------------------------------- Footstool Jumping --------------- A new gameplay technique for Brawl? Sounds interesting. Basically, to do a Footstool Jump, jump on top of someone, and with perfect timing, jump to launch off from that character! It does have Meteor Smash capabilities, but it's a rather weak Meteor Smash. (see Meteor Smashes below) You can use it 5 times each time when you're in the air, and each time you Footstool Jump while still in the air, you hop lower than the previous Footstool Jump. This can be useful for recovery, especially if someone inexperienced tries to intercept you. ------------------------------------------------------------------------------- Tether Recovery --------------- Returning from Melee, certain characters can grab onto the ledges of stages from a distance. Once connected, press a button to jump up from the "Tether." This gives the players some advantage. The characters who can use Tether Recovery will be noted in their own character profiles under Recovery techniques. However, since Tether Recovery only hooks to a specific spot on the ledge, you cannot Tether Recover if someone is edge-hogging. (See Advanced Techniques) ------------------------------------------------------------------------------- Gliding --------------- A new gameplay technique exclusive only to winged characters is the ability to glide. With this, you can glide in one direction for as long as it's activated. To use it, simply hold the jump button while in a mid-air jump. (second jump in other words) You can also rapidly press left and right while in a mid-air jump, but which is easier to do? :P When gliding, you can go up or down by pressing up or down directions. Like real gliding, you can stall if you go up too much. However, you can also only go one direction, and if you get attacked, your glide will be cancelled. ------------------------------------------------------------------------------- Shielding and Dodging --------------- A simple-to-learn, but VERY essential technique used for battle. Shielding is your main form of defense. Without defense, you can't have a good offense, right? So this is essential to learn. Make primary use of your shield so that you can build up a good offense. Of course, shield too much and it will break, stunning your character and rendering him motionless for many precious seconds. So while you should depend on shielding, don't use it too much. There are also certain items or moves that can either instantly break an opponent's shield or break it faster, so learn these moves and adjust your strategy accordingly. Dodging is also very useful, you can completely avoid attacks with dodging. You can dodge by holding the shield button and then pressing either left, down, or right. Each direction does a different dodge. Dodging also makes you invincible while doing it, so it's alright to use it proactively. You can also perform a dodge in mid-air by simply pressing the shield button. Brawl's Air Dodge works differently than in Melee, in that this Air Dodge still keeps you going in the direction you were moving, except with some invincibility. This means no directional air dodging like in Melee. ------------------------------------------------------------------------------- Disjointed Hitboxes --------------- This is something you'll have to learn about if you wish to get better and have safer fighting, especially when intercepting recoveries. First off, I will explain hitboxes. A hitbox, essentially, is something that covers an entire character. There are different kinds of hitboxes, but when not attacking, your character is surrounded with what I call a "neutral hitbox." When you attack, certain hitboxes for your character change to an "offensive hitbox," which if those hitboxes come into contact with another character, the opposing character gets hit. Likewise, if your "neutral hitbox" is hit with an attack, your character gets hit. Of course, there's also what I call a "defensive hitbox" which basically covers the whole character during frames of invincibility or super armor. This way, the character will either not take damage at all, or simply not flinch from attacks. Got the gist of what hitboxes are? If you do, continue reading. A "disjointed hitbox" is an attack that, when executed, will not let you get damaged if another person comes into contact with that hitbox with their own attack. Prime examples for this are projectiles and swords. Many of Ness's and Lucas's attacks also have disjointed hitboxes, since they use PK energy to attack. ------------------------------------------------------------------------------- Grabbing --------------- A technique that should be used is grabs. Grabs are one of the best attacking techniques: it's fast, easy to execute, and sets up for some combos. To grab, either press the assigned grab button, or shield and press the standard attack button at the same time. Shield grabs are more beneficial, as you can avoid an incoming attack and grab the opponent immediately afterwards. While your hold is on an opponent, you can attack by pressing the standard attack button, or throw in any of the four directions. As said before, make grabs a priority, as you can set up some great combos with these. You can also grab while someone is shielding, so use that as an opportunity! ------------------------------------------------------------------------------- Stale-Move Negation --------------- This is something that all move-spammers should know. This has been a tradition in Smash Bros., but happens a lot quicker in Brawl. Basically, if you use the same attack over and over, the damage and knockback dealt will decrease over time. So if you spam your Forward Smash through the whole fight, it will prove ineffective with minimum damage and knockback after a minute or so. The only way to prevent Stale-Move Negation is to use all your moves in a variegated manner. Simply, do not spam a certain move, because even though it seems effective at first, it soon won't be. ------------------------------------------------------------------------------- Glancing Blow --------------- Something to notice in Brawl is that if you perform an attack and it hits, but just barely grazes the opponent, you'll hear a "chik" and the opponent will not flinch and take minimal damage. It's interesting to know, so make sure you aren't too far from the opponent if you want to do some real damage with your attacks. ------------------------------------------------------------------------------- Swimming --------------- A new feature in Brawl, you can actually swim in water! Some stages have water that can you can swim around in. In actuality, you're swimming on the surface of water by moving left and right. After a while, you'll start to sink, so make sure you use your swimming time to jump back to shore. The stamina system mentioned in Basics also takes its effect in swimming, as the higher damage you take, the less time you can stay afloat. ------------------------------------------------------------------------------- Tripping --------------- In this game, characters can randomly trip. They can trip randomly if they dash, and the frequency increases as characters take damage. Tripping acts just as if a character slipped on a Banana Peel item. However, during a trip, the character is invulnerable for a brief period until he lands. You can immediately roll to the side to get back on your feet, so you won't be helpless when you do trip. Other than damage, tripping is fairly uncommon, so don't worry about it. Also, characters can trip if they are hit with a ground attack that aims for the legs. ------------------------------------------------------------------------------- Eating While Down --------------- So you get sent flying from an attack and happen to land near some food. Why get up when there's food there? Just press A and you'll scoop up the food items and eat them while you're flat on your back or stomach. I'm sure you can pick up other items while you're down as well. This technique was not in Melee, so I thought it would be notable to add this in here. ------------------------------------------------------------------------------- Breaking Reflectors --------------- Certain characters have certain moves that can reflect projectiles. These reflector-type moves will be discussed in the Characters section, but when a projectile is reflected, that projectile's power will increase. A Reflector can also break if it reflects a projectile far too powerful, so be careful if you get into a Reflector volleyball fight with a projectile. ------------------------------------------------------------------------------- Meteor Smashes --------------- Meteor Smashes are certain aerial moves that can send the opponent straight downward. Take Mario's forward aerial for example. It has two properties: If you hit the opponent with his arm, that opponent flies upward. However, if you hit the opponent with Mario's fist as it goes down, Meteor Smash! Best used to intercept opponents when they're trying to recover. Don't forget to recover yourself after using one though... ------------------------------------------------------------------------------- Dropping through Platforms --------------- While a fairly simple technique, and probably one of the most obvious, it is often overlooked and can be a good way to avoid an opponent. To drop through a platform, simply tap down on the directional stick/pad. The actual falling is a bit slow, but you can also fall through platforms while jumping by just holding that direction down. Keep in mind this may not work for all platforms, and you cannot drop through the stage itself. ------------------------------------------------------------------------------- Wall Jumps, Wall Clings, and Crawls --------------- These techniques are exclusive to some characters. A Wall Jump is simply jumping toward a wall, then pressing the opposite direction from the wall. All characters can wall jump after performing a Ukemi off a wall, though. Some characters can Wall Cling, which is simply them holding on to a wall until a Wall Jump is performed. Crawling is another technique exclusive to some characters, and can be used to dodge low air-borne blows or pass through an enemy's defenses. To Crawl, simply crouch, and press a diagonal direction (left or right while holding down) and your character will move around while crouching, usually on all fours. You can use your down strong attack (tilt) freely while Crawling. ------------------------------------------------------------------------------- Entrances, Taunts, and Alt. Costumes --------------- Not really essential gameplay elements to know about, but in this Super Smash Bros. installment, each character has a unique stage entrance (from the original Smash 64), three taunts, and alt. costume color changes. If you're feeling cocky, you can use one of the taunts after KOing someone, or during battle. The buttons for taunts are listed in the controls section, and all the characters' stage entrances, taunts, and alt. costumes are listed in their respective profiles in the Characters section. ############################################################################### Advanced Techniques [Hw2AdvTch] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ These are basically techniques to improve your performance and skill in Super Smash Bros. Most of these take a lot of time to master, others are simple to learn but still provide for increasing skill. There are also character-specific techniques. To learn about those, check out the tips for each character in the Characters section. ------------------------------------------------------------------------------- Small Jump --------------- Small Jump is a simple technique, but proves to be useful in combat. With the Small Jump, you can perform an aerial attack and quickly land, without having to leave yourself open to attacks in the air. Simply tap the jump button lightly instead of holding it to do a Small Jump. It may also be called Short Hop. ------------------------------------------------------------------------------- Fast Fall --------------- Fast Fall is another simple technique. With this you can get quickly back onto land without leaving yourself open to comboing, and may even help a lot with performing juggling combos yourself! To fast fall, simply hold down while falling. ------------------------------------------------------------------------------- Ukemi --------------- A fancy name for a simple tech, Ukemi allows characters to stand right back on their feet after being flown from a blow instead of landing stomach first. To perform, simply hold the shield button just before you come into contact with the ground, wall, or ceiling. Doing it on the ground lets you stand right back up on your feet. On the wall or ceiling, it just keeps you from ricocheting everywhere. This is a vital technique to master, as it can really mean the difference between life and death. One thing to note as well, if you press left or right while performing a Ukemi on the ground, you get to roll in that direction. Also, no matter the character, if you Ukemi off a wall, you can wall jump immediately from it by pushing the Control Stick away from the wall. This is usually simply called a "tech" though. ------------------------------------------------------------------------------- Perfect Shield --------------- The Perfect Shield is quite a powerful technique. It's easier to accomplish than in Melee, but it still requires some work. Simply shield the moment an attack hits you, and your character will emit a bright flash, absorbing all knockback and preventing damage. You can attack right afterwards, which proves to be a great counterattack proposal. The Perfect Shield can also reflect projectiles instead of absorbing them. Since the timing is less demanding in Brawl, this may be THE technique to master, like L-Canceling was to the previous Smash Bros. Sometimes this is called powershielding. ------------------------------------------------------------------------------- Edgeguarding --------------- One of the more advanced techniques in Brawl is edgeguarding, and it is very essential to learn. Edgeguarding is simply that: Keep yourself to the edge of a stage when someone is recovering, and either intercept (keep them away from the stage by attacking) or edgehog. You can do anything to edgeguard, but edgehogging is hanging on the ledge to a stage when someone is trying to recover. You are invincible for a second or two once you start hanging on, and no other characters can hang onto that ledge if you're on it. Even characters who use Tether Recovery are foiled by edgehogging! Use this to your advantage if you wish to gain the advantage in battle. Intercepting is usually done through meteor smashes or other powerful mid-air attacks. Simply jump toward your enemy when he's trying to recover, and attack to keep him from recovering! You can be a powerful opponent if you manage to intercept AND make it back to the stage. ------------------------------------------------------------------------------- Reverse Aerial Rush --------------- This is an extremely useful advanced technique, and it's actually quite easy to master. Simply dash in one direction, then slightly tap the Control Stick in the other direction while jumping. If successful, when you jump, you should be facing the opposite direction, but still have the momentum from the dash. The usefulness in this lies in the character's back aerial attack. This is extremely useful for characters with good back aerials, but so-so front aerials. (Such as Mario, who I'm sure you'd rather hit with his back aerial moreso than his front aerial.) ------------------------------------------------------------------------------- Directional Influence --------------- Directional Influence (shortened to "DI") is simple, really. If you get knocked from an attack, press a direction using the Control Stick to change your trajectory. This is most effective if you press the direction as you get attacked or before. Keep in mind that just simply moving the Control Stick in the opposite direction you are being flung does not work. If you're flying horizontally, you can DI downwards, upwards, or farther in the direction you're traveling. If you're flying vertically, you can DI left, right, or upwards. In this game, due to low hitstun, you can also use mid-air attacks to slow your momentum. The best way to do this is to use the Control Stick to DI, and the C-Stick to perform aerials. It works better the more aerials you perform, so try to use your quickest mid-air attacks. This is called Momentum Canceling. Aside from regular DI and Momentum Canceling, there is also Smash DI. Smash DI is something that can help change the direction that you get sent from flying, used during hitlag, which is the moment when both characters cannot move when an attack is landed. This is best noticed when you test this out on slow speed in Training Mode. Get hit with a powerful electric attack (Captain Falcon's Forward Aerial, for example) and use the Control Stick to move around as you're getting hit. Some moves can't be Smash DI'd out of. Both kinds of DI is helpful in escaping attacks that can be never-ending, such as Pit's Angel Ring, Fox's standard attack combo, or even a Smart Bomb! Learn it well, and you'll soon find that those once inescapable combos can actually be escaped with ease! ------------------------------------------------------------------------------- Glide Toss --------------- Glide Toss is the action in which you slide on the ground while throwing an item. It's pretty much like Brawl's wavedash, but not every character can do it well. Like the Wavedash though, the distance traveled and effectiveness varies between each character that can do it. To do this, pick up an item, then roll. The moment you start the roll, attempt to throw the item. It may take a few tries to get the timing, but if you succeeded, you'll slide a fair distance while throwing the item. This is actually tournament-viable, as even though items are usually banned from tournaments, certain characters can produce throwable items as part of their moveset, such as Diddy, Peach, and Zero Suit Samus (her suit parts) ------------------------------------------------------------------------------- Dash Attack-Canceled Up Smash (DACUS) --------------- Another technique that allows you to slide, but is more dangerous than the Glide Toss in that you slide along the ground while performing your Up Smash. This is different from just performing an Up Smash straight out of a dash, as a DACUS usually covers MUCH more ground. Once again, not every character can perform this maneuver well, and the effectiveness varies depending on your timing and the character itself. This action is performed by doing an up smash right out of a dash attack. It's not that simple though. The best thing to do is to press the C-Stick down to do a dash attack, and immediately push the Control Stick up while pressing Z. Practice this with Snake, as the timing for DACUS with him is extremely lenient. Meanwhile, Sheik has one of the hardest DACUSes in the game. Other methods are switching an unused button, usually the L Button, to Attack, and pressing that button instead of Z for the Up Smash part of the technique. It's somehow easier this way to do the more strictly-timed DACUSes. If you use the Wii Remote + Nunchuk controller combination and have Shake Smash turned on, shaking the Wii Remote frantically while running can also do this. However, it's pretty impractical, and it doesn't work most of the time with characters other than Snake. ------------------------------------------------------------------------------- Edge Grabbing --------------- Kind of something useless to know about, but you can actually grab an opponent while he's hanging onto a ledge when you're above him. Just do a running grab or regular grab when standing at the opponent's hands and you will do it. Note that some characters can't be Edge Grabbed by others, it doesn't work with everyone against everyone. ------------------------------------------------------------------------------- Fox-Trotting --------------- The action of doing multiple starting dashes in a row. Just tap the Control Stick forward in a rythmic motion to do this. It's useful for a True Pivot and doing Smashes out of a dash, but little else. It's not recommended as a replacement to dashing, as it can increase the odds of tripping. ------------------------------------------------------------------------------- SHFFAD (Short Hop Fast Fall Air Dodge) --------------- SHFFAD is the process of abusing Brawl's 10-frame move buffer system (explained below) to do moves and attacks at the exact frame in which they land on the ground. You start out with a SHAD first, by short-hopping, and air dodging just before landing. Now try performing an aerial during the air dodge. You'll probably notice you instead did a ground attack. This is the SHAD. Once you become good with it, you can start fast falling. This is really great as a defensive maneuver, as you can shield the moment you land. Knowing this, you can do instant roll dodges, side dodges, and grabs. ------------------------------------------------------------------------------- Attacking without throwing an item --------------- You can actually smash attack without throwing a throwable item! To do so, pick up an item and keep holding the attack button as you're picking it up. Now, use the C-Stick and you will do Smash Attacks with the item still in your hand. Very useful for characters such as Link, Toon Link, and Peach. ------------------------------------------------------------------------------- Speed Hugging --------------- Hugging is grabbing the ledge from dropping off the stage, pretty useful for edgehogging. However, you can speed it up by dropping off, and rotating the Control Stick in a down half-circle so you're pointing it toward the stage. Your character may appear to just teleport from the stage to grabbing the ledge. Very useful for last-minute edgehogging. ------------------------------------------------------------------------------- Out of Shield --------------- When shielding, you have some options available to you. You can side dodge, roll dodge, grab, jump, or perform Up Special. Many characters can utilize the shield properly like this, and some people forget they can jump themselves right out of their shield. Remember these and it will help make your fighting safer. ------------------------------------------------------------------------------- Advanced Movement --------------- You can do various things to vary your movement beyond a simple walk and run. Zero Acceleration Dash: Do a full speed walk (not a dash!), dash in the opposite direction, and release the Stick. You should have done the start of a dash while completely still. This can be used as a fake-out maneuver. This technique is often shortened to ZAD. Slow Run: You can actually make your character dash in a slower speed than normal. It takes a bit of practice, but you basically start a dash, then move the Control Stick upwards or downwards in a way so that you're still dashing, but you don't stop completely and crouch. You should notice if it's working when the dash animation moves slower. With the Slow Run, you can run in place on the ledge of a stage when dashing away from it. X-Slow Run: The slowest dashing speed, this seems to be done after trying a Slow Run right after a ZAD. It's hard to do, but with this, it appears that your character is dashing in place for a brief moment. Slow Run and X-Slow Run appear to serve not much purpose than for faking out an opponent or looking flashy. Ledge Dash: If you stand very close to the edge, where your character appears to be "tipping over", you can do a start-up dash in place without falling off by tapping the Control Stick away from the stage for a brief moment. This helps if you want to edgeguard with a dash attack. ------------------------------------------------------------------------------- Pivots --------------- This lists all the pivot-related techniques you can perform. A pivot is basically just turning around. These techniques combine the pivot with something else, and some of them prove very useful. Craq-Walking: Jump backwards, while still holding the Control Stick as you land. Once you complete the pivot, release. You should notice you slid a distance from your landing point. Pivot Grab: Is someone chasing you? Want to get the drop on him? Well no problem. The Pivot Grab allows you to grab someone behind you. Simply dash, then press the opposite direction whilst performing a grab and you will quickly turn around and grab your opponent. The fastest grab in the game, it's a great way to catch someone off guard. Dash Pivot Cancel: You can cancel your Dashing pivot into almost anything in your character's arsenal. Just something to note about. With some characters, you can slide while doing your attack. VERY noticeable with Squirtle. Pivot Slide: Your character will slide while doing any attack you input during a walking pivot. Pivot Walk: Lets you move forward by abusing the character's pivot momentum. Hold the attack button, do a full-speed walk, and constantly but carefully tap the C-Stick in an upwards 45° angle in the opposite direction your character is walking. Some characters' Pivot Walks are really fast. Marth's is even faster than his full-speed dash! True Pivot: You basically cancel the start of your dash with any attack. It can be done while Fox Trotting. ------------------------------------------------------------------------------- Cancels --------------- This game features a number of different "cancels" to improve your performance, such as canceling your jumps or drop-throughs. I'm not listing character-specific cancels. Platform Cancel: This is a technique that allows you to cancel your jump without a landing animation using a platform. This allows you to immediately do an attack or jump again in quick succession. To do this, stand below a platform, jump, and hold down on the Control Stick until you're level with the platform. Release the Stick and input any command. Requires great timing, but if done correctly, your upwards velocity on your jump will be stopped and you will be standing on the platform with no landing lag. Keep in mind that this only seems to work on moving platforms, so this doesn't apply on Battlefield. Jump-Canceled Item Throw: Dash in a direction while holding an item, jump, and throw the item before you even leave the ground. You slide along the ground while doing the standing item throw. This decreases the cooldown from throwing an item while mobile, so you'll have more time to defend or follow-up. Jump-Canceled Up Smash: Very similar to the above. Just jump and do an Up Smash before you leave the ground and your jump will be canceled into an Up Smash. This makes you slide a little bit while dashing. You can turn around while doing this by dashing, smashing the Control Stick the opposite way, then quickly rotating the Control Stick to the up position while pressing A. You will have turned around and slide in your original direction while performing the Up Smash. Platform Drop Cancel: Purely a fake-out maneuver. When on a platform you can drop through, do so, but immediately cancel the Platform Drop with your shield. You'll have done the beginning of the drop-through animation but will stay on the platform. Auto Cancel: There is no form of L-Canceling in Brawl, but some aerial moves have a certain point in their animation where, if you land at that time, you get no landing lag whatsoever from it and can do anything else immediately after landing. The moves that can be Auto Canceled will be noted in each character profile. Meteor Canceling: This is the act of canceling the downwards momentum from an opponent's attack by double jumping or using your Up Special. This is different from Melee's, in which you could meteor cancel a meteor smash instantly. Brawl's version requires some timing. Don't double jump or Up Special too early after getting meteor smashed, otherwise you won't be able to Meteor Cancel at all. Also, unlike Melee, characters with multiple jumps cannot meteor cancel. If your character has a tether recovery with his grab, you can also use that to meteor cancel. ------------------------------------------------------------------------------- Special Attack Tricks --------------- There are certain tricks you can do with your specials. This details what all can be done with them. Note that the effectiveness for each trick varies depending on the character. All of these require practice to get the timing down on them, so don't get frustrated if you can't do them at first. Turnaround: You can turn your character around while performing your neutral special! To do this, move the Control Stick in the opposite direction your character is facing, release the Stick to the neutral position, and immediately press the Special Attack button. This has to be quick! Timed right, your character will face the other way without a turnaround animation while performing his special. This is best done in the air. Reversal: Similar to the Turnaround, but requires you pressing the Special Attack button THEN move the Control Stick in the opposite direction before the Special's animation even starts. Only really noticable when moving in the air, when done right, your character's aerial momentum is completely reversed, making you move in the opposite direction while performing your Special. Try it on Snake, as it's really noticeable for him. Recoil: Combines both above tricks into one. Do a Reversal on a Turnaround Special and the character will experience recoil while moving in a direction. This is extremely hard to do, unless you set your Specials to the C-Stick (GCN) or Right Stick (CC). With Specials set to the C-Stick, you can do the Recoil by jumping forward then pressing the C-Stick in the opposite direction. Try this out With Lucas! ------------------------------------------------------------------------------- Boosting --------------- There are many things in the game that can be enhanced by a momentum boost. This explains how to do them. DACUS and Glide Toss are Boosting techniques, by all intents and purposes, I just felt they needed seperate "articles" to explain how to do them, since these other miscellaneous tricks are performed similarly. Boost Grab: Your dashing grab can get a much farther distance than normal, allowing your grab range to be increased. Simply act like you're doing a DACUS with C-Stick down and the Z Button, but don't move the Control Stick up. Usually the Boost Grab is harder to do than the DACUS itself. Boost Pivot Grab: A variant of the Boost Grab which makes you slide farther when Pivot Grabbing. Do it like the DACUS: C-Stick down to Dash Attack, then press the Control Stick in the opposite direction while pressing Z. Usually, all this has to be done at the exact same time, like with Falco. Once you get the timing down though, it becomes fairly easy. Item Boost: A good tech for those that don't have a good Glide Toss, but can DACUS decently. (Such as Link!) Simply perform the DACUS while holding an item. You should throw the item forward, but also perform a very quick upward throw animation. Nonetheless, you boost forward because of dash attack momentum while throwing the item, plus you have much less cooldown time than from a dashing throw, allowing for follow-up attacks. If you want to throw upwards, the dash attack and up smash have to be performed nearly instantaneously. ------------------------------------------------------------------------------- General Discoveries --------------- Here are various interesting tidbits about the game that may or may not help you understand it a bit more. Auto-RAR: With your C-Stick set to Specials, dash, then press the C-Stick in the opposite direction. Instead of doing a Special Attack, your character will turn around and jump at the exact same time automatically, so you can do any aerial for a RAR right afterwards with the attack button. The duration you held the C-Stick determines if your character does a full jump or a small jump/short hop. C-Stick DI: DI-ing with the C-Stick is differant than in Melee. During hitlag, you can smash the C-Stick in any direction and you will inch in that direction, effectively changing your direction before knockback comes into effect. This is Smash DI, as I elaborated on before above. Drifting Aerial Attacks: If you perform a momentum-altering aerial attack (such as Zero Suit Samus's or Sonic's down air) while experiencing knockback, you won't get the momentum alteration and will instead do the aerial while flying from that knockback. This doesn't seem to be a glitch, more like a safeguard so that you can't abuse these aerials to make yourself harder to kill. Delayed Jump and Specials during knockback: You may have noticed that this game has little hitstun, which is the point when you cannot do anything while experiencing knockback from an opponent's attack. In this game, you can do any aerial or an air dodge soon after getting flung from an attack. This prevents a lot of combos from occuring, which may be good or bad depending on your viewpoint. However, there is added hitstun for doing special attacks and double jumping. To negate this, air dodge as soon as you can to erase the jump and special attack hitstun. Edge Popping: Normally, Brawl has a large range of when a character can grab onto a ledge, and can even be done during specials. You can negate this by holding down on the Control Stick when passing the ledge to not grab it. This can be used to fool people who are trying to edgeguard. They'll think they can take advantage of your delay for grabbing the ledge, but you'll pass the ledge without grabbing it! Controller Priority: Believe it or not, the controller port that you choose actually does matter! If Player 4 grabs Player 1, and Player 2 or 3 does an attack that hits both Player 4 and 1, Player 4 experiences Faux-Super Armor and does not take knockback while Player 1 takes the full knockback. Similarly, if two players grab each other at the same time, the player with the lower number has priority over the other and makes the grab. So, if Player 1 and 2 both grab each other at the same time, Player 1 will end up grabbing Player 2. This also happens if Player 2 lands an attack the moment Player 1 grabs. Player 1 will grab Player 2 without taking knockback, but will take the damage from Player 2's attack. There are likely many other things in the game that are given priority based on the controller ports, these are just two of the most notable. Input Buffering System: Brawl has a unique buffering system in which you can input moves or attacks before you're able to do them. The buffering system allows for up to 10 frames to buffer. Such as, if you're experiencing hitstun, and you attack within 10 frames before the hitstun ends (in other words, just before hitstun ends), you'll do that attack when the hitstun ends. This buffering system can be used for many things, and will be noted for specific characters in their own profiles. Tether Ledge Hogging: Probably obvious, but you can edgehog by hanging from a tether. This is so awesome to do when you tether a ledge just before your opponent grabs it. Shield-Canceled Dash: You can cancel your dash by simply bringing up your shield mid-dash. You don't have to let go of anything, either. This is a good technique to use, as you can suddenly block an attack while you're dashing, and can grab out of a dash too. Smash Charge Vulnerability: Here's a weird little fact...when you're charging up a Smash Attack, you're more susceptible to an attack's knockback by 20%, and can die sooner. Weird. Transform Time: For characters that can change forms (Zelda/Sheik, Samus/ZSS, PT's Pokémon), the transform time is actually the time it takes to load the character data into the fight. Brawl doesn't have every character or character's aspects loaded up into a match, ready to instantly switch. When you switch, the game's disc is being told to load up another character. This transform time is significantly reduced if the character you're switching to is already in the match. Like, you're Zelda and you're facing Sheik. Normally, it'd take a while for you to switch to Sheik, but now that there's a Sheik already loaded into the match, your switch to Sheik is much faster. ------------------------------------------------------------------------------- E-mail me if you find some more! There are some character-specific Advanced Techniques, and as such won't be mentioned here...rather mentioned in the character's profile. If you need more info on an Advanced Technique, just search for Smash World Forums. They explain things in much greater detail. ############################################################################### Control Types [Hw2Ctrl] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ So many control styles...which one will you choose? Below lists the default controls for each controller type, but keep in mind you can also fully customize controls to fit your style. ------------------------------------------------------------------------------- Gamecube: SSBM (Super Smash Bros. Melee) fans will find this control style most familiar. Most of the controls have not been changed.
Control Stick: Move, crouch, jump (navigate menus)
Start button: Pause the game (make certain menu confirmations)
D-Pad Up, Left, Right, Down: Taunts (each direction does a different taunt)
C-Stick: Quick Attack
A Button: Attack (make menu confirmations)
B Button: Special Attack (cancel menu confirmations)
Y Button: Jump
X Button: Jump
Z Button: Grab
R Button: Shield
L Button: Shield
Attacking is the main strong suit of any character. Well duh, it is a fighting
game. Anyway, normal attacking is done with a single button, but you can do
directional attacks by lightly pressing the Control Stick in any direction. To
do Smash Attacks, smash the Control Stick and attack. This is the same for
Special Moves, though keep in mind only some Special Moves have "Smash Attack"
versions of them. To know which, check the character list.
Special Properties: People familiar with Melee can probably find their home
with this controller type, and will likely have an easier time winning than
with others. To explain Quick Attack further, it works the same as in Melee.
It's like a quick substitute for using directional attacks normally. It does
Smash Attacks on the ground and directional attacks in the air. To charge up
Smash Attacks with the C-Stick, simply hold Z while pressing a direction. This
is also considered the easiest control type to do many of the game's advanced
techniques.
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Classic Controller: A classic take on Gamecube controls, choose this if want to
keep a traditional control style, but don't have any Gamecube controllers.
Left Stick: Move, crouch, jump
Right Stick: Quick Attack
D-Pad Up, Left, Right, Down: Taunts (each direction does a different taunt)
A Button: Attack
B Button: Special Attack
Y Button: Jump
X Button: Jump
L Button: Shield
R Button: Shield
Zl Button: Grab
Zr Button: Grab
+ Button (Start): Pause
- Button (Select): Grab
Home Button: Bring up Home menu
Special Properties: The Classic Controller is for those people who prefer
traditional control, but don't have a Gamecube Controller. Virtually nothing is
changed, so it's pretty much the exact same thing. Due to the lack of gripping
handles on the sides though, it may prove a little more taxing on some.
-------------------------------------------------------------------------------
Wiimote + Nunchuk: A unique way of controlling a fighter, this uses the Wiimote
and Nunchuk combination used for some Wii games.
Nunchuk Stick: Move, crouch, jump
Nunchuk C Button: Jump
Nunchuk Z Button: Shield
Wiimote D-Pad Up: Jump
Wiimote D-Pad Left, Right: Grab
Wiimote D-Pad Down: Shield
Wiimote A Button: Attack
Wiimote B Button: Special Attack
A + B: Grab
+ Button: Pause
Home Button: Bring up Home menu
- Button: N/A
1 Button: Up Taunt
2 Button: Down Taunt
1 + 2 (= 3! lol): Side Taunt
Special Properties: Wii Remote with the Nunchuk is an interesting way to play
Smash Bros., no doubt. Many buttons are duplicate actions in this default set-
up, but I'm sure you can find more usage for those buttons. For those who
really want to try something new, this is the controller for you. Also, this
controller has something special called "Shake Smash." Just shake the Wiimote
up, left, right, or down to do an instant Smash Attack. Think of Shake Smash as
this controller's version of Quick Attack.
-------------------------------------------------------------------------------
Sideways Wiimote: What I call the "NES Controller" position, you can use this
without the Nunchuk.
Control Pad: Move, crouch, jump
A Button: Taunt
B Button: Shield
+ Button: Pause
Home Button: Bring up Home menu
- Button: Grab
1 Button: Special Attack
2 Button: Attack
Special Properties: Moving is done with the Control Pad. If you wish to dash,
simply press the direction you want to go twice in rapid succession. Smash
Attacks can be done in one of two ways: Press a direction then 1 and 2 at the
same time, or press 2 and a direction at the same time. The Shield button is in
a rather awkward position, but to dodge, hold it and a direction on the Control
Pad; to grab someone, or to throw an item, press B and 2 at the same time. Of
course, the - Button does all those moves for you, so you don't have to worry
about that.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Solo Mode |
|
---------------- [Sol]
The Super Smash Bros. series contains a huge variety of modes and options to
choose from, and Brawl is no exception. This section will detail all the
available choices in Solo play, which can be accessed at the main menu.
###############################################################################
Classic Mode
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Yes, Classic Mode is back! In this, you basically fight through 12 rounds of
characters (not counting Break the Targets), finally meeting Master Hand at the
end. Unlike in Melee though, the rounds have set themes and situations, like
giant modes, metal modes, or teams. A nice little bonus is that if you finish
Classic Mode in under 8 minutes, on Hard difficulty or higher, and without
using Continues, you get to fight Master Hand's alter ego, Crazy Hand. Now
you're fighting two Hands!
If you lose all your stocks, you will come to a Continue screen, assuming you
have enough coins. You can continue back to the stage you died in, but there
are some risks to continuing: Your score gets cut in half, you gain a single
point (keeps track of Continues made), you forfeit a number of coins. How many
coins, you ask? Well that depends on the difficulty...
Easy - 10 coins
Normal - 20 coins
Hard - 30 coins
Very Hard - 50 coins
Intense - 100 coins
Woah! That's a lot of coins! Better stock up if you wish to go for the higher
difficulties...Although, after clearing Classic Mode, you get to play a tiny
shoot-em-up minigame, which will let you earn coins based on how many panels
you can shoot. Rack up those coins!
###############################################################################
All-Star Mode *UNLOCKABLE*
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All-Star mode is back! In this mode, you have one stock, and your objective is
to KO every character in the game. If you are successful, congratulations! Your
damage is carried into each stage, so try not to be careless. This mode has
five difficulties (Easy, Normal, Hard, Very Hard, Intense) so choose wisely...
if you complain that you can't get through Intense, not my fault. >_>
Between each match is a rest area, where there's a set amount of health-
restoring items. You must use these in discretion, as they're gone permanently
once you use them. (Well, they are back on another playthrough of All-Star Mode
but you get my point.)
###############################################################################
Adventure Mode: The Subspace Emissary [SolAdv]
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"In this world, trophies fight. They know nothing but fighting. Fighting is
the sole reason for their existance. Being turned back into a trophy, being
unable to fight, is much like death.
Those are the rules of this world. But...
When someone...or something...breaks those rules, the world will pay a terrible
price..."
For the first time ever, Smash Bros. will have a fully-fleshed out single
player experience. Watch as each character in the Smash Bros. universe
persevere against all odds in a fight to stop the evil robot army, who are
called the Primids, and led by a mysterious person known only as the Ancient
Minister. The Primids' job is to cut apart the world and carry it to Subspace.
In order to do so, they use large devices called "Subspace Bombs." They are
activated with Robotic Operating Buddies (R.O.B.s).
-------------------------------------------------------------------------------
Features
---------------
There are many features in the Subspace Emissary unique to it from the rest of
Brawl. Here I will detail some of the more important aspects.
_________________________
Co-op \
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Yep, you heard right! Co-op is an available mode in Subspace Emissary. It works
much like the co-op system in Kirby Superstar, but if you haven't played it,
I'll describe it here.
The camera is always focused on player 1, so if player 2 leaves the screen,
he'll do a space jump to return to player 1. However, player 2 can be KO'd if
he flies off the screen after taking damage. Player 2 also has a space jump
button that he can hold to always make him be with player 1 if he can't keep up
normally.
_________________________
Trophy Capturing \
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Fans of Pokémon may find this a bit familiar. Throughout the Subspace Emissary
are special items called Trophy Stands. They are shaped like coins with Smash
symbols on them. Once you pick one up, your character will hold it until you
throw it. Throwing it at enemies can transform them into collectible trophies
that once you pick up, you can view it over at the Vault in Brawl's main menu.
Of course, you will have more of a chance that the enemy will turn into a
trophy if it is first weakened with attacks.
_________________________
Sticker Power-ups \
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You may realize that as you play the various modes of Super Smash Bros. Brawl,
that you acquire stickers. At first, you may think these are just for
collection, but in actuality, they can be used to power-up your character in
and only in Subspace Emissary. To use Stickers, simply go to the stickers tab
while you're on the map screen. You'll be given the base of the trophy stand of
the current character you have. You can switch characters using L and R
(Gamecube and Classic), A and - (Sideways Wiimote), and 1 and 2 (Wiimote +
Nunchuk). Scroll down the sticker list on the right, and choose the sticker you
want to put on the base of the trophy stand, and your character will be powered
up!
Different stickers have different effects. Like a sticker of Katrina from
Animal Crossing can increase your magical attacks up 13 points of damage. Of
course, the larger a sticker is, the more potent its effects will be. Keep in
mind that if there's two stickers that can increase a stat, only the one that
increases that stat the most will actually work. Like, say you have a sticker
that ups attack power by 10, yet you have another one that ups attack by 13, it
will act as if you only had the attack + 13 sticker put on, so try to save
stickers.
Also, certain stickers can only affect characters of that specific type, like a
sticker that can increase attack strength in sword attacks, will affect a
character who uses a sword, while it won't affect a character who doesn't have
a sword. Also keep this in mind so as to not waste stickers. Of course, if you
feel like not taking the time to pick out the stickers you want, you can choose
to randomize the stickers that you have. There's also numerous types of sorting
out the stickers. Try them all out!
Another thing I should mention is that you cannot place a sticker on top of
another, so make sure to place the stickers in as best a space-saving manner as
possible. Once you apply a sticker on the trophy stand, that sticker will turn
gray. Be careful when deciding when to apply the stickers, as if you decide
that you don't want an already-applied sticker and remove it, you lose it
forever! Well, at least until the next time you get the sticker.
Some stickers are also rare! The more rare the sticker, the more valuable it is
and the more it will power-up your character. How to get rare stickers? Well,
playing the modes in the higher difficulties help you get rare stickers!
Challenges are the key!
You can check out what a certain sticker can upgrade in the Sticker Album
within the game, but if you want ways to get stickers and a complete list of
Stickers and their effects, check out the "Collector's Guide to Stickers"
section.
_________________________
Continuing \
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When you lose all your stocks, you are given a menu with three choices.
"Get up" lets you continue, "Back to Map" brings you back to the map, and
"Quit" to, naturally, quit Subspace Emissary. If you continue, you start back
at the step (a section of a level seperated by doors) you died from. There are
some risks though. You lose half the stickers and trophies not collected from
orange boxes (CDs are also safe), and the amount of coins you get for beating
the stage decreases. You have these same effects if you choose to go back to
the map and start the stage over, so it's best to just trudge on.
-------------------------------------------------------------------------------
Enemies [AdvEnmy]
---------------
Just like a normal 2D platformer, Subspace Emissary has many enemies to face
and dangers to avert. When you near an enemy, its name and health bar is shown
at the top left of the screen.
_________________________
Subspace Army \
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These are the enemies of the Subspace Army, which are totally unique and new
enemies for Brawl instead of the generic Koopa or ReDead.
----------
Armank
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Armanks are simply tanks with rather large pincer arms. Destroying the arm will
reveal the driver underneath, and it's a...green blob? Weird. Anyway, the only
way to damage/and or trophy this enemy is to hit the green blob. It is
invincible otherwise, so always destroy that arm!
----------
Armight
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Armights are weird floating enemies with tentacles for arms, a helmet on their
heads, and attack by slashing and throwing spears. Beware, their tell-tale sign
of them appearing is their laugh.
----------
Auroros
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This bird-like enemy shines like platinum, and swoops down towards you in an
attempt to pierce you with its sharp beak. Once they hit the ground, you can
pluck them up and throw them like lances at other enemies!
----------
Autolance
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This helmeted enemy moves around with what looks like a conveyor belt and can
constantly use lances for both local and long-range combat (it can throw them).
Since its strikes are strong, an Autolance is a force to be reckoned with.
----------
Bombed
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This weird enemy has a bomb for a head. When it sees a threat, it just pops its
head right off its shoulders and throws it at you. It then runs away until its
head grows back. It's like an insect, only humanoid!
----------
Borboras
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A humanoid enemy. But...there's something odd about it. No, it's not the fact
that it skips...then again, that is pretty weird, but...ah yes, its head! Its
head is literally a trumpet, and it blows serious wind from its mouth, keeping
you away from it.
----------
Bucculus
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Bucculus are weird creatures with insane red lips. They hide in the ground, and
when approached, will attempt to pop up and smack a big one on you so hard that
it basically sucks the life right out of you. That's one killer kiss...
----------
Buckot
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These annoying, but rather easy enemies to kill, are simply robots that carry
buckets of scalding pieces of metal. Try to KO them before they attempt to
annoy you.
----------
Bytan
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These spherical enemies can become a real nuisance if you don't deal with them
soon, as they reproduce in rapid numbers. They can also attack. Now, one thing
I have been wondering...why is there a hole on their backsides?
----------
Cymul
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This metallic enemy has blades and constantly spins when attacked, reflecting
any projectiles thrown at it. The best way to deal with this enemy is from
above or below.
----------
Feyesh
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These fish-like enemies with tentacles have one huge eye. They float around,
and wake up when you come near. They attack fiercely with their tentacles, so..
try not to get in TOO much trouble with Zero Suit Samus. ;)
----------
Floow
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Floows are ghosts from Subspace formed by hatred. They constantly follow you
around and replenish their health if you don't kill them fast enough. If you
let them stay around, they'll unleash an inhuman scream that can really damage
you.
----------
Gamyga
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Gamyga is an enemy in the shape of a...well, a totem pole. It sits on four
Gamyga Bases, but its main unit is its head, where it constantly shoots energy
beams at you. It doesn't want you to wear it down, does it? Oh yeah, in order
to trophy this enemy, you have to make sure that only its head is left. Even if
you aim the Trophy Stand at the head when the Bases are still there, it will
just repel for some reason.
----------
Glice, Glire, Glunder
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These circular enemies have a single eye on the center, and rapidly travel
along any surface. Glice are colored blue, Glires are colored red, and Glunders
are colored yellow. If you get near them, they stop, open up, and attack with
ice, fire, or electricity, depending on the color.
----------
Greap
¯¯¯¯¯
This gigantic enemy moves forward and swings two large sickles down at the
ground. This is one weird enemy...a baby carriage with sickles? The weak point
is the head. It can also jump around and spin its sickles around in a wide
radius. Dude, that's not cool...
----------
Mite
¯¯¯¯
These 2D scoundrels are so small you could step on them. Their heads are simply
the Subspace Emissary logo, have white hands and feet, and come in many colors.
They are weak, but rather annoying, as they try really hard.
----------
Nagagog
¯¯¯¯¯¯¯
This is a weird creature that looks like a tiny blue midget, but as it takes
damage, it grows larger and changes color. If its health is almost gone, you
can expect this enemy to grow to twice your size and pack some serious punch in
its attacks. They're slow though, so be quick in attacking!
----------
Poppant
¯¯¯¯¯¯¯
This enemy has bucket trousers filled with presents and candy. If you approach
it, it'll run away in cowardice, dropping his goods. Um...yeah, I'm not gonna
say anything here.
----------
Primid
¯¯¯¯¯¯
A generic enemy, a Primid is humanoid-shaped and made of Shadow Bugs. You can
even see the Shadow Bugs popping out of its back. Primids come in many types,
such as a generic Primid, who fights with melee attacks; a Sword Primid, that
fights with sword attacks; Boom Primid, which attacks with a boomerang; a Scope
Primid, who fights from a distance with a Super Scope-like weapon; and a Fire
Primid, who is red and uses fire attacks. Be careful of the Giant Primids
though...those can hurt. And Metal Primids. Ugh.
----------
Puppit
¯¯¯¯¯¯
A marionette enemy, with a seemingly unknown puppeteer. These wooden-like
annoyances have large sharp claws which they use to slash you up. They also
fire lasers from their eyes.
----------
Roader
¯¯¯¯¯¯
This enemy, which looks basically like a motorized unicycle of sorts, rolls
around trying to trample you over. Can't let them do that!
----------
R.O.B. Squad
¯¯¯¯¯¯¯¯¯¯¯¯
Wow, this is interesting. What did we ever do to you, R.O.B.? You used to be a
good guy, now you're siding with the Ancient Minister...or so we think. At any
rate, they are enemies, and thus have to be destroyed. Some fire beams and
others missiles, others fight melee-style.
----------
Roturret
¯¯¯¯¯¯¯¯
Roturrets are enemies with two turrets that can rotate around. Since the
turrets are far apart, you can stay safe if you stay under it. That skull in
the center just begs for attention.
----------
Shaydas
¯¯¯¯¯¯¯
This cool-looking fog-like enemy has large pincers that must be avoided. It has
a weak point, the core at its center. Strike it to damage it.
----------
Shellpod
¯¯¯¯¯¯¯¯
What appear to be giant beetles at first, if the shell is broken, they end up
being weird, four-legged creatures. If you're wishing to get trophies of every
enemy, make sure to get one of both its shelled form and its unshelled form!
The shelled form is kinda hard to do though, as its health needs to be very low
just before its shell breaks, but what I did was use a projectile user, and
went to one. I fired a projectile, then when it got close to me, I rolled away.
If it attacked, fire another projectile. When it turns around, roll away behind
him. I did this and whittled his health down to as long as its picture frame on
the top left, and that was enough to trophy him. I think as long as you don't
use powerful attacks, the shell shouldn't break prematurely.
----------
Spaak
¯¯¯¯¯
Cloud-like enemies with batteries on their backs. They start off simple, by
just firing off slow sparks of electricity. However, if they are damaged, they
turn black and become fiercer, unleashing deadly bolts of lightning. Their weak
point is the battery.
----------
Ticken
¯¯¯¯¯¯
Tickens are large chicken-type enemies. But damage them enough, and they'll
break apart, revealing the little chick inside. Don't bother trying to damage
the little chick, as it flies away.
----------
Towtow
¯¯¯¯¯¯
This ram-like enemy with large horns just sits slumbering, until it is woken
up by loud noises or by getting attacked. It then charges forward, bites, uses
its horns, any kind of vicious attacking method to kill anyone who disturbed
it. Talk about an angel/devil relationship...
----------
Trowlon
¯¯¯¯¯¯¯
This long enemy will use its trowel-like body to lift you up and fly off with
you. Up to heaven? Nope, up to kill you. ...What does it do to you up there
anyway?
_________________________
Koopa Army \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Aside from the Subspace Army, there are also enemies you have to face that are
simply Bowser's minions. This includes Goombas, Koopas, and the like.
----------
Goomba
¯¯¯¯¯¯
Ah yes, the simple, lowly Goomba. A rather simple opponent. You can attack
them, but why not try it the old-fashioned way? Jumping on their heads
eliminates them rather quickly. Be careful of the Giant Goomba though...that
one is really annoying, especially when under low ceilings.
----------
Hammer Bro.
¯¯¯¯¯¯¯¯¯¯¯
Hammer Bro. is back. He's already an Assist Trophy, but he makes such a good
enemy (ergo, annoying) that they brought him into this game's Adventure Mode!
They constantly jump up and down, throwing hammers in an arc. Unlike in the
actual Mario games though, Hammer Bros just don't seem to move around, making
them slightly easier to deal with.
----------
Koopa Paratroopas
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Airborne Koopas. Green ones tend to bounce along the ground a lot instead of
fly, while the red Paratroopas fly in a set pattern. Let it be known that the
Paratroopas, both colors, have seperate trophies from ground Koopas.
----------
Koopa Troopa
¯¯¯¯¯¯¯¯¯¯¯¯
The simple green Koopa Troopa. Stomp on them, or attack them enough, and they
hide in their shells, where you are free to throw them around at other enemies.
Be careful with these though, they tend to attack if you're too close. Some
Koopa Troopas come in the red variety, so watch out for those.
----------
Bullet Bill
¯¯¯¯¯¯¯¯¯¯¯
Where there are Koopas, there have to be Bullet Bills. These enemies are simply
large, black bullets that pretty much seem to shoot forward in a straight line.
Be careful though, some Bills home in on you...
Yes, that's all there really is to the Koopa Army...it would've been nice to
have enemies from other franchises though...like the ReDead from Zelda games,
or even the Metroid! But sadly, no...ah well.
-------------------------------------------------------------------------------
Enemy Locations [AdvEnmyLoc]
---------------
You're probably wondering where in the world you can find all the Subspace
enemies so you can turn them into trophies, right? Wouldn't a list of the
levels they are in help so much? Why yes, it would. As for a few tips on
trophying enemies, if you've already finished the level and you are just going
back to make a trophy of an enemy or boss, once you have it, you can just pause
and hit "Return to Map." This way, you will still have the trophy, without
having to actually finish the level. At any rate, I provide you with a list
of all the enemy locations, special thanks to KhMalBQ for making it.
The Subspace Emissary
====================
Armank - The Wilds (West), The Subspace Bomb Factory (Both), Entrance to
Subspace
Armight - The Battlefield Fortress, The Path to the Ruins, The Ruins, The
Wilds (East), The Canyon, Battleship Halberd Interior, The Subspace Bomb
Factory (South), Subspace (East)
Auroros - The Lake, The Ruined Zoo, The Forest, The Wilds (West), Outside the
Ancient Ruins, The Subspace Bomb Factory (South), Subspace (East)
Autolance - The Battlefield Fortress, The Ruins, The Research Facility (East),
Battleship Halberd Interior, The Subspace Bomb Factory (South), Subspace (East)
Big Primid - The Wilds (West), The Research Facility (East), The Canyon, The
Subspace Bomb Factory (North), Entrance to Subspace, Subspace (West)
Bombed - The Lake Shore, The Wilds (West), Outside the Ancient Ruins,
Battleship Halberd Interior, The Subspace Bomb Factory (North), Subspace (Both)
Boom Primid - Midair Stadium, Skyworld, Sea of Clouds, The Plain, The Ruined
Zoo, The Forest, The Path to the Ruins, The Swamp, The Glacial Peak, The
Canyon, Entrance to Subspace
Borboras - The Plain, The Lake, The Ruined Zoo, The Battlefield Fortress, The
Path to the Ruins, The Ruins, The Wilds (East), The Swamp, The Subspace Bomb
Factory (North), Entrance to Subspace
Bucculus - The Lake, The Forest, The Lake Shore, The Cave, The Wilds (East),
The Glacial Peak, Subspace (East)
Buckot - The Ruined Zoo, The Battlefield Fortress, The Research Facility
(Both), The Wilds (West), Battleship Halberd Interior, Battleship Halberd
Exterior, The Subspace Bomb Factory (South)
Bytan - The Ruined Zoo, The Research Facility (West), The Ruins, The Wilds
(Both), Battleship Halberd Interior, The Subspace Bomb Factory (South),
Subspace (Both)
Cymul - Skyworld, The Research Facility (East), Battleship Halberd Interior,
The Subspace Bomb Factory (South)
Feyesh - Sea of Clouds, The Plain, The Battlefield Fortress, The Forest, The
Lake Shore, The Wilds (East), The Swamp, The Canyon, Battleship Halberd
Exterior, Subspace (Both)
Fire Primid - The Plain, The Ruined Zoo, The Battlefield Fortress, The Forest,
The Path to the Ruins, The Ruins, The Canyon, Battleship Halberd Interior, The
Subspace Bomb Factory (South), Entrance to Subspace, Subspace (East)
Floow - The Ruined Zoo, The Ruins, The Swamp, The Glacial Peak, Battleship
Halberd Interior, The Subspace Bomb Factory (South), Entrance to Subspace
Gamyga - The Path to the Ruins, The Wilds (West), Outside the Ancient Ruins,
Subspace (East)
Glice - The Research Facility (East), The Glacial Peak, Subspace (West)
Glire - The Path to the Ruins, The Cave, The Ruins, The Canyon, Battleship
Halberd Interior, Subspace (East)
Glunder - Skyworld, Sea of Clouds, The Ruined Zoo, The Research Facility
(West), The Subspace Bomb Factory (North)
Greap - Skyworld, Sea of Clouds, The Battlefield Fortress, The Lake Shore, The
Wilds (East), Battleship Halberd Exterior, Entrance to Subspace
Metal Primid - The Research Facility (West), The Ruins, Outside the Ancient
Ruins, The Glacial Peak, Battleship Halberd Interior, The Subspace Bomb Factory
(South), Entrance to Subspace
Mites - Sea of Clouds, The Lake, The Forest, The Lake Shore, The Ruins,
The Wilds (Both), Battleship Halberd Interior, Battleship Halberd Exterior, The
Subspace Bomb Factory (South), Subspace (West)
Nagagog - The Battlefield Fortress, The Path to the Ruins, The Wilds (East),
Battleship Halberd Interior, The Subspace Bomb Factory (Both)
Poppant - Sea of Clouds, The Plain, The Battlefield Fortress, The Swamp, The
Glacial Peak, Battleship Halberd Exterior, The Subspace Bomb Factory (South),
Subspace (West)
Primid - Midair Stadium, Skyworld, Sea of Clouds, The Plain, The Ruined Zoo,
The Battlefield Fortress, The Forest, The Path to the Ruins, The Wilds (Both),
The Research Facility (East), Outside the Ancient Ruins, The Glacial Peak, The
Canyon, Battleship Halberd Interior, Battleship Halberd Exterior, The Subspace
Bomb Factory (South), Entrance to Subspace
Puppit - The Forest, The Path to the Ruins, The Wilds (East), The Swamp, The
Canyon, Battleship Halberd Exterior, Subspace (West)
Roader - The Battlefield Fortress, The Wilds (Both), The Research Facility
(East), Outside the Ancient Ruins, Battleship Halberd Interior, Subspace (West)
R.O.B. Blaster - The Research Facility (Both), Outside the Ancient Ruins, The
Subspace Bomb Factory (Both)
R.O.B. Launcher - The Research Facility (Both), Outside the Ancient Ruins, The
Subspace Bomb Factory (Both)
R.O.B. Sentry - The Research Facility (Both), Outside the Ancient Ruins, The
Subspace Bomb Factory (Both)
Roturret - Skyworld, The Research Facility (West), The Ruins, The Research
Facility (East), The Canyon, The Subspace Bomb Factory (North), Subspace (East)
Scope Primid - The Battlefield Fortress, The Wilds (Both), The Research
Facility (East), Outside the Ancient Ruins, Battleship Halberd Interior,
Battleship Halberd Exterior, The Subspace Bomb Factory (South), Subspace (East)
Shaydas - The Lake Shore, The Ruins, Outside the Ancient Ruins, The Glacial
Peak, Battleship Halberd Interior, The Subspace Bomb Factory (North)
Shellpod - The Forest, The Path to the Ruins, The Cave, The Wilds (East),
Outside the Ancient Ruins, The Glacial Peak, Subspace (East)
Spaak - Midair Stadium, Skyworld, Sea of Clouds, The Plain, The Battlefield
Fortress, The Lake Shore, The Wilds (East), Outside the Ancient Ruins, The
Glacial Peak, Entrance to Subspace, Subspace (East)
Sword Primid - Midair Stadium, The Battlefield Fortress, The Forest, The Wilds
(East), The Research Facility (East), Outside the Ancient Ruins, The Glacial
Peak, Battleship Halberd Interior, The Subspace Bomb Factory (Both), Subspace
(East)
Ticken - The Plain, The Ruined Zoo, The Forest, The Lake Shore, The Wilds
(East), The Glacial Peak, The Subspace Bomb Factory (South), Subspace (East)
Towtow - Sea of Clouds, The Lake, The Battlefield Fortress, The Ruins, The
Wilds (West), The Glacial Peak, Battleship Halberd Interior, Subspace (West)
Trowlon - The Forest, The Wilds (Both), Outside the Ancient Ruins, Subspace
(West)
Bowser's Minions
==============
Bullet Bill - The Jungle, The Lake, The Lake Shore, The Cave, The Swamp
Giant Goomba - The Jungle, The Lake, The Cave, The Swamp
Goomba - The Jungle, The Lake, The Cave, The Swamp
Hammer Bro - The Jungle, The Lake, The Cave, The Swamp
Koopa Paratroopa (Green) - The Jungle, The Lake, The Cave, The Swamp
Koopa Paratroopa (Red) - The Jungle, The Lake, The Cave, The Swamp
Koopa Troopa (Green) - The Jungle, The Lake, The Cave, The Swamp
Koopa Troopa (Red) - The Jungle, The Lake, The Cave, The Swamp
Bosses
======
Duon - Battleship Halberd Bridge
Galleom - The Wilds (West), The Ruined Hall
Meta Ridley - The Subspace Bomb Factory (South)
Petey Piranha - Midair Stadium
Porky - The Ruined Zoo
Rayquaza - The Lake
Ridley - The Research Facility (East)
Tabuu - The Great Maze
-------------------------------------------------------------------------------
Walkthrough [AdvWalk]
---------------
Alright, so you probably want a Walkthrough, right? Or maybe not? Ah well, I'll
put one here anyway. This will be split up into seperate levels. Something to
know is that the completion of Subspace Emissary is based on percentage.
Clearing stages is obvious, but in order to get 100%, you also have to enter
all doors, and get the treasures from all the Orange Cube containers.
NOTE: Thanks to TheWertle for giving the original 100% guide for The Subspace
Emissary, shown on the Brawl boards. It's already in the credits section, but I
feel the need to express my thanks to him again here.
_________________________
Midair Stadium \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As the story starts, you'll see Mario and Kirby appear on a stadium, getting
ready to battle it out among a crowd, with Zelda and Peach watching on the
sidelines.
**************************************
* CHOOSE YOUR FIGHTER! *
*_______ _______*
* Kirby | | Mario *
**************************************
It's a simple, no-holds-barred fight. Battle it out! Your foe has only one
stock, so give it all you've got! After the fight, you'll view a few cutscenes,
showing the Battleship Halberd flying in through red clouds, forming dozens of
unknown enemies.
**************************************
* CHOOSE YOUR FIGHTER! *
*____________________________________*
* Mario | Zelda | Peach | Kirby *
**************************************
Pick three fighters (you'll alternate between them) and start the battle! The
last one is picked automatically. You'll fight numerous amounts of Primids, so
give it all you've got! There really isn't much I can say, but just watch out
for the Boom Primids. There are also other different enemies that may appear.
============================
BOSS: PETEY PIRANHA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A timed Subspace Bomb has been planted, Mario is knocked out of the arena, and
Zelda and Peach have been captured by Petey Piranha. It's up to Kirby to save
them! ...But, he can only save one princess... What can he do? Well, you'll
have to bear it and save one princess, but it seems you may be able to save
both of them at once if you hit just Petey at his head... Just be careful of
his swiping attacks.
(NOTE: Play the Stadium stage again after finishing The Subspace Emissary to
have a chance to make Petey Piranha a trophy! Just make sure that he's nearly
dead, otherwise the Trophy Stands that may appear won't work.)
============================
After the battle, Wario will appear and turn Peach/Zelda (depending on who you
saved) into a trophy and take off with her. Kirby and Peach/Zelda will follow
him, but Kirby will notice the Subspace Bomb is about to explode. He will
escape with a Warp Star, along with the princess he saved.
_________________________
Skyworld \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pit will see what has happened, then the Goddess, Palutena, will bestow him
with a heavenly blade. He then takes off and flies down.
At the bottom of the clouds will be a Blue Cube. Break it for an item, then
continue on left to get another Blue Cube in an alcove. Continue on down, break
the next Blue Cube for a couple Stickers, then head through the door at the
end.
After a short scene showing Pit encountering the Halberd, spawning even more
Primids, you'll go into a short fight with a few of them, and proceed forward.
Take care of some Spaaks, and make sure to go up to a platform above to
encounter an Orange Cube. Break it and grab the item. Continue on, killing
Primids and Spaaks, and break the Blue Cube. You'll soon encounter a Greap.
Take care of it, making sure not to get hit with its huge sickles. After
killing it, proceed through the door.
A scene will show Pit reviving Mario, then they team up.
**************************************
* CHOOSE YOUR FIGHTER! *
*_____ _______*
* Pit | | Mario *
**************************************
Choose either one and you'll start off with him and alternate between the two.
Starting the stage off, go down the ledges, being careful of the Glunders.
After them, you'll fall for a bit onto a purple cloud. Ride it, then continue
right, avoiding the Jyks. Cross the ferris wheel, and deal with numerous
Spaaks, Primids, and Glunders. Soon, you'll come to an area with floors moving
up and down, with numerous Jyks. Watch these floors as you continue, as the
third one conceals a door. Go through that door. In this secret room, quickly
hit the Blue Cube for some stickers, then follow the screen scrolling to the
top, where you'll find another Blue Cube. Get the item from it, then drop back
down to the door.
Continue on, ignore the Glunders and Spaak, and instead continue on, where you
will have to fight dozens of enemies featuring the ones you've already
encountered before. But, the last one is a Roturret, an enemy with two turrets
that rotates. After surviving the battle, continue on, take the launcher, and
head through the door.
Mario and Pit see the Halberd take off beyond their reach, but then they see a
mysterious Arwing zooming towards it...
_________________________
Sea of Clouds \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Kirby and Peach/Zelda try to fly away from the Halberd, but fail to do so. They
get flown off the Warp Star and land on the Halberd.
**************************************
* CHOOSE YOUR FIGHTER! *
*_______ _____________*
* Kirby | | Peach/Zelda *
**************************************
Choose whoever you want, it really doesn't matter. It's just a simple walk to
the other end of the Halberd. Once you do, you'll see a fierce dogfight with
Fox's Arwing and the guns of the Halberd. Unfortunately, Fox loses and plummets
down, but not without knocking Kirby and Peach/Zelda down to the skies.
**************************************
* CHOOSE YOUR FIGHTER! *
*_____________ _______*
* Peach/Zelda | | Kirby *
**************************************
Alright, NOW things are getting good. Head forward, take out some Primids, and
break the blocks ahead. Continue on, drop, head left, take out the Primid, then
drop. You should see a Blue Cube in an enclosure. Go and pick up the item
inside it, then continue left, where you'll find a Towtow and a few Feyesh.
Kill them, then start climbing up the breakable blocks. You should find a gap
in the ceiling. Go through that to find a door. Inside, break open the two Blue
Cubes for some items. Head back through the door.
Continue left, and kill a Primid before destroying some blocks blocking the
way. Drop down now. You're at a multi-leveled area here. Immediately head right
to find a Boom Primid and a series of breakable blocks below it. Break the
blocks to find either a Beam Sword or a Star Rod. Take it, you're gonna need
some distance against these enemies up ahead. Just head all the way right as
you can, kill the Feyesh, then head through the door.
We're at ground level now, pretty much. Continue on, killing Spaaks, and you'll
see a gap. Instead of proceeding down it, jump over to the pillar with the
arrow pointing left, and drop just to the right of it to find a ledge with a
Blue Cube. Break it open, get the contents, then go back up and fall where the
arrow is pointing. You'll see a dark portal spawning endless amounts of Mites.
Hurry up and break apart the portal with as many attacks as you can dish out,
then focus on the Mites.
Keep going left, killing stray Mites, and avoiding rock falls, until you get to
numerous platforms with Glunders. Climb up to the top and the very left to see
a Blue Cube. Break it open for a Starman. YES! Drop down quickly and dispose of
another Mite portal, as well as the Mites while you still have the Starman.
Continue right when you're done.
You'll see another rock fall here, but this time, the boulders chase after you,
so be quick! Also, be careful of the stray enemies that might stop you. At the
end, you'll encounter two annoying Greaps. Take care of them, then continue on
to the door.
_________________________
The Jungle \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A Hammer Bro is seen driving a kart off with a horde of bananas, and DK
chasing right behind. He comes to a cliff, where Bullet Bills are fired at him.
Diddy comes and shoots them down with his Peanut Popguns, then after some
posing, go find the bananas!
**************************************
* CHOOSE YOUR FIGHTER! *
*____________ ____________*
*Donkey Kong | | Diddy Kong *
**************************************
Choose one or the other and get a-movin'! Just a tad forward, you'll see a few
Goombas and a Blue Cube. Break it open, take care of some more Koopas and
Goombas, and jump over a gap. (Remember, you can use the Koopas' shells against
the enemies!) Blast through the metal barrel (...Donkey Kong Country, anyone?)
to get up the cliff, then break the Blue Cube for another item. Shoot yourself
at the Paratroopa with the next barrel cannon to launch to another one. Shoot
yourself straight down to break through a floor into a room with a switch and
an Orange Cube. Get your stuff here, then pop the switch to create a barrel
cannon to launch you back up. Continue on.
Fire yourself through the series of barrel cannons until you reach the end with
a door. Head on through. This next area has a ton of pink objects that, when
hit, extend spikes and travel through a preset path. These don't hurt you, so
feel free to attack them to dispose of any enemies. When you see one pink
slider (unofficial name, I will call them that though) with a path that makes
a loop around another pink slider, hit the one inside the loop to make it hit a
Blue Cube high up. Get the contents from there, and continue. You should see a
breakable floor with the trail of a pink slider above it. Climb up the stone
levels you see, being careful of the Koopa, and you'll see the pink slider. Hit
it to break the floor below, then drop down and collect whatever's in the Blue
Cube. Continue on.
There's a small little structure ahead. Hit the pink slider leading to a wall
and grab the trophy/CD that's there (sometimes, trophies that are out in the
open can be CDs to pick up. I will note that for future reference, because for
the rest of the guide, I will simply refer to them as trophies.) then climb up.
Continue climbing the platforms to see a pink slider. Bash it to reveal a door,
so go through it. Inside this room is a ferris wheel and two Blue Cubes. Get
the prizes, then exit. Continue on to the right. Hit the pink slider with a
spiral path to hit a switch below, creating a platform. Hop on it, take care of
some Goombas, and be careful of the Red Paratroopa that comes! Break the wall
with the pink slider, then prepare for some annoyance: a group of Hammer Bros!
They're annoying, so use the pink slider to help with most of them. Once they
are gone, head into the barrel cannon to get launched to a door. Go through it.
You're now on a rising platform, being bombarded by enemies. Strive to stay
alive! You'll also get bombarded by Bullet Bills. Also, keep an eye out on the
right side. You'll pass by a small ledge that has a trophy waiting. Pick it up
and continue up to the door at the top. Launch off the launcher here, then stay
where you are until you pass the slanted line of Jyks. As soon as you do, move
to the left side as you are falling to reach a ledge with a door. Enter, and
break the Orange Cube and Blue Cube for your prizes. Exit, and continue falling
down the shaft to the bottom, where you'll fight a Giant Goomba and some other
Goombas. After they're all gone, head through the door to finish the level.
DK and Diddy find their banana horde and rejoice...until they are met with the
person behind the theft: Bowser. He brings out a gun similar to Wario's and
points it at Diddy, but Donkey Kong realizes the danger and launches him away,
DK taking the blow of the Dark Cannon.
_________________________
The Plain \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
**************************************
* CHOOSE YOUR FIGHTER! *
*_______ _____*
* Mario | | Pit *
**************************************
You get to pick which character you want before you even enter the level. That
means there's no cutscene to follow the character select. You'll see that a few
times, don't worry. :P
At any rate, head forward and you'll encounter a Borboras. Kill him with your
projectiles. Just head on forward, it's a fairly straight path. Just watch out
for more Borboras, Primids, and Feyesh. When you get to a large wall of blocks,
start breaking some at the top and go above the wall. Up here, hidden from view
is an Orange Cube. Just keep attacking around the right side of the wall until
you hear the chime that you broke the Cube. Grab whatever falls, and continue.
You'll get inside a cave. Start running now, because a wall comes up behind you
and chases you. Don't worry about the Jyks and Poppants. You'll also see a Blue
Cube. Break it, but don't worry about the contents. The wall behind you will
push whatever came out to you. Oh yeah, and kill the Borboras. He'll blow away
the Blue Cube's contents if you aren't careful. Continue on and fall, break
some blocks, then continue until you reach a hole in the ceiling. If you have
Pit, use his Up Special from the ground to fly up the shaft to a hidden door.
With Mario, it's a bit harder, but you can still wall jump up the shaft. In
this secret room, you'll see a bunch of breakable blocks, and a few important
items. First, break the blocks above you to get the Stickers above, then work
your way to the Maxim Tomato to restore some health. Then, break the Orange
Cube and get the contents. Now you can exit. Continue on, and go through the
door.
Welcome to a series of fights. Get on the platform, ride it, and fight around
4 fights of nothing but enemies. Yep, it's tough, but hang in there. After the
battles, continue forward to end the stage. The ensuing cutscene will show Pit
and Mario trying to catch the Ancient Minister, but fail.
_________________________
The Lake \
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Diddy Kong will swing through the trees until he sees a downed Arwing at the
shore of a large lake. Then, Rayquaza appears from the deep and fires a beam at
the Arwing, putting it on fire, and then taking Diddy Kong. Fox then leaps from
his Arwing, and with a single swoop, frees Diddy from Rayquaza's clutches. He
reflects another beam to Rayquaza, then tells Diddy to help him.
**************************************
* CHOOSE YOUR FIGHTER! *
*_____ ____________*
* Fox | | Diddy Kong *
**************************************
============================
BOSS: Rayquaza
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Rayquaza has a huge life-span, but he can still be manageable. His attacks are
easy to read before they come, so learn how to dodge them. Attack in between
its attacks, and like the cutscene hinted, use Fox's Reflector to reflect the
beams Rayquaza throws...that is, if you are Fox. If you're Diddy, just avoid
the beams.
(NOTE: Play The Lake stage again to have a chance to make Rayquaza a trophy!
Just make sure that he's nearly dead, otherwise the Trophy Stands that may
appear won't work.)
============================
After the battle, Fox will attempt to leave while Diddy Kong is trying to get
his attention, and he finally gets dragged off to try to save DK.
**************************************
* CHOOSE YOUR FIGHTER! *
*____________ _____*
* Diddy Kong | | Fox *
**************************************
Now for the actual level. This level is weird, as it has two versions. Each
version can be accessed through special doors denoted by arrows. Usually, these
versions correspond with each other. If you must, think of it like a "light
world, dark world" variant, where what you do effects the other. At any rate,
go forward into the dimension door (I will call these doors that go between the
level versions "dimension doors") and break the blocks you see. Go forward and
kill some Goombas and Koopas until you reach a dead-end. Use the nearby
dimension door.
Go back now, being careful of Auroros and Goombas, and break open the Orange
Cube for an item. You might've seen this Cube at the beginning of the level,
but you couldn't reach it. Anyway, continue right, past the dimension door you
came out of, and fall down the shaft, being careful of the various Red
Paratroopas. At the bottom, take care of the enemies and head through the
dimension door down here. You'll appear in a really dark room in a small
containment of boxes. Jump up and attack and you should hit a bomb block, which
will destroy the other blocks surrounding you and bring light in so you can
see. Go up to the top left area here and break the Blue Cube for something,
then start climbing up the platforms. Be careful of Hammer Bros. At the top,
head left, since right is a dead-end. Avoid the Auroros and Giant Goomba (or
fight) and head through the dimension door.
Be careful with the Towtows up ahead. If you don't want to fight them, just be
quiet and carefully jump over them while they're sleeping. I'd advise that,
actually. Avoid or kill the Auroros, then break the wall to reach a door. Be
careful, there's another Towtow by it. In this next area, be careful of Mites
and Bucculus. Avoid the door up top for now, and head through the small tunnel
here, avoiding the Bucculus. Break the Blue Cube for some stickers, then head
back and go through the dimension door. Head down the tunnel again, to come to
some Goombas. Down them all to make a bomb block appear. Hit it and something
will open up...head back through the dimension door and look through the tunnel
again. You should see an opening in the ceiling. Head up there and trip the
switch. This will allow access to the pit in that door you kept seeing in the
upper alcove for both dimensions. Head through that door.
Fall through the pit, and go through the dimension door. Kill the Towtow here
to make a door appear. Go through that. You're now in a raft ride. Just ride it
out, avoid the Red Paratroopas, as they can be quite the...I wish I could say
the word but I want this guide to be clean, but...annoying. Get the contents
from the Blue Cube, and enter the door as soon as you see it. use the pinksliders to break all the blocks, and grab the contents from the Blue Cube and Orange Cube. Exit back to the raft. Do some fancy footwork to avoid the upcoming Bullet Bills, and as soon as you see a Giant Goomba, prepare to get the Orange Cube that comes up. Now just wait out the raft until you get to the next area. Head forward, take care of the Koopas, Goombas, and Hammer Bros., and get the contents from the Blue Cube when you see it. Get launched with the nearby barrel cannon, and after a weird flight path, you'll fly down through the floor into an area... ============================ FIGHT: Shadow Bowser ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ So we're fighting Bowser? Well...not exactly. He's a dark variant. Nonetheless, this is an actual fight after a while, so hone your skills and beat this guy! Shouldn't be too much trouble. ============================ After the battle, Bowser will be turned into a trophy. Diddy goes over to it and touches it, and it disperses into a cloud of Shadow Bugs! Then, the real Bowser appears with the Dark Cannon in hand, almost making a trophy out of Fox and Diddy. Diddy moves forward as if to think he can take Bowser on, but Fox grabs him and flees the scene. _________________________ The Ruined Zoo \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In the quiet zoo, a lone boy stands...Lucas. Primids and a giant Porky statue then suddenly appear and chase Lucas! This part of the stage is dedicated to just fleeing from the Porky Statue that is chasing you. Ignore the enemies, they'll be gone anyway from getting stomped by that statue. Hurdle tons of obstacles until you get to an enclosure. Quickly find the switches you need to open the gates as you continue. When you get to the pool of water, you're at the end of the level! Don't be fooled by the statue falling into the water...it comes right back! Lucas gets caught in a branch, and is about to get stomped, when Ness comes along and destroys the statue! Uh-oh, Porky! Time to fight! ************************************** * CHOOSE YOUR FIGHTER! * *_______ ______* * Lucas | | Ness * ************************************** ============================ BOSS: Porky ¯¯¯¯¯¯¯¯¯¯¯ This kid in a giant spider mech has many deadly moves at his disposal, such as a rapid stab, an electric beam, and Porky bomb statuettes that chase you. Attack only after Porky attacks, and then wait for the next attack so you can dodge it easily. (NOTE: Play The Ruined Zoo stage again to have a chance to make Porky a trophy! Just make sure that he's nearly dead, otherwise the Trophy Stands that may appear won't work.) ============================ After the boss, Wario appears with his Dark Cannon and tries to turn Ness into a trophy, but after not succeeding, then sets his sights on Lucas. Ness then decides to be a hero and takes the blow for Lucas. Lucas runs away as Wario laughs maniacally. Soon after, Lucas runs into the Pokémon Trainer and takes on a bunch of Primids with him. ************************************** * CHOOSE YOUR FIGHTER! * *_______ _________________* * Lucas | | Pokémon Trainer * ************************************** As of right now, Pokémon Trainer only has Squirtle with him, so you cannot use your Down Special move to switch yet. Head forward, take care of Primids and Auroros, and once you get to the wooden structures, don't bother climbing up, just head forward. After crossing a small water pool, you'll get to an area teeming with Floows. Be careful here, and just continue on. After jumping past some spike pits, you'll get to an enemy-infested area. Yep, time for an enemy battle. Pay most attention to the Boom Primids as you are fighting Floows, as they can really mess you up. After the battle, keep going and you'll see a sewer entrance. Head in. Head forward, hit the switch to continue, and you'll get to another enemy battle, this time against numerous Bytans. Be quick with them, they like to multiply! Once they're gone, take the upper path and break the Orange Cube for the item inside. Continue on and you'll see a dark portal spawning all sorts of enemies, like Bytans and Glunders. Break the portal, then take care of the stragglers. Afterwards, head up, and take the door. In this next area, head forward, ignore the Boom Primid, and bounce up with the springs. Take care of the Tickens, and drop when you reach the other side. Head left to see a door. Take it. Inside is an icy room, with three platforms, an Orange Cube, and a Blue Cube. There's also a spike pit. The Orange Cube is sitting on the middle platform, and it's the only one that doesn't break. Get the item from that, and the health items from the Blue Cube, and exit. Continue right. Bounce up, take care of the Floows and Fire Primids, and break the Blue Cube for a few items. Bounce up with the spring ahead to a high up platform, where another enemy battle ensues. As always, focus on the Boom Primids. They are the worst. After the battle, drop on the right side and look left to find a hidden Blue Cube. Get its contents, then bounce over the huge spikes, being careful of Tickens on the other side. End of level! Pokémon Trainer puts Squirtle away now that the job is done, and walks away. Lucas remembers what happened to Ness and wants to save him, so he insists on staying with Pokémon Trainer. _________________________ The Battlefield Fortress \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A desolate fortress lies in the desert. Nearby, two R.O.B.'s are detonating a Subspace Bomb. A lone figure stands high atop the fortress, spotting the explosion and the Ancient Minister! It's Marth! He unsheathes his Falchion, readying battle against the Subspace Army. Head on forward into the fortress, killing Primids and all sorts of Sword Primids. Head down the halls, until you reach a watery room with a couple of Armights. Kill them, and proceed, eliminating the Borboras in the way. You'll get to two more Armights. Down them, then climb up the ladder to find a Key. Pick it up and throw it at the locked door on the right to unlock it. Head down that hall, avoiding the fiery Jyk, and open the door there. Inside is a room with two Jyks and two alcoves, one alcove holding an Orange Cube and another holding a Blue Cube. Get the contents, then leave. Back in the second room of Armights, head left down the bottom hall, and at the junction, take the lower hall. Dodge the Jyks, hit the switch to open the door ahead, and get what's in the Blue Cube. Continue left until you reach outside. Head through the door. The gate ahead is locked, but you can fit a sword through it to hit the switch on the other side if you do a stab motion...charge up Marth's Standard Special and unleash to hit the switch and open the gate. Continue on outside the fortress, being careful of Roaders. Don't hit the switch up ahead, it'll just spawn more enemies. Take care of the Spaaks when you get far enough, and head through the door at the end. Marth stands before the Subspace bubble from the Bomb, and sees out of the corner of his eye a blue figure with bat wings rushing towards him. It's Meta Knight! After a hectic sword battle, they realize they are not enemies and join together to fight the Subspace Army! ************************************** * CHOOSE YOUR FIGHTER! * *_____________ _______* * Meta Knight | | Marth * ************************************** Choose your favorite here, it's going to be one long enemy battle! Tons of different kinds of Primids stand against you. To make it worse, a huge breeze is constantly pushing you to the left, towards a cliff where you can get KO'd. Don't let that happen! After the battle...stage tiem again! Head left. (Yes... I misspelled time on purpose.) Soon, you'll come to a short enemy battle. Take care of the Primids here. Keep going and you'll fight an Autolance. Tough little bugger, but you can take him. After he's dead, a health item might appear, so grab it. Continue left, and you should see a Blue Cube. Break it open to get some more health items, then keep going left. The screen will start to scroll now, so be on your toes. When you get to a ledge, there's a trophy hiding under it. Make sure you grab it before you continue. The ledge should be after the two Primids on platforms and an Autolance. Continue on, and just ignore the enemies for now, they'll just slow you down. After the screen stops scrolling, you'll get into a small enemy battle, including a Greap. Take them down, continue. Jump across the cliff for another small enemy battle. Fight them, continue. You'll reach a wooden platform. Here is another enemy battle, with the worst kinds of annoyances. Sword Primids, Feyesh, Armights, and Autolances...ugh. After they're gone, head left some more and through the door. Fall through the shaft here until you hop into a minecart. Ride it along until it crashes. Head through the door in the alcove that you see. Ride the minecart inside until it crashes, then break open the Blue Cube and Orange Cube here for some stuff. Backtrack and exit. Move right to get to another enemy battle. Take care of these guys, and break open the Blue Cube that appears for a health item. Keep going and ride the next minecart. You'll have to jump off a series of minecarts in this section here. When you get to the big jump, jump off as high as you can so you can reach the door at the end. Continue right. Marth and Meta Knight attempt to reach the Ancient Minister carrying another Subspace Bomb, but fail. A mysterious sword appears behind the Minister, it's Ike! He knocks the Subspace Bomb right off. Now three sword wielders have arrived! ************************************** * CHOOSE YOUR FIGHTER! * *_____ _____________ _______* * Ike | | Meta Knight | | Marth * ************************************** Whooh, things are getting exciting here. Head forward to immediately deal with some enemies. Keep going on until you get into an enemy fight. Seems to be the same old, but then you encounter a unique enemy: Nagagog. This one grows as it takes damage, so be careful. After killing all the enemies, just head right to finish the level. (Finally!) Ike, Marth, and Meta Knight rush to find themselves stopped by a mere cliff, watching as the Ancient Minister flies off. After the Stage Clear screen, you will see another scene, showing Luigi trying to fend himself off against harmless Waddle Dees. Unfortunately, those Waddle Dees were a distraction, and King Dedede sneaks up from behind Luigi and turns him into a trophy. He and his Waddle Dee minions then flee when they see Wario coming with a kart of the trophies he's collected. He gets off, sees the Luigi trophy, and grabs it, but is then ambushed by Waddle Dees. King Dedede then takes off with the kart. Just what is Dedede up to? _________________________ The Forest \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Link walks to where the Master Sword sleeps. He readies himself, and pulls the Master Sword. Afterwards, he walks through the woods, passing by a sleeping Yoshi. The two are interrupted by a sudden Subspace invasion! ************************************** * CHOOSE YOUR FIGHTER! * *______ _______* * Link | | Yoshi * ************************************** Head forward, killing Primids, until you reach an enemy battle. Do your best here. After the battle, continue forward, encountering a Puppit. Climb up and over the trees, and break open the Blue Cube. Drop down, and head left to find a door. Go through it. Inside, break open the Blue and Orange Cubes for some prizes, then exit. Continue right, climbing various trees, and when you reach the end of them, look left for a Blue Cube containing stickers. Keep going right. When you get to two platforms moving up and down, prepare for an enemy battle. Be careful of the Puppits. After the battle, continue and go through the door. In this next area, pass along the gap using the vines, but be careful of the Trowlons that will try to lift you up and out of the screen...At the other side, bounce up with the springs, and at the top, bounce on the spring there to find a high-up Blue Cube. Break it and grab the trophy inside. Next, drop all the way down to find a hidden Blue Cube. Break it, but beware the Ticken. Continue right to get to another enemy battle...annoying as hell. Afterwards, keep going, and make paths by breaking the bomb blocks and revealing a Blue Cube and Orange Cube. Get the items from them, and continue. Break the last bomb block and head through the door. Continue on, killing enemies the easy way by hitting the pink sliders. When you get to a row of blocks and a spring, bounce with the spring and hit the pink slider above to break all the blocks and reveal a Blue Cube. Break it for a few stickers. Continue on, kill all the Mites using a series of pink sliders, keep going. Hit the pink slider up ahead to hit a Blue Cube, but it will also break the floor ahead. Be careful! Kill the Shellpod, then continue on. Kill more Shellpods, then trip the switch. Quickly climb the platforms that appear, and climb the ladder. Hit the pink slider to create an opening in the ceiling. Keep going, hitting pink sliders to unblock your path, and spring up to an enemy battle. Same old stuff. After the battle, continue forward to end the level. Link and Yoshi are stopped by a cliff while trying to chase the Battleship Halberd, and instead try to find an alternate route. Next, a strange cutscene will show a cardboard box sitting in the Halberd's hull. It moves a bit before the scene cuts. (NOTE: After finishing The Subspace Emissary, return to this level. A door will be added in the first area, it should be the first one you see. Enter this door to face Toon Link. Win the battle and you will have Toon Link unlocked for both use in normal brawls and in SSE.) _____________________________ The Research Facility (West) \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A scene shows a lean, sexy figure dropping into a hall from a vent. It's Samus! Well, without her suit. So right now she's Zero Suit Samus. At any rate... Break the boxes in your way (or jump over them) and head through the door. Continue forward and you should see an elevator. We need to find a door here, but let's find some goodies. Take the elevator up one level (press up while standing on it), and head right. Take care of the R.O.B.'s, and jump across. At the end you should see an Orange Cube sitting on top of some boxes. Break it, grab its contents, and return to the elevator. Go up another level, and head right to find the door. Head through it. The other levels and areas just contain enemies, so do that if you want some extra points. Samus walks into a dark room and sees Pikachu getting his electricity sucked out of him in a machine. She breaks him out, causing an alarm to go off. Dozens of R.O.B.'s come in to stop them. ************************************** * CHOOSE YOUR FIGHTER! * *_________________ __________* * Zero Suit Samus | | Pikachu * ************************************** Head on forward, killing all the R.O.B.'s, and head through the door there. In this next room, go forward and kill the R.O.B.'s. Ignore the ferris wheel above and just climb down the ladder ahead. Go through the door. In this room, jump across some platforms until you get into a fight with some R.O.B.'s and Roturrets. Kill them all and continue. When you get into the halls, ignore the one going up, and just continue right. You should reach a room with a Key, some R.O.B.'s, and a Buckot. Kill them all first, then grab the Key. Backtrack and take that upper path to unlock a gate. Going straight left from here just leads to some R.O.B.'s and a Roturret, if you want some extra points. Climb up, any- way, and head right. Eliminate the Roturret guarding the Key. Now, before you grab it, get launched from the launcher there. You should shoot across a gap into an alcove with an Orange Cube. Grab its contents, then jump back across. (For ZSS, you'll have to use her Tether Recovery, for Pikachu, you'll have to make clever use of his Quick Attack.) Grab the Key, and head back left. Use it to unlock the gate that you see, and head through. Get rid of the R.O.B. here, and hit the switch to move a platform. Now, backtrack all the way to the door at the beginning of this area. Use the ferris wheel and take the hall to the right. Head through the door here. Jump onto the brown platform and ride it along, dodging the Jyks in the way, until you reach the end. Kill a few Glunders, and a switch will appear. Hit that switch and a whole mess of blocks will fall down. Backtrack to the door. (Know why we're doing this? We're creating a path to the end of this level.) Go back to the ferris wheel and climb the ladder up to the top. Head right, and break the blocks on both sides of the gap to find a Blue Cube. Break it to get its contents, then head left now. Head through the door that you see. Climb up this shaft here with a waterfall, killing Bytans and R.O.B. Launchers, and at the top, break open the Blue Cube for its contents, and head through the door. In this next room, climb up the little shaft you see (one wall jump will do) to see a Blue Cube. Get its contents, then drop down to the right to see some giant Bytans. These have more health than normal Bytans, but surprisingly, they aren't classified any different. (Unlike the Giant Goombas, Giant Primids, etc...) Kill them anyway and continue. Be careful with the mines here, so just hit them with a projectile. Just keep continuing, exploding mines and killing R.O.B. Launchers, until you get to a fight with some Metal Primids. The only thing different to these from regular Primids are their extra health, and they do NOT flinch from any attacks. Oh yeah, and any projectiles you fire at them are reflected. Ugh...you may lose a few stocks in this battle. After the battle, continue on a little more, dodging mines, and you're home free! Samus and Pikachu walk into a monitor room cautiously, and Samus spots her suit enclosed in a capsule from a big monitor. Looks like Samus has got some work in order to get to her suit... _________________________ The Lake Shore \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Kirby runs off, leaving the princess with him behind. Bowser appears behind the princess and turns her into a trophy. Then, a dark Bowser comes along beside Bowser, and turns into a bunch of Shadow Bugs, surrounding the now trophified princess. Later on, a dark Peach/Zelda is seen aiming a dark cannon at Mario & Pit/Link & Yoshi (Zelda aims it at Link & Yoshi, while Peach aims it at Mario & Pit). Before she can fire, she is stopped by Pit/Link (Again, depending on who you rescued at the beginning). Then his partner comes in. ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* *If Zelda was saved: Pit | Mario * *------------------------------------* *If Peach was saved: Link | Yoshi * ************************************** This is a battle against the respective princesses. Choose who you want and let her have it! Both are kinda hard, but Peach is such a royal (lol, literally) pain in the ass, especially in the higher levels. She constantly floats along the ground and uses aerials that make her nearly untouchable. To make matters worse, each character in your team has only one stock, so make it count. After the battle, Link/Mario will run along and see the other team mentioned beside the respective princess they just defeated. The princess turns into Shadow Bugs, and in anger, Link/Mario rush toward the other team and try to attack, but miss. (God, it's hard to describe these cutscenes when they can change.) ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* *If Zelda was saved: Pit | Mario * *------------------------------------* *If Peach was saved: Yoshi | Link * ************************************** It's a team battle against the other duo! Both you and your partner have one stock each, so again, make this count. Fight, fight, fight! That's all I can tell ya. After the battle, Link/Mario notices Dedede fly by with the trophies, but mostly sees Zelda/Peach (respectively) on there. He takes the team that lost with him, but Kirby gets to him and frees the team. Then, Link/Pit fire an arrow at Dedede's craft, making him crash. Then the whole gang of characters chases after him! ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Yoshi | Kirby | Pit | Link | Mario * ************************************** Choose four, the character that's left, you won't be able to play as. Yes, it seems the limit is four stocks, but maybe if you get another stock, you can play as all five...anyway. Head forward, and kill all those Bombeds. Jump across and break open the Blue Cube for an item, and continue on. Be careful of the Tickens and more Bombeds, though. Climb onto the raised floor and it will take off. You'll soon get into an enemy fight with a lot of Bombeds. Take them out, then as a finisher, you'll have two Spaaks and a Greap to deal with. As the platform floats back down, you'll have to deal with some Bullet Bills. Once you land, head right, killing more Bombeds until you reach a door. Take it. You're now at a scrolling section. Keep up with the screen as best as you can, because there are some Bucculus enemies on the ground that will stop you. Dodge Jyks as well and hurdle over obstacles, and brace yourself for when the screen starts scrolling even faster, which should be around the part where you cross a collapsible bridge. Be vigilant too, as you'll see an Orange Cube. Quickly break it and grab its item, and then you'll reach a cave entrance. The team is seen standing in front of the entrance, where Dedede's cart was left behind. ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Yoshi | Mario | Pit | Kirby | Link * ************************************** Again, choose any four. Head on forward and you'll drop down to two Shaydas. Kill them, then continue down. You'll drop into a minecart. Ride it, and when you see the exclamation mark, jump off, as it is going to plunge into some water. Break open the Blue Cube in the alcove above for some goods, then jump the platforms, going right. Climb up while taking care of some Feyesh, and you will see a hall going right, where some hot rocks are. Don't go through there yet, and instead continue on up this shaft to see a higher alcove with some blocks. Break them to reveal a door, so go through it. Traverse this tiny cavern here to find an Orange Cube and a Blue Cube, so get the items from those, and exit. Traverse that hall of moving hot rocks, and you'll reach a room with three locked gates and one Key. Since the lower two gates just lead to another Key inside each, just use this Key to open the highest gate. Continue on and you will find a lone Shaydas. Defeat it and a door will appear. Take it. Break the blocks above you, then attempt to climb to the top-left area of this room. You will see an Orange Cube in an alcove covered by blocks. Break them and the cube, then go below and drop through the arrow blocks to find a Blue Cube. Break that and get its items, then exit this room. Keep moving right, breaking the blocks by hitting the bomb blocks as you continue, and you'll reach a room where you'll fight some enemies. They consist of Feyesh, Tickens, and Shaydas. After the battle, continue on and take the door. Break the Blue and Orange Cubes right by the Goal door for some items. Now it's time to end the level! A cutscene will show Kirby (and obviously the whole team) exiting the small cave and seeing a little dwelling. They then see a red aura emitting from the clouds. It's the Halberd, and it's emitting a low hum. After the Stage Clear screen, you will see someone standing in front of a monitor, directing Bowser to the dwelling our previous team had encountered. The screen pans to reveal that the person is Ganondorf! _________________________ The Path to the Ruins \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A giant mountain in the shape of a pillar is standing near some mountains. A Charizard is seen flying towards it. Pokémon Trainer and Lucas are standing on a nearby cliff, looking on. Pokémon Trainer brings out cards of two Pokémon, points at the Charizard one, and pumps his fist. He wants to capture that Pokémon! Continue forward, killing Shellpods and a Boom Primid, while jumping over and dodging Jyks, and you'll get to an enemy battle with Puppits and a Shellpod. After that, continue right and drop. Kill the Primids and break your way into the little ruins here. Break the Blue Cube for some food, then go up the elevator to find two Gamygas. Kill them (their head is their actual weak point) and run right to find some gaps. Start counting them while defeating enemies. When you get to the third gap, fall down it to find a door. Inside, break all the blocks to find all kinds of stuff. After all the blocks are gone, exit. Climb back up and head right, jumping across falling platforms. Make sure to get the Orange Cube before you enter the ruins. Once inside, jump across the lake of lava, being careful of fireballs, and you'll reach a fire-infested hall with Fire Primids. Kill the Fire Primids and slowly make your way through the area, hitting switches to temporarily shut off some fire jets. At the end, you will fight some Armights. Take care of them and head up and left and you should see an Orange Cube. Get it, but beware of the fire jet above. Once you got what's in there, drop down to the bottom. Turn left and break the Blue Cube for an item, then pummel the enemies there. Continue right and you'll get to an enemy battle. This one is easy though, as the whole area is an enclosed room. So you can't get KO'd. After the battle, continue on to a battle with Nagagogs. This one is also easy because of the pink sliders here. After the battle, you'll get two health items. Grab them then continue on to ANOTHER enemy battle. This one is slightly more difficult, because you're on a platform. But still, the only way to get KO'd is through the bottom, so you should have no trouble if you time your Ukemis right. After the battle, keep going, and you'll get to an enemy battle.. in a wide open area. Alright, NOW you need to be cautious here. It's three Armights and some Glires. Take out the Armights first, then the Glires, to make it easier. After the battle, continue right, and go up the elevator. At the top, look left and get the Blue Cube there, then head through the door. Now just walk right... Pokémon Trainer and Lucas stop at the entrance to the ruins, when Wario comes in from nowhere! Lucas remembers what Wario did to Ness, and clenches his fist, ready to fight. ************************************** * CHOOSE YOUR FIGHTER! * *_________________ _______* * Pokémon Trainer | | Lucas * ************************************** ============================ FIGHT: Wario ¯¯¯¯¯¯¯¯¯¯¯¯ This is a fight against Wario. Fairly simple if you know what you're doing. Just a hint...when the battle starts, Wario will run right at you without giving you time to figure out what's going on. Expect this, and either jump or dodge as soon as the battle starts. When the battle ends, Lucas will look around for Ness, but won't see him anywhere. He gets discouraged, but Pokémon Trainer encourages him. They then enter the ruins. ============================ After the Stage Clear screen, you're shown what appears to be a throne room, and King Dedede putting badges on the trophies he has. However, he's one short, and after some hesitation, puts the badge he's wearing onto the last one. What exactly is he doing? A rumble is then heard, and pieces of the ceiling start crumbling away, trapping Dedede and his trophies under the rubble. It's Bowser and his minions! Bowser spots one of the trophies... _________________________ The Cave \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Someone is seen looking through the aforementioned throne room, and spots a cave entrance. It's that gang of heroes! ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Yoshi | Pit | Link | Mario | Kirby * ************************************** Again, choose any four. Head forward, and run like heck, because a boulder is coming down after you. Even after the gap, you're not out of the woods yet. Keep going, as the ceiling is going to crush you! Once you clear that, you're fine. Continue, killing Goombas and climbing up the ladder to get to an enemy battle. It's the typical Koopa enemies, even Red Paratroopas. Watch out for those, they are AGGRESSIVE. Drop down the right side once all the enemies are cleared, and stop at the gap. Let the ceiling come down ahead of you, then once it comes back up, drop down quickly. Up ahead is a floor that will try to crush you. Wait for it, then climb up like heck. Just be sure to exit off the left side. Climb up, take care of the Koopas, and wait for the next ceiling to drop. You should see it open up. Take this opening quickly to find a hidden door. Now, prepare yourself. Once you enter the door, you'll see a Blue Cube and an Orange Cube, but the left and right walls are closing in. It's likely you won't be able to get what's in both cubes, so it will require two trips into the room to get what's in there. Once you got both Cubes, exit the room and head back left, and drop down quickly, moving to the right side. Now, wait for the ceiling behind you to go back up, and head back into the shaft to see an Orange Cube. Get what's in there quickly and then exit. Climb up the ladder, and head through the hall here of moving walls. Get in through the openings, open the Blue Cube for some health, and continue to the door, after killing more enemies. In this small heated room, grab the Key, and carefully jump across, avoiding the spike trap and fire jets, and throw the Key at the gate. Head through the door behind it. Continue right, and hit the switch to remove the haze for a small time, so rush past it. Kill the Paratroopas, then climb up the platforms. Head left now, and jump to the rock in the middle for an enemy battle. It's Red Paratroopas, Shellpods, and Glires. After killing them all, continue left. You will see platforms leading up and a gap below. Take the platforms, the gap leads to nothing, unless you want to die. Anywho, get the Red Paratroopa off your back, and hit the switch to remove the haze briefly. Jump to the top quickly and move right. Dodge the Bullet Bills to get to a small room. The bottom area leads to a switch but is guarded by Bucculus enemies, and the top is a path covered in haze. Suck it up and take care of the Bucculus, then use a projectile to hit the switch, since the haze doesn't disappear for long. Once past that, hit the switch to remove the haze, but act fast, as the ceiling will close in on you. Maybe it's just best to go through the haze then, you'll only take 2% damage every half second anyway. Hit the next switch with a projectile to clear the haze for a long while, but only because you will fight two Giant Goombas. After them, continue on, being wary of Glires, and you'll reach a large gap. Jump across these Koopa-infested platforms, and carefully take the ferris wheel to the next platform. Once back in safe ground, head right to see a Hammer Bro. Be careful here, as a boulder could come rolling down at any moment towards you. Once past that, hop up into the corner and enter the door there. It'll be tricky here, but try to get the prize inside the Blue Cube above the collapsible floors. After getting that, jump to the Orange Cube and grab its prize. Exit, then exit the alcove, going right. Be careful of the Giant Goomba covering the hall. Once he's taken care of, head through the Goal door. Bowser is seen taking Peach/Zelda with him, and the team of heroes try to stop him. He ends up getting away, but the badge that was on the princess flies off. Kirby goes to look at it as if to say "Is that a cookie?" After the Stage Clear screen, the Ancient Minister is shown looking at some R.O.B.'s, making sure they detonate a Subspace Bomb at Dedede's lair. It blows up as he flies away. Ganondorf is then shown looking through a monitor, viewing the Subspace. Then.. Master Hand shows up!? Is he behind all this? Ganondorf bows to Master Hand, with an evil grin on his face. _________________________ The Ruins \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ************************************** * CHOOSE YOUR FIGHTER! * *_______ _________________* * Lucas | | Pokémon Trainer * ************************************** You pick your character before the level even starts! Once it starts, head left and take the elevator down to a minecart. Ride it, and drop down a long shaft afterwards. Head right now, and kill the Borboras. If the gate already closed, hit the switch left of the shaft. Kill some Mites while traversing through moving sections of the floor and ceiling, and you should see a trophy hidden in an alcove of a moving ceiling. Grab it, then continue through more of the same stuff. When you get to a platform above a spiked floor, take care of the Glires and continue to see a section where spiked ceilings will come down on you. Be pretty careful here, especially with the annoying Borboras enemies. If the gate ahead closed, wait for a switch to appear on the ceiling to make it go back up, then head through. Break the Blue Cube for an item, then get into the little room here and it will start circling a Roturret along with another room. Get what's in the Blue Cube at the top if you want, but I'd advise to leave before things get out of hand, as numerous Floows will torture you as well. Exit through the right and take care of any more Floows before dropping down. Hit the right switch to reveal a door. Take it before you fall past it. Be careful in this scrolling section. Avoid or kill the Mites and avoid the fire jets, and break the blockades. You should see an Orange Cube on top of a blockade, so quickly get what's in there. Do NOT take the minecart, because it goes too fast for the camera. If you do get in it, jump right off. At the end, the screen will start scrolling down along with a platform. Stay on this thing, and avoid the spikes as you see them. Be careful of the many Primids too. Once you see a door, enter it quick. Jump across, break the Blue Cube, and keep going to another Blue Cube. Get what's in there, then exit. Fall down, kill some giant Bytans, and go right, eliminating Glires. You'll reach a room... Pokémon Trainer sees Ivysaur, one of the Pokémon he was looking for, frozen as a trophy. He goes and grabs it. Now, you can switch between Squirtle and Ivysaur using the Down Special move! After the scene, jump onto the platform ahead and fight some enemies as it takes you across this large gap. When you finally get across, continue, break the Blue Cube for some health, and hit the switch ahead. Hit the switches to open the gates, but beware the last one with the Borboras. Once past that, you'll see two switches. Hit both and hurry right to get past two gates. Past that, hit the switch then quickly climb up past the next gate. Kill the Bytans, then hit the switch. Move quickly right and hit the switch there, then pass the gate, drop, and move right before the gate up ahead closes. Move right, kill the Roturret, then hit the right switch to reveal a door. Head through it. Your job in this room is to hit the switch, then navigate the room to pass through the gate above to reach the Orange and Blue Cubes. Get the health behind you, then hit the switch. Do some fancy footwork to move past the gate, and get your prizes before exiting. You may have to kill the Roturret again when you exit. Move right now to see a room filled with Shaydas and Towtows. Eugh. After killing them, head through the door. You've encountered a wild Charizard! Battle it, and if you win, Pokémon Trainer will capture it. You now have all three Pokémon to use! Pokémon Trainer and Lucas will find themselves in a large chamber. (NOTE: After beating SSE, return to this level. A door will appear at the very bottom of that spiked shaft you went down earlier. Head through to encounter Wolf. Defeat Wolf in battle so you can use him in both SSE and normal brawls.) _________________________ The Wilds (West) \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A weird tank is seen dashing across the mesa, and the sword team, Marth, Meta Knight, and Ike, go to investigate. ************************************** * CHOOSE YOUR FIGHTER! * *_______ _____________ _____* * Marth | | Meta Knight | | Ike * ************************************** Head forward, killing Primids and Buckots until you reach a Gamyga. Nothing too hard. The screen will start scrolling down. Go down the platforms to the bottom. Head right through the tunnel, being careful of Roaders, and break open the Blue Cube above for something. Once you exit the tunnel, go up and to the left to find a hidden door. Go through. Get the prizes inside the Orange Cube and Blue Cube in here, then exit. Head right to get into some serious wind shear. Nevertheless, trudge on. You should soon see some blocks covering up an Orange Cube. Break through to it and get what's inside. Next, be careful with the mines up ahead. A Roader will come up behind you, too, so don't let that fool you. When you get to a stop, just keep climbing up and you will soon reach the top. Yes, I realize that's a rhyme. Anywho, up here, you'll face an Armank. Kill it (destroy its claw to reveal its weakspot) and drop down the right side. Go right to the door. In this next area, just head right, killing some enemies. Fairly simple, really. Part of it, you traverse moving floors. At the end, you will have to navigate a series of platforms as the screen scrolls down. At the bottom, you'll face...GIANT PRIMIDS. Not as threatening as you might think, actually. >_> Anyway, kill them and continue right, killing the Bombeds. You will get to a barrel cannon section. Miss the barrel up ahead, then double jump left onto the platform. Get what's in the Blue Cube, then head back. Fire the barrel cannon at the moving one up ahead, then fire at the top one. Next, fire at the farthest right cannon to get to a door. Open it. Inside is a room of Jyks, some blocks, two Blue Cubes, and an Orange Cube at the top left, which requires navigation of the platforms above. Get them all, then exit. You will be shot back to the beginning, so hop into the moving barrel, shoot to the lower one, then keep shooting right until you reach a tunnel. Head through the door inside. Break open the Blue Cube for some health, then head through the next door. The sword team has reached the weird tank, and it transforms into a giant! Prepare for battle! ************************************** * CHOOSE YOUR FIGHTER! * *_____________ _______ _____* * Meta Knight | | Marth | | Ike * ************************************** ============================ BOSS: Galleom ¯¯¯¯¯¯¯¯¯¯¯¯¯ Galleom is a big ol' toughy, but his moves can be pretty easy to analyze. All you have to do is do a few attacks then lay off of him until he finishes an attack. When his health is down, the attack where he uses his tank to run over you will also try to stomp you into submission. Avoid that. Other than that, pretty clear. ============================ After the battle, Galleom will fall off the cliff, down through the ground in front of the ruins where Pokémon Trainer and Lucas are...uh-oh. _________________________ The Ruined Hall \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Lucas spots something falling from high above. It's Galleom! And he's not done yet! ************************************** * CHOOSE YOUR FIGHTER! * *_________________ _______* * Pokémon Trainer | | Lucas * ************************************** ============================ BOSS: Galleom...again ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ He's much the same old here, nothing really different. After the battle, Galleom is finally gone, but wait, it reveals a Subspace Bomb inside it, and grabs Lucas and Pokémon Trainer. Lucas finds a way to free themselves, but they end up plummeting down to the ground, until Meta Knight flies in and saves them. The Subspace Bomb explodes, sucking Wario (who is still a trophy) into it. Talk about a quick stage, huh? (NOTE: Since it's purely a battle with Galleom, play The Ruined Hall stage again to have a chance to make Galleom a trophy! Just make sure that he's nearly dead, otherwise the Trophy Stands that may appear won't work.) ============================ _________________________ The Wilds (East) \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Ancient Minister sees the explosion of the Subspace Bomb, then laments at the loss of all those R.O.B.'s. Before he leaves, a blue arrow flies past him. It's the league of heroes! ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Mario | Pit | Link | Yoshi | Kirby * ************************************** Yet again, choose any four. At the start, hit the pink slider to remove the obstruction, and continue to a small enemy battle. It's just a few Shellpods and a Feyesh. There's a pink slider to help you out as well. After the fight, keep going, as the screen is scrolling now. Avoid the Bucculus. Along the way, you'll see a trophy hidden behind some blocks. Hit the pink sliders to get rid of the blocks and quickly grab it. Soon after, you'll stop on a platform that moves up and down. Enemy battle! This time, Feyesh and Armights. After the battle, continue on past the Shellpod to see three elevators. Take the middle one up and immediately exit it. Go below where it was to find a door. Enter. Inside, you'll find a huge pink slider. Hit it with your most powerful attack and destroy all the blocks up ahead. Go past there to find a Blue Cube and an Orange Cube. Get the stuff from there, then exit. Hit the bomb block to clear some blocks and climb up the ladder to get back up to the elevators. Take the leftmost one to reach the top. Just beware of Feyesh. Continue right, hit the large pink slider to kill some enemies as you go along. Enter the door at the end. Continue right in the next area to find a platform to ride. Some more wind shear, it's blowing to the right now. Just be careful of the enemies here. Lots of Trowlons. Be careful of the spike traps as you move through the tunnel, and afterwards, face a lot of Primids and a Greap. After that, keep going, jumping across small gaps. Next, ride a series of platforms down, and ride a platform up. Eliminate some enemies, then climb up, breaking the block ceiling. Kill the Spaaks while looking left to find an Orange Cube. Get what's in there, then head right for the goal. Just be careful of a surprise attack from a Roader. Mario and Link are chasing the Ancient Minister, dodging all sorts of lasers. R.O.B.'s stop them, and two others take down the Subspace Bomb that the Minister had. They activate it and Pit and Mario try to stop them, but it's too late. The league of heroes and the Ancient Minister escape as the bomb explodes. _________________________ The Swamp \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ************************************** * CHOOSE YOUR FIGHTER! * *_____ ____________* * Fox | | Diddy Kong * ************************************** Choose your character before the level begins. Yep, we're finally back with this duo. Don't you just love the Bramble Blast music? Head forward now, killing numerous Koopa Army enemies, until you reach a pit with a giant leaf and an enormous updraft. Stay on that leaf and ride it down, and jump down to the right to find an Orange Cube. Get what's in there, then hit the bomb block to continue. Avoid the Hammer Bros., climb up the ladders, and jump across the swinging vine platforms. Be careful of the Puppits along the way. Head through the door at the end. Continue right, past a serious downdraft, and climb across the ladders that you see, while dodging Bullet Bills. You'll get to a floor above a Blue Cube. Drop off the right side and quickly move left to get to the Cube. Get its contents, hit the bomb block, then continue right. After passing a gap with a downdraft, you'll get to an enemy battle. After the battle, the screen will start scrolling upwards. Get a move on! You'll be on a ladder that moves left and right, a LONG ladder, so traverse obstacles and enemies this way. You'll soon find a door on the left side. Enter it quickly. Inside, go across to break the Blue Cube, then using the updraft here, jump high up and to the left to find an Orange Cube. Get the contents, then leave. Continue on up using the ladder, break the bomb block on the left side, then quickly move to the right, clearing the bomb blocks out of the way, until you reach a door. Enter. Fox and Diddy walk along the path, and Diddy gets trophied by Bowser. Shadow Bugs surround him, forming a giant dark Diddy. Just as things seem bleak for Fox, Falco flies in with his Arwing and foils Bowser's plans. Fox revives Diddy, so now it's time to face your worst fight yet! ************************************** * CHOOSE YOUR FIGHTER! * *_______ ____________ _____* * Falco | | Diddy Kong | | Fox * ************************************** ============================ FIGHT: Giant Shadow Diddy ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ No seriously, this is the worst fight in SSE. Giant Shadow Diddy has insane knockback with just his neutral attack combo, and can do up to 100% damage in the blink of an eye! Yep, and this isn't even considered a boss! However, to beat Giant Shadow Diddy, you have to be quick. Strike first, then keep hitting him so he won't have a chance to attack. That's your only way of surviving. Giant Shadow Diddy likely won't die until he's well past 500%, so just be patient and give it your all. ============================ After the battle, it's déja vu as Diddy Kong tries to talk to Falco as he walks off. Diddy the ends up dragging Falco with him, while Fox gives him a look like "He won't give up!" ************************************** * CHOOSE YOUR FIGHTER! * *____________ _______ _____* * Diddy Kong | | Falco | | Fox * ************************************** Yep, we're not done with the level. And how nostalgic, some Yoshi's Island music just kicked in. Hop into the minecart now, and jump off before it lands in some water. Now, just head on along these land pieces as you traverse this swamp. Next, take the series of launchers to get launched to an enemy battle. Next, shoot along some barrel cannons. When you have a choice of two barrel cannons to shoot to, take the top one. That way, you'll be able to reach a Blue Cube. Get its contents, then keep going, launching into the bomb blocks to clear the way. Head into the door. Next is a part of this swamp with a bunch of springs. Use these springs to traverse this area. When you reach two diagonal springs that point left, use them to get up to a platform with an Orange Cube. Get what's in there, then bounce up high. Get the contents from the Blue Cube, then spring across the spikes there. Go below the wooden spikes now, and break the blocks. Now, fall straight down from here to find a door. Inside, get the Blue Cube's contents, and the health, and look at the water closely to see a bomb block. Destroy it to reveal a hidden trophy. Grab it then exit. Keep going along, springing over spikes and whatnot, and at the end, head into the door. Next area, get onto the platform and have it take you across this large body of water. Be careful of Bullet Bills and some weird spiked vines that come up from the water. Even after crossing, you're not safe, as you have an enemy battle. Tons of annoying Red Paratroopas. After the battle, keep going but beware of those spiked vines destroying part of this bridge here. Right at the Goal door, you'll face a Giant Goomba. Some Primids are seen flying a little carrier, with DK (still as a trophy) chained up and flying towards a floating island. It's the Research Facility that Samus and Pikachu are at! Wait...doesn't it look a little like Angel Island from the Sonic games? Anyway, Falco calls up the Great Fox to help them fly over there. (NOTE: After beating SSE, return to this level. An extra door will have opened up in the area right after the Giant Dark Diddy battle. Enter the door to face Jigglypuff. Defeat her to unlock her to use both in SSE and in normal brawls.) _____________________________ The Research Facility (East) \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ************************************** * CHOOSE YOUR FIGHTER! * *_________________ _________* * Zero Suit Samus | | Pikachu * ************************************** Choose your character before you begin the stage. You're in a dark area, but move forward anyway. Be careful of R.O.B.'s. You'll soon see a switch, which will light up the area briefly. Use this to navigate. There are also Glice enemies here, don't get frozen. Hit the next switch to light up the area, then drop down to continue. When the lights go off, the wall up ahead will open up, so pass that to get to an enemy battle with a light switch. Keep the light switch on so that you don't get KO'd by the Big Primids. Once gone, move on,
and navigate these floors and ceilings by hitting switches along the way. At the end, eliminate some enemies, and hit the switch. Climb down the ladder nearby quickly to see a door previously blocked by the floor underneath. Head into it quickly. Inside, get the prizes from the Blue and Orange Cubes. Head into the other door after exiting that hidden room to continue. In this next hall, take care of all the R.O.B.'s to make it easier for you before you head into the next door. The scene upcoming will show Samus and Pikachu finding the room where Samus's Power Suit is being kept. However, they get trapped, and two copies of her Power Suit surround them. ************************************** * CHOOSE YOUR FIGHTER! * *_________________ _________* * Zero Suit Samus | | Pikachu * ************************************** ============================ FIGHT: Shadow Samus x2 It's a fight against Samus's powerful suit, times two! The music that plays is very suiting as well. (Metroid Fusion) In case you're wondering, these imposter suits are Shadow Bugs impersonating Samus. They like to use projectiles a lot, so do a lot of dodging. Otherwise, they don't seem to be able to knock you far. ============================ After the battle, R.O.B.'s come in to try to stop Samus, but she already has her suit on, and obliterates every one of them with one blast. Time to get cracking! ************************************** * CHOOSE YOUR FIGHTER! * *_________ _______* * Pikachu | | Samus * ************************************** Now that you have original Samus, whenever you get to select her outside of a cutscene, just use the C-stick to switch between her normal form and Zero Suit form. You can also use this technique to switch which Pokémon you want to start out with for Pokémon Trainer. Anyway, head forward killing R.O.B.'s while you break through blocks and jump gaps. When you get to a whole bunch of boxes, break the ones on the very left. If you do so, you should be able to uncover a trophy. Grab it, then continue right, past some moving blocks that can be stopped by hitting the switches. Enter the door at the end. In this area, hit the switch to bring up an elevator. Ride it for a second, then jump off as soon as it goes up. You need to do that because the elevators around here are damn quick and they can send you off the screen. Continue right and jump across, then head up the ladder. Hit the switch, and take the elevator above you. Jump off as soon as you see another ledge, and prepare for a battle. After the battle, move right, and jump off, hugging the left wall. You should land near a bomb block. Hit it to reveal a path to a hidden door. Head inside. Some fast spiked blocks are moving. Hit the switches to make them stop so you can pass over or under them, and get the prizes from the Blue and Orange Cubes. Exit. Climb up the ladder on the right, then hit the switch to make an elevator appear. Alright...time for some fancy footwork. When you get on, wait a second before you jump to the left to get on another elevator. Ride this for a little and get off once it goes up to land on the elevator to the left beside you. Ride it for a split second and jump onto the elevator to the left, the one nearest the ceiling. Ride it and then immediately jump when you see the door above you. Head inside. That was...a little rough...huh? Now for some puzzle solving. Take the portal above you (the one on the red platform) and break the Orange Cube here for its prize. Be careful of the Glice as well. Warp back, then take the other portal. It's an enemy battle against a Roturret and a couple of Primids. Nothing too bad. After they're gone, two portals will appear. The one on your left leads you back, so take the right one. Climb up this next area using the springs, also being careful of the flying R.O.B. Blaster. Take the portal at the top. In the next area, take care of the R.O.B., then hop on the platform to your left. Ride it ALL the way left, do not take the portal on the platform that it passes over. Instead, take the one just left of the Cymul. Now you're above where those two portals were! Hit the switch to move a gate below you, then warp back. NOW you can use that portal that the platform passed under. Using it will make you fall down to the area where you first warped, where the Orange Cube was. Warp out of here, then take the door that was just opened to you. Hit the Blue Cube for some serious health items, then enter the next door. Samus and Pikachu find themselves in a large shaft, when all of a sudden Ridley comes and swipes Samus away, damaging Samus and pummeling her 'til her suit can't take it. Pikachu saves Samus just in time by summoning a thunder storm. Alright, let's take this big purple BAMF out! ************************************** * CHOOSE YOUR FIGHTER! * *_______ _________* * Samus | | Pikachu * ************************************** ============================ BOSS: Ridley ¯¯¯¯¯¯¯¯¯¯¯¯ Never thought you'd face him here, huh? Ridley is a slow target no matter the difficulty, so he's fairly easy to take down. He can do stuff such as charge at you, stomp from above, and flap his wings hard to create some serious wind shear. After the battle, Samus and Pikachu exit the research facility, and see some R.O.B.'s working on a Subspace Bomb. (NOTE: Play The Research Facility (East) stage again to have a chance to make Ridley a trophy! Just make sure that he's nearly dead, otherwise the Trophy Stands that may appear won't work.) ============================ __________________________ Outside the Ancient Ruins \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Thousands of Pikmin are seen trying to beat on what seems to be a giant R.O.B. It knocks them all off, leaving Olimar scared. A red Pikmin pokes at Olimar's shoulder and points at a car coming exceedingly fast. Is that the Blue Falcon? Captain Falcon launches off his Falcon and unleashes a hearty FALCON PAUNCH at the R.O.B., knocking it over. Unfortunately, Captain Falcon lands on a show of Pikmin and kills them all. XD...Uh, I mean, poor Pikmin... :( ************************************** * CHOOSE YOUR FIGHTER! * *________ ________________* * Olimar | | Captain Falcon * ************************************** Well, two new heroes have emerged. If you look at the background, you can see Olimar's ship has crash-landed. Move forward, killing R.O.B.'s, until you see a bridge. Drop through it and enter the door. You'll start falling down along with a trophy. Grab it before it plummets down a hole! Now exit. Head back up and cross the bridge. When you get to a gap, prepare to dodge, as a Roader will come up behind you. Take care of him, and the Gamyga up ahead. Just keep going, killing enemies. It's a fairly noncomplicated stage. Climb up the ladder at the end to get to a fierce enemy battle. After it, keep going. You'll soon reach two R.O.B. Launchers and a Gamyga. One of the Launchers is on a breakable platform. Take a risk and climb up the platforms by it, and enter the door high up. Inside, carefully get both prizes from the Orange Cubes inside here. If you miss the one above the bridge, just exit the room and come back and the Cube and bridge will both be back. Anyway, after getting both, exit and continue. Past the Gamyga is a door. Captain Falcon and Olimar will see Falco and DIddy fly in an Arwing, dropping him onto the carrier that has DK. Diddy takes out the Primids and revives DK, and Captain Falcon takes Olimar and decides to help out the Kongs. ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Diddy Kong | Donkey Kong | Olimar * *------------------------------------* * Captain Falcon * ************************************** It's a pure enemy battle! Give all you got! Primids, Trowlons, Shaydas, Spaaks, all kinds of enemies are here to stop you! After the battle, the Kongs celebrate, and Diddy waves Falco good-bye as he flies off in his Arwing. Then, the carrier enters the floating island... _________________________ The Glacial Peak \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A fierce aerial dogfight occurs between the Halberd and the Great Fox. Meta Knight climbs the glacial peak in order to get to his Halberd, passing by the Ice Climbers. For some reason, the Ice Climbers get mad that Meta Knight is climbing the mountain better than them, so they follow him. ************************************** * CHOOSE YOUR FIGHTER! * *_____________ ______________* * Meta Knight | | Ice Climbers * ************************************** Start climbing, that's the only way through this stage. Of course, you have Primids and all sorts of enemies to deal with. At the second ladder, you'll find an opening to a Blue Cube on the right. Grab what's in there, but exit quickly, as some spikes will push to the left. You'll climb up some scrolling platforms, barrel cannons, and then finally the door at the top. Next area, you're solely on a platform moving up through an ice-covered shaft. After the platform, you'll be still going up, but with ice pushing out from the sides. Keep your eyes open, since the screen is scrolling, you'll pass by an Orange Cube in a small alcove. Get what's in there, quick! At the top, ignore the Metal Primids and just enter the door. The Metal Primids are just stalling you for the spiked ceiling that comes down. Next area, use the barrel cannon to shoot you up, then move right while falling to find some blocks. Break them to find a door. Inside, kill the Primids and get the prizes! Exit. Fall to the left from using the barrel cannon now to find a ladder. Now you are at a series of ladders. Be careful of the numerous Glice around though. After passing that, you'll face a series of Shaydas, and then a couple of Glice. Next just keep going up until you see a door. Go through. Hop up, break the Blue Cube for some health, then grab one of the Metal Boxes to turn metal. Now, drop down to the water, and swim under the ice there to reach the other side. Climb up the first ladder, grab some stickers, then climb again to reach an Orange Cube. You know what to do. Break the bomb block so you'll be able to exit. Keep climbing and you'll reach some Spaaks and two Towtows. Eliminate them or just move on. It seems that you're at the peak! Enter the door. Ice Climbers will jump for joy for reaching the top, and Meta Knight will spot a blue figure balancing atop the peak. It's Lucario! He faces against Meta Knight. ************************************** * CHOOSE YOUR FIGHTER! * *_________ _____________* * Lucario | | Meta Knight * ************************************** Yes, you can actually choose your fighter in this character vs. character battle. Just like the Mario vs. Kirby one. It's fairly simple, but be careful, the whole stage is slick. Whoever you choose, once you win, that character will revive the loser before the stage officially ends. So yes, you do have to play as both characters in this scene if you wish to have all Subspace Emissary movies. After the Stage Clear screen, Lucario and Meta Knight team up. They then spot the Halberd taking the Great Fox with it. Meta Knight and Lucario both head up to the Halberd, but the poor Ice Climbers are knocked off the peak, falling to the canyon. _________________________ The Canyon \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Marth, Ike, and Pokémon Trainer spot the peak collapsing, and dodge out of the way. Ice Climbers make it safely, but then a bunch of Subspace Army troops appear, surrounding the characters. But then, the league of heroes are seen overlooking the battle from a cliff, and get ready for battle! ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Link | Pit | Mario | Kirby | Yoshi * ************************************** This is a pure enemy battle, so don't hold back! Dozens of waves of enemies appear, and they're all enemies you've seen before. All types of Primids, Feyesh, Armights, Puppits, Glires, Roturrets...you should be able to take care of it. ____________________________ Battleship Halberd Interior \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Great Fox is seen flying off, damaged and broken. The camera then pans to inside the Halberd, showing that cardboard box earlier. Snake then reveals himself! "Kept ya waiting, huh?" Head forward through the door. Keep going along, killing Primids (easily done if you crawl to them and attack). When you get to some falling blocks, make all of them fall and you should reveal a switch. Hit it to open a hidden door. In the room there, get the prizes from the Blue and Orange Cubes, after destroying some metal blocks. Exit when you have them, then keep continuing on. Now for a really neat trick. Run along the bridge made of falling blocks, and when you near the end, perform a dash attack and hold down to instantly get to your crawling stance before the Scope Primid has a chance to fire at you. Head through the door. Snake will run through a hall, then hide in a box when he hears someone rushing through. It's Meta Knight and Lucario, but Lucario senses someone inside the box, and lifts the box to reveal Snake. They get ready to fight, but Lucario notices that Snake isn't a threat, but the nearby Primid Army is. He motions to Snake to follow them. ************************************** * CHOOSE YOUR FIGHTER! * *_________ _______ _____________* * Lucario | | Snake | | Meta Knight * ************************************** Head forward, taking care of Primids, and head straight right when you see a gap with some platforms. Eliminate the enemy portal and any stragglers, and a switch will appear. Hit that, then go back to that gap. Fall down it. Head right. Same kind of deal here, eliminate the enemy portal and any stragglers, then hit the switch that appears. Now, before going back, look at the top right corner of this room to see some breakable blocks and a door. Just break the blocks and walk through the wall, it's actually a hidden hall. Enter the door there. In this room, navigate it, then eliminate the enemy portal. Grab the goods from the Orange and Blue Cubes, then exit. Return to that one gap you fell down and go left. Eliminate the enemy portal plus any stragglers, then hit the switch. Now, go to the far left and down the ladder to find a Blue Cube. Get the stuff from there, then head back to the gap to find a path has opened below. Go down it, get the Orange Cube, then enter the door. In here, simply fight enemies in a room that constantly lights up and gets dark and stuff, and go through the door that appears afterwards. Continue on, killing any enemies you see. Get the Blue Cube along the way, and beware the Roaders. Enter the door at the end. Down here, kill the Bombed, which will open a gate. We need to find all the enemies here to find the way forward. Climb up the ladder, kill the Primid, then jump up. Kill the Cymul, then get the prizes from the Blue Cube below and the Orange Cube above. Now, climb up the ladder on the left to face a Towtow. Kill, then go back and drop down. Defeat the enemies here as you move forward, and the Metal Primid should be the last one. Now head back to where those gates were and head through the door behind them. They see Peach and Zelda captured in cages, and Shadow Bugs cover them both. Dark Peach and Zelda! ************************************** * CHOOSE YOUR FIGHTER! * *_____________ _________ _______* * Meta Knight | | Lucario | | Snake * ************************************** It's a battle against the dark forms of Peach and Zelda. Give it all you've got! They pretty much act the same as in their previous battle. After the battle, Peach and Zelda will be freed, but Snake will tell them to stay put. How rude of him. >_> ____________________________ Battleship Halberd Exterior \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Sheik (formerly known as Zelda) opens the door in the room they were kept in, and both walk out. ************************************** * CHOOSE YOUR FIGHTER! * *_______ _______* * Peach | | Sheik * ************************************** Jump across numerous platforms outside the Halberd, and head through the door at the end. Move right, then start going up. Hit the switches to eliminate all the mines, and at the top, get the treasures from all the Blue Cubes. Head down and move right this time. You should see two mines moving up and down next to each other. Above the one on the right is a crack in the ceiling. Have it explode near the ceiling to reveal a trophy. Take it then keep going. In the room full of mines, carefully navigate around them as you get the items from the Blue Cubes on the top left and bottom right sections. Hit the switch when you get to it (after the mine room) and quickly jump across the gap ahead and pass the gate that's about to close. Enter the door. ...What's this? An...enemy gallery? There's all sorts of enemies in tanks displayed here. But...there's one that we haven't seen. It's a ball with arms and legs, suspended in webs...ok...let's get out of here. Enemy battle! After it, move right, getting prizes from Blue Cubes and defeating enemies. On the next leg, dodge all sorts of fire jets. The door is between a crushing floor and ceiling, so take it quickly! Jump the platforms now, and go up. When you can no longer go up and right, go up and left to find an Orange Cube. Keep going right to the end. Fox's Arwing is trying to take on the Halberd again, and ends up firing near where Peach is. Sheik teleports up to Fox's Arwing and breaks it, but before they end up fighting, Peach interrupts with some tea time. Peach...seriously!? __________________________ Battleship Halberd Bridge \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Lucario, Meta Knight, and Snake find the control room, where a bunch of Mr. Game & Watches are controlling the ship. They knock them all out, and the G&Ws end up being Shadow Bugs. They all form a giant subspace being named Duon. ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Lucario | Sheik | Peach | Falco * *------------------------------------* * Fox | Snake * ************************************** ============================ BOSS: Duon ¯¯¯¯¯¯¯¯¯¯ Pick any four. It's a battle against the toughest boss yet! This boss has two sides, a sword side and a gun side. The attacks vary, and are pretty tough to avoid. For the gun side, when it shoots homing missiles, try to get them to hit Duon, they do a lot of damage to it. There's also bombs, a spin attack, and a rushing attack to worry about. After the battle, Peach will go over to Mr. Game & Watch and revive him. Meta Knight will then take control of the Halberd. It's now free from enemy hands! (NOTE: Play Battleship Halberd Bridge stage again to have a chance to make Duon a trophy! Just make sure that he's nearly dead, otherwise the Trophy Stands that may appear won't work. Be wary, this guy's a real pain in the ass to trophy.) ============================ __________________________________ The Subspace Bomb Factory (North) \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Samus and Pikachu are running along a hall, while the alarm is blaring red. ************************************** * CHOOSE YOUR FIGHTER! * *_______ _________* * Samus | | Pikachu * ************************************** Go forward, take out a couple of R.O.B.'s, then head down a level with the elevator. Don't go left, it's just a trap room with nothing in it. Instead, go right and defeat some R.O.B.'s, then get the Blue Cube's contents. Go back to the elevator and go down a level. This just leads to some enemies, so if you don't want to fight any, go down another level. Down here, heading right just leads to a single Borboras, while the left goes to a Blue Cube and a door. Get the Blue Cube's item, then head through the door to get to an enemy battle. Kill them all to reveal an Orange Cube and a Blue Cube. Get the stuff from them then exit. Go back to the elevator and go down yet another level. Heading left leads to a couple of Borboras and a Roturret, and going right leads to another elevator. Right from the elevator is just a fight with two Big Primids. If you're done, head up two levels with this new elevator. Head left, and break the boxes to reveal a door. Head in, and defeat the Armank for a trophy. Climb back up and exit. Heading right from the elevator just leads to a Roturret and a Jyk. Go up another level, and head right to defeat the Borboras and get the item from the Blue Cube. Go up one more level. To the right are two Nagagogs. To the left are a bunch of R.O.B.'s. Defeating the R.O.B.'s will reveal a door, so go through that. Inside, get the stuff from the Blue Cube, then wall jump up to the top to find an Orange Cube. Get that stuff, then exit. Take the elevator back down three floors, then head through the door there. Continue on, taking on some R.O.B.'s, and you'll soon reach an enemy battle full of them. If you manage to survive, the end of the level awaits. Samus and Pikachu find the Ancient Minister, but he doesn't fight back at all. Hm? What's his problem? __________________________________ The Subspace Bomb Factory (South) \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ************************************** * CHOOSE YOUR FIGHTER! * *_____________ ________________* * Donkey Kong | | Captain Falcon * *------------------------------------* * Olimar | Diddy Kong * ************************************** Continue forward, killing R.O.B.'s and Autolances, and breaking blocks in the way. When you get to a bomb block, break it and immediately jump back up. Head along now, and face an enemy battle. After the battle, the screen will start scrolling. Move on now, and find the secret door on the next set of revolving platforms. Inside it, get the contents from both Blue Cubes, then launch from the spring at the top. Once off-screen, attack up there until you hear the sound of an Orange Cube breaking. Grab its contents, then leave. Continue on, head through the door at the end. Traverse the conveyor belts, and when you get to a locked door, head up, destroying blocks. Try to destroy most of them, because at the top is a switch that will help unlock that door. However, hitting it will cause a ceiling to come down. Once past that, go down the ladder. Head left to get to an enemy battle, which rewards you after the battle. Jump left to find a blue switch. Hit it, then look up the shaft on your left. See the door up there? If you have someone who can wall jump (Diddy or Captain Falcon) get up there and enter the door. Inside, climb up to the top and break the bomb block to reveal an Orange Cube and a Blue Cube. Get the crap and exit. Return to the ladder and head right this time. Simply traverse these series of conveyor belts until you reach a green switch. That door should be open now! Head back to the ladder, climb up it, and head through the door. Head right, killing R.O.B.'s and stuff, and hit the switch to turn on some fire jets to kill some enemies as they spawn. Move right some more while breaking blocks, then climb up the ladder. Hit the switch, then break the blocks beside you. Move left and hop onto the platform after destroying the R.O.B., then jump and hit the switch. Quickly move left to find an Orange Cube. If you drop down to the hall below before the fire jets ignite again, you will have a Blue Cube. Head back, down the ladder, and across the now-covered fire jets. Kill the giant Bytan, then go right and down the ladder. Don't take the launcher, and instead hit the switch up ahead so you'll get launched through it. This next part is just a platform moving up a shaft as you kill enemies. Soon you'll get to an enemy battle, but be careful of the walls that are closing in. Once you kill the enemies, climb up quickly. Right is just a locked gate, so go left. Break the blocks to reveal a Key, but some giant Bytans will try to get in your way. Eliminate them, then take the Key to unlock that gate. DK will bust up the wall, joining Pikachu and Samus. Ganondorf appears as a hologram and instructs the R.O.B's to activate the Subspace Bombs. The Ancient Minister tries to stop them, but is then shot down and burst into flames. The other characters try to stop the R.O.B.'s, but it is fruitless. Some Auroros come flying in, but the Ancient Minister fires beams at them from his eyes, and sheds the clothes he was wearing. He's...R.O.B.? What's going on? ************************************** * CHOOSE YOUR FIGHTER! * *________________ _____________* * Captain Falcon | | Donkey Kong * *------------------------------------* * Diddy Kong | Pikachu | Olimar * *------------------------------------* * Samus | R.O.B. * ************************************** Choose any four to kick some ass. This part of the stage is a pure enemy battle. It's almost endless! I'm sure you can get it if you work really hard at it though. After the battle, the characters will continue to try to stop the R.O.B.'s, but it ends up being too late. They have to escape before the explosions consume them all! ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Donkey Kong | R.O.B. | Diddy Kong * *------------------------------------* * Olimar | Captain Falcon | Pikachu * *------------------------------------* * Samus * ************************************** This part of the stage just deals with getting to the end. All sorts of obstacles await. Head through the door at the bottom. At this part, you'll have to fall past a horde of moving mines. Right afterwards, look for a portal spawning Mites. In the bottom right corner of that spot is a trophy. Now just continue down, ignoring enemies. The next part is so quiet it's creepy... just fall down the shaft here... Captain Falcon will call out his Falcon Flyer, then escape through a shaft. But Meta Ridley isn't gonna let them go! ************************************** * CHOOSE YOUR FIGHTER! * *_____________ ________________* * Donkey Kong | | Captain Falcon * *------------------------------------* * Olimar | Diddy Kong | Samus * *------------------------------------* * Pikachu | R.O.B. * ************************************** ============================ BOSS: Meta Ridley ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This boss is unique in that you have to defeat him quickly before time runs out. So...give it your all! His attacks mainly consist of ramming the Falcon Flyer, so prepare to jump. If he latches on to the back and pulls down the Falcon Flyer, give him one solid smack to make him let go. After the battle, you'll be seen flying away from the floating island as it blows. Everyone meets with each other now...it looks like everyone has joined the fight together! (NOTE: Finish SSE, then play The Subspace Bomb Factory (South) stage again to have a chance to make Meta Ridley a trophy! Just make sure that he's nearly dead, otherwise the Trophy Stands that may appear won't work. Be wary, this guy's a real pain in the ass to trophy. You may have to fall after the trophy and grab it in mid-air.) ============================ _________________________ Entrance to Subspace \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Prepare for epicness. A giant Subspace Cannon emerges from the wreckage that used to be the floating island of the Ancients, and it fires, creating another Subspace bubble. Bowser and Ganondorf end up being the ones controlling it. He spots the Halberd speedily making its way over to the Cannon, so Ganondorf commands all the anti-aircraft guns to fire on the Halberd. The Halberd ends up taking a clean hit, making it explode. But it's not over... they escaped to their respective ships! They go flying towards the cannon at breakneck speeds, dodging literally a wall of laser fire. Kirby then comes flying in on his Dragoon, and splits the cannon in half! Ganondorf and Bowser then enter Subspace before the rest of the heroes do. ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Mario | Donkey Kong | Link | Samus * *------------------------------------* * Yoshi | Kirby | Fox | Pikachu * *------------------------------------* * Captain Falcon | Peach | Zelda * *------------------------------------* * Ice Climbers | Marth * *------------------------------------* * Mr. Game & Watch | Falco * *------------------------------------* * Meta Knight | Pit | Olimar | Lucas * *------------------------------------* * Diddy Kong | Pokémon Trainer * *------------------------------------* * Lucario | Ike | R.O.B. | Snake * ************************************** Pick any four from this expansive list. Head forward to an enemy battle. Fairly easy. After the battle, continue along, grab the Trophy when you see it. This stage is really just a complete enemy offensive, so give it your all. At the end, take on the enemy portals before the enemies themselves, otherwise you'll have an endless battle on your hands. After it, continue on, and you'll have a series of big enemies to kill. Good luck. Afterwards, head through the door. Bowser and Ganondorf are seen, but Ganondorf trophies Bowser. He goes to Master Hand, but finds out he's bound by an unknown figure, named Tabuu. He tries to stop Tabuu, but fails. Master Hand also tries to stop Tabuu, but is powerless. The team then face Tabuu, and he releases Off Waves, turning EVERYONE into trophies. Then Tabuu takes all the parts of the world that Subspace has engulfed and surrounds himself with them. Uh...if everyone's now "dead"...this isn't looking too good... _________________________ Subspace (West) \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ But wait, there's still those trophies that Dedede saved! The badges revive Luigi and Ness, and Ness gives Dedede the other badge to revive him. Looks like it's up to these guys to rescue the rest of the crew! ************************************** * CHOOSE YOUR FIGHTER! * *______ ______ _____________* *Luigi | | Ness | | King Dedede * ************************************** Head on forward, just be careful of the Glices. They could freeze you while above a gap! Continue on anyway, and stop when you reach the door. Go above the door to find Samus's trophy. Collect it. Every character trophy you collect in these next two Subspace levels adds a character back to your SSE playable roster, so let's try to get everyone back! Head through the door. Inside, kill the Towtow and climb up the pendulums. Head through the door that you see on the right. Right by where you dropped is Pit's trophy. Grab that, then jump left to find Falco's. Before leaving, get the Orange Cube on the lower left corner. Now exit. Climb to the top here. You'll find Lucas's trophy beside the door, make sure to get him before moving on. Head left from here, and fight some enemies. You'll see Ike's trophy above the enemy portal. Grab him. Next, stand on the yellow platform, then climb up to see Donkey Kong's trophy. Get him, then head left. Use the spring to reach a bomb block, and destroy it to reveal a door. Head through it. Inside, get Pokémon Trainer's trophy and Pikachu's trophy. You'll have to hit a bomb block to reach Pikachu, but grab him before he falls into the abyss, but make sure you don't, either. Exit. Continue right, hop onto the yellow platform to spawn others, and move along them. In this place, get Marth's trophy. Then, enter the door to the left nearby. Inside, detonate the mines and get Olimar's and Fox's trophies. Exit, then move right, taking care of all sorts of annoying enemies. Enter the door here. Next, move along the collapsible bridge, and destroy some blocks in the way. When you get to a door, move under it and destroy the bomb block, then quickly jump right to recovery Mr. Game & Watch's trophy. Now head through the door. This next section has Diddy Kong and Captain Falcon trophies, so get them at your own pace before continuing. (The screen loops around the room.) Right when you enter the next area, you'll see Mario's trophy. Now just jump across the platforms to the door. Dedede and his team look at the sight that was left in the carnage of the Off Waves, and then sees Bowser. He revives him, but Bowser is majorly pissed. In this part, it's just Dedede vs. Bowser. Nothing really complicated. Dedede revives Bowser again, and the fight almost starts again, but he flicks Bowser's nose as if to tell him to stop. _________________________ Subspace (East) \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Kirby is all of a sudden revived. He then spits up a Dedede badge. So he DID eat that one. XD. That Kirby...anyway, right above you when you start is Peach's trophy, so head up there and get her. You'll get to a bunch of mines. Right beside a wall of them is Zelda's trophy, so grab her. Past the revolving set of mines, Meta Knight's trophy sits waiting surrounded by mines. Grab him. Below Meta Knight is an Orange Cube, so grab that too. Continue on to the door. Drop down here, break both bomb blocks and get Link's trophy. (Now that you have Link and Zelda, Ganondorf will be available for play after this level.) Continue down, and break the left bomb block to get Yoshi's trophy. Fall down, and break the bomb block and other blocks to get Lucario's trophy. Drop down and prepare for an enemy battle. After the battle, the screen will start scrolling. You don't need to worry about any character trophies during the scrolling part, so just take it easy. The scrolling part will take you to another enemy battle. After that one, continue on, grab R.O.B.'s trophy, and head through the door. Head right from here, and soon you'll find a pink slider. Hit it to free the Ice Climbers trophy. Now, head to the bottom floor and follow that to find an Orange Cube. Now, fly up to the top and continue. You'll see Snake's trophy surrounded in blocks that only the nearby pink slider can break. Well, you know what to do. Free it and grab him. Continue on, kill the enemies if you wish, and jump on the yellow platform. Jump across to an enemy battle with some Tickens and a Gamyga. Ugh... After that, jump across to the goal door, but don't forget Wario's trophy. Bowser beats up on Ganondorf's trophy, then King Dedede shows that he's so happy to see Kirby. He drags them along. If you've saved Link and Zelda: Both appear near Ganondorf's trophy and revive him. He's joined the party! Next, Wario rides up to where Tabuu is after knocking down King Dedede. _________________________ The Great Maze \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ************************************** * CHOOSE YOUR FIGHTER! * *____________________________________* * Mario | Donkey Kong | Link | Samus * *------------------------------------* * Yoshi | Kirby | Fox | Pikachu * *------------------------------------* * Luigi | Captain Falcon | Ness * *------------------------------------* * Bowser | Peach | Zelda * *------------------------------------* * Ice Climbers | Marth * *------------------------------------* * Mr. Game & Watch | Falco * *------------------------------------* * Ganondorf | Wario | Meta Knight * *------------------------------------* * Pit | Olimar | Lucas | Diddy Kong * *------------------------------------* * Pokémon Trainer | King Dedede * *------------------------------------* * Lucario | Ike | R.O.B. | Snake * ************************************** The Great Maze...lemme tell you about it. It's a giant level in the form of a maze. It is basically all of the worlds that have been devoured by Subspace, so it's essentially a "let's go through the whole game again" scenario. Your objective is to find and kill the bosses that you've faced, and Subspace versions of all the characters you have. The story behind the Subspace versions of your characters is that they are basically embodiments of the data from your characters collected from the downed Subspace Army troops. So...yeah. Also, since this level is extremely huge, (pause to look at a map, what you see right now branches off to rooms that cover the whole screen) there will be save points within the level. Also, when you have activated a save in a new section of the level, you can just warp there from a previous save point to save time by picking the appropriate portal. (Top right portal brings you to the top right section of the level, bottom left portal brings you to the bottom left section of the level, etc.) Alright, let's get started. You start off at a save point already. Creepy looking, huh? A tranquil background, and you can see a rip in Subspace (literally) and semi-quiet music playing in the background. If you stand on the Smash icon, you'll be able to save, switch characters or apply stickers, or go back to the Adventure Map. Well, we just started, so...head through the only door here to have a refight with Petey Piranha! Simple enough. Afterwards, you have two door choices. The one with a circle on it leads you to the save point you started at, and the other moves you forward. (Watch out for those doors with circles on them, they always lead to save points.) Now you're getting into the actual maze part. Let's move left from here first. Yes, you're in Skyworld. Beat up all the enemies you see, and head through the door. (Any door that has black clouds coming from it, means that you'll have to go into a fight before you reach the next area.) Fight Subspace Pit here! He likes to spam arrows and his neutral aerial attack a lot, so be cautious. After the battle, move up, being sure to get what's in the Blue Cube. At the top, be careful of Jyks and a Glunder, and get what's in the Orange Cube. Now, backtrack and move right this time. Be careful of Trowlons while you move. Head through the door at the end, after you deal with a pesky Giant Goomba. Another junction. Move down from here, take care of the Greap, and you'll find a door. Take it. Inside, you will fight Subspace Kirby. He tries to intercept you while you're trying to recover. How annoying. After beating him, you'll return to where you were. Go back left and move up, and you'll find an Orange Cube in an alcove. Grab what's inside then continue up. You'll have a purple cloud raise you up to a door. Enter it. Inside, you'll fight Subspace Link. He doesn't seem to use his projectiles much (Bombs, Arrows, Gale Boomerang) so you're in the clear here. After the battle, you'll get into a new area. Forest, huh? Move forward, and you'll find a Puppit, a Shellpod, and a save room. (!) Take that save point after you're done with the enemies. One thing I should tell you is that when you save, you regain any stocks you lost! Neat, huh? After saving, move on right and take the dimension door. (Been a while since you saw those, eh?) Destroy the bomb block to clear the blocks, then return to find the previous blockade gone. Grab what's inside the Orange Cube, then go back into the dimension door. Move right and kill some enemies. The next dimension door you see just leads to some enemies, so take the next one after it. In here, break the blocks (except for the bottom ones) here, then go back. Move right, and break the bomb block. Now, see the blocks? Some of them are blocking the way forward. Take the dimension door. Now, go to the right, and destroy only two rows of blocks. Go back, and move right. Destroy the bomb block. Go back to the dimension door, and move right. Enter the door to fight Subspace Yoshi. This guy's a pain to down because of his double jump. After the fight, you'll return to the area you were in. Move left, go through the dimension door, then move right. Go through the door. You're now in the plains. Just move right, there's only one way to go here... When you get to the Gamyga, let the pink slider above it take it out for you. Also get what's in the Blue Cube above. Use the series of pink sliders ahead to get rid of a bunch of Borboras, and farther ahead, use a pink slider to break open an Orange Cube. Get what's inside, then move on to the door. Inside is a fight with Subspace Diddy Kong. Should be easy, especially if you gimp his Rocketbarrel recovery. Once done, you'll get yourself at a checkpoint. You're now officially in the top right corner of the stage. Well, you were when you entered the previous room, but anyway. Go save at the center of this room. After saving, use the springs to take the upper right door. Enter to fight Duon! ...It's likely after fighting him that you'll want to save, so go ahead and go back to the save point after fighting him. Anyway, after fighting Duon, you'll obviously be on the Halberd. Take the door below you. Now that you're inside the Halberd, continue until you have a choice of two ladders to go down. Take the left ladder, continue through there until you reach a door. Inside, you'll fight Subspace Snake. After the battle, you'll return to the Halberd interior, so backtrack and take that other ladder. Get what's inside the Orange Cube before entering the door there. Head straight right from here to find a save room. Save, then take the elevator down a level. Head right because the left path is locked. Fall down to find an alcove containing the Key. Grab it and fall down. Take on the enemies, and take the elevator up again. Use the Key to unlock the gate on the left. Go inside, break the bomb block, then fall. Enter the door to fight Subspace Mr. Game & Watch. You'll be returned to the Halberd interior after the fight. Now, just backtrack until you're back outside the Halberd. Head right, jumping platforms, and entering the door there. Inside, you'll fight Subspace Meta Knight. After fighting him, you'll have warped to...The Ruined Zoo. Nice Snowman music in the background! (From MOTHER.) Head left, spring over the wooden spikes, and get the Orange Cube that you see. Go up and continue left, just be careful of the Roturret ahead. Ignore the door below and instead continue left, avoiding or killing the Buckots, and head inside the door to fight Subspace Ness. Nothing of too much trouble. After the battle, you'll return to the Ruined Zoo, so go right and enter that door you passed by earlier. Now that you're inside the frozen sewers, head down the ladder, destroy the blocks, and kill the Scope Primids and Feyesh. As you head left, you'll find a save point above you. Let's get there now. Once you can go up, do so to find a switch. Hit it to allow access to the save point. Goody! After saving, hit the switch to exit, then continue left. Break the blocks, and enter the door. Next, just go through this whole part, there's only one way to go. It's fairly simple, the only things in your way are enemies. At the end are some mines though, so be careful of them. The door at the end leads to...Porky! Time to refight him. He hasn't changed at all, so use the same strategy. After killing him, you'll return to the...Forest? Oh wow. Move right like before and go to the save room to save. Take the bottom right door this time. Heh, we're in the Jungle now. All you have to do really is just drop down to the door at the bottom. Just be careful not to hit the mines. The door leads to a fight with Subspace Captain Falcon. Be careful, he'll try to rush you and immediately grab you. After the battle, you'll arrive at the Ancient Ruins, where Olimar was. Just go right, avoiding the mines (there's nothing below the bridge except for a Towtow) and killing a Gamyga and some Tickens, and go through the door. Inside is a fight against Subspace Olimar. Don't underestimate him, he's quite the killer! After the fight, you'll return to the Ancient Ruins, so backtrack to the save point and save. Head down the bottom left door now. You'll have to break a blockade to reach it. We're in the Swamp. Head left past the updraft, and past all those gaps, and go into the upper door. Inside, you'll fight Subspace Donkey Kong. After the battle, you'll be in a strange room. You'll see trophies of all the characters you have, plus the bosses, and a big door in the background. All these characters and bosses represent the ones you still have to fight before entering the big door, which is access to Tabuu. Some of them disappear, so we're on the right track. Remember the location of this room for later, and just exit. Take the bottom door blocked by blocks, and you'll face Subspace Samus. She likes to use her projectiles a LOT, so be cautious. After the fight, you'll be warped to the Research Facility. This is a BIG room, so let's get crackin'. Just move on forward until you reach a junction. The left is locked, so break the blocks on the right and move on. Be careful with the floor here, as it rises up to the ceiling to try to crush you, but only when you're on it. The floor is in sections, so as long as you move quick, you are in no danger. You'll reach a Key at the end, but don't grab it. Instead, drop down below it to find a door. Enter it to fight Subspace Pikachu. After the battle, you'll return to where you were, so grab the Key and return to the gate to open it. Go past there to reach an elevator. Take it down and you'll face a Big Primid guarding a save point. Get there as soon as possible. After saving, head right and go through the door there. Alright, a little confusion here...Hit the red switch. This is another one of those doors that we have to find multiple switches to open. Head through the right door. Continue along these conveyor belts, and keep going right when you reach a junction to find an Orange Cube. Now, go back to the junction and head up. When you get to the last conveyor belts on both sides below the door at the top, go to the left one and attack around there to break an Orange Cube. Get its contents, then go to the door. Before entering it, hit the green switch. Inside the door, you'll fight Subspace R.O.B. After the battle, you'll return to where you were, so backtrack to that locked door, and take the bottom left door. Hm, this is an interesting room. A room full of water. Anyway, head through this to find a locked gate blocking the blue switch and a Blue Cube. Well, keep going and you'll find the Key hidden in some blocks you have to destroy. Grab it, take it back and unlock the gate, hit the switch and get the Blue Cube's contents, then head back. Now, head through the middle door to fight Ridley! Nothing too hard, but he is faster in his attacks than before. After the fight, you'll reach a room with a save point. This is also the mark to let you know that you're now in the bottom right section of The Great Maze. Save. Head left, hit the switch so you can go down the haze-filled gap, and enter the door. Go up from here and break the Orange Cube for its prize. Now, go left. Navigate all the fire jets and enemies, and at the end, head through the door to face Subspace Bowser. He's big and tough, and hard to KO, so give it your best. After the battle, you'll return to where you were, so backtrack to the beginning of this room and go down. Enter the door down there to enter a minecart area. Simply ride minecarts down this long tunnel until you reach the end, where a door waits. Inside is Subspace King Dedede. Nothing too hard. After the battle, you'll arrive at the big lake of the Swamp. Move up and left, spring up, jump across the spikes, and hit the Orange Cube on the platform up above for its prize. Drop down and enter the door below to face Subspace Falco. Easy stuff, nothing to it. After the battle, you'll be taken to a small room that seems quite familiar. Grab the health on the left and what's inside the Orange Cube on the right, and destroy the bomb block hidden in the water to reveal a trophy. Now exit. Now, just spring to the door up ahead. You have two choices now, so let's go right. Shoot across the barrel cannons, and when you reach two barrel cannons to choose, take the upper one. The lower one will shoot you so far that you might get KO'd, so don't do that. Anyway, you'll reach a door. Enter it to fight Subspace Fox. After the battle, you'll return to where you were, so take the barrel cannon to your right to get launched over to the middle of this room. Head left now. Defeat multiple enemies as you continue, including the dreaded Autolance, and head through the door at the end, avoiding the minecart. You'll face Meta Ridley again! Same old stuff, though this time you don't have a time limit, so take your time. After the battle, you'll return to that cave save room. Save, then head left. Since we already went down the haze-filled gap, ignore it and instead enter the door across from it to fight Subspace Mario. He's a bit of a toughy, he's a master at edgeguarding. After the fight, you'll end up in the The Wilds, so move forward and up, avoiding the falling boulders as best as you can. Continue left, kill the Gamyga before he causes much trouble, enter the door at the end. Continue left, be aware of the Roturret below, and keep going. Enter the door at the end after carefully passing some spike traps. In the next area, carefully deal with these enemies one at a time, especially the Armights. Use the pink sliders to reveal the path forward, and you'll soon reach another door. Enter it to face Galleom! Be careful here, he likes to start the match
off with that giant uppercut of his. After the battle, you'll end up on the bottom left section of this level. Save. Move left to the elevator, and take it up a level. Head through the door here. Head left, past all the fire jets and enemies, and enter the door at the end. Inside, you'll fight Subspace Pokémon Trainer. Thankfully, you don't have to face all of his Pokémon. After the battle, head down and then right. Head through the gate before it closes. Watch the ceilings when they come down. One of them will have a trophy on it. Grab it, then continue. The door at the middle of this level just takes you to the save room above, so if you want to save now, go ahead. Head right anyway, past spike traps, and in some rooms circling a Roturret. Just keep heading right, and enter the door at the end to face Subspace Zelda. After the battle, you'll be at the Lake Shore. Head forward, dodging hordes of Jyks, and defeat the Armank up ahead. After he's gone, take the launcher up ahead, and enter the door to face Subspace Peach. After that battle, return to the save area. Once saved, take the elevator up two levels, and take the ladder up. Go left, break the bomb block, and go up and right to see a door. Enter it to fight Subspace Wario. After the battle, you'll end up outside the ruins. Go right from here, and take the elevator up. Fight two Roturrets, then continue right. Drop down the third gap to find a door. Enter to fight Subspace Luigi. Nothing too hard. After the battle, you'll return back where you were, so backtrack to the elevator, and take the launcher. Keep going left, pass the Mites, and enter the door. Now, start climbing here. Halfway along, you'll find an Orange Cube. Next, in order to keep going up, you'll have to find the bomb blocks. At the top, enter the door to fight Rayquaza! Nothing too hard. After the battle, you'll return to the Stadium from where you started! Save, then take the lower left portal. Go back to the elevator, and take it up two levels again. Go right to find a door. Enter it to fight Subspace Lucas. After the battle, you'll appear at the Glacial Peak. Just climb up like you did before the first time. Skip the door that you see and just keep going until you reach the top. Enter the door to fight Subspace Lucario. After the battle, you'll reach the Stadium area again. Save, then go back to the Glacial Peak area. Climb down until you enter a door, then enter it to fight Subspace Ice Climbers. After the battle, you'll appear at the Battlefield Fortress area. Continue forward, killing enemies, until you reach a save point. Save, then head down and left. Avoid the barrel cannon and launcher, kill the Borboras, and shoot yourself straight up with the next barrel cannon to hit a pink slider, unblocking the way to the door. Enter it to fight Subspace Ike. After the battle, you'll return to where you were, so go back right, save if you wish, and move right. Enter the door before the ceiling closes in. Inside, go right, up, left. Ignore the Key and instead just keep going up. At the top, enter the door to fight Subspace Marth. Be careful, you spawn above him and he could easily KO you as soon as you start. After the battle, you'll return to where you were, so backtrack to the Key, pick it up, and go right. Use it on the locked gate right of the ladder. Enter through there and enter the door to fight Subspace Ganondorf. After the battle you will appear at that big door. Everything is gone, so now just head to the center, wait for the door to open, and head inside. Tabuu will attempt the Off Waves again, but a mysterious being stops him just in time. It's Sonic! Now that Tabuu's wings are broken, his Off Waves are less effective, so it's safe to fight him. You'll be able to choose any six characters now, so basically, look at the previous "CHOOSE YOUR FIGHTER!" and picture Sonic there instead. ============================ BOSS: Tabuu ¯¯¯¯¯¯¯¯¯¯¯ This is it, the lord of Subspace! This guy has all kinds of uber attacks that can really knock you around, such as turning giant and shooting eye lasers, using a whip, throwing energy needles then one big blast, and including the Off Waves. All the attacks are easy to dodge, but the Off Waves are something else. You'll have to time three side dodges just right in order to avoid all three Off Waves. Just keep on attacking him and he will be gone in no time. (NOTE: Now that you've finished SSE, play The Great Maze stage again and head right to Tabuu to have a chance to make Tabuu a trophy! Just make sure that he's nearly dead, otherwise the Trophy Stands that may appear won't work.) ============================ After the battle, you'll see that all the worlds devoured by Subspace have been returned, except for the floating isle of the Ancients, as too many Subspace Bombs blew up there. (Yet, you can choose those levels once you're finished with this mode...) Before the credits, you'll get a neat little cutscene showing the translation to the game's main theme. It ends up being related to the Subspace Emissary's story! CONGRATULATIONS! YOU'VE FINISHED THE SUBSPACE EMISSARY! NOW, ATTEMPT TO GET TOON LINK, WOLF, AND JIGGLYPUFF, ALL ENEMY AND BOSS TROPHIES, AND FINISH ALL LEVELS IN INTENSE DIFFICULTY! ############################################################################### Event Mode [SolEvnt] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Event Mode is a mode where you can choose set matches and try to clear them. There are numerous events with objectives, such as a battle to the death between Link and Dark Link, turning two opponents into eggs with Yoshi before they break out, breaking all the platforms in Skyworld before one regenerates, among other stuff. New from Melee's Event Mode is the ability to choose your preferred difficulty for the match! Event Mode also allows you to play Co-op Events. These specialized Co-op Events allow a second person to play with the first player in a co-op to beat the events. Keep in mind that some Events cannot be Co-opped. A list of both single player events and co-op events is below. ------------------------------------------------------------------------------- Solo Events ------------------------- Event #1: Two Trouble Kings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Delfino Plaza Player: Mario CPU Partner: N/A Opponent: Bowser & King Dedede Objective: Simply KO both Bowser and Dedede once in the fastest time possible. You lose if you get KO'd. ------------------------- Event #2: Landmaster Ignition ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Corneria (Melee) Player: Fox CPU Partner: N/A Opponent: Sheik & Meta Knight Objective: You have infinite Final Smashes. KO your opponents with the Landmaster as many times as you can in under 1 minute to set a record. You lose if you get KO'd. You only need one KO to win. ------------------------- Event #3: Pink Ball Repulsion ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Halberd Player: Meta Knight CPU Partner: N/A Opponent: Kirby Objective: KO Kirby before the platform touches down on the Halberd. Kirby mainly tries to stay away from you. ------------------------- Event #4: Cleaning House in Skyworld ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Skyworld Player: Pit CPU Partner: N/A Opponent: Wario Objective: Destroy all terrain with attacks. Wario, for whatever reason, tries to keep you from your objective by attacking you. You have one stock, he has three stocks, so if you're looking to set a record, just avoid him as much as you can, instead of wasting time trying to get rid of him. ------------------------- Event #5: Become the Champion! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Pokémon Stadium 2 Player: Pokémon Trainer CPU Partner: N/A Opponent: Pokémon Trainer Objective: KO all of the opposing trainer's Pokémon to win. Both you and the opponent have three stocks, though you can freely switch Pokémon. ------------------------- Event #6: Super Bowser Bros. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Mushroomy Kingdom Player: Bowser CPU Partner: N/A Opponent: Three Marios Objective: Reach the end of the stage without getting KO'd. You can set a record by trying to KO as many Marios as you can. The stage scrolling speed is dependant on the difficulty. (Hard is really fast) ------------------------- Event #7: Diddy Kong Panic ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Mario Circuit Player: DK CPU Partner: N/A Opponent: Fifteen Tiny Diddy Kongs Objective: KO all the Tiny Diddy Kongs before you get KO'd. Don't worry, you don't face them all at once, just three at a time. ------------------------- Event #8: Go! Triple Finish! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Pokémon Stadium (Melee) Player: Pikachu CPU Partner: N/A Opponent: Squirtle, Ivysaur, and Charizard Objective: Fight three wild Pokémon as Pikachu! They're all on a team against you, so be alert. Each opponent has one stock, and you have two, for good measure. ------------------------- Event #9: The Monster beneath the Earth ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Castle Siege Player: Ike CPU Partner: N/A Opponent: Two Diddy Kongs & Giant Donkey Kong Objective: KO both Diddy Kongs before the stage gets to the dungeon part. If you fail to do so, prepare for a hard battle, but you can still win the event if you KO DK as well. Each opponent and you all have one stock. ------------------------- Event #10: All-Star Battle Regulars ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Final Destination Player: Choose CPU Partner: N/A Opponent: Mario, DK, Link, Samus, Yoshi, Kirby, Fox, and Pikachu Objective: Battle the original eight fighters from the first Smash! Battle two of them at a time! Each character has one stock, you have two. ------------------------- Event #11: Yoshi's Rainbow ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Rainbow Ride Player: Ice Climbers CPU Partner: Nana (well duh) Opponent: Six Yoshis Objective: Be careful here! You're supposed to KO each Yoshi in a certain color order. KO the red one first, then the pink, then yellow, green, pale blue, and finally blue. If you KO the wrong color Yoshi, you automatically fail the event. Be quick, because after the airship part, the Yoshis tend to suicide. ------------------------- Event #12: Sleeping in the Eggs ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Yoshi's Island Player: Yoshi CPU Partner: N/A Opponent: Kirby & Pikachu Objective: Use Yoshi's Egg Lay special and encase both opponents in eggs before either break out! They like to jump around a lot, and you only have one stock, so it will be difficult, considering they will attack you. ------------------------- Event #13: Dragoon Strike ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Halberd Player: Kirby CPU Partner: N/A Opponent: Three Warios Objective: Gather the Dragoon parts and KO the Warios! The Warios keep coming back if you KO them normally, so you must use the Dragoon. You have two stocks. ------------------------- Event #14: Sproutrage of the Flower Pikmin ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Distant Planet Player: Olimar CPU Partner: N/A Opponent: Pokémon Trainer & Pikachu Objective: Guard six Pikmin until their flowers bloom! Best strategy is to stay away from the opponents. Using moves will harm the Pikmin. Also, please note that you only start out with three Pikmin and must pluck out three more at the start. (Standard Special) A lot of people seem to be confused by this. You also have one stock, so try not to get KO'd yourself. (In case you're wondering about the supposed typo in the name, that same typo is in the game, as well.) ------------------------- Event #15: The Hammer of the King ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Smashville Player: King Dedede CPU Partner: Two King Dededes Opponent: Giant Metal King Dedede Objective: With the help of your colleagues, defeat the Giant Metal King Dedede to win! Each of you, including the opponent, have one stock. ------------------------- Event #16: Power Suit ON! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Frigate Orpheon Player: Zero Suit Samus CPU Partner: N/A Opponent: Two Zero Suit Samus's Objective: Grab the Smash Ball and perform your Final Smash to gain back your Power Suit! Each of you have two stocks, and it doesn't matter if you KO your opponents. ------------------------- Event #17: Super Waterfall Climb ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Rumble Falls Player: Zelda CPU Partner: N/A Opponent: Two Ice Climbers Objective: Reach the top of Rumble Falls! You can set a record by trying to KO the opponents as many times as you can. Just be careful, you only have one stock. ------------------------- Event #18: Dark Link Duel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Bridge of Eldin Player: Link CPU Partner: N/A Opponent: Dark Link Objective: It's a stamina battle to the death! Both of you have 200 HP each. Deplete Dark Link's stamina to 0 to win! Just be sure the same doesn't happen to you... ------------------------- Event #19: Wario Bros. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Mario Bros. Player: Wario CPU Partner: N/A Opponent: Mario & Luigi Objective: KO the Mario Bros. before they do! All of you have two stocks each. Remember to throw the monsters that appear to help you with KOs! ------------------------- Event #20: All-Star Battle x 1 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Battlefield Player: Choose CPU Partner: N/A Opponent: Wario, Meta Knight, Pit, Zero Suit Samus, Olimar, Lucas, Diddy Kong, Pokémon Trainer Objective: Battle the starter newcomers in Brawl! Fight two at a time. Each character has one stock, you have two. ------------------------- Event #21: Visit to Onett ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Onett (Melee) Player: Lucas CPU Partner: N/A Opponent: Ness Objective: KO Ness twice before Ness can do the same to you! A fairly straightforward event. ------------------------- Event #22: Monkeys Unite ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Rumble Falls Player: Diddy Kong CPU Partner: Giant DK Opponent: Sheik & Lucario Objective: Protect Donkey Kong and KO your opponents! Everyone has two stocks each. And, despite the event description, if DK happens to lose all his stocks, you don't lose the event. However, it is very hard to KO your opponents without him, as they seem a bit heavy. ------------------------- Event #23: Molten Norfair ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Norfair Player: Samus CPU Partner: N/A Opponent: Captain Falcon & Fox Objective: When the lava wave comes, make sure you're in the safety capsule to win this event. Everyone starts out at 300%, you have two stocks, and your opponents have infinite stocks, so you can try to set a record by KOing them as many times as you can while you wait for the lava wave. Just be very careful, since with damage like that, it's very easy to get KO'd. ------------------------- Event #24: Come On, Blue Falcon ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Port Town Aero Dive Player: Captain Falcon CPU Partner: N/A Opponent: Two R.O.B.s Objective: KO both of your foes with your Final Smash before the stage makes a lap around the course! KOing them normally won't do any good, they just keep coming back! ------------------------- Event #25: The Aura Is With Me ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Spear Pillar Player: Lucario CPU Partner: N/A Opponent: Ness & Sheik Objective: You start out at 182% damage, so you already have some power to KO your opponents. However, this also makes you vulnerable, and you only have one stock. Your opponents also have one stock each. Be careful and vigilant of the Pokémon that effect the stage as well when you're fighting. ------------------------- Event #26: The Slow and Easy Life ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Smashville Player: Ness CPU Partner: N/A Opponent: Three Tiny Olimars Objective: You're trying to enjoy K.K. Slider's concert, but these little guys are bugging you! KO them all once to win. You also have one stock, so try not to get one-upped by them. ------------------------- Event #27: Three-Beast Carnage ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: New Pork City Player: R.O.B. CPU Partner: N/A Opponent: Giant DK, Giant Charizard, Giant Bowser Objective: KO the giant beasts each once to win! It might be quite difficult, considering you can get thrown around quite easily from their attacks. You only have one stock as well, so make it count. ------------------------- Event #28: Flower Blooms in the Echoes ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Hanenbow Player: Peach CPU Partner: N/A Opponent: Olimar Objective: Turn all the leaves of the right tree (the one you start on) red by attacking them. Olimar tries to keep you from your mission, but he has one stock, so you can KO him if he gets annoying. You have one stock as well, so try not to get KO'd. To best do this, stand near the middle, and spam Peach's Down Smash. Standing near the middle will have the attack affect the leaves on both sides. ------------------------- Event #29: All-Star Semifinal Regulars ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Yoshi's Island (Melee) Player: Choose CPU Partner: N/A Opponent: Luigi, Captain Falcon, Ness, Jigglypuff Objective: Battle the original four unlockables on the first Smash! You face two at a time. Each character has one stock, you have two. ------------------------- Event #30: Sonic Boom ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Green Hill Zone Player: Sonic CPU Partner: N/A Opponent: Fifteen Sonics Objective: KO those fakers! You face three at a time, and each one has one stock, while you have two to work with. Also, the track "Sonic Boom" fittingly plays here. ------------------------- Event #31: The Ultimate Bodyguard ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Castle Siege Player: Marth CPU Partner: Zelda Opponent: Two Ganondorfs Objective: Protect Zelda as she focuses her magic! She does nothing but crouch on the floor. You and Zelda both have one stock each, while the Ganondorfs have two stocks each. If you are able to fend them off until you get to the dungeon part, Zelda will have finished focusing her power and transform into Sheik to help you. It is possible to KO the Ganondorfs and win the event before that happens, though. ------------------------- Event #32: Bird in Darkest Night ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Brinstar (Melee) Player: Falco CPU Partner: N/A Opponent: Mr. Game & Watch Objective: KO Mr. Game & Watch twice (you have two stocks as well) in a very dark Brinstar! You can't see the stage very well, but can luckily still see yourself and the opponent. Just be careful you don't accidentally jump off! ------------------------- Event #33: Advent of the Evil King ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Temple (Melee) Player: Ganondorf CPU Partner: N/A Opponent: Link, Zelda, Pit Objective: KO all your opponents once each! You have two stocks, but with three people against you, it's gonna be a bit hard. ------------------------- Event #34: All-Star Battle Melee ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Pokémon Stadium (Melee) Player: Choose CPU Partner: N/A Opponent: Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco, Ganondorf Objective: Battle the eight newcomers from Melee! You fight two at a time. Each character has one stock, you have two. ------------------------- Event #35: The Visitor to Flat Zone ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Flat Zone 2 Player: Mr. Game & Watch CPU Partner: N/A Opponent: Toon Link, Peach, Jigglypuff Objective: KO your opponents once each! You have one stock as well, so try not to get KO'd. There's not much I can say. ------------------------- Event #36: High-Tech Special Forces ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Shadow Moses Island Player: Solid Snake CPU Partner: N/A Opponent: Samus, Captain Falcon, Wolf Objective: FOXHOUND has sent three bounty hunters to kill you. KO your opponents before they KO you twice! ------------------------- Event #37: The Pirate Airship ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Pirate Ship Player: Toon Link CPU Partner: N/A Opponent: Two Yoshis Objective: KO the Yoshis when the ship's up in the air from the tornado! KOing the Yoshis at any other time just won't do. You have two stocks. ------------------------- Event #38: The Wolf Hunts the Fox ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Lylat Cruise Player: Wolf CPU Partner: N/A Opponent: Fox & Falco Objective: KO your rivals! They both each have one stock, and you have two. Make sure they scream REAL good before they die! ------------------------- Event #39: All-Star Battle x 2 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Skyworld Player: Choose CPU Partner: N/A Opponent: King Dedede, Ike, Lucario, R.O.B., Toon Link, Snake, Sonic, Wolf Objective: Battle the remaining Brawl newcomers, including secret ones! You fight two at a time. Each character has one stock, you have two. ------------------------- Event #40: The Final Battle ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Final Destination Player: Choose CPU Partner: N/A Opponent: Bowser, King Dedede, Ganondorf Objective: It's the final battle, and with the evilest of characters! They're all in a team against you, and they each have one stock. You have two, so fight on! ------------------------- Event #41: The FINAL Final Battle ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Final Destination Player: Choose CPU Partner: N/A Opponent: Giant Mario, Snake, Sonic Objective: Just kidding, this is the real final battle! The same stock rules apply, except your opponents have two stocks each! ------------------------------------------------------------------------------- Co-op Events ------------------------- Event #1: Two Trouble Kings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Delfino Plaza Players: Mario & Kirby Opponent: Bowser & King Dedede Objective: The same as the Solo Event, except now you have a partner! Take out those kings! Both players have two stocks, the opponents have one each. ------------------------- Event #2: Master the Pokémon Tag Battle ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Pokémon Stadium 2 Players: Pokémon Trainer & Pikachu Opponent: Pokémon Trainer & Pikachu Objective: With your Pikachu friend, defeat the opposing Pokémon to win the battle! Both Pikachus have one stock each, and both Pokémon Trainers have three stocks each. ------------------------- Event #3: Fastest, Shortest, Sudden Death ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: WarioWare, Inc. Players: Yoshi & King Dedede Opponent: Pit & Lucas Objective: KO your opponents as many times as you can in 10 seconds without getting KO'd yourself! And yes, everyone has 300% damage. ------------------------- Event #4: The DK Tag Calamity ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Mario Circuit Players: Tiny DK & Tiny Diddy Kong Opponent: DK & four Diddy Kongs Objective: You have gotten tiny! To even the blow, seek out the Lightning item and deliver those KOs! Both players have one stock each. ------------------------- Event #5: The Yoshi Team of 50 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Rainbow Ride (Melee) Players: Meta Knight & Pit Opponent: Fifty Yoshis Objective: KO all Yoshis before the stage makes a lap around back to the airship! Both players have two stocks. The Yoshis all fall in the same center- ish spot on the screen, so it's easy to just stand at their spawn point and KO them the second they appear. ------------------------- Event #6: Unwanted Suitors ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Port Town Aero Dive Players: Zelda & Zero Suit Samus Opponent: Invisible Luigi & Invisible Captain Falcon Objective: KO those invisible foes! Each character, including the players, have two stocks each. A fairly simple event. ------------------------- Event #7: Battle of the Dark Sides ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Bridge of Eldin Players: Link & Samus Opponent: Dark Link & Dark Samus (lol, it's not the Dark Samus from the Prime series) Objective: It's the battle of dark sides! Defeat your dark forms before they defeat you in a 200 HP Stamina battle to the death! ------------------------- Event #8: All MINE! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Skyworld Players: Wario & Bowser Opponent: Mario & Luigi Objective: It's a super coin battle! Collect a cumulative of 2,000 coins before your opponent does! Just be sure that neither of you get KO'd! ------------------------- Event #9: Those Who Wait in Onett ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Onett (Melee) Players: Lucas & Ness Opponent: Yoshi & Luigi Objective: KO Luigi and Yoshi both twice! Both players have two stocks each as well. Fairly straightforward objective. ------------------------- Event #10: The R.O.B.'s of Tomorrow ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: The Summit Players: Lucario & Ice Climbers Opponent: Five R.O.B.'s Objective: KO all the R.O.B.'s! Each one is bigger than the last, so be prepared! Both players have two stocks each. But wait, the last R.O.B. is a tiny one...? ------------------------- Event #11: The Great Remodeling Battle ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Luigi's Mansion Players: Luigi & Peach Opponent: Ike & Marth Objective: It's a coin battle! Have your team gather 300 coins for the remodel without destroying any part of the house! Just don't get KO'd! The best tip I can give you is to fight at the roof, but the CPU players like to hit the house for no reason. ------------------------- Event #12: Come Back, Falcon Flyer! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Big Blue Players: Captain Falcon & Captain Olimar Opponent: Two Samuses Objective: KO both Samuses before the Falcon Flyer disappears from view. And that's about thirty seconds, so hurry! All characters have one stock each. ------------------------- Event #13: Blades of the Quick and Mighty ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Temple (Melee) Players: Marth & Ike Opponent: Link, Meta Knight, Ganondorf Objective: KO all opponents! It's fairly simple. Everyone has one stock each. ------------------------- Event #14: The Dark Guardians ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: New Pork City Players: Tiny Ganondorf & Tiny Wolf Opponent: Giant DK & Giant Charizard Objective: KO the giant opponents! Everyone has one stock each, so give it all you got! ------------------------- Event #15: Four Swords Brawl ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Pirate Ship Players: Toon Link & Toon Link Opponent: Toon Link & Toon Link Objective: It's a Four Sword battle! Be the first team to grab 500 coins! Of course, don't get KO'd. ------------------------- Event #16: Jigglypuff's Great Comeback ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Castle Siege Players: Tiny Jigglypuff & Tiny Mr. Game & Watch Opponent: Giant Ness & Giant Lucas Objective: Fend off your opponents. As the stage changes, so will Jigglypuff and the opponents. Jigglypuff grows, while the opponents shrink in size. But poor Mr. Game & Watch still stays small. KO your opponents! Everyone has one stock each. ------------------------- Event #17: Sonic & Mario ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Green Hill Zone Players: Sonic & Mario Opponent: Three Marios & Three Sonics Objective: It's the epic pair-up! KO all opponents! Both players have two stocks each. ------------------------- Event #18: The New Weapon of Shadow Moses ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Shadow Moses Island Players: Snake & R.O.B. Opponent: R.O.B. & R.O.B. Objective: KO your opponents! Simple as that. Only this time, the players have one stock each, while the opponents have two stocks each. Do your best! ------------------------- Event #19: Shadow of Andross ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Lylat Cruise Players: Fox & Falco Opponent: Wolf Objective: Don't be fooled, Wolf has brought reinforcements! You'll have to deal with an endless Andross Assist Trophy attack throughout the battle. Everyone has one stock each. ------------------------- Event #20: The Final Battle for Two ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Final Destination Players: Choose Opponent: Wario, King Dedede, Wolf, Meta Knight, Ganondorf, Bowser Objective: It's a fight against the villians! Both players have two stocks each, and you'll have to KO each opponent just once. ------------------------- Event #21: The True All-Star Battle ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Stage: Battlefield Players: Choose Opponent: Everyone Objective: It's an All-Star brawl! Fight everyone on the character roster! Good luck, because both players only have one stock. Make this count! (For a cheap and easy win, have a Pikachu stand on the top platform, and spam Thunder. The second player can take care of any stragglers.) ############################################################################### Stadium [SolStdm] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here at the Smash Bros. Stadium, you can compete to win at various minigames, such as Break the Targets and Home-Run Contest! Here's a listing of them and how to play them. ------------------------------------------------------------------------------- Target Smash --------------- Back, but not necessarily better... On the plus side, there's nice little backgrounds to look at instead of bland black in the background, but on the downside, there's only 5 maps, one per difficulty. So what's the deal? Anyway, it works the same as the other Smashes: You're given a set number of Targets, and you do your best to smash them all in the lowest time possible. Or just for fun. A new feature which I'll introduce briefly here is the ability to record replay data! You can record up to 3 minutes worth, so it's nice for you or your friends to see a match you just played. Did I say friends? Yes. Yes I did, even online friends. You can send that replay data to your Wii Friends. Show off your best times and records! Finally, you can play Co-op with this mode, in which a second player can come in and smash targets with you! I will only put in strategies for Target Smash if people wish, but I will not do it right now. I'm just letting you know that the option is available. ------------------------------------------------------------------------------- Home-Run Contest --------------- Returning from Melee, you can smack around that Sandbag and see how far it flies! Just choose a character and you'll be dropped onto a stadium, with 10 seconds to pummel on Sandbag as much as you can. Don't forget to grab that Home-Run Bat beside you to smack it far! This mode is improved from Melee. To be specific, the platform you start on is now surrounded by a shield, and can't be penetrated unless something hits it with high velocity. So you can keep on whacking Sandbag without any worry of it or your character falling out until you finish with the bat. (Hint: Hit with the tip of the bat while swinging it to get maximum distance.) Another thing added, it is now multiplayer! You can play co-op, which can set new goals, and a small two-player competition, where both play two rounds of Home-Run Contest each, then the scores are tallied to see who's the winner. Last, but not least, the multiplayer aspect is online as well! Check the "Nintendo WiFi Connection Mode" section for more info. I might put in individual character strategies for Home-Run Contest if people wish me to, but as of now I will not do it. The option is available, so if you want me to do it, I will, but I will need some help. ------------------------------------------------------------------------------- Multi-Man Brawl --------------- Multi-Man Brawl is a mode where you battle against all odds! It's 1 vs. 10, or 1 vs. 100 here, or anything else goes! Now, every Smash seemed to have a special unplayable team for these kind of overwhelming fights. N64 Smash's team was the gray-colored Fighting Polygon Team, Melee's was the Fighting Wireframe Team, and in Brawl, it's the Fighting Alloy Team. This time, this team is much more advanced than the others. The Red Alloy is considered the leader, and is the most powerful of the bunch. The Blue Alloy is a female Alloy who doesn't use too many attacks at once. The Yellow Alloy looks menacing with those horns... The Green Alloy, the biggest Alloy member of them all, is hard to knock off the stage. This mode allows many options to choose from. 10-Man Brawl: Fight 10 Alloys! You win when you've downed them all. 100-Man Brawl: Fight 100 Alloys! Are you sure you can take them all on? 3-Minute Brawl: Fight an endless amount of Alloys for three minutes! Take as many down as you can! 15-Minute Brawl: Fight an endless amount of Alloys for 15 minutes! Y-You aren't serious, are you? Endless Brawl: Fight an endless amount of Alloys! It's a battle to the death! Cruel Brawl: Fight an endless amount of exceptionally hard Alloys! You have no items to use here, and the Alloys are much much stronger and smarter here. You think you have the guts to take these Alloys on? For the numbered Alloy Brawl options, take down the set number of Alloys in the lowest time possible. If you die before killing them all, no record time will be set, but it will record how many you downed before you got KO'd. For the timed Brawls, down as many Alloys as you can for the highest record! For Endless Brawl and Cruel Brawl, just down as many Alloys until you are KO'd. Your record will be recorded after you get KO'd. To add replayability, each character can have their own records for each option. The records for all characters are accumulated for a total. There's one other option for Multi-Man Brawl that I wish to mention, and that is Co-op play! Yes, with Co-op play, you can take on the toughest Multi-Man challenges with a friend! Co-op for this mode is both local and online. Check the "Nintendo WiFi Connection Mode" section for more info on online co-op. ------------------------------------------------------------------------------- Boss Battle Mode *UNLOCKABLE* --------------- Boss Battle Mode is a special mode that basically lets you go through an endurance match of fighting all the bosses in Subspace Emissary one by one. It can be a bit challenging, but this mode has 5 difficulties. This section will also double as a place for Boss strategies! After each battle, you stop in a resting area where you can see a picture of the next boss, a portal leading to that boss, the trophies of the bosses you've defeated in the background, and three Heart Container items. Obviously, you use the Heart Container items if your damage is a bit high, but remember that you cannot pick them up again if you use them, so only pick them up when it's needed. Below are the boss profiles. _________________________ Master Hand \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Master Hand...you've been facing him for years among three installments of Smash Bros., and he hasn't changed a bit. I'm sure you know how to dodge his attacks by now, but I'll list them anyway. Triple Slap: Master Hand will backhand slap three times across Final Destination. Easy to avoid, just roll dodge right before he hits you. Drill: Master Hand forms like a drill, spins, then exits off the top of the screen. He then comes down at your direction and drills, causing constant damage. This one takes practice, roll dodge just before he lands to avoid it. Punch: Master Hand clenches his fist, disappears off the top, then reappears, coming at you with a punch from the background. Double jump to avoid. Smackdown: Master Hand clenches his fist, then hovers above you. He then does one of two attacks. A punch down toward you that produces fire, or a slap that can get you stuck into the ground. Either way, learn the timing and roll dodge just when he attacks. Or, you can simply go off the stage and hang on the ledge. Sweep: Master Hand sweeps across the whole stage. He doesn't leave much of an indication for what he's doing with this move, so try your best to dodge it. You may have to do an aerial dodge to avoid it. Laser Hands: Master Hand produces lasers from his fingertips and swirls them around in front of him. This one is easy to avoid. Just stay under Master Hand. Finger Missile: Master Hand forms himself like a gun and points at you. He then fires fiery missiles at you. Airplane: Master Hand forms himself like an airplane, disappears off the top, and then appears in the background, flying towards you in an erratic fashion. Don't let that fool you, he always goes to hit you in the end, so just double jump to avoid. Finger Walk: Master Hand flips and then "walks" along the stage with two of his fingers. If he comes into contact with you, he flips you, or should I say, "kicks" you. If you're close to him, he does the "kick" right away without warning, so be careful. Poke: Master Hand points at you for a second, then does three pokes. Easy to avoid, just start moving at the point he starts poking and he'll miss you completely. Grab: Master Hand floats above you, and then tries to grab you. If successful, he squeezes you constantly, causing damage. If you don't escape, he'll then throw you down to the ground. To avoid this completely, just roll dodge as you see him get ready to grab. Distance Slap: Master Hand disappears off the top, then reappears in the background, doing a giant slap to the stage. Double jump to avoid. So yeah, Master Hand hasn't changed a bit, except for maybe that Finger Walk. I've never seen Master Hand "kick" immediately with it if you were already near him when he executed the move before in the other games. I consider Master Hand the weakest of all the bosses (ironically, considering he's supposed to be a "god" to the Smash world) because it doesn't take long to kill him in Boss Battles. _________________________ Crazy Hand \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Crazy Hand is like the opposite of Master Hand. He's the embodiment of destructive spirit, and his attacks represent that. Most of his attacks are somewhat similar to Master Hand's, but either faster or more powerful. He has some attacks unique to him as well. Spider Crawl: Crazy Hand forms a spider out of his hand, and crawls along the stage like a spider. This is similar to Master Hand's Finger Walk, but Crazy Hand's doesn't "kick", it just runs you over. Double jump to avoid. Triple Slap: Crazy Hand slaps three times across the stage, much like Master Hand. The only difference is that he does electrical damage with each slap. Roll dodge or air dodge to avoid this. Airplane: Crazy Hand forms himself like an airplane, disappears off the top, then appears in the background, flying towards you in an erratic fashion. Just like Master Hand's, so avoid by double jumping. Smackdown: Crazy Hand clenches his fist, then floats above you. He then does one of two attacks. He either punches the ground, creating fire, or slaps the ground, getting you stuck in the ground. Roll dodge or air dodge either of those. Similar to Master Hand's, but Crazy Hand moves faster with this one. Drill: Crazy Hand forms himself like a drill, disappears off the top, then plummets down to your location, drilling like crazy and creating constant damage. Similar to Master Hand's, though this one moves faster. Roll dodge to avoid. Poke: Crazy Hand points at you, then pokes three times. The first poke does darkness damage, the second poke does fire damage, and the third poke does ice damage and freezes you. Roll dodge once to avoid them all. Punch: Crazy Hand clenches his fist, disappears off the top, then reappears, coming at you with a punch from the background. Double jump to avoid. Much like Master Hand's. Laser Hands: Crazy Hand produces lasers from his fingertips and swirls them around in front of him. This one is exactly like Master Hand's. Just stay under Crazy Hand to avoid. Grab: Crazy Hand floats above you, then tries to grab you. If he does, he will then squeeze you, causing damage. If you escape at this point, you'll take constant damage due to a flower growing on your head. If you don't escape, Crazy Hand will throw you off the stage. Bomb: Crazy Hand floats to the center, then drops dozens of bombs down to the stage. A unique attack, but so easy to dodge. Just stay away from him. Distance Slap: Crazy Hand disappears off the top, then reappears in the background, doing a giant slap to the stage. Double jump to avoid. Just like Master Hand's. Spastic Hand: Crazy Hand rests himself on the stage, then fumbles around in a spastic fashion. Causes shockwaves much like DK's Down Special, so distance is the key. If Crazy Hand and Master Hand are together, (only in Classic Mode) they also may do co-op attacks. Beware of those! _________________________ Petey Piranha \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Petey Piranha is the first boss you face in SSE, and is thus the easiest, outside of Master and Crazy Hand. He's even the simplest too, as you'll see with his "expansive" movelist: Cage Sweep: Petey swings one of the cages across where he is. Double jump to avoid. Jump: Petey Piranha jumps, then lands abruptly. High knockback here. See? That's really it. After half of his health is depleted, he roars and then his Cage Sweep gets more deadly with higher knockback. He can be harmed by attacking the head, but attacking the cages as well makes him go down faster. Try spacing your attacks so that they hit both him and the cage. _________________________ Rayquaza \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Rayquaza...there are so many questions as to why this Pokémon, of all others, was chosen as a boss. First, Rayquaza isn't evil, and he lives in the sky, not in a lake. There's some speculation that Fox's Arwing hit Rayquaza while he was down, and knocked him into the lake, and thus pissed him off. Anyway, Rayquaza is another boss with easy-to-read attacks, so here they are. Return: Rayquaza rears back, then shifts to the other side of the screen. This is considered an attack because you can get damaged from it. Double jump to avoid it. Energy Ball: Rayquaza rears his head back, then fires an energy ball either at a down diagonal direction away from him, or fires it at ground level. Avoid this attack, but if you have a reflector-type move, reflect it back at him. Giga Impact: Rayquaza flies up at the top of the screen, then flies down with tremendous velocity at your position, digging through the ground. Roll dodge to avoid. Iron Tail: Rayquaza whips his tail around at ground level. Hard-hitting, but easy to dodge. If near Rayquaza, just jump and air dodge. If away from him, no need to do anything. Roar: Not an attack, but something Rayquaza does occasionally to try to scare you. It may also be the tell-tale sign of a big attack he's about to perform. Rock Tomb: Rayquaza buries himself into the ground, and then attempt to fly up from the ground at you. Easy to spot, you can see the ground bulging for a second before he flies up, so you can just walk out of the way. Focus Blast: Rayquaza's eyes gleam, then an explosion occurs at your position. Learn the sign for this, and air dodge while moving away from Rayquaza. Aerial Ace: Rayquaza flies up out of the screen, and then flies toward you from the side with incredible velocity. Unlike in the Pokémon games, this version can be avoided with a simple dodge, whether roll or aerial. Rayquaza repeats this more as he takes damage. Thunder Wave: Rayquaza flies up at the sky, spins around like a wheel, and a jolt of electricity comes down at your position. No knockback whatsoever, just a pure damage-inflicting attack. Your shield should be able to withstand the shock. Noticed I gave all of Rayquaza's attacks the names of actual Pokémon attacks, eh? Anyway, Rayquaza has easy-to-read attacks, so it should be no threat to you. _________________________ Porky \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Porky, in his spider mech from Mother 3, uses all kinds of crazy -and dangerous- attacks. His list of attacks are: Crawl: Not really an attack, but he'll try to crawl toward you. Avoid being on the ground, so that his legs don't pierce you. Quick Crawl: Porky's mech jumps slightly, and then rushes toward you at high speed. Double jump to avoid this, as a hit from this attack can send you flying. Porky Bombs: Porky's mech produces mobile bombs in the shape of Porky himself. They walk towards you and then explode. Roll dodge to avoid the explosions, but be careful. Porky may be doing another attack while you're trying to dodge them. Alien Beam: Porky's mech jumps up and floats around above you, with a light beam under it. After a short time, he fires a big, red, electric beam down at the ground, where the light beam was. As he takes damage, he fires this beam two more times before he lands again. You know what to do, roll dodge to avoid it. Rapid Stab: One of the mech's arms stabs repeatedly only on one side. If you're caught in it, try your best to DI away from it, as the last stab has insane knockback. To best be safe, see if you can roll dodge under the mech to the other side, where you're free to attack. Electric Beam: The mech produces some energy, and then fires an electric beam at you that chases after you for a while. This attack can be hard to dodge, and can be unpredictable. Sometimes, it will just capture you and give constant damage, other times, it may knock you really far. Be careful with this one. Jump: The mech jumps from one part of the arena to the other. This is easy to dodge. That's pretty much it for his attacks. Lots of dangerous attacks here. You can be really cool if you want by standing on the mech and just hammering it with your most powerful attacks. Be careful though, energy seems to course through the mech during its Electric Beam and Alien Beam, so jump off. _________________________ Galleom \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Oh man, aside from Duon, this guy is the hardest of all of them. Yes, even harder than Tabuu. Galleom just specializes in brute attacks. Almost every single one of his attacks has high knockback, so it is vital that you learn him and his attacks. His attacks are: Missile: Galleom just sits while he fires Missiles down a little in front of him. It's safest to be near Galleom at this point, surprisingly. Jump: Galleom does a huge jump, and then lands abruptly onto the ground. Learn the timing for this, and roll dodge (or air dodge) just in time to avoid it. Shockwave Punch: Galleom puts his fists into the air, spins his upper torso, and then punches the ground. It then creates a shockwave that can push you off the screen. So even if you are far away from him, you still need to jump to avoid the shockwave. Bunny Hop: Funny name, but that's what he does. He hops along the ground, making impacts just large enough that you'll get stuck in the ground if he stomps you. To avoid it, roll dodge just before the impacts, or stay in the air and constantly air dodge. Tank: Galleom gets into his Tank form and does one of two attacks. One is him firing Missiles straight forward (hard to dodge, but try your best), or running you over. Double jump over that. Note that when his health is almost gone, after he tries to run you over, he'll pound the ground with his Tank form off the top of the screen. So be wary of that, and constantly move after jumping the run-over. Uppercut: Galleom rears back and does a big uppercut. You're guaranteed to get KO'd if you get hit with this, so stay as far away from him as you can. Air dodge if you can't. Power Punch: Galleom puts his fists into the air, and then slams one down to the ground, much like DK's down smash. Unlike the Shockwave Punch, this one doesn't cause a shockwave, so you're safe as long as you keep your distance. Stomp: If you're nearby, Galleom tries to stomp you with one foot. Roll dodge to avoid it. Fall: A weird attack, but it's deadly. Galleom straightens up like a piece of board, then falls flat on his stomach. Think Luigi's side taunt. As soon as you see his start up, flee as fast as you can. If you're close to him, move toward him so that the impact won't hit you. You might have to air dodge to avoid it. Spin: Duon braces, and then spins around like a hurricane. He even does this even if you aren't close to him, but yes, distance is the key to avoiding this. The problem with Galleom is how powerful his attacks are, and how much range they have in them. If you can overcome these and dodge appropriately, Galleom should seem loads easier. _________________________ Ridley \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Just like old times, huh Samus? Anyway, Ridley always flies on one end of the stage, and has fairly predictable attacks. He doesn't seem to attack ferociously like he does in the 2D Metroids, though. His attacks are: Tail Scrape: Ridley flies along the stage, scraping it with his tail. Only his tail seems to hit, so you can double jump right through Ridley without taking damage. If his health is almost depleted, he'll turn around after a full scrape and scrape the stage once more. Claw Scrape: He doesn't leave much of a warning for this attack, but it's not that dangerous. He roars and then immediately scrapes the stage with his claws, ending up at the other side. Fly: Ridley lands on all fours, and then takes off. He then does one of two attacks. He either flies at you much like Master Hand does with his Airplane move, (except roll dodge to avoid it) or he stomps the ground in your location.
If you don't hear the sound of him flying as soon as he leaves the screen, MOVE
IT. If you get stomped, you're pretty much dead, at least in the higher
difficulties. But that stomp does have a lot of knockback.
Zoom: Ridley flies away from the stage, then after a while, he flies toward you
at breakneck speed. Just learn the timing, constantly jump, roll dodge, do
anything to avoid it. If you just shield, it's sure to break.
Wind: Ridley roars (causes damage if up close) and then flaps his wings
furiously, creating heavy wind shear. This makes it hard to approach him to
attack.
Shuttle Loop: Ridley does a quick loop while biting. He doesn't leave that much
of an opening to read this attack easily, but he does rear back just a tad.
And that's it. Ridley doesn't have that much variety in his attacks, so he's
easy to learn. Otherwise, constantly attack this guy.
_________________________
Duon \
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Duon...the toughest boss aside from Galleom. Well actually, he isn't that tough
if you keep your distance, but since you need to attack him...He has two sides,
a blue side and a pink side. The pink side takes care of ballistics, and the
blue side takes care of close-range attacks. The attacks are:
Charge: Both sides can do this move. It puts one arm to the ground, then zooms
toward you. Do NOT get hit with the arm, that can almost KO you instantly.
Instead, try to double jump AND air dodge. The air dodge is needed, otherwise
you'll take damage anyway.
Jump: Both sides can do this. Duon simply jumps from one end of the stage to
the other side. Galleom takes a second to do this (he puts his arms onto the
ground) so it's easy to avoid.
Spinwheel: Kinda random, but it can count as an attack. Duon keeps his bearings
(usually after the jump) and spins the wheel he has in place. You can take
damage from this wherever you touch Duon.
Hurricane Spin: Both sides can do this. If you're close, he can spin around,
dealing constant damage to you. If you aren't caught in it, it can also suck
you in. He usually does this attack while you're trying to lure the missiles
he fires to him.
Cannon: Only the pink side can do this. He has two versions of this attack. One
is a sweep around the whole screen, but the shots have lots of room in between
them, and the other is a slow-moving but constant stream of shots up to a
certain height, so double jump and stay there once the shots get near you. If
you're Ness or Lucas, consider yourself lucky. (Use PSI Magnet to absorb the
shots)
Laser: Only the pink side can do this. The cannon on the top of its head glows,
and then fires three blue lasers. They do insane knockback, so double jump to
avoid the first two lasers, then air dodge while fast falling to avoid the
third.
Missile: Only the pink side can do this. Duon fires multiple homing missiles.
Hard to avoid, but they do INSANE damage to Duon if they hit him, so lure those
missiles to Duon.
Head Slash: Only the blue side can do this. Duon simply swings the giant
sword on its head down to the ground. Just stay away from Galleom to avoid
this.
Bomb: Only the blue side can do this. He unloads a load of bombs that explode
when they touch the ground. They fall in random patterns, so find an opening,
and double jump. Air dodge just to be safe. If you have a good projectile, you
can pick them off as they fall.
Tri-slash: Only the blue side can do this. Duon approaches, then when in range,
does three slashes with the lances on his arms. To dodge them all, just roll
dodge when he starts the slashes. Learn the distance that he needs before he
slashes.
Power Slash: Only the blue side can do this. Duon braces, and then swipes
powerfully with both arms. It has a wide radius, and is so powerful that it
somehow does fire damage. Oddly enough, it doesn't have as much knockback as
his other attacks.
So yeah, Duon is hard if all you have is melee attacks and no projectiles. Even
if all you have is melee attacks, do one or two attacks while Duon is
vulnerable, then keep your distance so you can avoid his next attack. If you
have projectiles, then by all means use them while waiting for Duon's next
attack.
_________________________
Meta Ridley \
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In this fight, Meta Ridley is chasing you while you're on the Falcon Flyer. He
uses all sorts of projectile attacks and tries to damage the Falcon Flyer to KO
you. His attacks are:
Scrape: Meta Ridley does a slight roar, then quickly scrapes the top of the
Falcon Flyer. Jump to avoid it.
Long Scrape: A longer and more dangerous version of the above attack, he leaves
the screen and then quickly returns to scrape his claws along the Falcon
Flyer's whole surface. Again, jump to avoid this.
Pound: Meta Ridley leaves the screen, and then pounds on the back of the Falcon
Flyer. Jump to avoid it, because you'll take damage from this no matter where
you're standing.
Rapid Fire: Meta Ridley leaves the screen, then comes back, roars, and fires a
constant stream of small fireballs. The safest part is at the back of the
Falcon Flyer. Back there, just do a side dodge when his spray of fireballs
comes near you.
Drag: Meta Ridley leaves the screen, then comes back, latching on to the back
of the Falcon Flyer. This drags it down until it is offscreen. Not only that,
but he will fire constant huge fireballs in an up-right diagonal direction. To
avoid this, give Meta Ridley a good smack as soon as he latches on to make him
let go.
Stomp: Meta Ridley disappears off the top of the screen, then stomps the Falcon
Flyer, getting it completely off-screen. Jump to dodge, as if you didn't get
hit by Meta Ridley himself, you WILL get KO'd anyway.
Fireball: Meta Ridley flies toward you with a fiery mouth, then fires a giant
fireball at you. Air dodge to avoid.
As Meta Ridley takes damage, he starts to move away from the Falcon Flyer,
making it harder to deal damage to him. Other than that, Meta Ridley has
somewhat easy-to-read attacks.
_________________________
Tabuu \
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Tabuu will always be the final boss that you face. No matter how randomly
switched up the bosses are, Tabuu is last. As such, he's gonna make your life a
living hell just to get through Boss Battles. Here are the attacks and how to
dodge them.
Fish: He will teleport to the side, lean sideways, and then transform into
what looks like a giant spear fish. He'll then fly sideways to try to hit you.
Air dodge this.
Whip: This move has little to no predictability. He just appears on the side
and quickly swings a whip out at you. If it connects, you're swung around and
around, and then finally smacked down to the ground. High knockback, so you're
probably screwed if this move connects.
Teleport: Not really an attack, but a movement pattern. Tabuu randomly
teleports everywhere in an attempt to shake you off. Though, sometimes Tabuu
will explode as he teleports, so it's best not to try to chase him when he does
use Teleport.
Blade Spin: Tabuu teleports to the side, produces a saw blade, and throws it at
you. Jump and air dodge, and then do the same again as it comes back to him.
Off Waves: Tabuu's ultimate attack. To dodge all three waves effectively, hold
the shield button, and do a side dodge just before each wave hits you. With
enough practice, you should be able to dodge every one of them flawlessly. If
you don't dodge them, well...you can kiss your ass goodbye.
Golden Bracket: Tabuu turns into golden brackets and floats toward you. If he
catches you, he slams you down onto the ground in a ferocious manner. Almost
instant kill like his Whip or Off Waves.
Multi-slap: Tabuu appears above you and then does quick multiple slaps. He
gives you a second to move away (behind him is safest) before he does the
attack.
Super Beam: Tabuu teleports to the side, and conjures up what looks like a
dragon head below him, and fires a large white beam along the ground. Stay in
the air to avoid this.
Giant: Tabuu turns giant and move to the side of the stage, with only his head
showing. He then fires two constant laser beams from his eyes. The safest area
is at the edge right near his head.
Spear: Tabuu teleports high to the side, produces an energy spear, and swoops
down with the spear first across the ground. Double jump to avoid.
Energy Overload: Tabuu appears near you and emits constant energy surrounding
him. Nearly inescapable if caught in it.
Exploding Clones: Tabuu produces clones of himself that spread out from his
location, and explode upon impact. Hard to avoid.
Energy Needle: Tabuu appears above you, then fires a constant stream of what
look like needles. After the steady rain of needles, he then fires a powerful
energy ball down where he's pointing. He takes a second before he does the
needle attack, so you can avoid it completely if you move behind him.
Shine Explosion: Tabuu appears on the side of the stage, flips his hand, and
light gleams in random spots. Move away from these gleams of light, as
explosions will happen right where those gleams were.
Tabuu is a tough cookie, with lots of attacks that can punish you hard if you
don't dodge properly, so give it all you've got.
###############################################################################
Training
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ever want to just brush up on your Smash skills without the stress of normal
battle? Go to Training Mode! You can select your character and CPU character,
your "punching bag" if you will, and select a stage. At first glance, it seems
like a normal battle right? There seems to be no displays. Well, once you hit
the pause button, you'll see an in-depth display! In here, you can set many
things, like the speed of the game, the kind of item you want to spawn (press
the attack button to spawn the item selected), the number of CPUs, the AI of
the CPUs (such as, still, or run away, attack, or even human control), the
damage the CPUs will have to start with, the camera mode, and finally, Help
(which you can turn on or off).
When you turn Help on, you can see a display on the top right of the screen.
This not only shows the current speed and the AI for the CPUs, but it also
shows the current damage done by the combo you're doing, the amount of hits
that are in the current combo so far, and the overall damage done to the CPU.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Group Mode |
|
---------------- [Grp]
Group Mode is essentially VS. Mode. It is here where you can do all of your
local multiplayer battles, and do other stuff.
###############################################################################
Brawl
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The main mode for Group Mode! Here you can set up your local multiplayer
battles! Once you pick this mode, you'll be taken right to the character select
screen. From here, you can select your character by picking up your token (like
a red 1P token is yours if you're player 1) with your hand cursor, and placing
it on the character's profile that you want. Then, your player panel will show
the character you've chosen on there. Now that you've picked your character,
you can do a few extra things:
- You can change the color of your character by clicking on the character in
your panel.
- If you have selected a character that has two or three different characters,
such as Pokémon Trainer, simply select the character you want on your panel so
you can start the match off with that character.
- You can set a name to your character by clicking the pencil icon on your
panel. From there you have a list of already-made names to choose from, or you
can make a name right off the bat from here.
- If you're fighting CPU-controlled characters, you can set the difficulty
level by clicking on the area where the pencil icon is for human players.
- If Handicap is turned on, (see Rules) a small Handicap window will be shown
on each panel. You can set the amount of damage each character starts off with
all the time by clicking that Handicap window.
So you see, there's many things to do with your character before you even start
the match. It's all about customization! But wait, there's even more options!
You can change the type of match! Simply move your cursor over to the window on
the top right which details the type of match, and click it to change the type
of match! Next to it is a number gauge with arrows on both sides. Clicking on
the arrows will change the number for the type of match, like if you want a
5-minute match, or a 10-stock match. The types of matches are listed in the
Rules section just below this one.
But wait, there's more! You can also switch teams on or off! To switch to
teams, simply click the "BRAWL" window near the top left. Team Brawl uses
colors as teams, such as "Blue Team," or "Red Team." To change team colors,
simply click the flag that appears on your panel when Team Brawl is selected.
In Team matches, if your teammate loses all of his stock, but still wants to
fight, he can get right back in by borrowing a stock from you by simply
holding A + B. What a nice guy! Of course, this doesn't work if the teammate
left standing only has one stock left. Finally, there's a "Random" tab on the
character select. Placing your token on here will select a character from
random, and your panel will have a giant "?" on it. You won't get to see which
character was picked until the match starts!
After every character and preferred settings are chosen, the words "READY TO
FIGHT" will appear, and then you simply press the button shown to get moved to
the stage select. Already, you have a wide variety of unique stages to choose
from even if you jumped straight to this mode after getting the game. Check the
"Stages" section for more details on them. You even have the ability to play
some stages from Super Smash Bros. Melee! Simply click the "MELEE STAGES" tab
to switch to the Melee stages. From here, you can switch to Custom Stages by
selecting that tab, which allow you to play stages that you've made with Stage
Builder and have saved to the Wii's Memory, or from an SD Card that's inserted
to the Wii. Player 1 selects the stage, or you can even pick Random. Once the
stage is selected, it's time to Brawl! Have fun in this mode, it'll likely be
the most-played option aside from online. (Fun little extra: When the match
ends, but before it gets to the results screen, you can choose the victory
pose you want by pressing a direction on the + D-Pad for the Gamecube.)
###############################################################################
Rules
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here in Rules, you can set the default rules without having to change them each
time you go into Brawl. You can set match type and how many minutes/stock to be
in the match, set Handicap on or off, change the Damage Ratio, make the Stage
Choice either choosable or random, and switch certain items on or off! Below
are the in-depth details for each option.
-------------------------------------------------------------------------------
Match Type
---------------
The first option, you can set the default match type to be one of the
following:
_________________________
Timed Match \
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Simply get the most KOs in before time runs out! This mode uses a point system,
in which people who get KO'd lose a point, and the person who KO'd someone gets
a point. You can also lose a point if you self-destruct. (Fall off the stage
without getting attacked.)
_________________________
Stock Match \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stock matches are in essence, the last man standing. A stock equals an "extra
life" in platforming rhetoric, and it's each fighter's job to eliminate all the
stocks of their opponents through KOs. Stock Matches can be timed if desired.
_________________________
Coin Match \
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Fight your opponents to be the richest fighter before the end of the game!
Attacking your opponent in this mode makes coins appear, and it's your job to
collect them. The stronger the hits, the more valuable the coins are when they
appear. KO's leave the best results, and can even produce dollar bills.
-------------------------------------------------------------------------------
Time/Stock Amount
---------------
Here, you can change the time limit from 1 to 99 minutes, or even set the
Stocks 1 to 99. (Stock match only) Timed matches can actually be set to be
endless matches, where the only way to exit would be to pause and press the
button combination shown on the top left corner.
-------------------------------------------------------------------------------
Handicap
---------------
Handicap is back and a bit different this time! With this on, go to the
character select screen and you should see a Handicap window on your panel when
you select a character. Setting this actually sets the starting percentage for
the character. Turning the Handicap to Auto will automatically set the damage
percentage for each player, determined by KOs acquired total without leaving
Brawl mode. (KOs are counted by stars below each player's panel.)
-------------------------------------------------------------------------------
Damage Ratio
---------------
Set the Damage Ratio! The default is 1.0, but the higher the number, the more
likely you'll be KO'd at smaller percentages! You can also set it lower (down
to 0.5) to make it harder to KO people. For hilarious results, set the Damage
Ratio to its highest, then Handicap for all characters the highest for the
fastest match in the world! (Aside from Sudden Death Fast Brawl in Special
Brawl...with Bunny Hood...and Curry...and all Sonics.)
-------------------------------------------------------------------------------
Stage Choice
---------------
Here, you can set the Stage Choice. Setting it to Choose, you'll always be able
to choose which stage you want. Setting it to Random however, skips the Stage
Select screen and instead picks a stage at random for you to play in. Turns is
self-explanatory. Players in order choose the stage they want to play in. (P1,
P2, etc...) Ordered is playing stages in a set order for each match. Finally,
with Loser's Pick, the player in last place gets to pick the stage he wants.
-------------------------------------------------------------------------------
Item Switch
---------------
Unlike in the other Smashes, Item Switch is available from the beginning. Here,
you can set the frequency the items appear in (None, Low, Medium, High) or even
turn off items individually. And yes, now in this installment of the Smash
series, you can turn off containers.
-------------------------------------------------------------------------------
More Rules *UNLOCKABLE*
---------------
Here, you can find even more in-depth rules to affect your battle.
_________________________
Stock Time Limit \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here, you can set the time limit you want specified for Stock battles. It can
be any time, or infinite time. (Which means it's just a battle to the death.)
_________________________
Team Attack \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
For playing teams, turning this on will allow you to attack your teammates. Oh
how cruel! It can be used for strategic team combos and helping your teammate
to recover, so maybe it's not all bad.
_________________________
Pause \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Toggle the option to pause on or off. Why would you turn this off? There's
always the possibility that you need to pause during a 99 stock match...
_________________________
Score Display \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
For those who can't seem to keep track of their KOs, toggle this on and you'll
see the KO score for each player. Great for the timed free-for-alls.
_________________________
Damage Gauge \
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Want to really be left in the dark? Turn this off and you won't be able to see
the damage you take! Truly mysterious, as you'll never know when you'll croak!
_________________________
Random Stage Switch \ *UNLOCKABLE*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Have you ever gotten the feeling that you just don't care about which stage you
want to fight on...except for that one stage that you just dislike with a
passion? Well, with this, you can turn off any stage that is available to the
Random option, which means, if you turn off...let's say, 75m, when you pick
"Random", it will never pick 75m. Neat choice, eh?
###############################################################################
Special Brawl
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Before, in Melee, there were multiple special modes to play in, but sadly they
were limited. You could only battle as tiny-sized fighters in Tiny Melee, with
no other options to pick, like if you wanted to fight tiny-sized while at
lightning-speed. Well now, in Brawl, there's a mode called Special Brawl,
functions the same way, except matches in this mode are now FULLY-CUSTOMIZABLE.
That's right, you can now play Lightning mode while being Giant or Tiny, and
that's not the half of it. There are permanent item affects you can set as
well, such as infinite Curry, infinite Lip's Stick flower effect, you can even
go Metal mode! Knock yourself out with this vastly improved version of Special
Mode. After setting your special options, all players are then to choose their
character and the stage to play in. See "Brawl" above for more details. Below
are the options you can set.
-------------------------------------------------------------------------------
% / Stamina
---------------
Here, you can choose a battle with 300% for a Sudden Death, or have a Stamina
battle! A Stamina battle is like the traditional fighters, where each player
starts off with a set amount of HP. If all of it is depleted, it's Game Over
for that player! Because of this, the damage percentage system isn't in effect
here, in that all of your attacks always have the same amount of knockback.
Each person has one stock only. The default amount for Stamina is 150 HP, but
you can set the stamina for each single character in the character select.
-------------------------------------------------------------------------------
Size
---------------
Choose to be Mega, or Mini! With Mini sized, the brawlers are as tiny as a
penny and the slightest hits can make them fly! Be Mega and everyone will be
huge! Good luck KOing each other!
-------------------------------------------------------------------------------
Head
---------------
Set to have Flower or Bunny! With Flower, every character has a Lip's Stick
flower on their head and constantly takes damage throughout the match. With
Bunny, everyone has a Bunny Hood on, making them absurdly fast! Good luck
fighting with Sonics while having Bunny Hoods on!
-------------------------------------------------------------------------------
Body
---------------
Here, you can set it to Metal or Clear. With Metal, everyone has a permanent
Metal Box item. For a truly hard battle, set to Metal and Mega for a battle of
the titanium titans! For Clear, everyone is invisible! You can't see where you
are going or who you're fighting with this!
-------------------------------------------------------------------------------
Status
---------------
Here, you can set the overall status for characters, with either Curry or
Reflect. With Curry, everyone seems to have heartburn, spewing constant flames!
This is crazy! With Reflect, everyone has a Franklin Badge on. Watch that
volley of projectiles fly everywhere with this kind of battle!
-------------------------------------------------------------------------------
Gravity
---------------
Here, you can set the gravity to either Light or Heavy. With Light, everyone is
as light as a feather. Have fierce aerial battles with this! With Heavy,
everyone feels weighted down, as if they have a Metal Box on. You know, forget
what I said. With a Mega Metal Heavy Brawl, you'll TRULY have a hard battle to
work with! No-one will even die, probably!
-------------------------------------------------------------------------------
Speed
---------------
Ah, speed. Some people prefer it to be Slow and easy, others like it Fast and
hard. ...We are talking about Brawl, right? Oh well. With Slow, everyone moves
like molasses. C'mon, pick up those legs, you sluggard! With Fast, everyone
moves super fast. Maybe Sonic isn't the fastest thing alive now...
-------------------------------------------------------------------------------
Camera
---------------
The final option, here you can set the camera angle. Fixed, or Angled. With
Fixed, the Camera is set on a fixed position, with a view of the whole stage.
The camera won't zoom in at all for characters, or even scroll. With Angled,
the camera is set just above the stage. Makes for a really panoramic view, eh?
###############################################################################
Rotation
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This game can only support 4 controllers, but what if there are more than four
people who want to play? Well that's what this mode is for. This basically
rotates controller duties so you don't have to. Once you pick Rotation, you'll
choose the amount of controllers used (up to 4) and the amount of people who
want to play. (up to 16) Then, you choose either winner or loser swaps out
controllers, and the number of players to swap out. Then, the entrants can
input their Brawl names/aliases if they have any. And now you're ready to play!
This is really only useful if you have so many people that you can't keep track
of them, and besides, it's not like you'll have 16 friends surrounding the Wii
wanting to play it, right? Unless in a party or something. So really, this
small mode is just for those "what if" situations.
###############################################################################
Tourney
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Like in Melee, there's a Tournament mode where you can set up to 32 people to
play in a tournament bracket! You can choose the amount of entrants, then set
up the rules for the tournament, such as type of match (I.E.: Stock or Time),
time limit (if applicable), Handicap, and Damage Ratio. You can also set the
stages to chosen, set, or random. You can also go into more detailed rules and
set the items. After the rules are set up, it's time for the entrants to choose
their characters and names. After everything is set up, the tourney can begin!
The matches are set up in a bracket, and the winners move forward while the
losing entrants are disqualified. Climb up the ranks and try to be number one!
Wouldn't this have been grand if it was online-compatible?
###############################################################################
Names
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Name making is back from Melee, but now it's more useful! This time it's used
for personal configurations, like your personalized button configurations for
each of the four control types. To make Names, you just pick this and you'll be
at the list of names created. From here, you can make a new name, delete one,
or just return to the Group menu. At the Name Creation screen, you have a phone
number-like button interface to work with. Just choose the keys you want and
they will be typed down.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Nintendo Wi-Fi |
Connection |
|
---------------- [WFC]
Super Smash Bros. Brawl is a WiFi-compatible game, and has many WiFi modes
to choose from. "Nintendo Wi-Fi Connection" can be selected from the main menu.
###############################################################################
With Friends
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With Friends is one of the sub-modes for online play. There are many modes
available from the normal matches mode. "With Friends" allows you to play Brawl
with friends that you've registered to your game! This mode is more in-depth
than the "With Anyone" option, in that you can see your friends' names in the
battle, and can use messages with your taunts. There's also many more battle
options than "With Anyone."
-------------------------------------------------------------------------------
Brawl
---------------
This is the main meat of "With Friends." Here, you can set up a game and have a
battle with friends! Setting up a Friendly Brawl is much like in VS. mode. You
pick the options (See Brawl and Rules sections), your character, and the stage
to play in. After that, just wait for your friends to join! You'll get
notification windows when they join, and you let them join or tell them they
can try later. After all your friends are gathered, it's time to Brawl!
-------------------------------------------------------------------------------
Friend Roster
---------------
Welcome to the Friend Roster! Here you can keep track of the friends you've
added. Up at the top, you can see your "Smash Tag." This contains an avatar
which you can choose, a quote that you can type in, and your Friend Code. Neat.
You can see all this information from your friends' Smash Tags, with the added
things of your friend's status ("Online, Seeking Brawl, Brawling, or Offline"),
and his connection quality. The closer it is to blue, the better his connection
is. To add friends just go to the "Add Friend Code" tab and you'll be given a
number keyboard. Input your friend's Smash Friend Code and you'll add that
friend to your roster. You can't play with that friend until he adds your
Friend Code to his roster.
If you want to join a game instead of making one, pick a friend's Smash Tag
whose status is "Seeking Brawl" and click "Join Game." You can also return to
the Friend List or remove the Friend from your list whenever you want. After
joining a game, all you have to do is select your character, and the starter of
the game will pick all other settings. Now it's time to Brawl!
-------------------------------------------------------------------------------
Home-Run Contest
---------------
Don't want to Brawl with friends, but would rather have someone else help you
take your frustration out on Sandbag? This is the mode. There's already a local
co-op mode for Home-Run Contest, but this is for those who don't have any local
friends available at the moment. Simply pick this mode, choose whether it will
be a competition or co-op, and pick your character. Then invite friends to the
game. After everyone is accounted for, the Home-Run Contest will begin! Like
the local multiplayer modes for this minigame, competition cycles in order
through the players participating. Each player has two chances, and the scores
will be accumulated. Whoever has the most distance recorded wins! Co-op mode
is with you and one other friend who work in tandem to pummel Sandbag before
making it fly with the Home-Run Bat.
-------------------------------------------------------------------------------
Team Multi-Man Brawl
---------------
Here you can play co-op online with friends from your Friend Roster! Once this
mode is selected, you can choose one of the 6 Brawls (detailed in the Multi-Man
Brawl subsection in the Solo Mode section above) and your character. Then you
just invite a friend to battle some Alloys with you!
###############################################################################
With Anyone
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The "With Anyone" selection basically allows you to play with anyone you wish
over online, without the hassle of Friend Codes. This mode is further divided
into multiple modes, which are explained below.
-------------------------------------------------------------------------------
Basic Brawl
---------------
Basic Brawl is just that. Find a few opponents and play a quick battle. When
you pick Basic Brawl, you will be sent right to the character selection screen.
This screen is based off of the amount of characters you currently have, so no
you can't play a character you haven't unlocked yet here. While you're picking
your character, opponents are already being searched for. After you pick your
character, each player will have to set their own items and the stage to play
on, and the result will be chosen through lottery, as in if 3 people picked
Skyworld as a stage, but another picked Norfair, Skyworld will be ultimately
picked regardless of the indifferent vote. After you pick everything, all you
have to do is wait for the other players. You have Sandbag to pummel on while
you wait.
Now we're at battle! It's basic, really. Each battle is a 2 minute
free-for-all. You don't use names, you don't use taunt messaes. It's just quick
fun with random strangers. Of course, there's the problem of disconnectors, but
not to worry with that, because anyone who disconnects will get replaced by a
CPU. That way you won't be left alone with no-one to battle if there's the
chance that everybody disconnects.
-------------------------------------------------------------------------------
Team Battle
---------------
Team up with random players for a team battle! Basically the same as Basic
Brawl, but each player that goes into the battle get put in a randomly-selected
team. Try your all and build up your teamwork skills!
-------------------------------------------------------------------------------
Spectator
---------------
If you don't feel like fighting, you can be a spectator in online fights! It's
like watching random Super Smash Bros. matches on youtube, except better!
Before a match begins, you can actually bet Smash Coins on who you think who
will win! If your bet is correct after the match is over, you end up with a
jackpot! There may be even more than just more Coins to win...
Even if your bet is wrong, you can get stickers as a consolation prize, so you
will win no matter what.
###############################################################################
Options
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Here you can set the basic online options for Brawl to perform.
-------------------------------------------------------------------------------
Allow Spectators
---------------
With this turned on, you basically allow Nintendo to record the matches you
play and have them available to other people to view in Spectator Mode. This
also allows you to be fed recorded matches to your Brawl copy so that you can
use Spectator Mode in the "With Anyone" option.
-------------------------------------------------------------------------------
Smash Service
---------------
With this turned on, you will allow Nintendo to send stuff to you, and allow
friends to send fan content to you. Nintendo-sent stuff is sent pretty daily,
and any data you download from Nintendo will eventually be overwritten to
prevent the Wii's memory from filling up, so if you find something you really
like, you'd better have a back-up. Data sent by a friend appears as notices
with your friend's name on it on the Wii Message Board. It can be anywhere from
snapshots, to replay data.
As of recently, Nintendo has stopped sending daily replays. However, they still
send daily snapshots and Custom Stages.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Misc. Modes |
|
---------------- [Msc]
This covers the rest of the things that can be chosen on the main menu, like
options and data.
###############################################################################
Vault
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Vault is where you can view numerous things you've unlocked, such as trophies
and stickers.
-------------------------------------------------------------------------------
Trophies and Stickers
---------------
Trophies and Stickers is a place where you look at all your Trophies and
Stickers collected, plus do a few things with them. Trophies are there for
knowledge: you can know a lot about Nintendo characters with these. Stickers
are an added collectible that can do something important. The Stickers are
usually just items of characters using existing art from games. Below are the
various options you can choose from this submenu.
_________________________
Trophy Gallery \
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With the Trophy Gallery, you can browse through your extensive (or soon to be)
collection of trophies and view interesting information about them, including
which game the character featured on the trophy is from. The list can be sorted
in many ways (unconfirmed as of now) and you can play around with each trophy,
such as zooming in on a specific part of it, moving it around, and even change
the background. If you want an extensive and complete list of all the trophies
and how to get them, check the Collectible Trophies List section. Fun little
fact, there are a total of 544 trophies in the game. Gotta catch 'em all!
_________________________
Trophy Hoard \
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Want to just fool around with your trophies? Well you can here! At first, you
will just arrive at the hoard of trophies at your disposal. You can take a look
at those trophies by zooming in and out with L and R (respectively) and
scrolling around with the Control Stick. You can go to Diorama Mode, however,
by pressing A. What is Diorama Mode, you ask? Well, just select a playing
field, and bring out trophies from your Gallery! Now just plant them in any old
fashion, move the camera at just the correct angle, and snap a picture! You can
only place up to four trophies at a time, though. Impress your friends, or make
them laugh with cleverly placed trophies! The formation in the Hoard is just a
circle, but if you hold a direction on the + Control Pad or Control Stick as
you enter the Trophy Hoard from the menu, you can select the formation you
want! Here's a list.
Up: Pyramid
Down: Inverted Pyramid
Left: Straight Rows
Right: Staggered Rows
L or R: Spiral
_________________________
Coin Launcher \
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You may notice the Smash Coins that you acquire by playing battles and other
modes. Well, you can actually use these coins to grab trophies and stickers in
a minigame called the Coin Launcher. The Smash Coins are used as ammunition,
and you are supposed to shoot down trophies that appear on the board to grab
them. To spice things up, there are also enemy formations that you can shoot
down for stickers and other bonuses. Be careful! There's also occasionally some
missiles that head straight towards you. If a missile hits, your coin count
will drastically decrease! Better shoot them down before that happens! There's
also a special green gauge on the screen, which when filled, allows you to
rapid-fire coins for a brief moment. This little minigame to grab trophies and
other stuff is more fun instead of that boring trophy lottery thing in Melee,
isn't it?
Also, the more enemy formations you completely shoot down, rarer trophies and
stickers that you don't already have appear more frequently.
_________________________
Sticker Album \
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A new collection element to the game is Stickers. You know, those ones that you
stick on your skateboard. Yes, those. Anyway, you basically collect Stickers by
doing various things in the game, much like how Trophies are gained. The
Stickers are stored in the Sticker Album, where you can view...stat upgrades?
What is the meaning of this? Check out the Features of Subspace Emissary for
more information. There are a grand total of 700 different Stickers in the
game. My, that's a lot of artwork, huh?
_________________________
Sticker Center \
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The Sticker Center is, like the Trophy Hoard for Trophies, a place where you
can fool around with stickers. You can change the background, place them in
certain spots, and take pictures of them. If you're really creative, you can
even make something like comics made of stickers!
-------------------------------------------------------------------------------
Stage Builder
---------------
Is it true? Can it possibly be? Yes! Brawl has a stage builder feature! Build
any kind of maps you want and save them to either your Wii System Memory or to
an SD Card. (SD Card is recommended.) To start off, you have the basic terms to
set. The size of the stage, the background, and the music to be played. Of
course, the music has to be what you already have available in the game. Then,
you're sent to the stage creator screen! You're presented with a grid, and a
and a pallette on the side containing numerous parts. You just simply click a
part and drag it onto the grid. There's a "Remaining Parts" bar at the top, and
when it's filled, you can't place anymore parts, so there's a limit. Among just
placing parts onto the grid, you can also flip the parts left to right, enlarge
or shrink them, zoom in or out on the screen, swap palletes, and erase parts.
You can also build background structures and hazards, so the stages won't be
bland platforms at all, really. After you're done, you can name your stage,
leave a comment about it if you wish, and save it. You can also change the
music again here if you decided on other music.
I think the neatest thing about this new feature is that you can actually
submit your created stages to Nintendo! If you're the lucky one among thousands
others, your stage may be put on Nintendo's "Stage of the Day" online feature
straight in Brawl, where your stage will be put on display for others to see
and try out! This is also great for the people who don't have the time to
create stages of their own and would rather experience the "flavor of the day,"
so to speak.
As of recently, Nintendo has disabled the Submit feature, but are still sending
Snapshots and Custom Stages daily.
There are also unlockable stage parts you can acquire as rewards for using
Stage Builder. Keep an eye out for those! For more info, see the Secrets or
Challenges sections.
-------------------------------------------------------------------------------
Album
---------------
Album is where you can view all your stored photos, including ones sent to you
by friends! To take snapshots yourself, you no longer have to go to a special
mode to do so. Pausing at any time in the gameplay gives you the option to
create a snapshot! If something looks weird, funny, or cool, and you wish to
capture it, you can do it now! Take a snapshot, and it's sent to your album!
If you have Smash Service turned on, you can also recieve snapshots from your
friends! Various things you can do with Snapshots as well. You can Erase them,
save them to an SD Card, Send to a Friend, or...Submit to Nintendo! If you
submit the snapshot to Nintendo, you can have a chance for it to be featured as
Snapshot of the Day!
As of recently, Nintendo has disabled the Submit feature, but are still sending
Snapshots and Custom Stages daily. They must have a huge backlog!
-------------------------------------------------------------------------------
Challenges
---------------
Challenges is a mode in which you can look at a screen full of glass windows.
Each glass window holds something to unlock, and that something is unlocked by
doing various achievements in the game. Like for example, you can unlock the
Stafy trophy by clearing Target Smash level 1 with 10 characters. Once you do
that challenge, the glass window holding the Stafy trophy will break open.
Along with the unlocked item, windows next to the unlocked item will glow red
and tell you how to unlock the items encased in those windows. It's like a
never-ending task to unlock everything! Things that you can unlock are things
such as trophies, CDs, and even new modes. For a list of the Challenges and
what they unlock, check out the Challenges List.
-------------------------------------------------------------------------------
Replays
---------------
Here, you can view all the replays stored on your Wii Console. You can save up
to 3 minutes of gameplay for each replay, and much like Snapshots and Stages,
you can either delete them, save them to an SD Card, Send to Friends, or Submit
to Nintendo! Who knows, you might be known as the best Target Smasher! Yes,
besides recording matches, you can also record your triumphs in Home-Run
Contests, Target Smash, and Multi-Man Brawl! To record runs of Stadium games,
the button prompt is given after you complete it. To record actual matches
though, just look for the button prompt after the match, at the results screen.
Just remember that the match has to be no longer than 3 minutes, otherwise you
can't save the replay.
As of recently, Nintendo has stopped sending Replays daily. As such, the button
which you use to send Replays to Nintendo is no longer available.
-------------------------------------------------------------------------------
Masterpieces
---------------
Ah yes, Super Smash Bros. is a game where many characters from various Nintendo
franchises come together to fight. But, there may be some people who are
curious about a character's past games. Well, that's what Masterpieces are!
With Masterpieces, you can sample a demo of various games! (usually one per
franchise) These demos have a time limit, just enough to get a taste of them,
and are usually demos of the best game of the franchise. Like, say you wanted
to know why Mario got so popular, you can sample a demo of Super Mario Bros. on
the NES! Below are the demos in the order the game lists them, including
unlockable demos. Then, I will include short descriptions of what each game
does.
Donkey Kong *UNLOCKABLE* (1986, NES)
Ice Climber (1985, NES)
Super Mario Bros. (1985, NES)
The Legend of Zelda (1987, NES)
Kid Icarus (1987, NES)
F-Zero *UNLOCKABLE* (1991, SNES)
Super Mario World *UNLOCKABLE* (1991, SNES)
Super Mario Bros. 2 *UNLOCKABLE* (1988, NES)
Kirby's Adventure (1993, NES)
Super Metroid (1994, SNES)
Star Fox 64 (1997, N64)
Ocarina of Time *UNLOCKABLE* (1998, SNES)
_________________________
Donkey Kong \
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Time Limit: 0:30
Ah, the game that started it all. The objective in this game was to climb to
the top of a construction site and rescue a girl named Pauline from a crazy ape
known as Donkey Kong. But today, the man whom you played, Jumpman, has changed
his name to Mario; and the Donkey Kong you battled is Cranky Kong today. My,
how time changes. You start this Masterpiece demo on 75m, which is the same
level featured as a stage in this game.
_________________________
Ice Climber \
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Time Limit: 0:40
Ice Climbers spend their whole life climbing Icicle Mountain in search of those
vegetables they treasure so much. The objective in this game is to keep
climbing to the top. Yep, just keep climbing. Along the way, you'll come across
some enemies, but you can just whack them with the hammer you have. If 2
players played this, Player 2 would be the pink Ice Climber, known as Nana.
_________________________
Super Mario Bros. \
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Time Limit: 1:00
After rescuing princesses from mad apes, Mario took it to the next level:
....Rescuing princesses from mad turtles. Yes, Mario's first official
platforming venture, and still rendered great even by today's standards. He
stomped all kinds of weird monsters that seem normal today because of his
longevity, such as walking mushrooms known as Goombas, and flying turtles
known as Koopa Paratroopas. Yep, this game had it all, including solid
gameplay. This Masterpiece demo fittingly starts at the first level, and with
1 minute to play it with, that's just enough to finish the level and get a
taste of the game.
_________________________
The Legend of Zelda \
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Time Limit: 2:00
The boy, the girl, the Legend. Link had his first venture here on the NES, and
it was an amazing title back then, featuring a large expansive world and levels
that you could go in any order. Add that to catchy music, lots of items to
find, and what's this? A second quest? That made it so great that fans clamored
for more. This Masterpiece title starts where the game is supposed to start,
but if this is your first time playing Zelda games, here's how to make the most
of those two minutes: Enter the cave nearby to get your sword, then head right
one screen, up four screens, then left one screen, across the bridge. There's
the first dungeon, enjoy!
_________________________
Kid Icarus \
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Time Limit: 1:30
Fly Pit, fly! This game of mythical tales had a timid angel named Pit face up
against Medusa and save the Goddess of Light, Palutena. At the end of the game,
he was appointed colonel of Palutena's Army. This game was considered the
"sister" title to Metroid, as it was released around the same time. Both titles
shared one thing in common: difficulty. Though a good game, it's sad it never
took off like Metroid did. This Masterpiece demo seems to start you off at a
fairly easy area; just climb up and up, avoiding or shooting enemies.
_________________________
F-Zero \
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Time Limit: 0:40
The first game that started the semi-popular high-speed racing series. Don't be
fooled though, F-Zero is known for its quality. That's why it's always been
represented in Smash Bros. It's one of the few SNES games to sport a Mode 7
graphics style, with the view in back of the vehicle. This Masterpiece demo has
you playing at Mute City with the Blue Falcon, Captain Falcon's trademark
racing car. With 40 seconds though, you won't seem to even go 1 lap around the
course.
_________________________
Super Mario World \
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Time Limit: 2:00
Set in Dinosaur Island, Mario first finds Yoshi here. This Mario game featured
so many levels that it wasn't even funny. I won't even mention the super secret
levels... Featuring the same gameplay that made Mario great, Mario could do
even more stuff, such as fly with a cape, carry shells around, and even ride on
different-colored Yoshis; each color featuring a different ability. You start
at the beginning of the game, so get some time to get used to it. However, if
you have a Classic Controller, I recommend using that. The controls set for the
Gamecube controller is just...too awkward to use.
_________________________
Super Mario Bros. 2 \
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Time Limit: 1:30
The second game to the Super Mario Bros. series in the US. Super Mario Bros. 2
in Japan was totally different from this, and this is actually a Japanese-only
game with Mario characters slapped on. Thanks to this foray though, many of the
characters in this game are now officially in Mario games, such as Birdo and
the ever-famous Shy Guy. This game featured four characters to play as, each
one playing differently from others. This Masterpiece demo starts you off on
the first level as Peach, to let you know exactly where Peach's floating and
Vegetable Special came from.
_________________________
Kirby's Adventure \
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Time Limit: 2:00
Kirby was around before this game, but this is the first one to actually allow
him to steal enemies' abilities. Before, he could only suck in and spit enemies
out to attack. In Kirby's Adventure, it was Kirby's job to retrieve the pieces
of the Star Rod that King Dedede shattered. Little did he know that Dedede was
doing Kirby a favor with that though... You start at Green Greens in this
Masterpiece demo.
_________________________
Super Metroid \
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Time Limit: 3:00
Critically acclaimed "best Metroid game EVAR" by many fans, this was Samus's
third game in her series. Many Metroid fans have been waiting for quite a long
time for it ever since Metroid II on the Gameboy. Featuring numerous new
abilities, great atmosphere, and interesting bosses, this is definitely a must-
have for Metroid fans. You start off at the beginning, and though this game
features save points, this Masterpiece demo doesn't allow saves.
_________________________
Star Fox 64 \
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Time Limit: 3:00
Also acclaimed as the best Star Fox game, this game featured voiced dialogue
for practically any situation, AND introduced the Rumble Pak, which shook
whenever you took a hit; both made for a truly interactive experience. You
actually start off at the title screen, and everything is available to you for
those three minutes.
_________________________
Zelda: Ocarina of Time \
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Time Limit: 5:00
The Zelda series' first foray into 3D, and thus many fans consider it the best
ever. That is still a matter of opinion though. Retains the same ol' Zelda
style, but now that it's 3D, it has much more in-depth puzzles and cinematic
storytelling. This Masterpiece demo starts you off at the title screen, and
already has two save files. The first starts you off at the beginning with
Young Link, and the second starts you off at Adult Link's beginning. To get
started easily into a dungeon for Young Link, head east from his house and
enter the giant tree for your first dungeon. For Adult Link, head out of Castle
Town, call Epona (right C item, then press Up, left, right on the C-Stick) and
ride south to Kokiri Forest. Go north to Lost Woods, and follow the music to
the Forest Temple...if you can reach it in time.
-------------------------------------------------------------------------------
Chronicle
---------------
Want to feel like a game collector but just don't have the money to do so? No
need to worry with this! The Chronicle lists all the Nintendo games ever
released, organized by system, then date of release. The number of games listed
adds on when you collect stickers, trophies, or anything else that represents a
game. This truly is the ultimate list for games.
###############################################################################
Options
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Options is where you go to modify game settings and/or do various things.
There are actually many options menus in the game, but this is the main one,
and as such is shown on the main menu.
-------------------------------------------------------------------------------
Screen
---------------
This game supports Widescreen TVs. This option allows you to change to
Widescreen or stay at Normal. With Widescreen, you can enjoy a wider view
during your battles! In other words you can see more around you than a person
with Standard TVs can. Of course, there's the chance that the screen may be
distorted, but there's an easy way to tell! In the screen where you can switch
from Standard to Widescreen, there's a circle in the background. If the circle
is perfectly round, you've got the right screen settings.
-------------------------------------------------------------------------------
Deflicker
---------------
With Deflicker, you can change the screen output of the game. You can have
smooth graphics, or razor sharp graphics. Choose which one you want! Personally
the razor sharp setting hurts my eyes too much.
-------------------------------------------------------------------------------
Rumble
---------------
Here you can set the rumble on or off for your various controllers, and you
can even get your name's controller settings in there. The Classic Controller's
rumble is set to off on default because, well, the Classic Controller doesn't
have rumble.
-------------------------------------------------------------------------------
Controls
---------------
Name making is back from Melee, but now it's more useful! This time it's used
for personal configurations, like your personalized button configurations for
each of the four control types, which you modify here on this option. You can
even disable "Tap Up Direction for Jump" and have Shake Smashing for the
Nunchuk + Wiimote controller. Once you pick the Controls option, you will be
prompted to create a name if you haven't already. Afterwards is the control
config. After setting your preferred controls, you can test it out on the
testing screen, accessed by pressing the "Test" button under Default. Testing
controls without ever leaving the control config...how convenient!
On top of this, you can even transfer your preferred control settings to your
Wii Remote! This saves the arduous task of having to set up your controls again
when playing on a different Wii. To do this, press + on the Wii Remote while in
the Names menu to bring up a confirmation window. Press 1 and 2 simultaneously
and your controller configurations, set to your name, will be transferred to
your Wii Remote! Of course, doing the same thing once the settings are on your
Wii Remote will transfer it to the Wii you're playing on.
-------------------------------------------------------------------------------
Sound
---------------
With Sound, you can set the volume level of the sound effects and music. Thus,
you can have soundless battles, or musicless battles! It's fairly basic. You
can reach the Sound Test from here.
-------------------------------------------------------------------------------
My Music
---------------
A new feature, and a truly awesome one indeed, is My Music, which lets you play
a certain track on a stage instead of having a preset one all the time. Don't
get too excited, this doesn't mean that you can use music on your SD Card to
play in stages. Basically, in My Music, select a stage, and you'll have a list
of music related to the stage's theme to choose from. Each music track has a
meter. The more the meter is filled, the more chance that track will play when
playing in that stage. Say, in the Bridge of Eldin stage, there's the main
theme of LoZ, main theme of Twilight Princess, Dark World, and Forest music. If
you set the bar of...lets say Twilight Princess's main theme, higher than the
rest, that track will have more of a chance of playing than the other tracks in
the Bridge of Eldin stage.
This means that Brawl is the first game to have an expansive mash-up of
excellent music at your disposal. It doesn't stop there though. Throughout
the game, you can collect items called CDs. Collecting one unlocks a track to
use in My Music. Pretty darn sweet, eh?
-------------------------------------------------------------------------------
Erase Data
---------------
Unless you like doing everything over again, I would suggest to NOT go here.
You can permanently delete records of your High Scores, your Adventure Mode
progress, your Vault data, or even all of it at once. Choose wisely.
###############################################################################
Data
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Here in Data mode, you can look at various achievements in the game, such as
special messages, (I.E. "You've cleared Classic Mode for the first time!") your
Brawl records (does not apply to online), and even videos.
-------------------------------------------------------------------------------
Movies
---------------
Feel like relaxing and watching some good ol' movies? Well with this mode, you
can! You can watch How to Play, the first ever trailer for Brawl, and even the
introductions for Snake and Sonic! These are all very interesting yes, and you
can even rewatch the cutscenes for Subspace Emissary here.
-------------------------------------------------------------------------------
Records
---------------
Look at various records! Here's the lowdown for each of the Records modes.
_________________________
Group Records \
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Here's where you can look at your records of matches played in Group mode.
This has many pages detailing in-depth information about even the slightest
thing.
Page 1: Details the amounts of matches each character has played against
another character in a grid-like fashion. Want to know how many matches Mario
has played against Kirby? You can with this.
Page 2: Determines by ranking, which character has gotten the most of
practically anything, including KOs and Drownings. Oh lookee, Samus is ahead
with 107 KOs, but King Dedede is just behind her in second place with only 104
KOs! Try to fight to be on top, Dedede!
Page 3: Here's where things get interesting. In this page, every single
character has in-depth stats you can look at. Let's take Mario as an example.
He has 32 KOs, 31 Falls, 3 Self-Destructs, a hit percentage of 38.50%, 3846%
damage given, 3623% damage taken, and 59% damage recovered. Wow, that's sure
in-depth, isn't it?
Page 4: Page 4 is pretty much the same as Page 3, except it deals with the
overall records of each name registered in the game.
_________________________
Brawl Records \
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More in-depth records! Here you can view records of about anything SSBB-
related, even the amount of times you turned on the game! Yep, this includes
time spent on Subspace Emissary, time spent online, time spent on VS. Mode...
everything.
_________________________
Notices \
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Throughout the game, it will be apparent you will get various achievement
messages as you play. "You cleared Classic for the first time!", "You cleared
the Subspace Emissary for the first time!" are some of the messages you may
encounter. Well, with this mode, you can keep track of your history by looking
at the achievement messages you've gotten. Below are the list of notices, by
type, and in alphabetical order.
Stages:
- A new stage has appeared! It's the super-retro construction site, 75m!
- Behold, the Great Sea! The new stage Pirate Ship has appeared!
- Fight fierce battles in a flat world! The new stage Flat Zone 2 has appeared!
- It's an acoustic flood! The new stage Hanenbow has appeared!
- It's the famed shuttle loop! The new stage Green Hill Zone has appeared!
- The new stage Luigi's Mansion has appeared! Home sweet home!
- The new stage Mario Bros. has appeared! Mysterious pipes, turtles, and crabs!
- The new stage Spear Pillar has appeared, featuring both Dialga and Palkia!
- You've unlocked the Melee stage called Big Blue!
- You've unlocked the Melee stage called Green Greens!
- You've unlocked the Melee stage called Jungle Japes!
- You've unlocked the Melee stage called Pokémon Stadium!
- You can now use all Brawl stages! Play as much as you like on all 41 stages!
Characters:
- Captain Falcon, the invincible F-Zero pilot, has joined the brawl!
- Falco, Star Fox's brash pilot, has joined the brawl!
- Ganondorf, the resurrected king of evil, has joined the brawl!
- Jigglypuff, the Balloon Pokémon, has joined the brawl!
- Lucario, the Aura Pokémon, has joined the brawl!
- Luigi, the green wonder, has joined the brawl!
- Marth, the emblem prince, has joined the brawl!
- Mr. Game & Watch, the denizen of Superflat World, has joined the brawl!
- Ness, the PSI-powered youth, has joined the brawl!
- R.O.B., the robot with the scorching beam, has joined the brawl!
- Snake, the legendary soldier of fortune, has joined the brawl!
- Sonic The Hedgehog, the world's fastest hedgehog, has joined the brawl!
- Toon Link, the swordsman of the Great Sea, has joined the brawl!
- Wolf O'Donnell, the leader of Star Wolf, has joined the brawl!
- You can now use all fighters! Now the real battle begins!
Modes:
- The Random stage choice has been added! Choose Rules from the Group menu.
- You can now use additional rules options! Choose More Rules from the Rules
menu.
- You can now view all of the movies from The Subspace Emissary!
- You cleared 10 Co-op Events!
- You cleared 20 solo Events!
- You cleared 21 Co-op Events!
- You cleared 41 solo Events!
- You cleared all stages of The Subspace Emissary on Intense difficulty!
- You cleared All-Star for the first time!
- You cleared All-Star on Intense difficulty!
- You cleared All-Star with all characters!
- You cleared Boss Battles for the first time!
- You cleared Boss Battles on Intense difficulty!
- You cleared Boss Battles with all characters!
- You cleared Classic for the first time!
- You cleared Classic on Intense difficulty!
- You cleared Classic on Intense difficulty with only one stock!
- You cleared Classic with all characters!
- You cleared level 1 of Target Smash with all characters!
- You cleared level 2 of Target Smash with all characters!
- You cleared level 3 of Target Smash with all characters!
- You cleared level 4 of Target Smash with all characters!
- You cleared level 5 of Target Smash with all characters!
- You cleared The Subspace Emissary for the first time!
- You got Parts Set A for your Stage Builder! Make a new stage with these extra
parts!
- You got Parts Set B for your Stage Builder! Make a new stage with these extra
parts!
- You got Parts Set C for your Stage Builder! Make a new stage with these extra
parts!
- You've gotten all the Stage Builder Parts! Now start making new stages!
- You survived 15-Minute Brawl for the first time!
- You won 100-Man Brawl for the first time!
- You've added a new game mode! Choose Boss Battles from the Stadium menu under
Solo.
- You've added a new mode! Choose All-Star from the Solo menu.
- You've collected all of the online Friend Icons! Choose your favorite!
Stickers, songs, and Trophies:
- You now have 100 different stickers!
- You now have 200 different stickers!
- You now have 300 different stickers!
- You now have 400 different stickers!
- You now have 500 different stickers!
- You now have 600 different stickers!
- You now have 100 different trophies!
- You now have 200 different trophies!
- You now have 300 different trophies!
- You now have 400 different trophies!
- You now have 500 different trophies!
- You now have over 150 songs!
- You now have over 200 songs!
- You now have over 250 songs!
- You've collected all boss trophies from The Subspace Emissary!
- You've collected all Enemy trophies from The Subspace Emissary!
- You've gotten all of the songs! Now enjoy your collection of musical
masterpieces!
- You've gotten all of the trophies! Congratulations! And thank you!
- You've gotten all the stickers! Now start stickering!
Assist Trophies and Poké Balls:
- Barbara from Daigasso! Band Bros. and Master of Illusion is now an Assist
Trophy!
- Custom Robo was added to your Assist Trophies!
- Gray Fox from Metal Gear Solid was added to your Assist Trophies!
- Shadow The Hedgehog was added to your Assist Trophies!
- The tanks and infantry from Advance Wars were added to your Assist Trophies!
- You've gotten all of the Assist Trophies! Battle side by side with all of
them.
- You encountered Celebi for the first time! This is a rare thing indeed.
- You encountered Jirachi for the first time! Make a wish!
- You encountered Mew for the first time! Strange things do happen.
Chronicle and Masterpieces:
- All Game & Watch titles have been revealed in the Chronicle!
- All Game Boy Advance titles have been revealed in the Chronicle!
- All Game Boy titles have been revealed in the Chronicle!
- All Nintendo 64 titles have been revealed in the Chronicle!
- All Nintendo DS titles have been revealed in the Chronicle!
- All Nintendo Entertainment System titles have been revealed in the Chronicle!
- All Nintendo GameCube titles have been revealed in the Chronicle!
- All Super Nintendo Entertainment System titles have been revealed in the
Chronicle!
- All Virtual Boy titles have been revealed in the Chronicle!
- All Wii titles have been revealed in the Chronicle!
- The Chronicle has been filled! Look at the history of Nintendo!
- The classic Donkey Kong appeared! Play a demo version in Masterpieces!
- The classic F-Zero appeared! Play a demo version in Masterpieces!
- The classic Super Mario Bros. 2 appeared! Play a demo version in
Masterpieces!
- The classic Super Mario World appeared! Play a demo version in Masterpieces!
- The Legend of Zelda: Ocarina of Time appeared! Play a demo in Masterpieces!
- You've got all of the Masterpieces! Learn character origins in the demo
versions.
Matches:
- You've played 100 matches!
- You've played 1,000 matches! You're quite dedicated!
- You've played 4,999 matches! A penny a match? What a deal!
- You've played 10,000 matches! This is no ordinary dedication!
- You've played 50,000 matches! That's a ridiculous number of matches!
- You've played 100,000 matches! That's too much! I give up.
-------------------------------------------------------------------------------
Sound Test
---------------
Listen to various music tracks and sound bytes in the game! The music and sound
effects are listed in their own categories, like say if you want to listen to
music from the Donkey Kong series featured in this game, simply go to the
"Donkey Kong" category, and all the currently available music will be available
for you to listen to. Like My Music, the music and sound choices increase as
characters, stages, and music are unlocked.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Characters |
|
---------------- [Char]
What good is a fighting game without its supporting character cast? This will
cover ALL the playable characters in the game, including hidden ones. This
will also cover each character's movesets. This will not cover how to unlock
the hidden characters, however. Check in the Secrets section for unlock
details. The characters will be listed in the order the game lists them, from
top to bottom. A few things to note about this section:
- During some characters' moves, there will be a period in which they don't
flinch from attacks. This is called Super Armor, and the moves that do have
Super Armor will be noted as such.
- Downward attacks on the ground have a high tendency to trip your opponent.
- Most characters' side moves have an up and down diagonal tilt. I will note
these and give proper damage coordinates for these diagonal tilts and smashes.
- It's a general rule in Smash Bros. that characters can't do any other moves
until they land after they perform their Up Special. Thus, I won't mention
that. However, for the other moves that have that same effect, and Up Specials
which are exempt from this rule, I will note those.
- Character attributes are compared based mostly on Mario's, as he's a fairly
well-rounded character.
- KO percentages will be listed for each move as a seperate section from the
moveset sections, and are basically the amount of damage your opponent needs
before you KO with that certain attack. These will be based against Bowser,
the heaviest character, on Final Destination, a medium-sized stage. This
doesn't factor in DI or momentum canceling, so the KO percentages can be used
as estimates/averages.
- Ledge Attacks are attacks the character can do while getting up from hanging
on a ledge. Each character has two ledge attacks, one of them being during high
damage. A Trip Attack is the character attacking as he gets up from a trip. A
Fallen Attack is the character attacking while getting up from landing, such as
after being attacked. Each character has two Fallen Attacks, one from on their
back, and one from on their stomach.
- Each profile will cover the following: Character Name, representation,
status, short description, attributes, alt. costumes, taunts, stage entrance,
moveset, recovery options, various tips/character-specific ATs, KO %ages, and
matchup list w/general tips. Yep, pretty detailed. For matchup lists, the left
number represents you, and the right number represents the opponent. The lower
your number from the opponent's in the ratio, the more trouble you'll have
winning. Opposite if your number is higher than the opponent's.
- At times, I may use shortened names for some moves. Directions are shortened
to F, B, D, U, N. (Forward, Backward, Down, Up, Neutral) These letters are
usually put in front of such terms as tilt (directional attack), air (aerial),
or smash (Smash Attack). So, if I'm talking about a character's back aerial,
I may just refer to it as "Bair". Something you may see used for a select few
characters is "Zair". This refers to the character's grab being used in the
air, usually as an extra attack, activated by pressing the grab button
(usually Z on the GCN controller, hence the name).
- When discussing viable team strategies, I use the tournament rules, so always
assume that these strategies are applicable with Team Attack on unless
otherwise stated.
NOTE: I'm going to need help with some of the attributes, so give me a hand on
that. Also, if you come up with creative names for the alt. costumes (colors),
let me know! They'll be better than just saying "Red Falco" or something like
that.
###############################################################################
Mario [CharMar]
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Representing: The Mario franchise
Status: Veteran
Description: Known as "Mr. Nintendo" or "Mr. Video Game", he's the most
recognizable video game character around. His overall balanced statistics make
him a good fighter for beginners, but also has a fair learning curve to really
get good with.
--------------
Attributes: (out of 5 *'s)
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Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No
--------------
Alt. Costumes:
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Default Mario (blue overalls, red shirt and hat)
Fire Mario (red overalls, white shirt and hat)
Classic Mario (red overalls, blue shirt and hat, black shoes)
Wario Mario (purple overalls, yellow shirt and hat, green shoes)
Gameboy Mario (black overalls, white shirt and hat, blue shoes)
SMB Luigi Mario (brown overalls, green shirt and hat)
--------------
Taunts:
¯¯¯¯¯¯
Up Taunt: Super Mario (performs a stance and grows, Super Mushroom style)
Side Taunt: Turns and takes off his hat
Down Taunt: Flips in the air and lands on his back (AKA, "Donkey Kong" death)
Stage Entrance: Mario appears stylishly from a pipe rising from the ground.
-------------------------------------------------------------------------------
Moveset:
--------------
Standard Ground Attacks:
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=< Standard Attack Combo: Punch, Punch, Kick
- A quick combo. Good for setting up some damage.
* Damage: 3% (first punch), 2% (second punch), 4% (kick)
=< Side Attack: Strong Kick
- A long kick forwards. Good for setting some distance away from the opponent.
* Damage: 8% (Damage does not change for up or down diagonal Strong Kicks)
=< Up Attack: Uppercut
- A spinning upper punch on the ground that sends the opponent straight up.
Sets up for a quick aerial at low percents. (Such as 50%)
* Damage: 7%
=< Down Attack: Sweep Kick
- A sweeping kick that sends the opponent up into the air.
* Damage: 5%
=< Dash Attack: Sliding Kick
- A sliding kick like the one Mario performs in Super Mario 64. Sends the
opponent to the sky.
* Damage: 7%
=< Ledge Attack: Flip Kick
* Damage: 8%
=< Ledge Attack (High %): Slow Kick
* Damage: 10%
=< Trip Attack: Double Kick (hits behind first)
* Damage: 5%
=< Fallen Attack (Back): Spin Kick
* Damage: 6%
=< Fallen Attack (Stomach): Double Punch (hits behind first)
* Damage: 6%
--------------
Standard Aerial Attacks:
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- Standard Attack: Standard Kick
Mario sticks his foot out for a second or two. The start of this attack is the
most powerful, but the damage and knockback wears off as the kick is out.
Damage: 10% (start)
=< Front Attack: Meteor Punch
- Mario punches downward with a giant fist. This can meteor if the hand itself
hits. It doesn't matter at which time, just as long as the hand hits. If you
are too close to the opponent, the meteor will not work and instead send the
opponent up and away from you.
* Damage: 13% (if meteor smash is successful), 12% (if meteor is not
successful)
=< Back Attack: Full Kick
- Mario puts his whole body into a two-legged kick. A good move for keeping
some-one from chasing.
* Damage: 12%
=< Up Attack: Flip Kick
- Mario does a forward flip, with a kick. Sends opponent up and away from him.
* Damage: 11%
=< Down Attack: Mario Tornado
- Used to be his Down Special, Mario spins and spins, creating constant damage,
then spreads out his fists at the end, knocking everyone away. This is
actually your best aerial move for KOing.
* Damage: 1% (first five hits), 7% (final hit), 2% (landing hit)
--------------
Smash Attacks:
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=< Side Smash: Super Fireball
- Mario charges up a fireball, then releases it! The move is stronger if only
the fireball hits. It can also be aimed up or down.
* Damage: 17%-23% (if the edge of fireball hits), 14%-19% (if closer)
* Up Diagonal Damage: 18%-25% (if the fireball hits), 15%-21% (if closer)
* Down Diagonal Damage: 16%-22% (if the fireball hits), 13%-18% (if closer)
=< Up Smash: Overhead Headbutt
- Mario charges up for a giant headbutt that sweeps from behind him to in front
of him. Sends the opponent straight up.
* Damage: 14%-19%
=< Down Smash: Dance Kick
- Mario does a breakdance kick similar to the same move in Super Mario 64,
hitting in both directions.
* Damage: 15%-21% (front), 12%-16% (back)
--------------
Grab: Double-handed grab
Attack: Headbutt
Damage: 3%
Front Throw: Spin Throw
Damage: 9%
Back Throw: Super Spin Throw
Damage: 12%
Up Throw: Toss
Damage: 8%
Down Throw: Throwdown
Damage: 6%
--------------
Special Attacks:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
=< Standard Special: Fireball
- Mario fires a fireball from his hand. Has a low trajectory, and bounces along
the ground, meaning it always falls. No knockback, but is good for approach.
* Damage: 5%
=< Side Special: Cape
- Mario swings his cape from Super Mario World forward. Can be used to make
opponents face the other way, and to reflect projectiles. If done in the air,
some of Mario's falling speed is halted, but only with the first time.
* Damage: 8%
=< Up Special: Super Jump Punch
- Mario jumps up with his fist in the air. Scores consecutive hits (signified
by coins popping out of the opponent) and is great for recovery.
* Damage: 5% (starting hit), 1% (each mid-attack hit), 3% (final hit) (12% max)
=< Down Special: F.L.U.D.D.
- Mario whips out his trusty F.L.U.D.D. and charges it up. Shield or press a
direction to store the charge. When it's fully charged, you'll hear a small
ding. Execute the move to unleash a powerful stream of water that you can aim
up or down! Does no damage, but can be good to push opponents away from the
stage who are trying to recover.
* Damage: None
--------------
=< Final Smash: Mario Finale
- Mario sends out two huge fireballs that spread out vertically. It's best to
do this move when faced on the far left or right of the stage. Hits multiple
times. Doesn't do much damage, but makes up for that by shoving the opponent
off the stage if caught.
* Damage: 3% (average for each hit, hits about 5 times or more) (19% max
average)
-------------------------------------------------------------------------------
Tips & Tricks:
Mastering Mario seems like an easy character, and is good for beginners, but
has a lot of potential if you train intensively with him. His ground game
isn't as good as others, but he's excellent in the air. His quick aerials
combined with pretty good air agility makes him a combo master. Combine that
with his Cape and F.L.U.D.D., and he's also a master of gimping. Of course,
Mario does have some moves that are quite situational.
--------------
Recovery Tricks:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- F.L.U.D.D. can be used to help Mario recover. The aerial momentum Mario
receives from releasing a fully-charged F.L.U.D.D. can be used to your
advantage by spraying it when Mario isn't facing the stage. It may also be
used to push away or stall an edgeguarding opponent.
- The Cape, when used the first time when in the air, can stall your momentum
for the duration of the attack, as well as pop you up a bit. This can be used
to get that tiny extra distance that you may need.
- Super Jump Punch is a great recovery tool, and your main one. Due to its
forward momentum, it's a great move for ledge popping (holding down during the
move to prevent yourself from grabbing the ledge). It can also punish sloppy
edgeguarders with possible stagespiking potential.
--------------
Fireball:
¯¯¯¯¯¯¯¯
- Is Mario's only and great approaching tool. Anything can follow up from a
Fireball. Proves to be affective against crawlers, can disrupt ledgeguarders,
and can stop certain recoveries if timed right (Mario is Ness's/Lucas's worst
nightmare, forget about Giygas).
- Unfortunately, the Fireball is slow, can be Power Shielded easily, doesn't
travel far, and has low priority.
--------------
The Cape:
¯¯¯¯¯¯¯¯
- The Cape is a bit changed from Melee. While it still reflects projectiles and
turns opponents around, it can actually reverse the opponent's momentum. This
can really mess up certain recoveries. It is still really useful against the
Star Fox characters. Due to Brawl's new physics engine, the Cape has a lot of
versatility, as explained below.
- It aids recovery yourself, messes opponents up in general, punishes laggy
moves and other moves that put the opponent into a helpless state, and is
great for mindgames.
- Its only cons are that it might be predictable over time unless you mix it
up, and its recovery application is limited to just the first use. It is still
one of Mario's best moves, primarily used to gimp.
- When against Snake, Sonic, or Mr. Game & Watch, using the Cape on them during
or after their Up Specials can allow them to perform their Up Special again
without having to get attacked. This can be good and bad. The bad is
obvious...when against these characters, it is useless as a gimping tool. The
good side can be when you're in a Team Battle. If your partner is either three
of these characters, you can help them out if they're not going to make it.
- Cape Gliding, or Aerial Cape Extension (A.C.E.) is a flashy, but sometimes
useful, edgeguarding tool. When running off the stage, Cape just before
falling. If done right, Mario should glide forward a little bit while in the
air. The distance Mario glides differs on the timing. You can travel really
far with this, the length of the two lower Battlefield platforms!
- Cape Gliding can be reversed! Yep, when attempting a Cape Glide, press the
Control Stick back toward the stage as soon as you execute the move. You
should slide back along the stage. It's a bit easier to do if you set the
C-Stick to Specials.
- You can Cape and jump at the same time! Just do your Cape move a few frames
within your jump. This can be used to mix-up your comboing. When your opponent
tries to punish your comboing, you can throw a Cape Jump in to mess him up and
continue pummeling.
- Use the Cape to stall your aerial movement a lot! It can be used to trick an
edgehogging opponent, by stalling just enough so that you can Up B the
opponent just when his invincibility frames run out. You can also use this
while you're edgehogging. Just move away from the ledge when hanging from it
to let go, and immediately Cape. You should Cape and immediately grab the
ledge again. It makes for pretty safe edgehogging.
- The Cape can be used against some characters in such a way that, while
they're recovering, if Caped right before they sweetspot the ledge, they turn
around and appear to be hanging onto nothing. They get stunned for a brief
moment, possibly leading to a stage spike. The timing for this Cape Teleport
is extremely strict to pull off, and the stun the opponent gets is pretty
small. It's a weird technique that seems like it could be useful, but due to
the timing needed, it's not really too useful.
- The Cape can actually reverse damage certain attacks that aren't really
considered projectiles, dealing damage to the opponent using his own attack.
Such attacks are: Charizard's Rock Smash, Mario's Cape, Peach's Toad,
Pikachu's Thunder (Down B), R.O.B.'s Laser, Snake's Up-Smash, and Zelda's
Din's Fire. That last one obviously only damages Zelda if it's used in
extremely close range.
- Cape Induced Landing Lag. This can be used to stall an opponent's reaction
time, allowing you to attack. CILL can be used by Caping an opponent just as
he lands. This somehow adds extra frames to the opponent's landing animation,
allowing you to possibly throw in another attack.
- Just for giggles, here's a weird glitch you can perform on any opponents
who use Meta Knight and his Dimensional Cape extensively to incite many "WTF"
reactions. If Meta Knight performs the Dimensional Cape towards you, cape him
just as he attacks out of it for varying reactions, such as killing Meta
Knight outright on the side, spiking if he uses DC towards you from above, and
otherwise pushing him an insane range so that he may be KO'd anyway. Not much
use in competitive play, but it's a funny sight anyway.
--------------
F.L.U.D.D.:
¯¯¯¯¯¯¯¯¯¯
- F.L.U.D.D. is a great edgeguarding and gimping tool. Don't pass it off as a
useless attack, it has great, but situational uses. It can stop most
projectiles, can prevent yourself from getting edgeguarded, and can stall many
attacks.
- Use F.L.U.D.D. to kill an opponent's approach and deliver an attack of your
own. They'll usually fall short of hitting you with their attack when doused
with F.L.U.D.D.
- As detailed above, F.L.U.D.D. can be used to help your recovery. You can
either use it to push yourself toward the stage while facing away from it, or
use it to push away an edgeguarding opponent so you can make your move.
- Some characters go into a helpless state after using a special attack, or
have special attacks that last way too long. Well, F.L.U.D.D. can be used to
punish the use of these specials, by pushing them off as they are using the
attack or charging one up.
Such attacks are DK's Giant Punch, Ganon's Warlock Punch, Ike's Eruption and
Quick Draw, Link's Up Special, Ness's and Lucas's Up and Standard Specials,
Mario's F.L.U.D.D., Marth's Shield Breaker, Snake's Side Special, Toon Link's
Up Special, and Zelda's Din's Fire.
- If your opponent is way too shield-happy, punish his shields to the point of
breaking. When it breaks, the opponent is sent up into the air before landing
back down in a dazed animation. While they're in the air, they cannot do
anything. Use this to your advantage and douse them with a fully-charged
F.L.U.D.D. attack so they are pushed off the stage. Free KO!
- F.L.U.D.D. Induced Hit Lag, or FIHL, is a really useful technique, but sadly
enough only a few characters are severely affected by this. F.L.U.D.D. can
out-prioritize some of these attacks, making the opponent actually lag out the
attack, making it last longer. Now while this seems useful to the opponent, it
is actually bad for them. You can use this to come in for a kill while the
opponent is still locked in his attack due to hitlag caused by F.L.U.D.D.'s
water.
The characters and moves severely affected by this are: DK's Up Special,
almost every move in G&W's arsenal, every move in Snake's arsenal except for
Specials, Luigi's Fair and Nair, all of Marth's aerials, Meta Knight's Drill
Rush and Glide Attack, and Sonic's Nair and Dair.
- When charging F.L.U.D.D., Mario's falling speed is increased. This does not
increase his weight however, so having F.L.U.D.D. on Mario's back all the time
will be just for show. F.L.U.D.D. can also be really helpful in Team Battles.
--------------
Super Jump Punch:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Your main method of recovery, but also has other uses as demonstrated here.
- Last hit of the attack is the most powerful hit, able to stagespike on stages
with slanted edges on the bottom. Has invincibility frames at the beginning to
interrupt rapid attacks, has amazing range and priority, goes through a lot of
attacks, is a good Out-Of-Shield option, and can true combo from many aerials.
- Don't be over-reliant on the move however. If it misses, it can have serious
backlash. Plus, if the opponent isn't at a high enough damage, they can punish
your landing lag.
--------------
Neutral A (Jab):
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Mario's jab is extremely fast, and its only con is short range. When holding
down the attack button, Mario rapidly does his first punch until he connects,
which then leads to the other two attacks. This can punish spotdodging.
- This is also a great move for the Jab Lock. The Jab Lock is keeping your
opponent on the ground, unable to react, by jabbing once, walking forward, and
jabbing again. This can be repeated indefinitely, or until the edge of the
stage. Just make sure that the opponent has to have landed on his back or
stomach for this to work. This is very easy with C-Stick set to Attack and
pressing it behind you while constantly walking forward.
--------------
Down Aerial:
¯¯¯¯¯¯¯¯¯¯¯
- The Mario Tornado is a great overall aerial. It makes it hard to shield grab
you with, punishes side and roll dodges, baits pretty well, combos into other
aerials, good priority, instant startup and no ending lag, is a better Out of
Shield option than Super Jump Punch, goes through projectiles, and can eat
through shields.
- When fighting the Ice Climbers, it's a very good attack to help seperate
them.
- When shorthopped, there's no landing lag. This makes for great followups,
such as a Down Smash.
- Other properties include: Can pick up items if Dairing over them, has a
landing hitbox that can push opponents away, the last hit pokes through Meta
Knight's Tornado, and it's a great followup from a down throw to punish those
who airdodge immediately after being thrown.
- Some of the cons though, are lack of range, lack of purpose except for aerial
approaching, doesn't KO well, doesn't allow gimping, and can only be used in
low percentage combos.
--------------
Back Aerial:
¯¯¯¯¯¯¯¯¯¯¯
- The Bair is considered Mario's best aerial. It's got great range, knockback,
damage, is a decent spacer, is a fast aerial with small ending lag, and is
excellent to RAR.
- Considering the Bair's versatility, it can lead into the following attacks:
Reverse USmash, Stutter-Stepped FSmash, Bair>Bair, Uair, or Nair.
- Its only cons though, and which may be costly, are that it can be easily
readable, can easily be powershielded, and you can easily get shield-grabbed
from it.
--------------
Up Aerial:
¯¯¯¯¯¯¯¯¯
- The Uair is a great, fast aerial that can juggle well, can lead into other
attacks easily, is virtually lagless, and is a great edgeguarding tool. Due to
its quickness, two Uairs can be performed in one Short Hop.
- It can deal damage and doesn't deteriorate, and decent undiminished
knockback. On the other side, it's not as powerful as the Bair, can be easily
shield-grabbed, and doesn't reach below him.
--------------
Forward Aerial:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Mario's Fair is mainly used for meteor smashing, but can also set up for a
Jab Lock, certain ground combos, among other things.
- The hitbox on the Fair is pretty big. It can reach slightly above him, and
has okay frontal range. As such, it can hit from below.
- Can autocancel on platforms, lasts just enough to do a Uair or Nair when done
during a full jump, and can combo from a Uair to spike. However, it's really
slow, and a weak meteor. It's better than nothing though.
--------------
Neutral Aerial:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Otherwise known as the basic "sex kick", it has decent damage and knockback
when it starts, and slowly deteriorates until the move is over. It has good
priority, lasts long, comes out fast, is lagless, can escape juggles and chain
grabs with ease, and is good as an Out of Shield option.
- It's got decent horizontal knockback, very good for edgeguarding and Jab Lock
setups, and can be led from a short-hopped Dair for some good shield pressure.
On the downside, it's only an okay K.O.ing move and has small range.
--------------
Down Tilt:
¯¯¯¯¯¯¯¯¯
- If you're a serious Mario player, you probably shouldn't use this move. It's
extremely situational, if that. The only good thing it's got going for it is
a disjointed horizontal hitbox, but has so much lag after the hitbox that the
opponent can easily punish (free Fsmash). It may be good to play mindgames
with Meta Knight users though.
--------------
Up Tilt:
¯¯¯¯¯¯¯
- Utilt is a fast ground move that can juggle many opponents, is a decent Out
of Shield move, leads to aerials, hits through platforms in some stages (like
Battlefield) and can finish combos nicely.
- However, it lacks damage, isn't a good KO move, bad range in general, and
characters with good Nairs can break out of the juggle within the first few
hits no matter the damage.
--------------
Forward Tilt:
¯¯¯¯¯¯¯¯¯¯¯¯
- Ftilt is a surprisingly good, versatile ground attack. It can be canceled
into other moves soon after the hitbox, has good priority, can semi Jab Lock,
a good spacing move, can follow many aerials into it, can be angled for better
reach, shield pokes well, is a good Out of Shield option, and can be a good
substitute for Smashes at times.
- Ftilt has a weird property. After the hitbox, and right when Mario puts his
kicking leg down, it can be interrupted into other things. However, during the
rest of the animation, you may notice that Mario moves his left foot backward
to get back into his original position. Oddly enough, if you cancel the
animation right when he's moving his foot, you'll slide backwards a tad. The
distance is determined by your timing. It's a weird technique, but it's very
reminiscient of wavedashing from Melee.
- Ftilt's only cons are weak knockback and only okay range.
--------------
Up Smash:
¯¯¯¯¯¯¯¯
- Usmash is a decent move all around. It's got decent KO power, decent speed,
and is a decent Out of Shield option. It's got a big hitbox however, can be
DACUSed, can hit opponents on ledges from behind you, and can combo at low
percents.
- Its only con though, is that Stale Moves really breaks this attack. If
staled, its knockback is severely limited. It must be kept unstaled to remain
a decent KO move.
--------------
Down Smash:
¯¯¯¯¯¯¯¯¯¯
- Dsmash is another decent attack, with a decent startup, punishes well,
knockback has a low trajectory to set up for gimping, and is a good side dodge
tool.
- The cons are is that it isn't useful for opponents who like aerial battles,
only has okay reach, and isn't a killing move for long.
--------------
Forward Smash:
¯¯¯¯¯¯¯¯¯¯¯¯¯
- A good Smash attack and his main killer when it comes to Smashes. It has
excellent range, great killing power, has a disjointed sweetspot, and has even
better range when simply C-Sticking in the opposite direction, which is called
stutter stepping.
- Its only cons are that it's slow, and the knockback isn't as great when not
sweetspotted.
--------------
Playstyles:
¯¯¯¯¯¯¯¯¯¯
- Due to Mario's versatility, he allows for many different playstyles. A good
Mario main will master each style and learn when to use them. These are the
three main playstyles that Mario players differentiate from.
- Jumpman style. This uses Mario's aerial game to your advantage. You
constantly set up for aerial combos and always keep up the aerial pressure.
Gimping is the main source for kills, and Nair is a common finisher to combos.
It's got great advantages against characters that have poor defensive options
against aerial specialists, but can become pretty predictable easily. The way
to combat that is to never let up on your attacks when you hit the opponent.
- Mario style. This focuses on your ground game. While not the best playstyle,
it does allow for some options. It's great for mixing up, using all of Mario's
attacks, staying unpredictable, keeping up the pressure, and also including
aerial combos. Because Mario's ground game is not so good, it can be beaten by
other characters easily, especially Olimar and King Dedede. Just mix it up,
keep your opponent guessing, never rely on something that obviously won't
work, know when to back off, and use your Fireballs for approaching.
- Luigi style. This is a cowardly style, hence the name. It's very slow and not
recommended for impatient people, but it gets the job done decently over time.
You constantly stay away from the opponent, spamming Fireballs, waiting for
openings to punish and then run away, using Bair for spacing, relying on OoS
options a lot of times, and relying of F.L.U.D.D.-based gimps and KOs. Beware,
using this style may make you hated within your peers...
- As said before, you can stick to one style, or master every style and switch
between them when faced with changing opportunities. If you can't use aerials
well, switch to Mario style. If you're feeling overwhelmed, use the Luigi
style. Good luck with using Mario.
-------------------------------------------------------------------------------
KO Percentages:
Standard Attack: 405%
Forward Tilt: 250% (240% when angled)
Up Tilt: 180%
Down Tilt: 430%
Dash Attack: 315%
Neutral Aerial: 200% (at starting hitbox)
Forward Aerial: 220% (horizontal knockback), 270% (vertical knockback)
Back Aerial: 180%
Up Aerial: 200%
Down Aerial: 205%
Uncharged Forward Smash: 120% (fireball), 140% (close)
|- Down-Angled: 125% (fireball), 145% (close)
|- Up-Angled: 110% (fireball), 120% (close)
Charged Forward Smash: 80% (fireball), 90% (close)
|- Down-Angled: 85% (fireball), 95% (close)
|- Up-Angled: 70% (fireball), 80% (close)
Uncharged Up Smash: 140%
Charged Up Smash: 95%
Uncharged Down Smash: 160% (front), 200% (back)
Charged Down Smash: 110% (front), 140% (back)
Forward Throw: 280%
Back Throw: 190%
Up Throw: 220%
Down Throw: 410%
Neutral Special: N/A (no knockback)
Side Special: N/A (no knockback)
Up Special: 240%
Down Special: N/A
-------------------------------------------------------------------------------
Matchup Data: *INCOMPLETE*
--------------
List:
----
Ganondorf: 65-35
Captain Falcon: 60-40
Ivysaur: 60-40
Link: 60-40
Samus: 60-40
Yoshi: 60-40
Bowser: 55-45
Ike: 55-45
Jigglypuff: 55-45
Ness: 55-45
Pokémon Trainer: 55-45 (overall)
R.O.B.: 55-45
Sonic: 55-45
Zelda: 55-45
Charizard: 50-50
Diddy Kong: 50-50
Donkey Kong: 50-50
Fox: 50-50
Kirby: 50-50
Luigi: 50-50Lucas: 50-50 Pikachu: 50-50 Pit: 50-50 Sheik: 50-50 Squirtle: 50-50 Toon Link: 50-50 Zero Suit Samus: 50-50 Wolf: 48-52 Falco: 45-55 Lucario: 45-55 Olimar: 45-55 Peach: 45-55 Snake: 45-55 Ice Climbers: 40-60 King Dedede: 40-60 (without infinite) Wario: 40-60 Marth: 38-62 Meta Knight: 35-65 Mr. G&W: 35-65 King Dedede: 30-70 (with dthrow infinite) -------------- Tips: ------- Ice Climbers ¯¯¯¯¯¯¯¯¯¯¯¯ As is with any other character you play as, against Ice Climbers, you'll have to focus on seperating the two while avoiding grabs. Simply stay defensive, use retreating aerials (Nair and Bair are good ones) and take advantage of the moments where the ICs try to desynch. Knock the CPU Climber off the stage while keeping the other at bay. Nana can be downed easily with a Fair. Once there's one left, it'll be easier on you. Ice Climbers may resort to using Blizzard if grabs don't work, which has weird priority. Your attacks can't go through it, but your Fireball may. I guess it makes sense though. Blizzard is just a risky move for them if you get above them. ------- Meta Knight ¯¯¯¯¯¯¯¯¯¯¯ Meta Knight has superior offensive capabilities, so you'll have to go Luigi style on his ass. Be defensive, in other words. Force Meta Knight to approach using your Fireballs to camp. When he does, keep on the defensive and capitalize on any mistakes he might make. Watch for his Shuttle Loop and D-Smash when in high percents. Since they're close range, he'll try to get next to you, so prevent that from happening. Jab Cancel combos work great when close to him, and if you grab him, use your left or right throws. Down throw will never work as far as comboing goes. When offstage, you don't have much to protect yourself with, unless you have a charged F.L.U.D.D., which you can use to push Meta away. If you happen to get MK off the stage, Cape can work, but only if you use it strategically and you know Meta can't do anything. F.L.U.D.D. can also push Meta Knight away during his tornado, leaving for some punishing due to his freefall. ------- Olimar ¯¯¯¯¯¯ Olimars may usually try to camp and throw their Pikmin at you. Nair or Dair works great at knocking them off, since both moves' hitboxes cover Mario's entire body. Approach with Fireballs if possible, and shield the Smashes, following up with a grab or an Out-of-Shield attack. Grab is preferable so you can get some aerial combos in. Olimars love to shield grab, so you'll have to do some trickery to bait their shield grabbing without actually getting grabbed so you can punish. If you manage Olimar off the stage, things get much easier. He only has a tether to help him recover, so knock him far from the stage then just edgehog. ------- Snake ¯¯¯¯¯ Use the Jumpman playstyle here. Snake is poor in the air and can be comboed well because of his weight. Spamming Fireballs here is great, as it wrecks Snake players, who usually are good at the match by keeping their groove going. If Snake happens to approach, U-tilt if he's close enough. Shield any obvious U-tilts and F-tilts from him and punish with your jab combo. (If he wants to get close to you, that means he wants to pull them off.) Now for a few tips. Fair is great to knock Snake out of his Cypher. It usually won't kill him, but the damage will rack up. Use the Cypher grab gimp (without pummel) if he happens to be close to the stage when recovering so that he can't use Cypher again. Mario's Cape after he lets go of the Cypher also does this job well. Using the Cape on Snake's mortars can also make them hit him. It's not tried usually, so it's often a big surprise to Snake players! ############################################################################### Luigi *UNLOCKABLE* [CharLui] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Representing: Mario franchise Status: Veteran Description: Mario's famous and...not-so reliable brother Luigi, is ready to Brawl! He may be a brother to Mario, but most of his attacks are different from the plumber in red. -------------- Attributes: ¯¯¯¯¯¯¯¯¯¯ Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: Yes -------------- Alt. Costumes: ¯¯¯¯¯¯¯¯¯¯¯¯¯ Default Luigi (blue overalls, green shirt and hat) Orange Luigi (light blue overalls, orange shirt and hat) Pink Luigi (red overalls, pink shirt and hat, red shoes) Aqua Luigi (blue overalls, light blue shirt and hat, black shoes) Fire Luigi (green overalls, white shirt and hat) Waluigi Luigi (dark blue overalls, purple shirt and hat) -------------- Taunts: ¯¯¯¯¯¯ Up Taunt: Multi-Pose Side Taunt: Falls down on his stomach Down Taunt: Bashful Kick (does 2% damage, sends opponents flying upwards, can meteor someone if near an edge) Stage Entrance: Luigi shyly jumps out of a pipe from the ground. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Standard Attack Combo: Punch, Punch, Buttslam - Luigi punches twice, then hits foes with his bum. * Damage: 3% (first punch), 2% (second punch), 5% (butt slam) =< Side Attack: Strong Kick - A long kick forwards. Good for setting some distance away from the opponent. * Damage: 10% (Damage does not change for up or down diagonal Strong Kicks) =< Up Attack: Overhead Sweep Punch - Luigi sweeps a fist over his head in a weird punch. * Damage: 9% =< Down Attack: Shy Kick - Faces his back to the opponent and reaches out with his foot to kick. * Damage: 9% =< Dash Attack: Sissy Slap - Luigi runs forward, waving his arms frantically. He hits about 7 times with weak punches, then finishes off with a double punch. * Damage: 1% (each hit), 2% (final hit) =< Ledge Attack: Flip Kick * Damage: 8% =< Ledge Attack (High %): Slow Kick * Damage: 10% =< Trip Attack: Double Kick (hits behind first) * Damage: 5% =< Fallen Attack (Back): Spin Kick * Damage: 6% =< Fallen Attack (Stomach): Double Punch (hits behind first) * Damage: 6% -------------- Standard Aerial Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Standard Attack: Standard Kick - Luigi sticks his foot out for a second or two. The start of this attack is the most powerful, but the damage and knockback wears off as the kick is out. This brother's version sends the opponent straight up. * Damage: 14% (start) =< Front Attack: Karate Chop - Luigi chops with his hand in a quick, downward motion. * Damage: 10% =< Back Attack: Full Kick - Luigi puts his whole body into a two-legged kick. A good move for keeping some-one from chasing. * Damage: 12% =< Up Attack: Flip Kick - Luigi does a forward flip, with a kick. Sends opponent up and away from him. * Damage: 13% =< Down Attack: Spin Kick - Luigi spins around once, sticking his feet out below him. Hits only once, but hits hard. * Damage: 11% (can Meteor Smash if facing away from opponent) -------------- Smash Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Side Smash: Poke of Death - "Punches" with his hand outstretched, almost like a knife. The direction of the knockback depends on where you aim this move. * Damage: 14%-19% * Up Diagonal Damage: 15%-21% * Down Diagonal Damage: 13%-18% =< Up Smash: Overhead Headbutt - Luigi charges up for a giant headbutt that sweeps from behind him to in front of him. Sends the opponent up and behind Luigi. * Damage: 15%-21% =< Down Smash: Power Sweep Kick - Luigi does a breakdance kick while on one hand, spinning once to hit both sides. The move sends the opponent up and behind Luigi. * Damage: 16%-22% (both sides) -------------- Grab: Double-handed grab Attack: Headbutt Damage: 3% Front Throw: Spin Throw Damage: 9% Back Throw: Super Spin Throw Damage: 12% Up Throw: Toss Damage: 8% Down Throw: Body Slam Damage: 6% -------------- Special Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Standard Special: Fireball - Luigi fires a green fireball from his hand. The fireball spirals in a horizontal trajectory, never losing or gaining altitude. Luigi's Fireball also has less range than Mario's. Does no knockback. * Damage: 6% =< Side Special: Green Missile - Luigi shoots forward like a missile! Hold the B Button to charge it up, increasing the power and range, but be careful with this move! There's a 1/8 chance of it spontaneously misfiring, sending Luigi careening forward in an explosive manner. It also sends him a bit higher than normal. * Damage: 5%-26%, 25% (Misfire) =< Up Special: Super Jump Punch - Named the same as Mario's Up Special, but Luigi's works entirely different. Luigi jumps straight up and has absolutely no lateral distance, so it's only good for recovery if you're right below the stage. If you hit the opponent with it, you'll only graze the opponent once and do minor damage. However, if you hit the opponent right when it starts, it turns into the Fire Jump Punch and sends the foe aflame and rocketing upwards. This is a good KO'ing maneuver. Finally, you can't use any other moves after using this until you land. * Damage: 1% (hit anywhere other than start), 25% (hit at start for Fire Jump Punch), 20% (Aerial Fire Jump Punch) =< Down Special: Luigi Cyclone - Luigi spins rapidly in a cyclone. Is multi-hit, and is extremely fast on the ground. Not to mention, great for recovery if you mash the special attack button. He can go as high as two of his jumps if you mash that button with the Control Stick/Pad on neutral! * Damage: 2% (each hit), 4% (final hit) (12% max) -------------- =< Final Smash: Negative Zone - Has Luigi gotten ahold of too many Mushrooms!? When activated, Luigi dances around, creating a weird field around him that not only warps the colors, but also does a number of random effects toward the opponents which include: - Drastically reduced attack power - Greater launch distance when hit - Increased likelihood of slipping - Steady increase in damage percentage - Flower growth on head - Dizziness - Uncontrollable taunting - Sudden sleepiness - Decreased movement speed Some of these effects render your opponents completely unmovable. Use this chance to perform a Fire Jump Punch on your opponents! Or choose to humiliate them with weak moves! Your choice! * Damage: An average of 50%/60% for steady damage increase ------------------------------------------------------------------------------- Tips & Tricks: Luigi's game differs a bit from his older brother's. While he can gimp pretty well still, he offers more comboability than Mario does and is pretty reliant on ground setups. His quick aerials provide low knockback, so combine that with his floatiness and you've got some combos going! In fact, Luigi is one of the few characters in the game that can perform true combos. Due to his slippery traction, he can also approach using ground attacks while sliding to his opponent. This also means that if he's hit with an attack and he DIs downward toward the ground, he'll be pushed pretty far back, so be careful. -------------- Recovery Techniques: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Aside from his double jump, he has three available recovery options, all extremely viable. Learning how and when to use these moves makes Luigi a hard character to KO, so practice! You can even go in Training Mode and test his recovery capabilities. - His Super Jump Punch is an obvious one. This one can't be used reliably when away from the stage however, as his does not have very much horizontal range, even with his added falling maneuverability. This is just best used when you're below the lip of a stage. - His Luigi Cyclone provides insane vertical range. Simply mash the Special Attack button once performed and you'll rise. This can even be done from the ground. This special attack relies on momentum for its reach, so if you do it while falling, you won't get much height from it at all. So, to best use it, double jump, then perform the move as you're rising. - Green Missile is Luigi's horizontal recovery move. The more it's charged up, the farther it can fly. Since there's a lot of lag afterwards though, it's not recommended when you're anywhere below the stage. This is best used when you're higher than the stage. If Misfired, Luigi flies in an upward arc as opposed to normally. This can be used to your advantage to pop up onto the stage, but as it's random, don't rely on it. -------------- Fireball: ¯¯¯¯¯¯¯¯ - Luigi's only projectile. It's not exactly too great however, at least compared to Mario's. It flies straight and its range is limited. You can, however, use it to strategically limit your opponent's options. Throw a Fireball into the air as you approach so the opponent can't just jump. If an opponent ends up getting hit by the Fireball, he sustains enough stun so that you can quickly follow up with a grab or any other move. It's not a huge part of Luigi's game, and is a pretty poor choice for approaching. It's a good tool for camping and situational setups though. -------------- Super Jump Punch: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - A high risk move that can provide a decent reward when the opponent is at higher percentages. It's difficult to land, but can be oh so satisfying. It's not very reliable a move, as if you miss, you can be easily punished. Other moves can lead up into it, but I suggest keeping it strictly to recovery unless necessary. - The Super Jump Punch is weaker when sweetspotted in the air. You can also tell because the signature sound it makes when on the ground isn't heard. Keep this in mind when trying to land the Fire Jump Punch. You don't want to be punished while you can't do anything after the move. -------------- Green Missile: ¯¯¯¯¯¯¯¯¯¯¯¯¯ - As an attack, the Green Missile is a medium risk, low reward option. There can't be much to say about this really. It's just a bad idea in general to use this as purely an attack. Stick to using it as a recovery. If you get in a few lucky hits with it, great. Just don't rely on it at all to damage the opponent. -------------- Luigi Cyclone: ¯¯¯¯¯¯¯¯¯¯¯¯¯ - This is an excellent approaching tool. It has great speed and range on the ground, and you can raise yourself by mashing the Special Attack button at any time during the attack if you need to do an aerial followup. The knockback of each hit is designed to just suck in your opponent--it's very easy to connect all the hits. The final hit sends the opponent upwards. Thankfully the end of the attack doesn't have much lag at all, so you can escape or follow-up with aerials, if you're daring. - There is a trick you can do with the Cyclone. Actually, it's more of a glitch, but...if you perform the Luigi Cyclone before you land, you can touch the ground and immediately start rising. What's the significance of this? Well, you normally can only do a Rising Cyclone once in the air, but with this, you can perform another Rising Cyclone without technically landing! This also restores your second jump after this Infinite Cyclone Jump to gain more height. This can be used to trick opponents or just be flashy. Whatever you prefer. -------------- Jab: ¯¯¯ - The basis of Luigi's ground game is, oddly enough, his jab. The jab provides a lot of options for him, as it is fast, has virtually no lag, and stuns the opponent a decent amount. There must be something made clear though: don't use the second jab to follow up anything unless it's to the final hit (the butt bash). It's slower than the first jab, and has more ending lag to it. - That said, if you're going to main Luigi, you need to learn the Jab Cancel. To do this, just jab, buffer a crouch (remember that this game allows a 10 frame buffer to input attacks), and cancel the start of the crouch with another jab or a different attack. This prevents you from using the inferior second jab so you can have better followup opportunities. Just be sure you're not holding down on the Control Stick when attacking, otherwise you'll perform a down tilt. -------------- Up Tilt: ¯¯¯¯¯¯¯ - Luigi sweeps his right fist up and over his head. It's quick, has decent knockback, and sends the opponent above and towards him. This can be used as a juggle for low percentages. Performing it too fast makes you lose the juggle though. In this case, try to start an air combo. There's not much I can say as far as application for this move. -------------- Forward Tilt: ¯¯¯¯¯¯¯¯¯¯¯¯ - A slow, reaching kick, much like Mario's. It's not too good a move for stringing attacks together, but can be used to give you a little breathing room if your opponent is keeping too close. Not much application to this move, I'm afraid. -------------- Down Tilt: ¯¯¯¯¯¯¯¯¯ - Far more useful than Mario's down tilt. There's not as much lag after the hit itself, is powerful, and has a high chance of tripping the opponent. Has a slightly long windup though, so you have to set it up. Once the opponent trips, you're free to do anything to follow up, such as a jab, a grab, an Up Smash, or a Fire Jump Punch if you're close enough. Overall, great setup move, and is the second best move for Luigi's ground game. -------------- Dash Attack: ¯¯¯¯¯¯¯¯¯¯¯ - A really long dash attack with multiple hits...but it's not a good move. As it provides little stun to the opponent, then can easily shield the last hit, most likely it being a Perfect Shield, so they can immediately grab or counterattack. -------------- Crawling: ¯¯¯¯¯¯¯¯ - This is really just added in for the heck of it, but as Luigi can crawl, he can do something called "Crawl Dashing". Simply walk forward, start a backwards crawl, and release the Control Stick. With most characters, they just move backwards a smidge. With Luigi's slippery traction though, he can travel a fair bit more distance. It's like a slower and less effective "wavedash." -------------- Neutral Aerial: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - One of Luigi's best killing moves. It's quick, powerful at the start, and sends the opponent straight vertically. You can even do a pseudo juggle with constant N-airs. Good finisher for aerial combos. -------------- Forward Aerial: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - This quick karate chop attack, with its low knockback, makes it a great move for aerial combos. Due to its knockback trajectory, this can also be used to chase opponents off the stage and gimp recoveries. Basically, it has the same gimping effectiveness as Mario's back aerial. -------------- Back Aerial: ¯¯¯¯¯¯¯¯¯¯¯ - Similar to Mario's back aerial, this move is one of Luigi's slower moves. It does provide decent knockback. However, it's not a good choice if you wish to continue an aerial combo. It's a nice alternative to the Neutral Air when it comes to finishers though. -------------- Up Aerial: ¯¯¯¯¯¯¯¯¯ - A nice, quick aerial. Pretty basic, but is another great move for aerial combos. It lasts longer than the F-air, so you can still hit with it even if not initially. -------------- Down Aerial: ¯¯¯¯¯¯¯¯¯¯¯ - Don't forget about this move! This has decent power and sends the opponent in a horizontal direction, and can be used for comboing. When sweetspotted though, it becomes a spike. It's really hard to hit though, so practice with it in various situations until you can get the spike hitbox just right. It's located at Luigi's fists, and is best reached when the opponent is hit from behind Luigi. -------------- Forward Smash: ¯¯¯¯¯¯¯¯¯¯¯¯¯ - Luigi mains, adore this move. It is an extremely powerful attack, even when uncharged, killing close to 90%. If it's angled upward, it ends up being even more powerful and an even quicker move, killing close to 80%, even moreso when fully charged. (Close to 50%!) As the up-angled forward smash is quicker and more painful, always try to angle it that way. For best results, use as a buffered fast fall landing move (air dodge before landing then input the smash) after a combo, or out of a Jab Cancel or Down Tilt trip. -------------- Up Smash: ¯¯¯¯¯¯¯¯ - A similar, but more powerful move to the up tilt, and has equal opportunities for juggling, oddly enough. This Up Smash has more range at the start behind Luigi, so you need to make use of that. What's the best way? Reverse Jump Cancel! Just dash in a direction (make sure you don't do this during the start of the dash or you'll do a true pivot), change your direction, then immediately jump (button preferred, or Tap Jump off) then Up Smash to cancel the jump. Practice it, as this all needs to be done almost simultaneously. -------------- Down Smash: ¯¯¯¯¯¯¯¯¯¯ - A powerful attack that sends the opponent behind Luigi. At low percents, sets up perfectly to a b-air. Is also equally powerful on both sides, which is interesting. This can be used very effectively during Luigi's full-speed walk. Again, due to his traction, he can slide a fair distance while performing the down smash, effectively increasing the attack's range. -------------- AD Buffering: ¯¯¯¯¯¯¯¯¯¯¯¯ - This is an essential AT that must be mastered for a Luigi player. AD stands for "air dodge." The buffering should be obvious: this utilizes the 10 frame buffer. Basically, air-dodge before you land and input whatever you're going to do just before landing, and you'll do it the moment you land. This allows you to do attacks and moves more quickly and allows you to plan ahead. It doesn't seem like much, but 10 frames is good in fighting games. ------------------------------------------------------------------------------- KO Percentages: Standard Attack: 360% Forward Tilt: 210% Up Tilt: 150% Down Tilt: 550% Dash Attack: 480% Neutral Aerial (starting hitbox): 140% Forward Aerial: 225% Back Aerial: 170% Up Aerial (starting hitbox): 190% Down Aerial: 170% (230% with spike hitbox) Uncharged Forward Smash: 110% |- Up-Angled: 95% |- Down-Angled: 115% Charged Forward Smash: 75% |- Up-Angled: 60% |- Down-Angled: 70% Uncharged Up Smash: 120% Charged Up Smash: 80% Uncharged Down Smash: 150% Charged Down Smash: 100% Forward Throw: 285% Back Throw: 170% Up Throw: 220% Down Throw: 700% Neutral Special: N/A (too little knockback to KO) Side Special: 90% (fully charged), 75% (Misfire) Up Special: 60% (if hit right at start) Down Special: 230% ------------------------------------------------------------------------------- Matchup Data: *INCOMPLETE* Mario Peach Bowser Donkey Kong Diddy Kong Yoshi Link Zelda Sheik Ganondorf Toon Link Samus Zero Suit Samus Pit Ice Climbers R.O.B. Kirby Meta Knight King Dedede Olimar Fox Falco Wolf Captain Falcon Pikachu Charizard Ivysaur Squirtle Lucario Jigglypuff Ike Ness Lucas Mr. G&W Sonic -------------- List: ---- Wario: 45-55 Snake: 45-55 Marth: 30-70 -------------- Tips: ------- Wario ¯¯¯¯¯ A close matchup, slightly in Wario's favor. You'll need to be really patient in this matchup, as this usually takes a while. Both characters have great air games. If Wario doesn't know this matchup however, it can easily swing in your favor. Don't rely on followups after your Jab, excluding another jab or a grab. Up-angled F-Smash and Up Smash are your best options for killing since Wario can approach from many angles. Shield if you have to, don't camp unless Wario is aggressive, your N-air and B-air are your best aerial options, with an occasional D-air. Remember, your moves have great priority compared to Wario's, especially your Cyclone. Spaced well, you can dominate. ------- Marth ¯¯¯¯¯ This matchup is difficult because of one thing: Marth has range. Marth plays a counter defensive game here, and uses his really quick attacks constantly to keep you from getting in his face. Your best option is to change your playstyle. If you usually play a bit aggressive, you'll have to play slower, more cautiously, and punish when necessary. Your goal is to get inside Marth's range, but don't be careless. It takes time. If you do manage to get inside, test out some jab combos and see the Marth's reaction. If he Up B's out of a jab a lot, adjust by shielding after a jab, then punish. If he doesn't do anything while you shield, grab. Just keep him guessing. Don't be at the edge, because that's where Marth will excel at. If you're knocked off the stage, try recovering from really high if you can. This limits Marth's options. ------- Snake ¯¯¯¯¯ Snake is a tough, but do-able matchup. What you need to do is stay at a distance from Snake, but not too far so that you'll get punished with all his projectiles. This is so you can stay away from his powerful disjointed tilts and grenade luring. Patience is the key: wait for an opening and take it. If you find Snake up in the air, try to take advantage of that, as Luigi's aerial game is much better than Snake's. That said, pick stages that have platforms or otherwise force Snake to be in the air to chase you. ############################################################################### Peach [CharPea] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Representing: Mario franchise Status: Returning Description: Peach is back, with an even fancier dress than before! How elegant! Don't let her appearance fool you, she's quite the fighter! With her powerful slaps, smacks, and...butt attacks, she can bring any character to their knees begging for forgiveness. Who's the helpless little @*$#& now? -------------- Attributes: ¯¯¯¯¯¯¯¯¯¯ Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: * (but she can float in the air after any jump by holding jump) Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: ¯¯¯¯¯¯¯¯¯¯¯¯¯ Default Peach (pink dress) Daisy Peach (yellow dress, brunette hair) Red Peach (red dress) Aqua Peach (blue dress) Green Peach (green dress) Nurse Peach (white dress) -------------- Taunts: ¯¯¯¯¯¯ Up Taunt: Twirls her umbrella while saying "Sweet!" Side Taunt: Dances and sings Down Taunt: Twirls around and gives a playful wink Stage Entrance: Appears on the stage holding her umbrella. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Standard Attack Combo: Slap, Back-hand Slap - Peach slaps twice with one hand. That must hurt... * Damage: 3% (both attacks) =< Side Attack: Can-can Kick - Peach does a wide upward kick. Sends opponent skyward. * Damage: 11% =< Up Attack: Heart-throb - Peach holds her hand up above her, and a giant heart appears above her. * Damage: 13% =< Down Attack: Hand Sweep - Peach crouches down and sweeps her hand across the floor in front of her. Can meteor against an opponent trying to recover. * Damage: 10% =< Dash Attack: Hand Push - Peach puts both hands in front of her (first hit), then sweeps away. (second hit) * Damage: 4% (each hit) =< Ledge Attack: Hip Attack * Damage: 6% =< Ledge Attack (High %): Spin Kick * Damage: 10% =< Trip Attack: Spin Kick (hits behind first) * Damage: 5% =< Fallen Attack (Back): Spin Kick * Damage: 6% =_>; * Damage: 13% =< Down Attack: Multi Kick (hits four times) - Peach kicks down four times, the last kick being the most powerful. Despite what it looks, it doesn't meteor. * Damage: 3% (each hit), 5% (last hit) -------------- Smash Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Side Smash: Item Smash - Peach pulls out one of three items at random, (Tennis Racquet, Frying Pan, Golf Club) and then swings it. Each item does different damage and knockback. * Damage: 12%-16% (Tennis Racquet), 13%-18% (Racquet, sweetspotted), 18%-25% (Frying Pan, sends foe upward), 15%-21% (Golf Club) =< Up Smash: Pirouette - Spins around with her hand held above her. Good for launching, but not as a damaging move. Her up attack (up tilt) has better reach than this one. * Damage: 8%-11% (behind), 15%-21% (regular hit), 17%-23% (sweetspotted) =< Down Smash: Peach Tornado - Peach spins around, causing multiple hits. The range of this attack has been decreased from Melee. * Damage: 5%-7% (each hit) -------------- Grab: One hand grab Attack: Foot Stomp Damage: 2% Front Throw: Power Slap Damage: 10% Back Throw: Hip Flip Damage: 11% Up Throw: Palm Hit Damage: 8% Down Throw: Hip Drop Damage: 7% -------------- Special Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Standard Special: Toad - Peach pulls out Toad, her faithful servant. He sends out spores if attacked, which is basically a counterattack. The damage dealt by these spores depends on how far you are from the opponent. * Damage: Varies. =< Side Special: Peach Bomber - Peach spins and bombs forward, hip first! If this move hits, hearts come out and she does a rebound. This is great for combos! * Damage: 15% =< Up Special: Peach Parasol - She jumps up with her Parasol out, then elegantly floats down to the ground. The start of this move is multi-hit, and the umbrella can hit once as she floats down. You can fast fall then press up on the Control Stick to bring up the umbrella again, and it will hit again. However this must be done in quick succession if you wish to multi-hit someone as you float down. * Damage: 5% (first hit), 1% (each hit), 4% (last hit), 3% (if umbrella hits as you go down) (11% max, not counting the 3% damage) =< Down Special: Vegetable - Peach pulls out a turnip and carries it around like an item! Occasionally, Peach may pull out various other items, like a Mr. Saturn, a Beam Sword, or even a Bob-omb! The turnips she pulls out vary in damage, and the damage is shown by the face the turnip has on it. I will list those turnips. Note that this move can't be performed in the air. Of course, the last one listed is the rarest, with a 1/58 chance of appearing. Consider yourself lucky if you get it, just make sure your opponent doesn't grab it! * Damage (left number is damage from afar, right number is damage up close): ":)" = 5%-9% (if thrown normally), 6%-12% (if Smash thrown) ">.o" = 9%-13% (if thrown normally), 10%-16% (if Smash thrown) "-.-" = 5%-9% (if thrown normally), 6%-12% (if Smash thrown) "O.O" = 5%-9% (if thrown normally), 6%-12% (if Smash thrown) "°_°" = 15%-19% (if thrown normally), 16%-22% (if Smash thrown) "u.u" = 5%-6% (if thrown normally), 6%-12% (if Smash thrown) "^.^" = 5%-9% (if thrown normally), 6%-12% (if Smash thrown) "¦‡" = 33%-37% (if thrown normally), 34%-40% (if Smash thrown) -------------- =< Final Smash: Peach Blossom - Peach dances elegantly and the screen is covered with self-portraits of Peach! All of a sudden, nearby foes are damaged and fall asleep! Not only that, but almost thousands of health-restoring peaches drop down! So that means you have two choices with this Final Smash. Either restore health, or give a beatdown to the sleeping opponents! It's especially brutal with the Home-Run Bat... * Damage: 10%-40% ------------------------------------------------------------------------------- Tips & Tricks: Peach is a unique character. With her floating ability, she can be very aggressive and still remain safe. It's also useful for some mean mindgames. The typical Peach plays around and floats at various heights, waiting for an opening to strike with some true combos, always having turnips on hand. She spaces her moves and aerials well, and you may see a lot of her Fair. Overall, Peach proves that a girl doesn't have to be an alien hunter to kick some ass. -------------- Recovery Techniques: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Peach's recovery options aren't very diverse, but what she has works wonders. Just keep in mind that her vertical recovery isn't really that great, though using her recovery options just right can really make up for it. - First of all, her glide. Obviously. Her glide lasts about 3 seconds, and she can gain some serious horizontal distance with this. Her glide is activated by holding the jump button, and can stop gliding when the button is released. A good thing to know is that Peach can start her glide at any time if you hold down with the Control Stick, so you don't have to wait for her jump animation to finish. - Peach's double jump doesn't give her much vertical range at all, but most of the time that little extra height is all you need to recover successfully. It's best used to mix up your recovery to prevent from getting too predictable. - Her Up Special is another obvious choice. It gives her a lot of vertical range, and her float afterwards is often more than enough to make it back to the stage. I don't recommend using this to float back to the stage if you're even a little below the stage. You'll be right in easy range for the opponent to attack that way. It's safe to use it if you're below the ledge, of course. - Though a weird one to use, her Standard Special can pop her up a bit and stall her for the duration of the move's animation. Even after the first use, you can still use it to mid-air stall, but you don't pop up and you start falling sooner. This can be a good thing to use if you're too far below the stage and need that extra boost aside from your double jump. - Finally her Side Special has great range compared to how it was in Melee. This can auto-grab the ledge in the middle of the animation, making it a pretty safe way to recover. -------------- Standard Special: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - This move's main purpose is as a counter, like Marth's, Ike's, or Lucario's. As such, Peach has invincibility frames until Toad disappears. The counter actually covers her whole body despite what it looks like, but only has the attack hitbox in front of her. Knowing this will help you decide when it's safe to use Toad. - This is actually a very good move, it just doesn't see much use because it's a bit laggy in general. But when it connects, boy does it hurt. It can be used as a bit of a surprise attack when you know a powerful attack is coming. It can even be a bit of a counter to projectile spammers. It's even effective against Snake! Rejoice! - This can even be used to gimp recoveries, such as against Ike, Olimar, or Meta Knight, to name a few. Make good use of this move, but don't become predictable with it. Also, know your opponent's attacks, as if you haphazardly use Toad to counter the attacks, with some of them, Toad's spores can be reflected back at you and damage you, or you'll be left vulnerable due to the ending lag. -------------- Side Special: ¯¯¯¯¯¯¯¯¯¯¯¯ - Aside from recovering, this move is a great move. Not only does it do decent damage, Peach gets knocked back a safe distance when it connects, as well. It goes through shields, which is really nice. - The move has three ranges: The regular one, the slingshot (activate it then immediately pull back; you'll move a bit backward then shoot forward), and the Smash version, which you obviously treat like a Smash Attack. That Smash version has the most range. -------------- Up Special: ¯¯¯¯¯¯¯¯¯¯ - This move is an average vertical recovery move, but it gives Peach near limitless horizontal recovery. When it's activated, the hitboxes surround Peach and make it a bit of a disjointed attack, making it a fairly safe move to use. It can stage spike pretty well, and can protect her from attacks from above while she's floating, once. You can refresh the hitbox after it hits by fast-falling, then pressing up again. -------------- Down Special: ¯¯¯¯¯¯¯¯¯¯¯¯ - This will be your most used Special, as it's Peach's only form of a projectile. It's unique though in that the Vegetables she pulls up act just like items, in that they can be thrown at any time. Keep this in mind: a good Peach never throws away her Vegetables immediately after plucking them. They can be used to attack and to gimp recoveries. Another great thing is that you can throw them out of your shield, making for a nice and quick out-of-shield option. - Glide Tossing serves Peach well in regards to her Turnips. If you throw your Turnips while on the ground, there's usually no reason to not Glide Toss. Remember, to Glide Toss, just roll and then immediately cancel the roll by throwing your Turnip. You can throw the Turnip anywhere during the Glide Toss, even behind you, though directional-thrown Glide Tosses take a bit of practice. - Just as an item, Turnips can be dropped instead of thrown by pressing Z when in the air. This can be used to quickly follow up the dropped Turnip to something else if it hits, as if you down throw it, you likely won't have the time to use a follow-up. You can also mix it up and play mindgames by dropping the Turnip as you air dodge. Just act like you're doing a quick shield grab, except in the air. - Just because you have a Turnip however, doesn't mean you have to always conserve them or make sure you hit them. They can be intentionally used to simply bait opponents into making a wrong move so that you can punish, like throwing a Turnip upwards toward someone above you, forcing them to air dodge, and punishing their ending lag of the air dodge with another attack. - Always try to make the most of a single Turnip. Practice using a single Turnip multiple times in a combo by recatching it before it lands on the ground, disappearing. Recatching Turnips is an essential skill to learn with Peach, as it may be useful when using Mr. Saturn, a Beam Sword, or the coveted Stitch-faced Turnip... - Alongside Turnips, Peach may rarely pull out a Bob-omb, Beam Sword, or Mr. Saturn, regardless of if items are on or off. If you pull out a Bob-omb, stay calm and read your opponent, as your opponent may try to be more defensive. If you pull out a Mr. Saturn, use it to diminish the opponent's shield so much that they have to wait for their shield to regenerate, giving you an easier time to land hits. If you pull out a Beam Sword, well...details for that are below. - When you first pluck a Beam Sword, Peach may hold it a little bit weirdly and her attacks with it aren't as effective as usual. Just revert to the normal usage by dropping it and picking it up, or by using Toad/Up B. The Sword Jab is quick and has lots of range, the forward tilt is flashy, but only hits in the front. It has a lot of range though. The Forward Smash is your most ranged move with this. Overall, if you're lucky enough to get the Beam Sword, don't throw it away; keep it as long as possible. Peach becomes much better when she has the Sword, and can possibly turn the tide of the match if used well. - One last thing I need to mention about the down special: the Turnip Free-Pull. This lets Peach pull a Turnip out of the ground while moving. How to do this? Well, your Specials have to be set to the C-Stick. Next, simply perform the Down Special using said C-Stick while turning around from a stand-still. Done right, Peach will begin to move! She can move backwards at a faster rate if you immediately move the Control Stick in the opposite direction after pulling. If done near the edge, you can move her off the edge while pulling a Turnip out. Her pulling animation will be canceled as she falls off the stage, letting her use it sooner. -------------- Float Properties: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Some interesting tricks can be performed with the Float. One of them is the Ledge Float Cancel. Hang on a ledge, and press Jump plus down. If timed right, Peach will act like she's doing a ledge jump, but will suddenly float onto the stage, without the help of the Control Stick moving her. With this, if you release the jump almost immediately, you can do a ground attack or grab immediately. - Peach also can do something with her Float that makes her look like she's wavedashing. It's even performed the same way too. Simply tap jump, and immediately air dodge while holding down-left or down-right. Done fast enough, Peach will look like she left the ground, but then suddenly land. -------------- Jab: ¯¯¯ - Peach's Jab is her fastest move in her arsenal, and also reaches the farthest. It's great for following up to grabs and other moves. It's also the best move to use if you missed an auto-canceled Fair, to protect yourself. -------------- Dash Attack: ¯¯¯¯¯¯¯¯¯¯¯ - A simple move with two hitboxes that can actually lead to some decent combos. Here's a nice combo to try with the Dash Attack: Dsmash, Dash Attack, USmash. -------------- Forward Tilt: ¯¯¯¯¯¯¯¯¯¯¯¯ - Forward Tilt is an interesting attack. It consists of four hitboxes: the close range one, which is the most powerful; average range, which is at her leg; far range, which is at the tip of her foot, and the sourspot, which is above her head after the first few frames of the attack. Overall though, this is a good move that starts suddenly, allowing you to send opponents into the air for combos. -------------- Up Tilt: ¯¯¯¯¯¯¯ - A fast attack with a large, disjointed hitbox. Most of the time, you should be using this moreso than your Up Smash, as it has so much range and can knock opponents away pretty far on its own. It can also block most aerial attacks from above. -------------- Down Tilt: ¯¯¯¯¯¯¯¯¯ - Another quick move that can send opponents into the air, especially if sweetspotted. The sweetspot for this attack is her hand, and can actually spike if done on a mid-air opponent. - You may notice that Peach kinda moves back a little bit after her hand sweep. Well, the move can actually be canceled into another move after the hitbox and during that backward motion. By canceling the move during her backward motion, Peach can actually slide back! Pretty weird, but it can be useful at times. It's basically a bit like Mario's Ftilt backslide. -------------- Forward Smash: ¯¯¯¯¯¯¯¯¯¯¯¯¯ - Peach's Forward Smash is pretty unique in itself. It's got three different properties chosen at random, and it all depends on which item she throws out. The Golf Club is the best one as it has the most range, hits behind her, and KOs the best. The Racquet has a sweetspot at its edge, but its range is pretty short. The sweetspot can make up for it though, as it's really powerful. The Pan is the smallest weapon, has the shortest range, but can knock opponents upwards. -------------- Up Smash: ¯¯¯¯¯¯¯¯ - Peach's Up Smash has three hitboxes: behind her, her hand, and her shoulders. The first one is the sourspot, so it doesn't have much damage or knockback. Her shoulders provide the most knockback and damage, so try to connect the sweetspot as much as you can. -------------- Down Smash: ¯¯¯¯¯¯¯¯¯¯ - Not an excellent move, but still great. As it has a long duration, it can punish opponents who side dodge a lot, can go through shields, keep opponents off of you, is a good move refresher, and can stage spike. It doesn't KO at reliable percentages though, so don't use it expecting a KO. -------------- Neutral Aerial: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - This is her fastest aerial by far. It can be a good mixup from just using her Forward Aerial all the time. This is also a great Out-of-Shield option--possibly her best one. -------------- Forward Aerial: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - This will most likely be a Peach user's most-used aerial. It's got the most horizontal range of all her aerials, has nice damage and knockback, and it has almost no landing lag when landing right after her swing. The move decay really eats away at it though, so try to use other moves to keep it from decaying so badly. -------------- Back Aerial: ¯¯¯¯¯¯¯¯¯¯¯ - First, let me just say...DAT ASS. Anyway, her back aerial has nice speed (is her second fastest aerial, I believe) and it sweetspots at the start. Her hitbox after the beginning has just enough knockback, however, to perform a "Jab Lock" with it. It's very difficult to perform without quick fingers though, and is really just a flashy way of getting some damage in. It's not necessary to learn, but it looks and feels awesome to kick ass with...well... your ass. -------------- Up Aerial: ¯¯¯¯¯¯¯¯¯ - Not too useful a move. Can be used for juggling combos and for poking opponents who are on platforms above you. Not too much use other than that. -------------- Down Aerial: ¯¯¯¯¯¯¯¯¯¯¯ - Probably her most versatile move. It's a multi-hit attack (which means it never decays), and the last hit sends the opponent straight up, allowing her to follow up with any other aerial of her choice...even another Dair, if applicable. I could list all the combos you could do, but it'd probably make this as long as the Down Special tips part. Just experiment. -------------- Grabs: ¯¯¯¯¯ - Peach doesn't have too powerful throws, but what she has is decent enough. All throws have their own uses against different characters. Her least used throw has to be her up throw, however. It can be used to position opponents on platforms, and the weakest (thus best) throw to use if you accidentally grab your teammate on team battles. Very situational. - Her back throw...isn't TOO great, but it is a good spacing tool. Doesn't have much knockback growth as a result. Her forward throw is probably her best throw, as it ends fast after the actual throw, and can be chained together against opponents who don't DI the throw. The down throw can actually chain into other down throws at low percentages against fast fallers (namely the Star Fox characters) if you use the Pivot Grab, as her Pivot Grab has insane range. ------------------------------------------------------------------------------- KO Percentages: Standard Attack: 480% Forward Tilt: 160% (normally), 220% (far away), 470% (sourspotted) Up Tilt: 170% Down Tilt: 195% Dash Attack: 270% Neutral Aerial: 170% Forward Aerial: 150% Back Aerial: 170% Up Aerial: 180% Down Aerial: 240% Uncharged Forward Smash: |- Frying Pan: 150% |- Golf Club: 170% |- Tennis Racquet: 240%, 120% (sweetspotted) Charged Forward Smash: 110% (Frying Pan), 110% (Golf Club), 170% (Racquet) |- Frying Pan: 105% |- Golf Club: 110% |- Tennis Racquet: 170%, 80% (sweetspotted) Uncharged Up Smash: 90% (sweetspotted), 115% (normal), 220% (sourspotted) Charged Up Smash: 55% (sweetspotted), 70% (normal), 160% (sourspotted) Uncharged Down Smash: 400% (tops) Charged Down Smash: 300% (tops) (The Down Smash isn't good for KOing, since it doesn't do a good job of keeping the opponent in the full spin.) Forward Throw: 270% Back Throw: 405% Up Throw: 340% Down Throw: 350% Neutral Special: 220% Side Special: 265% Up Special: N/A Down Special: 800% (":)"), 550% (">.o"), 750% ("-.-"), 750% ("O.O"), 400% ("°_°"), 750% ("u.u"), 750% ("^.^"), 150% ("¦‡") ------------------------------------------------------------------------------- Matchup Data: -------------- List: ---- Captain Falcon: 70-30 Olimar: 70-30 Ganondorf: 65-35 Bowser: 60-40 Ice Climbers: 60-40 Ivysaur: 60-40 Link: 60-40 Lucas: 60-40 Ness: 60-40 Sheik: 60-40 Sonic: 60-40 Wario: 60-40 Diddy Kong: 55-45 Fox: 55-45 Ike: 55-45 Jigglypuff: 55-45 Kirby: 55-45 Mario: 55-45 Pit: 55-45 Pokémon Trainer: 55-45 (overall) Squirtle: 55-45 Yoshi: 55-45 Zelda: 55-45 Donkey Kong: 50-50 Falco: 50-50 King Dedede: 50-50 Lucario: 50-50 Luigi: 50-50 Pikachu: 50-50 R.O.B.: 50-50 Samus: 50-50 Zero Suit Samus: 50-50 Charizard: 45-55 Mr. G&W: 45-55 Toon Link: 45-55 Wario: 45-55 Marth: 40-60 Snake: 40-60 Meta Knight: 35-65 -------------- Tips: ------- Mario ¯¯¯¯¯ Careful of Mario's Uair and Utilt damage racking moves, and his powerful, ranged Up Smash. His Cape can reflect your Turnips, so throw them when he least expects it. Fair can outspace his aerials, Dair cautiously for damage racking, Powershield Fireballs, and don't rely on Toad. Fireballs can be dodged with relative ease by staying above the ground, and F.L.U.D.D. isn't too effective. ------- Luigi ¯¯¯¯¯ Luigi's Nair is his greatest asset to avoid getting combo'd. Watch out for that. Play defensive at first, throwing Turnips to damage him/or until an opening provides itself, then get in there and be aggressive. Don't get too ambitious with your attacking, because of that Nair. Rely on your ground game against Luigi. Luigi has great reach with his recovery, but it's only decent, as his Tornado isn't too safe, and can be easily shot down by your Turnips, forcing him to use other means to recover. Edgehog when you can. ------- Bowser ¯¯¯¯¯¯ Bowser is large and heavy, and can be susceptible to a lot of Dair combos and
shield pressuring. Be careful to avoid his grabs as well, as he can perform some nasty stuff when he does grab you. You really don't want to know what kind of stuff. Just float a lot and space yourself well. When float approaching, make sure you're above Bowser so that you can reach with your Dair while still avoiding grabs and Out-of-Shield Fortress attacks. Bowser has a decent aerial game as well. Keep on your toes here, and save your killing moves until you really need them...he's quite heavy. ------- Donkey Kong ¯¯¯¯¯¯¯¯¯¯¯ Donkey Kong is a bit slower than Bowser, but he has REALLY good range and just as good or better killing power. Meanwhile, your range is slightly better, and your Turnips can ruin him. This makes the matchup even mostly. Watch out for his insane range on his Smashes, his Giant Punch (which has Super Armor), his spikes, and his Cargo Throw stage spike, which you can tech if you time it just right. Your float game and Turnips will be your guide here. ------- Diddy Kong ¯¯¯¯¯¯¯¯¯¯ As Diddy's usual main game is throwing bananas like crazy at people, your float can really decrease Diddy's options, making this matchup slightly in your favor. Don't get too comfortable, he still has some moves to watch out for, such as his Peanut Popgun (can stop your float approaches pretty easily), Side B flying kick (can eat through Toad), his general aerials (he's faster than you in the air), and his smashes. (Two of his three are multi-hit) Avoid trying to use Turnips, as you'll most likely not have the time to use them. Instead, stealing Diddy's bananas and using them to counter him is a much better tool. Your Glide Toss gives you better range, so make good use of it. Reverse Glide Tossing is a really good option to keep away from Diddy. ------- Yoshi ¯¯¯¯¯ Yoshi has decent aerial movement, as well as some good aerials. Uair is powerful and quick, Bair is multi-hit and spaces him well, and his Fair and Dair can spike. (Though his Dair is more a drag-down spike.) Up Smash is a great killing move that needs to be avoided, his Egg Throws need to be powershielded in order to properly approach, his grab range is long and his Pivot Grab is godly, so don't try to chase him. If you find Yoshi gets into his egg shield, PRESSURE HIM. He can't jump out of it, and he can only roll or grab out of it. As well, his animation to get out of his egg shield is longer than other characters', so you can get in a well-timed Fair or other powerful attack. ------- Wario ¯¯¯¯¯ Wario has great aerial mobility and his aerials can be easily autocancelled, so it'll be hard to grab him. His Waft can be sudden and very powerful, it's hard to predict when he might do it. (Of course, if he tries to get himself really close to you, that might be a sign.) Bite has some nice priority, so don't try to beat it with any aerials if you're in front. Try to outcamp and outspace him here. When Wario bikes on the stage, knock him off of it and try to keep him away from the bike, instead of breaking it. As Bike is almost needed for a good recovery for Wario, one already out can really hurt his recovery. If you can get a grab in at high percents, go for the normal grab release that sends him into the air. Due to his trajectory, he can't react to...say an Up Smash out of a grab release. ------- Link ¯¯¯¯ Link has a better projectile game than you do, so you may have some problems approaching, but he has some fairly slow attacks. He's got great DI capabilities, and his Dair and Uair are really long and powerful attacks you have to watch for. His Smashes are pretty powerful too, but they can be predictable. Basically, Perfect Shield his projectiles (dodge his bombs) to get inside his range, and combo him to oblivion. The Gale Boomerang can't push you anywhere if you're shielding, so keep that in mind. Your Utilt beats Link's Dair for obvious reasons, so try to use it if you expect him to Dair you. If you get him off the stage, go for the gimp kill, his recovery sucks. ------- Zelda ¯¯¯¯¯ Zelda's had quite a few buffs from her Melee self. She's no longer useless! Her Smash Attacks are powerful and can stick well. In fact, her Up Smash sticks so well that it CAN'T be DI'd out of. She has a Reflector against your Turnips and a nice ranged projectile (Din's Fire) that has decent power, so you'll have to shield that. Air game is decent, and her tilts are strong. Her U-tilt is especially powerful, and its speed is deceptive. Your mentality during this matchup is basically to bait and punish, so there needs to be a mix of defensiveness and aggressiveness. Turnips work really well here, and Zelda's recovery can be a bit predictable and punishable with moderate ease. Also, D-tilt here can out-range Zelda's D-tilt, as well as hit her during her U-Smash safely. ------- Sheik ¯¯¯¯¯ Sheik...is quite agile. She's a ninja, of course. Quick overall on the ground, especially her tilts, Needles to interrupt what you're doing, and a strong U-Smash. Be careful if the Sheik you're playing has mastered the DACUS, as Sheik's has a damn good one. That said, Sheik can't F-tilt lock you, so use Nair whenever Sheik attempts one. Dair combos work well against her, Turnips are good to gimp Sheik's recovery, and your Bair can outprioritize Sheik's aerials. DAT ASS. ------- Ganondorf ¯¯¯¯¯¯¯¯¯ Ganondorf is a very powerful character with deceptive range, but he's pretty slow. You got your Turnips, so use them, as well as properly-ranged Dairs to rack up damage. His recovery is pretty easily gimped, just watch for his dark punch at the end of his Up B, and well, his Side B, obviously. Out-of-Shield punishing works well, and you can Nair him right out of his Up B if he grabs you in it. (No hitstun whatsoever FTW!) ------- Toon Link ¯¯¯¯¯¯¯¯¯ Toon Link is pretty much a better Link, so you'll have a slight disadvantage here. He's got great aerial agility, and you may expect a lot of projectiles flying...maybe even moreso than against Link. His recovery is a lot better than Link's, and his Up Smash can be his main killer, especially when used whilst running. Despite his projectile game, it's not impossible or dangerous to approach him, just be cautious. Watch for his Dair, as it can spike. Make it hard for them to land it though, as if they miss, they most certainly will Self-Destruct. If he attempts to use FSmash, DI upwards on the first hit while holding jump and you can float just out of the second hit's range. Never approach in the air if you can help it. ------- Samus ¯¯¯¯¯ Samus is around an even matchup. She's got a great range game, making approaching a tad difficult. You'll need to learn powershield in this matchup as a result. When up close, you'll have to deal with F-Smash and D-Smash, as both are Samus's killing moves, along with the really fast D-tilt. You'll have to approach on the ground and with Glide Tossed Turnips, as aerial approaches can get knocked down easily with her Zair. Fair is your best friend for KOing Samus here. ------- Zero Suit Samus ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ZSS is quite a bit more agile than when in her armor. Her projectile game is gone, but what she gets in return more than makes up for it. She's got strong aerials, a Down B that acts as a recovery and can also spike, high jumping ability, a powerful Side B, and a variety of stunning moves that can make some brutal set-ups. She always gets armor pieces to use, so avoid them as much as you can. You may even try to use them against her. You'll have to use OoS attacks and short hopped Dairs effectively here, Turnips for approaching, and focus on getting to the ground if ZSS wants to juggle you. ZSS mostly relies on tether recovery, so edgehog when possible. ------- Pit ¯¯¯ Pit is a bit unique. He can't approach Peach worth a crap, but he can sure be annoying with his Arrows. That said, expect a lot of arrows flying around in this match. Pit may even try to use the arrow loop technique in his game, but it's very uncommon, so don't expect it until you see it done to you. Pit has a lot of multi-hit moves, which are worthless if you Smash DI out of them. He's got fast start-up to a lot of his moves, though most of them lag enough at the end to punish him. Don't attempt to Turnip him if he uses Down B and Side B a lot, as they're reflectors. Watch for F-Smash, Bair, and Uair for killers. Focus on gimping him with a single hit (Turnips FTW) when he's recovering with his Up B. If he gets hit during it, it's a free kill for you. OoS Turnips are also great against this angel. ------- Ice Climbers ¯¯¯¯¯¯¯¯¯¯¯¯ Ice Climbers are normally pretty scary because of their infinite chaingrab on pretty much every character, and this is no exception. Except, Peach has the proper tools to take care of Ice Climbers if used properly. Turnips and properly-spaced Dairs can be safe ways of damaging ICs. Basically, stay away when you can, use Dair to seperate the two, and try to kill Nana as fast as possible to make it easier. If you find ICs get uncomfortably close, use your Jab. It knocks them far, and is really fast. ------- R.O.B. ¯¯¯¯¯¯ R.O.B.'s aerials are pretty bad, and by bad, I mean godly. R.O.B. is something to be feared when in the air, so watch out for those aerials. He can camp pretty well too, using his laser and his gyro. You can grab the gyro with a dash attack though, so grab it and do some floating aerials so he can't use the gyro. Nair is pretty good as it's faster than most of his aerials, Toad is effective here since R.O.B.'s moves also have noticeable startup, approach with Turnips as your main weapon, and Dair combos can work well. ------- Kirby ¯¯¯¯¯ The super tuff pink puff has a couple of pretty good Smashes and a powerful Side B. He's got some good priority on his aerials, so be careful. At best, hits will be traded. Careful of his down air, it can actually spike. Abuse Turnips as he doesn't have a proper projectile. (Can't really call his Up B wave a projectile.) Float a lot here, as your aerial movement is faster than his, and you can punish properly. If he tends to suck you in to try to get your power, you can hold jump before you pop out to float right above him, allowing for a free hit. Kirby can't be easily gimped because of his recovery, so don't try it unless in some situations. ------- Meta Knight ¯¯¯¯¯¯¯¯¯¯¯ This match-up is borderline impossible, or just plain hard. Meta Knight doesn't have much killing power, but the way he is, he doesn't need killing power. He is impossible to edgeguard, his tornado has stupid priority, and his 4-frame Down Smash is powerful as well. His Dair can gimp you pretty well, he can do OoS Up Special well, and he's one of the best characters in planking. (Which is re-grabbing the ledge to keep from getting attacked.) So now that I've listed the bad, what do you need to do here? Be very patient. Don't be offensive unless the opportunity presents itself, which is rare. Force Meta to approach, and punish him however you can. Being defensive with Turnips and baiting is all I can say. A few things to note about: DSmash can poke through Meta Knight's shield, FSmash has better priority than his tornado, and Bair also works against it if you're above. All said and done, Meta Knight will really test your patience, spacing skills, and reflexes. Can be quite a fun match. ------- King Dedede ¯¯¯¯¯¯¯¯¯¯¯ Dedede is fat. He also has really good grab range and good throws in general. What you'll have to do is camp, use your Turnips, and use Dairs to rack up damage. However, don't try to float right above his head, as his u-tilt is just...ouch. If you do happen to have him in the air, combo the crap out of him, as it's pretty easy. If you happen to mess up, get the hell out of there before he grabs you. Be careful of his unique projectile game (his minions), as he may occasionally pull out a painful Gordo. A full shield can safely block it. ------- Olimar ¯¯¯¯¯¯ Olimar is pretty tricky, since he's a small target and his Pikmin get quite annoying. If he throws his Pikmin on you, don't let them damage you, attack them to knock them off. Despite how he looks, he has some really powerful moves as well, and he can combo well. His grab range is also godly. Basically you just have to keep moving, stay in his face, use high-priority moves, and edgehog him. Also, make sure you're mostly out of Olimar's range. He's pretty helpless if you're floating somewhere that he can't reach at all unless he takes to the air. ------- Fox ¯¯¯ Fox is faster, shoots his laser fast (but it's less annoying than Falco's because there is no stun), has the best Reflector of the Star Fox characters, and a painful Up Smash. Peach has a slight disadvantage here. Don't rely on your Turnips unless he's recovering, Peach has a Dthrow chaingrab against Fox up to 30%, your U-tilt and Ftilt beats his aerials, and don't fall for his float-approach baiting. Your Bair does a really good job at outprioritizing his aerials as well. ------- Falco ¯¯¯¯¯ Falco is an even matchup for Peach. He has lasers, and he can reflect your Turnips. So, you can't rely too much on your Turnips with this character. Peach does have a dthrow chaingrab up to 30% on him though, so make sure to do this when you can to rack up early damage. Don't get too predictable with that though. His lasers can keep you away if you're not careful, so approach patiently. They can also eat up your float. If Falco uses his Shine to reflect Turnips, then avoid it and punish him up close when the Reflector comes back to him, as it doesn't have a hitbox then, but can still reflect. Falco's recovery is predictable, so you'll likely have an easy time intercepting/edgeguarding. ------- Wolf ¯¯¯¯ Wolfs may rely on their Blaster to camp a lot, and who can blame them? It's slower than the other lasers, has a larger hitbox, and does more damage ALONG with flinch. That said, you'll have to do some serious powershielding and dodging. Always be wary of his Side B recovery, as it can spike if he ends up above you. His Smashes have insane range, so also be careful of that. Gimps will help you in this matchup. Nair can outprioritize all his recovery options, and unlike Fox, he can't use his shine to suspend his falling. Doing chaingrabs on him is possible, but the timing is more strict compared to Fox and Falco. Turnips can mess up his approach. ------- Captain Falcon ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A very easy match-up, so you shouldn't have much to worry about, right? Well, you'll have to change your playstyle against the Falcon if you use float a lot. Stay on the ground as much as you can, float on the ground, anything to prevent his Knee. His Uair is nasty, so watch out for that. Turnips can gimp him easily however, since he has poor recovery. Most of his moves have crappy priority as well, so throw out an aerial against one of his and you'll either beat his move or trade hits. Just beware of his Smashes, they are pretty powerful. ------- Pikachu ¯¯¯¯¯¯¯ Pikachu can be annoying...REALLY annoying. His Thunder Jolt may be spammed a lot. In that case, learn to powershield them or avoid them safely. His Quick Attack has low priority, so Nair can work really nicely against it. If you get caught in his Dsmash, Smash DI out of it, and tech when you land on the ground. Toad is a great tool in close combat with Pikachu. Use your floating cleverly to keep the Pikachu guessing, don't fall for his Thunder tricks, and refrain from using Turnips when trying to gimp Pikachu's recovery. Turnips only help him since they don't do much knockback. (If you somehow have a stitch-face Turnip though, that'd do nicely.) ------- Pokémon Trainer ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Squirtle is the fastest of the bunch, and can be a pain. Air game is excellent, has a strong D-throw, U-Smash, and F-Smash. Squirtle can also Jab Lock pretty well, so try to tech whenever you can. Bair can stop Squirtle's approaches, Fair can be a good killer since he's light, and watch out for a Glide Toss if he grabs one of your Turnips. Even all that said, you'll have to space well and use your Turnips. Many good Squirtle's also use Hydroplaning. It'll be hard to predict, but Squirtle isn't invulnerable doing it. If Squirtle attempts a Side B for whatever reason, footstool him to get a free Smash Attack in. - Ivysaur can be an annoyance. He's got decent anti-air play (Bullet Seed and aerials with weird range), a spammable projectile, and a powerful, deceptive Up Smash. What you'll need to do is to bait his aerials and Bullet Seed and punish accordingly, use Out-of-Shield Turnip attacks, Bair or Perfect Shield his Razor Leaf, and by all means, edgehog when he tries to recover, as his tether is all he's got. Time it well so that you don't get hit by his tether's hitbox for a possible stage spike, though. - Peach is at a slight disadvantage against Charizard, but it's doable. You just have to watch out for his Rock Smash, which a Charizard will most likely be relying on, as it's got a lot of priority and is really powerful. Keep away and play defensively to avoid these (especially autocanceled aerials) and punish the ending lag on it and many of Charizard's other ground moves. Despite being a flying character, Charizard's vertical recovery is bad, so try to gimp him. Be wary of his Side and Up Specials when he's recovering, as both have super armor. ------- Lucario ¯¯¯¯¯¯¯ Lucario is a tough cookie, as his really good priority (most all of his attacks have disjointed hitboxes, so that's why), power that grows as he gets damaged, and his attacks not having much cooldown makes this an even matchup, so it could easily go either way. Basically, try to camp him with Turnips to interrupt his attacks so you can go in and attack. You'll have to cleverly use Float to dodge his attacks and punish accordingly. Fair can be a good killing tool to use, so try to save it if you can, so it doesn't stale. Lucarios will also roll a lot since it's faster than their run, so try to predict them. Overall, kill him early (edgehogging is safe since his Up B can't hurt you) before he grows too strong. ------- Jigglypuff ¯¯¯¯¯¯¯¯¯¯ Looks like you've got a rival to your aerial game. Except Jiggly's is better. So let's be cautious. Jigglypuff has great recovery, so don't even think you can gimp Jigglypuff. Instead, since Jiggly is the lightest character, focus on getting killing hits once she's past 50%. On the way there, don't try to confront her in the air and instead use your best anti-air moves on the ground. Pound is a nasty move with insane priority, so don't try to out-prioritize it. Toad can be used if Jiggly is predictable, Out-of-Shield Up Smash is great for shielding Pound and punishing poor spacing. ------- Marth ¯¯¯¯¯ This is a bad matchup for Peach. You'll have to watch for his tipper, nice range, Dancing Blade, and his Out-of-Shield Dolphin Slash. Basically, Marth has a better offensive game than you do, so you'll have to take a defensive approach here. Just space your aerials to mindgame him, use your Turnips whenever you can, and if you manage to get him off-stage, then try to edgeguard him as much as possible. You need those early kills. ------- Ike ¯¯¯ Ike is a powerful dude. Just because most of his moves are slow, doesn't mean you should underestimate him. His Bair comes out quick, is powerful, and can even auto-cancel when short-hopped. Nair can also auto-cancel, and covers almost all-around him. Use your Turnips as usual, be careful with your floating so it isn't predictable, be cautious of his Jab, use Toad when Ike can't react, and overall just be safe. You can even use your own mindgames to bait some of his attacks. ------- Ness ¯¯¯¯ Ness has some dangerous properties to him. Mostly, his strong aerials (including Dair, which is a solid spike that can be deceptive with its start-up), his insane back throw (so avoid getting grabbed when at high percents), his tripping Dtilt, his weird specials, and his reflective bat. Playing against Ness is a bit similar to Lucas here. Don't fall for the PK Thunder and PK Flash tricks, gimp his recovery when you can, and powershield his PK Fire. You have a grab release chaingrab against Ness since he suffers from a longer grab release animation than other characters. This also includes Lucas. You must continually pummel when in a grab to force a ground release though, as if he's released with a jump in the air, you can't re-grab him while he's in his stun. ------- Lucas ¯¯¯¯¯ You have an advantage against this PSI kid, but you have to watch out for his often-deceptive Up Smash, and his Forward Smash, which can reflect things. Ftilt can beat all of Lucas's aerial approaches, unless Lucas is weirdly spaced. Don't try to rush to Lucas if he's doing PK Thunder. Just because he is immobile, doesn't mean he can't hit himself with the Thunder and possibly kill you. (Though Lucas can't kill as well with his PKT2 as Ness can) Power Shield his PK Fire, clank his PK Thunder, and know that his grab range is a bit longer than most other characters. When he's recovering, edgehog to prevent him from tether recovering (his Rope Snake can't hurt), then gimp his PK Thunder recovery in the process. ------- Mr. G&W ¯¯¯¯¯¯¯ Slight disadvantage, but nothing too serious. The most notable things you have to watch for is the reliance of Bair (it's too good) and his deceptive, powerful Smash Attacks. Just use Turnips to mess up his Bair approach, use Toad to counter some of his attacks if you can catch them, and space your floating so you can punish his attacks accordingly. Now for a few tips. Your utilt can beat his dair, obviously due to the better-ranged disjointed hitbox on your part. If you can grab the G&W during his Up B, DON'T pummel him. Instead, just let him escape from your grip. He'll fall to his death. ------- Snake ¯¯¯¯¯ Up tilt...up tilt...THAT DAMN UP TILT. Anyway...in case you couldn't tell, you have to be careful when in Snake's front range because of that up tilt's stupid range. He also has his awesome DACUS, and his great stage control with his grenades, C4, and mines. You won't win against any of Snake's tilts if you try to compete with them, so just avoid or shield them. As Snake is heavy, getting a kill on him will be difficult, so try going for the Cypher gimp by grabbing him without pummeling him during his Up B. You can also get an easy Fair on him when he's recovering. Basically, you have to have patience here, just like with Meta Knight. It's a difficult matchup, and any screw-up could cost you. ------- Sonic ¯¯¯¯¯ Sonic's pretty fast and can punish well, so you'll have to be defensive against him, forcing him to approach you. Don't be slow in your plans (Sonic demands it!) and also be patient. Don't be predictable, make good use of your Turnips. You have much better priority than Sonic does, so hit him out of his spins. Homing Attack can basically mean a free U-Smash for you. Many Sonics like to go for Star KOs, so airdodge well. Finally, Sonic has the same gimp like Snake does, so if you happen to grab him during his Up B, just don't pummel him. ############################################################################### Bowser [CharBow] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Representing: The Mario franchise Status: Returning Description: Bowser's back and kicking! Bowser may not be the fastest character, but he makes up for that with strong attacks and heavy girth, keeping him from being flung from the stage too far. Bowser has quite a learning curve, but he remains one of the underdogs. -------------- Attributes: ¯¯¯¯¯¯¯¯¯¯ Power: N/A Speed: * Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: Yes -------------- Alt. Costumes: ¯¯¯¯¯¯¯¯¯¯¯¯¯ Default Bowser (yellow skin, green shell, red hair) Black Bowser (brown skin, black shell, bright red hair) Fire Bowser (orange skin, dark red shell, yellow hair) Aqua Bowser (green skin, blue shell, yellow hair) Jewel Bowser (grey and silver skin, silver shell with gold trimmings, dark red hair, silver and gold arm gauntlets) Brown Bowser (brown skin, yellow shell, brown hair, silver arm gauntlets) -------------- Taunts: ¯¯¯¯¯¯ Up Taunt: Roars Side Taunt: Bites forward repeatedly Down Taunt: Dances on one leg Stage Entrance: Walks into stage while on fire. ------------------------------------------------------------------------------- Moveset: (NOTE: Because of Bowser's Final Smash, all damage counters for attacks will show the damage for normal Bowser, then damage for Giga Bowser, including any additional effects.) -------------- Standard Ground Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Standard Attack Combo: Swipe, Swipe - A quick combo attack that is mainly used as a keep-away move. * Damage: 5% (each swipe) * Giga Bowser Damage: 7% (first swipe), 9% (second swipe) =< Side Attack: Punch - Long-ranged punch that is great for spacing. It can be aimed diagonally. * Damage: 11% (Damage does not change for up or down diagonal Punches) * Giga Bowser Damage: 17% (has dark flame power) =< Up Attack: Overhead Swipe - Bowser swipes a claw over him. Nice and quick at the start, but has bad ending lag. * Damage: 12% * Giga Bowser Damage: 13% (has dark flame power) =< Down Attack: Trip Double Swipe - Bowser crouches low and swipes ahead of him at the ground. Has nice knockback even at low percents. * Damage: 14% (first swipe), 11% (second swipe) * Giga Bowser Damage: 9% (first swipe), 15% (second swipe, has dark flame power) =< Dash Attack: Headbutt Trip - Bowser falls over on himself, then thrusts his head upward in an attempt to hit far enemies. It's a pretty slow move. * Damage: 11% *Giga Bowser Damage: 15% (first hit), 9% (second hit) =< Ledge Attack: Shell Spin *Damage: 8% *Giga Bowser Damage: 16% =< Ledge Attack (High %): Claw Swipe *Damage: 10% *Giga Bowser Damage: 16% =< Trip Attack: Double Swipe (hits behind first) * Damage: 5% =< Fallen Attack (Back): Double Swipe * Damage: 6% =< Fallen Attack (Stomach): Crawl Attack (hits behind first) *Damage: 6% -------------- Standard Aerial Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Standard Attack: Shell Spin - Bowser gets in his shell and spins around. Works like most "sex kicks" in that damage decreases from the initial hit until the move ends. * Damage: 13% (damage decreases over time) * Giga Bowser Damage: 15% (electrocutes) =< Front Attack: Midair Swipe - Bowser's best aerial overall. Fast, good for spacing, and doesn't have awful landing lag. * Damage: 11% * Giga Bowser Damage: 15% (has dark flame power) =< Back Attack: Shell Stab - A strong attack at high percents that comes out insanely quickly, yet has bad landing lag. Also has "sex kick" properties with a weaker hitbox after the initial hit. * Damage: 15% (initial hit), 7% (sourspot) * Giga Bowser Damage: 17% (electrocutes) (no sourspot) =< Up Attack: Overhead Swipe - Bowser does an aerial version of his grounded up attack, yet has more start-up time and is much more powerful. * Damage: 17% * Giga Bowser Damage: 20% =< Down Attack: Drill Shell Spin - Bowser gets in his shell and spins, spikes pointing downward. Last aerial hit has extremely weak spiking properties. * Damage: 3% (each midair hit), 2% (if landing while attack is going, has average knockback) * Giga Bowser Damage: 3% (each hit, electrocutes), 10% (landing attack, dark flame properties) -------------- Smash Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Side Smash: Super Headbutt (hits twice) - Bowser rears his head, then thrusts it forward. This powerful attack has slow start-up, but it hits really hard. If done at point-blank range, the opponent gets hit with an inside hitbox before the actual hit for extra damage. Damage: 10%-14% (first inside hit), 21%/23%-32% (second hit) Giga Bowser Damage: 39% (creates an explosion) =< Up Smash: Overhead Shell Stab - Bowser jumps up, using the spikes on his shell to deal a powerful attack. Has multiple hitboxes, including his landing animation from it. * Damage: 15%-21% (if hit on the side), 20%-28% (if hit with top), 10%-14% (during landing animation) * Giga Bowser Damage: 36% (electrocutes) =< Down Smash: Super Shell Spin (multi-hit) - Bowser gets in his shell and spins in place, sucking in opponents if they get caught in it. Damage: 2% (starting hit and second-to-last hit), 3% (each hit), 13% (final hit) Giga Bowser Damage: 4% (each hit, starts to increase as opponent gets frozen) -------------- Grab: Double-handed Grab Attack: Headbutt Damage: 3% Giga Bowser Damage: 6% (lights foe on fire) Front Throw: Spike Stab Damage: 10% Giga Bowser Damage: 18% (lights foe on fire) Back Throw: Back Toss Damage: 10% Giga Bowser Damage: 18% (has dark flame power) Up Throw: Ground Shell Spin (hits 9 times) Damage: 1% (each hit), 2% (final hit) Giga Bowser Damage: 2% (each hit, electrocutes), 10% (final hit) Down Throw: Koopa Rape Damage: 12% Giga Bowser Damage: 21% (is a body slam) -------------- Special Attacks: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =< Standard Special: Fire Breath - Bowser breathes a constant stream of fire, of which the range steadily decreases until it's just a smolder. At this point, you'll have to let his Fire Breath charge up automatically after a while. You can also aim the Fire Breath! * Damage: Starts at 2% each hit, then slowly decreases over time * Giga Bowser Damage: Starts at 3% each hit, then slowly decreases over time =< Side Special: Flying Slam - Bowser swipes forward with his claw! If it connects, he grabs onto the player, jumps high up, then body-slams the opponent. This is a deadly move in the hands of a master, especially considering that Bowser's jump can be fully controlled. The damage taken for both parties (Bowser and opponent grabbed) can also affect the usefulness of the move. If the opponent has high damage, it's harder for the opponent to break free by wiggling the Control Stick everywhere. Likewise, if Bowser has high damage, he has a hard time holding on to the opponent. * Damage: 18% * Giga Bowser Damage: 22% =< Up Special: Whirling Fortress - Bowser hides in his shell and whirls around wildly. It has mostly horizontal trajectory in the air, but can be a good move to start a combo. It hits multiple times, with the first hit being the strongest. * Damage: 10% (start-up hit in the air), 3% (each hit, weakens over time), 11% (start-up hit on the ground), 5% (each ground hit, weakens over time) * Giga Bowser Damage: Same =< Down Special: Bowser Bomb - Bowser jumps up, and then slams back down to the ground with a butt slam, ala his attack in Super Mario Bros. 3. Be careful using this though, as Bowser is left defenseless for a second or two after landing. Bowser can also use this while in the air, but lacks the lateral distance done from the ground. If done on the ground, Bowser's jump can hit on the way up. * Damage: 4% (on the way up), 20% (on the way down) * Giga Bowser Damage: 4% (on the way up), 23% (on the way down) -------------- =< Final Smash: Giga Bowser - What's this? Giga Bowser is playable now? (Nevermind Action Replay) Well, he is, and he's even more vicious-looking than before. After transforming, you have a limited time to wreak havoc at the opponents. But wait, isn't he too big and get attacked easily? Not to worry, he won't even flinch when attacked. * Damage: See the moveset above for details. ------------------------------------------------------------------------------- Tips & Tricks: Bowser is the heaviest character in the game, yet is surprisingly not the slowest. Bowser players have no worries getting too damaged up since he's really hard to KO, especially if they're good at DI and Momentum Canceling. This doesn't mean a Bowser player should get reckless though. If they feel they can win a match easily, by all means tank it. Bowser's strengths are using his attacks in clever ways to punish or catch opponents off guard. -------------- Recovery Techniques: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Bowser's recovery is mostly strictly horizontal. His only free recovery move is his Up B, aside from his double jump, and it only goes pretty much horizontal with little vertical reach. Thus, if you're below the stage, you're pretty much screwed. - Bowser's Side Special can also help him recover by using an intercepting opponent as a crutch. This is situational though, and may be more dangerous than simply air dodging or moving away from the opponent, especially if said opponent has a spike. But the option is there, and it can be a great move, as usually your opponent doesn't want to waste a stock just to KO you. Unless he's ahead of you by one or two stocks and you're on your last one...in which case don't use it. -------------- Standard Special: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Bowser's Firebreath may not seem like too much, but it is a pretty good edgeguarding tool against opponents just below you, and the Star Fox characters. It's also great for trapping opponents for some hefty damage. Best yet, even if opponents try to DI up or down from it, you can aim the fire breath up or down. Try to use this as much as you can when using safe edgeguarding. -------------- Side Special: ¯¯¯¯¯¯¯¯¯¯¯¯ - Massively improved from Melee's version, this one has Bowser grab the enemy and do a massive jump that can be controlled, down onto the ground with a body slam. It does nice damage and has a safe knockback straight from the beginning, so you don't get punished after finishing the attack. - Remember, this attack has grabbing properties, so it can easily go through shields. This can actually be a good substitute for killing instead of using normal grabs, as you can "Bowsercide" with the opponent by flying off the stage. This is also a decent Out of Shield option. - If you perform the Side Special as an attempt to "Bowsercide" to win the match, you must first know about the move's controller port priority. The outcome of the match is different depending on which ports the players' controllers are at, with the lower number player having more priority. This means that if Bowser is...Player 2, and the opponent is Player 3 or 4, the outcome of a match-ending Bowsercide will be in Bowser's favor, and win him the match. However, if Bowser is still Player 2, but the opponent is Player 1, the match outcome will be a Sudden Death. So before thinking of doing a Bowsercide win, analyze which controller ports both of you are at and then figure if it's worth it. - Another property that the Side Special has is the ability of the Infinite Second Jump, which certain other characters can do. This glitch allows characters to do their second jump, even if they already used it, close to the ground without touching it, making them permanently in the air. This cannot be used for recovery, as there must be ground underneath. With Bowser, it's pretty easy. Simply press the input for the Side Special as you approach the ground, then press jump just before you land. The animation will cancel and Bowser will double jump just inches from the ground, regardless of if he already double jumped or not. You can do it multiple times so you never touch the ground, and the best part is that you can mix it up by inputting another aerial before having to input Side B again. This can make for some great mindgames, tricks, and increase his maneuverability. -------------- Up Special: ¯¯¯¯¯¯¯¯¯¯ - Probably Bowser's best special move aside from his Side B. It lasts about 1 and 1/2 seconds, and has invincibility frames throughout the entire attack while on the ground, making it an extremely safe move to use. It's the best Out of Shield option aside from the obvious Shield Grab, but it doesn't go right out of shield if Tap Jump is turned off. - You can grab the ledge straight out of an Up Special executed while on the stage, just like he could in Melee. You have to face away from the ledge, perform it, move off the stage, and as soon as you're off, quickly press up and toward the stage and Bowser will grab it. This makes for some pretty flashy edgeguarding and really safe ledge games. - When used as a recovery, the longer you fall from the end of it, the more landing lag there is. So try to be as level with the stage as possible to reduce any unnecessary landing lag before using it to recover. -------------- Down Special: ¯¯¯¯¯¯¯¯¯¯¯¯ - A slow but powerful move. Pretty predictable though. I would not recommend this move when you're above your opponent, as it can be easily dodged and punished due to slow starting and ending lag. It can be an effective edgeguard, as it can automatically grab ledges if you pass by them. - A decent Out of Shield option, but a really great thing to know about this is that if you Jab a fully-shielded opponent, then immediately perform the Down B, this guarantees a shield break. -------------- Jab: ¯¯¯ - A fast and pretty damaging move for a jab. Jab Cancel makes it really useful, allowing you to connect to other moves easily. As his jab combo is quick, does 10% damage unstaled, and keeps the opponent away, it's a great move that should be relied on. -------------- Forward Tilt: ¯¯¯¯¯¯¯¯¯¯¯¯ - Another fairly quick move, and it has great range. It outranges even Marth's forward air, and can poke through Meta Knight's Tornado. Pretty good move I'd say. It's a good spacing tool, and can be angled well. -------------- Up Tilt: ¯¯¯¯¯¯¯ - A nice quick move that reaches above and behind Bowser...so it's not very good if you are facing your opponent. You'll have to quickly pivot and do the up tilt if you wish to hit opponents in front of you. This is a great move to use to poke at enemies on platforms above you, like Battlefield and Lylat Cruise. -------------- Down Tilt: ¯¯¯¯¯¯¯¯¯ - Bowser's best directional attack for killing. The first hit has great speed, range, and power, and usually is the only one that hits due to its power. The second hit is weaker, but the knockback it makes is more horizontal than the first hit. Use this to your advantage if you can, and you may find yourself using it as a reliable killing move. -------------- Dash Attack: ¯¯¯¯¯¯¯¯¯¯¯ - Nothing too fancy or great, as it's a pretty slow move. It can hit at a nice range though, due to his body size. It can hit below him, and always pops the opponent up, so it can be used at the ledge to pop up an opponent who is on the ledge, ready for another attack. -------------- Forward Smash: ¯¯¯¯¯¯¯¯¯¯¯¯¯ - Forward Smash, despite appearing laggy, is actually a damn good move. Obviously, it has insane damage output and knockback, but the way Bowser rears back can actually help him avoid attacks that would normally be able to reach back. And then after dodging the attack, he pounds his head towards the opponent...scary move, really. It's a great edgeguarding move as well. -------------- Up Smash: ¯¯¯¯¯¯¯¯ - Bowser's Up Smash has excellent range above him, is also pretty damaging, and is about as slow as Forward Smash, which isn't too much. An awesome move on a stage with platforms, since it has godly reach, damage, and knockback. And if an opponent side dodges the initial hit, they'll always get hit by the landing hit, which pushes the opponent away and slightly downward. -------------- Down Smash: ¯¯¯¯¯¯¯¯¯¯ - Not as great as Bowser's other Smash Attacks, as it lacks range, is less powerful than the other two, and has bad lag at the end, but it still has its uses. Its longevity can punish even roll dodges, and it does a great job sucking in opponents so that it can damage more. Plus it sounds painful when it connects. -------------- Grab: ¯¯¯¯ - You'd think that since Bowser is generally a strong character, that his throws would reflect that, right? Well, his throws either have set knockback and can't kill, or have generally poor knockback growth in the first place. That doesn't mean they're useless though. His throws make a good keep-away option, especially when keeping opponents off the stage and following into an aerial. - Bowser also has a nice grab release game. He can perform combos from grab releases on virtually the whole cast. Knowing which moves you can follow up out of grab releases is something nice to know about, and would benefit your Bowser greatly. ------------------------------------------------------------------------------- KO Percentages: Standard Attack: 250% Forward Tilt: 180% Up Tilt: 130% Down Tilt: 140% (first hit) Dash Attack: 240% Neutral Aerial: 210% (initial hit) Forward Aerial: 165% Back Aerial: 150% Up Aerial: 100% Down Aerial: N/A (knockback grows too slowly for it to even KO at all) Uncharged Forward Smash: 130% (sourspot), 95% (sweetspot), 90% (first hit connects) Charged Forward Smash: 80% (sourspot), 55% (sweetspot), 45% (first hit connects) Uncharged Up Smash: 150% (side hit), 120% (top hit), 140% (landing hit) Charged Up Smash: 100% (side hit), 70% (top hit), 95% (landing hit) Uncharged Down Smash: 120% (if caught in the beginning) Charged Down Smash: 80% (if caught in the beginning) Forward Throw: 340% Back Throw: 300% Up Throw: N/A (has set knockback, doesn't kill) Down Throw: N/A (has set knockback, doesn't kill) Neutral Special: N/A (no knockback) Side Special: 170% Up Special: 150% (first hit grounded hit) Down Special: 120% ------------------------------------------------------------------------------- Matchup Data: *INCOMPLETE* Link Ganondorf Olimar Captain Falcon -------------- List: ---- Charizard: 55-45 Ivysaur: 65-35 Jigglypuff: 60-40 Sonic: 55-45 Fox: 50-50 Ike: 50-50 Lucas: 50-50 Luigi: 50-50 Mario: 50-50 Sheik: 50-50 Wolf: 50-50 Falco: 45-55 Lucario: 45-55 Meta Knight: 45-55 (hotly debated, could actually be 40-60) Ness: 45-55 Samus: 45-55 Wario: 45-55 Yoshi: 45-55 Donkey Kong: 40-60 King Dedede: 40-60 (without infinite) Kirby: 40-60 Marth: 40-60 Mr. G&W: 40-60 Peach: 40-60 Pikachu: 40-60 Pit: 40-60 R.O.B.: 40-60 Snake: 40-60 Squirtle: 40-60 Toon Link: 40-60 Zelda: 40-60 Zero Suit Samus: 40-60 Diddy Kong: 35-65 Ice Climbers: 25-75 King Dedede: 20-80 (with infinite) -------------- Tips: ------- Yoshi ¯¯¯¯¯ - Bowser can do well against aggressive Yoshis, though they may be overwhelming at first. Once you figure out an aggressive Yoshi's tricks, you can use your Out of Shield options easily, Flamebreath, Smash Attacks, Up Special, and many more. Your strengths against an aggressive Yoshi (effective ground game, better range, better priority) make it quite easy to win. - On the other side, cautious Yoshis are what you have to watch out for. He knows your strengths and will try to camp and lure you to him. Yoshi's main way of camping is the Egg Toss, and the best way to counter them is to Perfect Shield them while slowly approaching them. Yoshi has a nasty grab release chaingrab on you, so try to mash buttons to break out differently and mess up Yoshi's timing, otherwise you'll be gimped off-stage easily. Yoshi beats us in the air, so stay to the ground, with the exception of short hops. When off the stage, try to space yourself or perform Up Special immediately if you see the Yoshi intercepting. That said, if you get Yoshi off the stage, he'll try to toss eggs at you from the ledge. Use Forward Tilt to counter these eggs instead of powershielding, since they usually can't go above you here. While Yoshi is recovering, wait for his double jump and punish accordingly. (Grab the ledge/down tilt if he's aiming for the ledge, predict air dodges if he recovers high) - Bowser does not have a grab release combo on Yoshi, so don't try it. If you're going to grab, use them purely for damage racking, so get some pummels in, use the throws, and get back to predicting Yoshi or possibly tech chase. Yoshi's shield is his weakness, and will most likely not shield at all, as he cannot jump out of shield or perform anything out of shield except for his grab, so he'll most likely just use side dodges. Punish with long-lasting attacks. ############################################################################### Donkey Kong [CharDK] Representing: Donkey Kong series Status: Veteran Description: He's finally back, to kick some tail! Yes, the slow but powerful simian is back to cause even more trouble for his fellow Smashers. Like in both games, he's a bit hard to control, but can be deadly in the right hands. He's also a fearsome aerial fighter, boasting a number of meteor smashes! -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default DK (brown fur, red tie, tan skin) Black DK (black fur, yellow tie, brown skin) Fire DK (red fur, blue tie, tan skin) Aqua DK (blue fur, purple tie, white skin) Forest DK (green fur, red-brownish tie, tan skin) Yeti DK (white fur, red tie, pale white skin) -------------- Taunts: Up Taunt: Beats his chest Side Taunt: Shakes his head Down Taunt: Gives a confused gesture Stage Entrance: Breaks out of a barrel. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Swipe Punch, Uppercut Punch Damage: 4% (Swipe Punch), 6% (Uppercut Punch) Side Attack: Back-hand Slap Damage: 10%, 12% (up diagonal), 9% (down diagonal) Up Attack: Overhead Back-hand Slap Damage: 9% (on side), 10% (above) Down Attack: Sweep Slap Damage: 8% Dash Attack: Slide Kick Damage: 11% (momentum completely stops) Ledge Attack: Simian Slam Damage: 8% Ledge Attack (High %): Slow Slap Damage: 10% Trip Attack: Spin Punch Damage: 5% Fallen Attack (Back): Double Slap Damage: 6% Fallen Attack (Stomach): Double Slap (hits behind first) Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Spin Punch Damage: 11% (damage decreases over time) Front Attack: Double-hand Spike Damage: 16% (can Meteor Smash if hit with hands instead of arms) Back Attack: Back Kick Damage: 13% Up Attack: Headbutt Damage: 14% Down Attack: Spike Kick Damage: 16% (Meteor Smashes opponent) -------------- Smash Attacks: Side Smash: Power Clap Damage: 28% Up Smash: Overhead Power Clap Damage: 25% Down Smash: Punch Pound Damage: 23% (both sides) -------------- Grab: Double-handed grab Attack: Face Slap Damage: 3% Front Throw: Carry (At this point, you can throw the opponent forward, upward, or backward) Front Carry Throw: 8% Back Carry Throw: 8% Up Carry Throw: 7% Back Throw: Back Toss Damage: 11% Up Throw: Air Toss Damage: 9% Down Throw: Face Plant Damage: 7% -------------- Special Attacks: Standard Special: Giant Punch Activate this move and DK will swing his arm in circles, charging up the Giant Punch. If you need to evade some attacks while charging, press the shield button to store the current charge. This attack is most effective when fully charged: not only does the start give you super armor, but a fully-charged Giant Punch is pretty much a one-punch KO at higher percents. If done in the air, you can't perform any other moves until you land. Damage: 28% Side Special: Head Butt Donkey Kong rears his head back, then headbutts downward with tremendous ferocity! If it connects, the opponent gets trapped in the ground, but only for a time proportional to his damage. If this is executed in the air, it becomes a Meteor Smash. Damage: 10% (on ground), 14% (in air) Up Special: Spinning Kong Donkey Kong spins around and around and around! On the ground, he has his fists out, ready to punch anyone he hits, but in the air, he spreads out his arms and hands to get more air. On the ground, it has some startup lag, but in the air, it's pretty much instant. Used as recovery, it only pretty much goes in a horizontal direction. If the move ends and you are just above the ground, almost touching it, then there will be no landing lag whatsoever. Damage: 5% (if done on the ground, damage decreases with each hit), 10% (starting hit for mid-air version), 5% (damage decreases with each mid-air hit) Down Special: Hand Slap Donkey Kong repeatedly slaps the ground for as long as you tap the special attack button! Each slap has a small blast radius on both sides of DK, so you will be protected from people who try to approach you on the ground! You are still vulnerable to projectiles and attacks from above, and can't move while performing this though. You cannot use this in the air. Damage: 14% (each slap) ------------------------------------------------------------------------------- Final Smash: Konga Beat Donkey Kong breaks out the bongos for some musical hammah time. As DK beats on the bongos, press the attack button in time with the beat to send out huge damaging sound waves! Keep it going for deadly results, especially in smaller stages! Although, I wouldn't use this on moving stages if I were you... Damage: 4% (if sound wave isn't timed with button presses), 14% (average damage for timed beats) Recovery Techniques: DK isn't that much for recovery, as his only really useful recovery move is his Spinning Kong. His Head Butt Special Move can have him stop completely in the air, but that's pretty much only good for stalling. His strength is his horizontal recovery, so try to perform the Spinning Kong as quick as possible if you're knocked off the stage. Tips for the DK player:
Many of DK's moves are situational...Giant Punch, Head Butt, Hand Slap... and he even has a few slow moves for both ground and air. However, all moves are powerful, and can be deadly if executed at the right times. Charge up the Giant Punch after KOing somebody and nobody else is around, and execute it as a surprise attack. You can even do it in the air, just make sure you're above ground. Use his Head Butt when your foes least expect it, and follow up with a fully-charged Giant Punch! Hand Slap is the most situational special, however. Only use it for edge-guarding if the opponent is below the stage trying to recover. Though you can probably find other uses... How to deal with a DK player: Since DK has so many aerial meteor smashes, be wary when trying to recover. Try to avoid the DK player with some aerial mindgames while trying to recover, so he'll likely mess up his interception. Be careful of DK's grab too, as his forward throw, the Carry, can be used to carry you to the very edge of a stage and throw you off. His Final Smash is nearly unavoidable if he knows how to use it right, but you can have some leeway on some of the larger courses, such as the Melee stage Temple, or 75m. In that case, distance is the key. ############################################################################### Diddy Kong [CharDid] Representing: Donkey Kong series Status: Newcomer Description: Diddy is quite the opposite of his relative Donkey Kong. Diddy's very swift, agile, and acrobatic, but as a side effect, his attacks aren't very hard-hitting. Some of his moves have homage to the critically-acclaimed Donkey Kong 64, with his Rocketbarrel Boost, and Peanut Popguns! -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes, can also Wall Cling Can Crawl: Yes -------------- Alt. Costumes: Default Diddy (red shirt and cap) Yellow Diddy (yellow shirt and white cap) Dixie Diddy (pink shirt and cap, pale skin, yellow fur) Purple Diddy (purple shirt and cap, orange skin) Green Diddy (green shirt and cap) Blue Diddy (blue shirt and cap) -------------- Taunts: Up Taunt: Flips his hat Side Taunt: Performs a stance and makes a wierd noise Down Taunt: Dances around, clapping. Stage Entrance: Breaks out of a barrel and claps his hands. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Punch, Punch, Kick, Tail Sweep (Tail Sweep is multi-hit) Damage: 3% (first Punch), 2% (second Punch), 2% (Kick), 2% (each Tail Sweep hit, damage slowly decreases over time) Side Attack: Double Punch Damage: 11% (Damage does not change for up or down diagonal Double Punches) Up Attack: Overhead Swipe Damage: 7% Down Attack: Sweep Slap Damage: 7% Dash Attack: Cartwheel Damage: 3% (first hit), 2% (second hit), 4% (final hit) Ledge Attack: Tail Whip Damage: 8% Ledge Attack (High %): Slow Kick Damage: 10% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Double Kick Damage: 6% Fallen Attack (Stomach): Double Slap Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Mid-air Cartwheel Damage: 6% Front Attack: Spin Kick Damage: 14% Back Attack: Back Kick Damage: 9% Up Attack: Flip Damage: 11% Down Attack: Hand Spike Damage: 12% (has a strong Meteor Smash) -------------- Smash Attacks: Side Smash: Spin Punch Damage: 7% (first hit), 18% (second hit) Up Smash: Super Flip Attack Damage: 7% (first hit), 7% (second hit), 8% (final hit) Down Smash: Dance Kick Damage: 22% (front), 16% (back) -------------- Grab: Double-hand grab Attack: Headbutt Damage: 2% Front Throw: Toss Damage: 11% Back Throw: Back Toss Damage: 10% Up Throw: Upper Kick Damage: 9% Down Throw: Throwdown Damage: 9% -------------- Special Attacks: Standard Special: Peanut Popgun Diddy whips out his popgun and fires out a peanut. Holding down the button charges up the attack, making the peanut fly farther. If it's charged too long though, his popgun explodes in his face, damaging him in the process. Also, sometimes when the peanut shells break, they release the peanut inside. Anyone can eat these to gain just a little bit of health back. (Around 3% for each peanut) Damage: 17% (fully charged) Side Special: Monkey Flip Diddy Kong flips forward, and if he hits someone, he latches on to that person! Press another button to attack him and flip high up off of him. It can also be done to a foe in mid-air. Can be performed only once in the air, but can still do other moves. Finally, you can actually attack during the Monkey Flip, instead of latching on. Damage: 15% (after attacking), 10% (mid Flip attack) Up Special: Rocketbarrel Boost Diddy uses his rocketbarrels to send him flying up, left, or right! This can be charged up to go farther. Be careful though, if you get attacked, the rocketbarrels fly right off Diddy's back. Be careful, they might crash land into someone. Diddy cannot produce the Rocketbarrels after they get knocked off of him until he lands. If performed above someone, the blast can meteor smash. Damage: 10% (if fully charged, on ground. Damage decreases over time) Down Special: Banana Peel Diddy Kong produces a Banana Peel item and flings it over his shoulder. He can make up to two Banana Peels at one time and use them to trip up opponents. Can be done in mid-air as well. Damage: 4% (if thrown normally), 5% (if Smash thrown) ------------------------------------------------------------------------------- Final Smash: Rocketbarrel Barrage Diddy whips out two Peanut Popguns (dual-wield!!) and a Rocketbarrel on his back and starts hovering above the ground firing explosive peanuts. You can move left, right, and up, and while moving, Diddy is flying at an angle. He continually fires explosive peanuts straight below him, so to master aiming, you'll have to move him left or right to tilt the aim. When the move ends, the Rocketbarrels explode for added damage to nearby opponents! You can also pick up the plethora of edible peanuts to restore some health left from the carnage. However, if you miss your shots, your opponents can also eat the peanuts left behind, so be careful. Damage: 18% (if in collision with opponent), 8% (each peanut that hits), 20% (if explosion at end hits) Recovery Techniques: Unlike his cousin Donkey Kong, Diddy has a plethora of recovery moves. His Monkey Flip and Rocketbarrel Boost are prime examples. The best thing to do for recovery is to use his Monkey Flip first, then his Rocketbarrel Boost after a double jump for best recovery. When the Rocketbarrel Boost is executed though, Diddy stalls in the air for a brief moment while you charge up. Though this is good in a way, it can also make him vulnerable to getting intercepted. Think carefully about when to release the Rocketbarrel Boost. Tips for the Diddy Kong player: Diddy Kong is agile with a lot of quick moves, and even his Smash Attacks can hit multiple times. The expert Diddy player will find himself jumping around making quick attacks before finishing off with a Smash Attack or two. His Peanut Popgun flies at a slight arc unless fully charged, and has a slight hit stun. This can be good for approach and for edgeguarding if you're good at aiming it. Also, use Monkey Flip to keep people from recovering, and his Banana Peel to throw around creating traps near ledges. As expected, Diddy has a lot of edgeguarding tools to use at his disposal. How to deal with a Diddy Kong player: Diddy has a fairly decent projectile game, but the weakness for his peanuts lies on how they are so much like items. A person with great timing can grab the peanuts in mid-shot and throw them back at Diddy Kong, so try to practice that. Also, if he uses Bananas, try to throw them back at him. When he tries to recover with his Rocketbarrel Boost, attack him so the Rocketbarrels fly off his back and he'll plummet, just be careful that those Rocketbarrels don't crash into you as well. His Final Smash is crazy and mostly unpredictable. The best advice I can give for avoiding a well-executed Final Smash is dodge the peanuts well, and eat the nuts that pop out. ############################################################################### Yoshi [CharYosh] Representing: Yoshi game subseries Status: Veteran Description: The cute and lovable Yoshi is back onto Brawl, sporting a new look! He retains most of his old moves, but now his Up B can be used for recovery! Exactly how? Check his Special Moves! -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: Yes -------------- Alt. Costumes: Default Yoshi (green skin) Red Yoshi (red skin) Blue Yoshi (dark blue skin) Yellow Yoshi (yellow skin) Pink Yoshi (pink skin) Aqua Yoshi (light blue skin) -------------- Taunts: Up Taunt: Dances around Side Taunt: Chases his tail Down Taunt: Waves at the screen Stage Entrance: Breaks out of an egg. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Kick, Kick Damage: 3% (first Kick), 6% (second Kick) Side Attack: Tail Whip Damage: 9%, 10% (up diagonal), 8% (down diagonal) Up Attack: Upper Tail Whip Damage: 11% Down Attack: Sweep Tail Whip Damage: 10% Dash Attack: Headbutt Damage: 9% Ledge Attack: Tail Whip Damage: 8% Ledge Attack (High %): Head Sweep Damage: 12% Trip Attack: Double Tail Whip Damage: 5% Fallen Attack (Back): Ball Spin Damage: 6% Fallen Attack (Stomach): Double Head Sweep Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Standard Kick Damage: 12% (damage decreases over time) Front Attack: Head Spike (meteor smashes if timed right) Damage: 15% Back Attack: Multi-Hit Tail Whip Damage: 4% (first hit), 3% (other hits) Up Attack: Mid-air Upper Tail Whip Damage: 13% Down Attack: Flutter Kick (semi-meteor, sends opponent down with you for the duration of the attack) Damage: 3% (each hit) -------------- Smash Attacks: Side Smash: Power Headbutt Damage: 22% Up Smash: Upper Power Headbutt Damage: 22% Down Smash: Double-sided Tail Whip Damage: 19% (front), 18% (back) -------------- Grab: Swallow (uses his tongue to catch foes) Attack: Chew Damage: 2% Front Throw: Spit Damage: 7% Back Throw: Back Spit Damage: 7% Up Throw: Upper Spit Damage: 5% Down Throw: Spit Throwdown Damage: 4% -------------- Standard Special: Egg Lay This move, when executed, has Yoshi stick his tongue out for a fair distance. If his tongue comes into contact with someone, he will swallow that opponent whole and lay an egg, inside which the opponent is trapped in. The opponent is then helpless, as you can pummel the egg with attacks, and the opponent will still take damage. Damage: 7% Side Special: Egg Roll Yoshi encases himself in an egg shell and rolls around! Trample over your enemies, but be sure to turn around before you fall off the stage! Press the special attack button while rolling to cancel it. This move can also negate any damage done to you, but only once, as the shell breaks. Damage: Average of 12%, depends on speed Up Special: Egg Throw His third egg-based move, Yoshi throws an egg in an arc when performed. The beauty of this attack is that you can control the trajectory of the arc with a combination of direction and special attack button pressing. Holding the special attack button increases the range, while the Control Stick/Pad controls direction. This attack has tremendous range potential if used with the hands of a master. Damage: 9% Down Special: Yoshi Bomb Yoshi jumps, flips around, and plummets down to the ground, landing on his bum! The attack can hit both on the way up, and on the way down. Not only that, but damaging stars appear on both sides of Yoshi, keeping people from attacking during Yoshi's landing lag. If done in the air, Yoshi skips the jump and just dives right down to the ground. Damage: 4% (on the way up), 15% (on the way down), 4% (if stars hit) ------------------------------------------------------------------------------- Final Smash: Super Dragon It seems like Yoshi's true form is really shown here...Yoshi grows angelic wings and the ability to spew fire! Woah, this is unexpected. During this Final Smash, you can fully control where Yoshi flies, and Yoshi can spit a constant stream of fire (is automatic), or spit out more powerful fireballs! (press a button) Like Pikachu's Volt Tackle though, don't be over a pit when the Final Smash ends. Damage: 8% (if Yoshi runs over someone), 6% (if Yoshi's automatic fire breath hits), 17% (if fireball hits) Recovery Techniques: Yoshi lacks a proper Special Move recovery, with only his Up Special popping him up a bit, but he makes up for that by having literally the best double jump in the game. Use the Egg Toss to lengthen your horizontal recovery. Tips for the Yoshi player: Yoshi has lost a bit of his comboing power due to the lack of a Double Jump Cancel in the game (attack while performing a double jump to cancel the jump) but he's still a fairly agile character, except for his grab. It's slow in coming out, and his dashing grab is fast in coming out, but has huge lag afterwards if it doesn't connect. Thus for this reason, it's best to master the Pivot Grab, if solely for Yoshi. The Pivot Grab fixes all those slow problems. How to deal with a Yoshi player: A Yoshi player may use eggs frequently to try to mess you up and set himself up for combo opportunities. Always shield against his eggs to prevent that. Also, if he uses his Egg Roll, use any attack on him to negate the move and immediately deliver with your own attack. Master trying to break out of the egg with Egg Lay for those times you get caught in it, so the Yoshi won't have a chance to attack you. His Final Smash, since it's the best one in terms of maneuverability, is hard to avoid. Just touching him can harm you, so keep your distance and perform well-timed air dodges against his fireballs. ############################################################################### Wario [CharWar] Representing: The WarioWare franchise Status: Newcomer Description: The wacky Wario has finally joined the fray with a plethora of strange attacks. He wears his WarioWare biker clothes, but does he have his normal yellow and purple clothes? Yes, yes he does. Wario also has a form of fighting that other characters cannot even see. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: Yes -------------- Alt. Costumes: (NOTE: Wario has a special alternate costume called Overalls Wario. This costume has him wearing his classic yellow and purple color scheme, though he still plays mainly the same way. Overalls Wario also has different color costumes like his Wario Ware costume!) (WarioWare) Default Wario (blue vest, dark blue shirt, yellow helmet, purple pants) (WarioWare) Red Wario (red vest, black shirt, white pants and helmet) (WarioWare) Orange Wario (orange vest and helmet, purple shirt, cyan pants) (WarioWare) Green Wario (turquois vest, black shirt and pants, green helmet) (WarioWare) Biker Wario (black vest, white shirt, black pants, red helmet) (WarioWare) White Wario (cyan vest and pants, white shirt, black helmet) (Overalls) Default Wario (yellow shirt and hat, purple overalls) (Overalls) Mario Wario (red shirt and hat, blue overalls) (Overalls) Light Wario (pink shirt, light blue overalls and hat) (Overalls) SMB Luigi Wario (green shirt and hat, brown overalls) (OVeralls) Gameboy Wario (black shirt, manilla overalls and hat, brown gloves) (Overalls) Sailor Wario (white shirt and hat, dark blue overalls, red wristbands) -------------- Taunts: Up Taunt: Laughs Side Taunt: Shakes his ass Down Taunt: Gives three "W" signs Stage Entrance: Rides in on his bike and crashes. ------------------------------------------------------------------------------- Moveset: (NOTE: Because of Wario's Final Smash, all damage counters for attacks will show the damage for normal Wario, then damage for Wario-Man, including any additional effects.) -------------- Standard Ground Attacks: Standard Attack Combo: Punch, Uppercut Damage: 6% (both hits) Wario-Man Damage: 4% (both hits) Side Attack: Wind-up Punch Damage: 13%, 14% (up diagonal), 12% (down diagonal) Wario-Man Damage: 16%, 17% (up diagonal), 15% (down diagonal) Up Attack: Raise da Roof Damage: 10% Wario-Man Damage: 15% Down Attack: Hand Plant Damage: 8% Wario-Man Damage: 9% Dash Attack: Trip Attack Damage: 7% (Damage decreases over time) Wario-Man Damage: 12% Ledge Attack: Back Attack Damage: 8% Wario-Man Damage: 10% Ledge Attack (High %): Poke Damage: 10% Wario-Man Damage: 10% Trip Attack: Double Attack Damage: 5% Fallen Attack (Back): Spin Punch Damage: 6% Fallen Attack (Stomach): Double Hand Attack Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Spinning Belly Flop Damage: 9% (Damage decreases over time) Wario-Man Damage: 15% (Damage decreases over time, sends Wario-Man upward) Front Attack: Kick Damage: 7% (Damage decreases over time) Wario-Man Damage: 15% (Damage decreases over time, negates all falling speed) Back Attack: Helmet Crush Damage: 10% Wario-Man Damage: 15% (negates all falling speed) Up Attack: Clap Damage: 17% Wario-Man Damage: 18% (sends Wario-Man slightly upward) Down Attack: Upside-down Head Spin Damage: 2% (each hit), 4% (final hit) (does 16% max) Wario-Man Damage: 13% (meteor smashes, sends Wario-Man plummeting), 10% (if hit on ground) -------------- Smash Attacks: Side Smash: Shoulder Barge Damage: 26% Wario-Man Damage: 22% (sends Wario-Man charging forward) Up Smash: Head Spin Damage: 1% (damage increases with each hit), 14% (final hit) (does 21% max) Wario-Man Damage: 2% (damage decreases with each hit), 21% (final hit) (does 35% max) Down Smash: Spin Spin Spin! Hahaha! Damage: 18% (hits once, but damage steadily decreases over time) Wario-Man Damage: 25% (hits once, but damage steadily decreases over time, is faster than normal Wario's Down Smash) -------------- Grab: Head Grab Attack: Poke Your Eye Out! Damage: 2% Wario-Man Damage: 3% Front Throw: Spin Throw Damage: 12% Wario-Man Damage: 15% Back Throw: Butt Smash Damage: 9% Wario-Man Damage: 17% Up Throw: Head Butt Damage: 10% Wario-Man Damage: 17% Down Throw: Butt Pound Damage: 7% Wario-Man Damage: 17% -------------- Special Attacks: Standard Special: Chomp Hold the Special Attack button and Wario will open his mouth wide open! Release it and he'll chomp down. If you bite down on an opponent, you can chew him up before spitting him out! Also, you can eat all kinds of items with this, including your own bike! My, what an appetite! Damage: 2% (each chew), 5% (spit) Wario-Man Damage: 2% (each chew), 10% (spit) Side Special: Wario Bike Get in da choppa! When executed, Wario will pull out a motorcycle and ride it, running over opponents. You can make Wario jump off his motorcycle by pressing an attack button. Wario also falls off his bike if he runs into something. There can only be one motorcycle on the screen at all times, and him among other characters can throw the bike around as an item. It can be destroyed if pummeled enough, where you can throw the various bits and pieces left of it around! Other characters can actually ride the bike as well, and Wario can perform wheelies (hold up) and taunts while riding the bike! Damage: 10% (at max speed) Wario-Man Damage: 25% (at max speed) Up Special: Corkscrew Wario spins and spins around, while rising up. This move can be used for vertical recovery, but is better used as an attack, as this can hit multiple times! Damage: 5% (first hit), 1% (each hit), 4% (last hit) (19% max) Wario-Man Damage: 14% (each hit, electrocutes) Down Special: Wario Waft Wario seems to eat lotsa Super Mega bean burritos before he starts a fight, as his gas seems to always build up over time. When it hasn't charged much, he lets out very little gas and does minor damage. Uncharged, it just makes the opponent trip with no damage. However, when it's been charged fully, it can have explosive results! Damage: 40% (fully charged) Wario-Man Damage: 50% (fully charged) ------------------------------------------------------------------------------- Final Smash: Wario-Man Wario eats a full garlic clove (ewww) and transforms into...WARIO-MAN! Da da da da DAAAA! This mysterious masked man has powered up moves, his aerials can make him fly and are infinite (can be done repeatedly), and he has tremendous running and jumping ability! Not only that, but he has a hyperactive stomach, as he can charge up a Wario Waft in seconds flat! His bicycle is his kryptonite however... whatever you do, DON'T RIDE HIS BIKE! It can mean doom as the villainous bike loses control! Wah! That dastardly thing. Damage: See the moveset above for details. Recovery Techniques: Aside from Wario-Man being a god of recovery, it's likely you'll want to know the recovery techniques for good ol' normal Wario. Well, to start off, his Corkscrew, though your typical recovery move, isn't that great for recovery compared to his other moves, as it only goes so far. Only use if you're right below the ledge, because otherwise it's just not good. However, oddly enough, using Wario's Bike and jumping off of it is actually really good for recovery. Finally, a fully-charged Wario Waft has perhaps the best vertical distance in the game. I wouldn't advise relying on it too much though, as it literally takes around 2 or 3 minutes to fully charge. Tips for the Wario player: Wario is a fun and quirky character. Although he has a somewhat "meh" ground game, he has one of the best aerial agilities in the game, making his aerial game deadly. When fighting on the ground, avoid using his forward and downward Smashes at inopportune times, as those moves have heavy lag afterwards. If you use Wario's Bike, a good idea would be to eat it so that nobody can use it against you. You can also eat items if you wish for your opponents to not use any. How to deal with a Wario player: A good Wario player is largely quirky and unpredictable, but there are some key moves to watch out for: His Forward Smash. It only hits at the very beginning, so since it has huge lag afterwards before Wario can do anything else, use this opportunity to strike. The Down Smash is similar as far as huge lag, but you can get hit throughout the move. Use an aerial attack to strike. If Wario fails to dispose of his bike after using it, either destroy it with your attacks, or use it against him. You can even ride it if you are persistent with pressing buttons. Again, Wario's Final Smash is one of the harder ones to avoid, especially against a skilled Wario. His infinite aerials can literally carry you to the KO point, so try your best with dodges and rolls. ############################################################################### Link [CharLink] Representing: The Zelda franchise Status: Veteran Description: Link has always been the hero of the Zelda universe, even in his many incarnations. This version of Link is based off of his Twilight Princess look. His swordplay and wide array of long-distance weapons makes him a formidable opponent. Fun little fact, too: His shield can actually block projectiles when he holds it in front of him. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Link (green tunic and cap, light blue shield) OoT Goron Tunic Link (red tunic and cap, red shield) OoT Zora Tunic Link (blue tunic and cap, dark blue shield) Blue Ring Link (whitish tunic and cap, cyan shield) Gold Link (gold tunic and cap, gold shield) Dark Link (completely black, red eyes) -------------- Taunts: Up taunt: Link twirls his sword twice then sheathes it, ala Twilight Princess! Side taunt: Navi the fairy appears from Link's hand, then the fairy flies away. Down taunt: Link raises his sword in the air and stands on one leg as if in a battle stance. This is the same as his Smash 64 taunt! Stage Entrance: Comes in from a gust of wind. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Slash, Slash, Stab Damage: 4% (first Slash), 3% (second Slash), 5% (Stab) Side Attack: Power Slash Damage: 13% Up Attack: Overhead Slash Damage: 9% Down Attack: Sweep Slash (can meteor if used as an edgeguard) Damage: 12% Dash Attack: Dashing Slash Damage: 12% Ledge Attack: Flip Slash Damage: 8% Ledge Attack (High %): Stab Damage: 10% Trip Attack: Double Slash Damage: 5% Fallen Attack (Back): Double Slash Damage: 6% Fallen Attack (Stomach): Double Slash Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Standard Kick Damage: 10% (Damage decreases over time) Front Attack: Double Slash Damage: 9% (first slash), 12% (second slash) Back Attack: Double Kick Damage: 4% (first kick), 7% (second kick) Up Attack: Overhead Stab Damage: 15% (Damage decreases over time) Down Attack: Sword Plant Damage: 22% (Damage decreases over time, heavy landing lag) -------------- Smash Attacks: Side Smash: Super Slash (Press A after the first slash to do a second slash) Damage: 21% (first slash), 26% (second slash) Up Smash: Overhead Tri-Slash Damage: 5% (first slash), 4% (second slash), 14% (third slash) Down Smash: Power Sweep Slash Damage: 22% (front), 23% (back) -------------- Grab: Clawshot (ranged grab, can be used for Tether Recovery) Damage (in air): 4% (first hit), 6% (when it closes up) Attack: Sword Hilt Punch Damage: 2% Front Throw: Kick Damage: 7% Back Throw: Back Kick Damage: 7% Up Throw: Overhead Slash Damage: 7% Down Throw: Body Slam Damage: 7% -------------- Special Attacks: Standard Special: Hero's Bow Link whips out his Bow and an arrow and nocks it for as long as the Special Attack button is held. The longer it's held, the farther the arrow will travel before gravity sinks in. Damage: 12% (fully charged) Side Special: Gale Boomerang Link throws his Boomerang! As it comes back to Link, it stirs up wind, creating a small cyclone. This cyclone carries an opponent slightly towards Link. The Boomerang can be thrown diagonally upward or downward, and can be thrown farther if the attack is treated as a Smash Attack. Damage: 7% (up close, damage decreases as Boomerang halts and returns. No damage done on return) Up Special: Spin Attack The Master Sword glows as Link spins and spins around, creating a wide attack radius. This attack can hit once, but can now be charged up for a more powerful attack. Can be used as an effective recovery move and for crowd clearance. When done in the air, opponents can get caught in it, delivering multiple blows to the opponent until the final strike, where the opponent is sent flying. Damage: 19% (fully charged on ground), 4% (first hit in air), 2% (next three hits) 4% (final hit, has most knockback) Down Special: Bomb Link pulls out a Bomb and carries it with one hand. He can throw the bomb anywhere at this point. Up, down, left, right, he can throw it anywhere just like an item. This along with the Boomerang and Arrows make Link to be a great distance fighter. Smash the directions to make him throw farther and harder. Damage: 7%, 8% (if Smash thrown) ------------------------------------------------------------------------------- Final Smash: Triforce Slash Out comes the Triforce from the back of Link's left hand. If an opponent touches the Triforce energy, he'll be trapped and Link's Final Smash will begin, rapidly slashing the trapped opponent multiple times. Link does one final slash to send the opponent flying! SKRAAAAAH! Damage: 4% (every hit), 18% (final hit) (78% max) Recovery Techniques: Link has a few obvious recoveries. One is his Spin Attack. It has great vertical distance, but be careful when using it away from the stage, as it has little horizontal recovery. Another is his Clawshot grab. It can be used for Tether Recovery in case you fall short of the stage. Link does have a hidden recovery though. Pull out a bomb and let it sit in your hand. Do a Spin Attack as the bomb is ready to blow. When it explodes, you'll fly a little distance depending on your damage, and you can do the Spin Attack again. Tips for the Link player: Link has great swordplay, but a true master of Link should learn to use his projectiles well! His Arrows make for good hit stun, especially when used for approach, and his Boomerang can act like another player on the battlefield if used correctly. On top of that, his Bombs make for great explosive damage. How to deal with a Link player: One who knows how to use Link well will be quite a challenge, but as always, dodging his projectiles should be one of the first things you learn. It may be difficult though, since fighting against a skilled Link, you'll usually have to deal with at least three projectiles out at once. If you have good timing, you can catch Link's bombs and throw them back at him. His Final Smash is easy to avoid. Just stay out of Link's horizontal range in front of him to avoid the Triforce Beam. However, if you get caught in it, it is nigh impossible to break away, unless you manage to block at the exact right time. ############################################################################### Zelda [CharZel] Representing: The Zelda franchise Status: Returning Description: Returning from SSBM, Zelda sports her Twilight Princess look, much like Link. Whoa, look at that detail! Other than a major graphical change, her moveset has, for the most part, remained the same as in Melee. However, she's seen some really good buffs... -------------- Attributes: (out of 5 *'s) Power: N/A Speed: * Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Zelda (purple shirt, white dress) Red Zelda (red shirt, dark red dress) Blue Zelda (blue shirt, dark blue dress) OoT Zelda (blonde hair, pink shirt and light pink dress) Green Zelda (green shirt, light green dress) Witch Zelda (black and grey clothes, white hair) -------------- Taunts: Up Taunt: Holds hand up and produces magic Side Taunt: Puts hands together and produces fire magic Down Taunt: Toyingly waves Stage Entrance: Teleports in through magic. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack: Magic Hand Damage: 2% (each hit, hits three times) Side Attack: Magic Swipe (sends opponent behind you) Damage: 13% (Damage does not change for up and down diagonal Magic Swipes) Up Attack: Overhead Magic Swipe Damage: 11% Down Attack: Trip Kick (can meteor if timed right as an edgeguard) Damage: 7% Dash Attack: Dashing Magic Hand Damage: 9% Ledge Attack: Spin Kick Damage: 6% Ledge Attack (High %): Hand Slap Damage: 10% Trip Attack: Spin Kick Damage: 5% Fallen Attack (Back): Spin Kick Damage: 6% Fallen Attack (Stomach): Spin Kick Damage: 8% -------------- Standard Aerial Attacks: Standard Attack: Magic Spin Damage: 2% (each hit), 5& (final hit) (13% max) Front Attack: Front Lightning Kick Damage: 4% (if not hit directly with heel), 20% (if hit with heel, high knock- back with electrocution) Back Attack: Back Lightning Kick Damage: 4% (if not hit directly with heel), 20% (if hit with heel, high knock- back with electrocution) Up Attack: Flame Summon (produces ball of flame above head) Damage: 15% Down Attack: Meteor Heel Kick Damage: 4% to 5% (if not hit with heel, does not meteor), 16% (if hit with heel, does meteor) -------------- Smash Attacks: Side Smash: Super Magic Palm Damage: 1% (each hit), 18% (final hit, but only up-close) (23% max) Up Smash: Overhead Super Magic Swipe Damage: 1% (each hit), 9% (final hit, most devastating) (20% max) Down Smash: Spin Kick Damage: 16% (front), 14% (back) -------------- Grab: Magic Grip Attack: Magic Pulse Damage: 3% Front Throw: Magic Toss Damage: 12% Back Throw: Over-shoulder Magic Toss Damage: 11% Up Throw: Overhead Magic Toss Damage: 11% Down Throw: Electric Heel Damage: 2% (each hit, hits 5 times) -------------- Special Attacks: Standard Special: Nayru's Love Nayru's Love, like in Ocarina of Time, is a defensive move that surrounds Zelda in a blue crystal. This blue crystal doesn't last as long in the air as it does on the ground, but either way, it can reflect any kind of projectile. This move can also be used offensively; when executed, magic blades surround the crystal, which can cause repeated damage. Damage: 1% (each hit), 5% (last hit) (10% max) Side Special: Din's Fire When executed, Zelda unleashes a burst of flame and explodes it in front of her causing weak damage. However, if you hold the B button, the fire charges up as it moves away from Zelda. Release B to make the fire spell burst into flame. You can also control where the fire spell moves, either in a downward or upward trajectory. This way, Din's Fire will be much more effective and have quite a long range. Damage: 8% (up close), 16% (farthest away) Up Special: Farore's Wind Zelda surrounds herself in transportation magic, then disappears! As soon as the move is executed, move the Control Stick in any direction, and she'll warp quite a long distance in that direction you pressed! Keep in mind that Zelda cannot warp through solid surfaces. The transportation magic that surrounds Zelda in the beginning and end of the move can cause damage to any opponents that come into contact. Damage: 6% (starting teleport), 6% (ending teleport, sets foe on fire) Down Special: Transform Use the Down Special move and Zelda will turn into Sheik! See Sheik's profile for more information on her. You are invincible while transforming. Damage: No damage. ------------------------------------------------------------------------------- Final Smash: Light Arrow Zelda's got the Smash Ball! She takes out a huge bow, and nocks a large Light Arrow. Sh-She must be serious! She fires the Light Arrow in a straight line, piercing foes in a straight line! This version has vertical knockback. Damage: 3% (indicative hit if opponent is caught), 39% (actual hit, super high knockback) Recovery Techniques: Zelda doesn't have many recovery moves to speak of. Just Farore's Wind, although it has long range. Just be careful though, it's hard to maneuver Zelda after using the Farore's Wind. Tips for the Zelda player: Since Zelda is a magic user, she has a lot of unique attacks, especially the ones that hit multiple times. She also has a lot of killing moves, compared to Sheik, such as her forward and back aerials, and she even has a meteor smash. Use those wisely. Her Din's Fire is an easy projectile to use, and can even juggle people in the air. Use Farore's Wind for quick teleporting and reflecting projectiles, especially against ones who spam projectiles. Finally, her Transform can actually avoid Final Smashes, as she's invincible during transformation! Yep, it's true. But, you have to do it fairly quickly for some Final Smashes, such as Kirby's. You'll have to do it at about the same time Kirby performs his Final Smash. How to deal with a Zelda player: Zelda has those killer kicks while in the air, so during aerial combat, do your best to stay away from Zelda's direct left or right. There are likely some Zelda players who spam Din's Fire. As it can combo easily, just roll dodge or air dodge to avoid them. Be careful using your own projectiles against Zelda, as she can use Nayru's Love to deflect all projectiles. Her Final Smash can easily be avoided. It has infinite horizontal range, so just stay above or below Zelda before she uses it. ############################################################################### Sheik [CharShe] Representing: The Legend of Zelda: Ocarina of Time Status: Returning Description: Zelda transforms into Sheik when you use the Down Special Move! Sheik is quick, has the agility of a ninja, and isn't that bad-looking either. Learn to balance between Zelda and Sheik, and you'll be a master of this character combo in no time! Even though Sheik is technically from Ocarina of Time, this version has been given a "Twilight Princess" look. Basically the main differences are more tissue on the legs, and a ponytail. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes, can also Wall Cling Can Crawl: Yes -------------- Alt. Costumes: Default Sheik (blue and dark blue clothes, white face cover) Red Sheik (red and pink clothes, white face cover) Blue Sheik (light blue clothes, red face cover) White Sheik (light blue and white clothes, white face cover) Green Sheik (green and turquoise clothes, green face cover) Assassin Sheik (black and white clothes, white hair and face cover) -------------- Taunts: Up Taunt: Stands on her hand Side Taunt: Brings out her whip Down Taunt: Poses and shakes her arm Stage Entrance: Appears in transformation magic. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Punch, Punch, Rapid Punch Damage: 3% (first and second punches), 2% (each hit for Rapid Punch) Side Attack: Kick Damage: 5% Up Attack: Overhead Kick Damage: 6% (first hit), 7% (if her foot hits on the way down) Down Attack: Trip Kick Damage: 8% Dash Attack: Arm Sweep Damage: 7% Ledge Attack: Ninja Kick Damage: 8% Ledge Attack (High %): Elbow Attack Damage: 8% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Punch Elbow Damage: 6% Fallen Attack (Stomach): Sneak Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Standard Kick Damage: 13% (Damage decreases over time) Front Attack: Arm Swipe Damage: 9% Back Attack: Backward Kick Damage: 11% Up Attack: Drill Kick Damage: 11% (Damage decreases rapidly over time) Down Attack: Down Kick Damage: 10% (can hit below and above, Sheik plummets to the ground) -------------- Smash Attacks: Side Smash: Double Kick Damage: 7% (first kick), 12% (second kick) Up Smash: Overhead Arm Sweep Damage: 16% Down Smash: Dance Kick Damage: 18% (front), 14% (back) -------------- Grab: One-hand Grab Attack: Elbow Damage: 3% Front Throw: Power Elbow Damage: 7% Back Throw: Kick Toss Damage: 7% Up Throw: Handstand Kick Damage: 5% Down Throw: Body Slam Damage: 6% -------------- Special Attacks: Standard Special: Needle Storm Press the Special Attack button and Sheik will charge up her Needles. The longer you charge, the more needles Sheik produces. Fully charged, Sheik will stop charging, though you can shield to hold the current charge. Press the special attack button again after charging or during charging to throw the Needles. They're fast, and fly in a straight line for a little while before landing. Not to mention, they're hard to see. If done in the air, Sheik throws the needles in a downward diagonal direction in front of her. Damage: 3% (each Needle) (18% max) Side Special: Chain Hold the Special Attack button after performing this move and Sheik will produce a chain from underneath her sleeve. Then, move the Control Stick any which way to swing it around. This can cause damage, but the tip of her chain is electrified, which causes a bit more damage and knockback. Damage: 3% (normal damage), 5% (electrified tip) Up Special: Vanish Sheik vanishes a second after performing this move. Like Zelda's Farore's Wind, control the direction Sheik transports to using the Control Stick. Of course, this doesn't have as much range as Zelda's Farore's Wind. To make up for that though, when she disappears, she creates a small explosion, which can really KO at high percents! Damage: 15% Down Special: Transform Use the Down Special move and Sheik will turn back to Zelda! See Zelda's profile for more information on her. You are invincible while transforming. Damage: No damage. ------------------------------------------------------------------------------- Final Smash: Light Arrow If you perform a Final Smash as Sheik, it will look pretty much the same as Zelda's: Sheik takes out a big bow and Light Arrow, and fires it at a straight line towards foes. Sheik's version of the Final Smash has horizontal knockback. Damage: 3% ((indicative hit if opponent is caught), 45% (actual hit, super high knockback) Recovery Techniques: Sheik's Up Special recovery isn't as good as Zelda's, but makes up for that by having a tether recovery. Yep, her Chain is now useful for recovery. It's actually a bit better than her Vanish, as Vanish has some start- up lag, making it a bit predictable, whereas her Chain is instant. Use her recovery well, and if you're knocked a fair distance up into the air, use her down aerial attack to close the distance so you won't get juggled. If you find yourself quite far from the stage though, too far for Sheik to recover, then Transform to Zelda and use her Farore's Wind. Tips for the Sheik player: Compared to Zelda, Sheik is fast and agile with quick attacks, but suffers from a lack of KO-useful attacks. Nevertheless, Sheik is really good at racking up damage. Most of her aerials have low landing lag, except for her down aerial, which you should be careful about. Her Needles are good for spacing, and her Chain can be used to keep people from right below the stage from recovering. Her Vanish has surprising knockback. Finally, her Transform can actually avoid Final Smashes, as she's invincible during transformation! Yep, it's true. But, you have to do it fairly quickly for some Final Smashes, such as Kirby's. You'll have to do it at about the same time Kirby performs his Final Smash. How to deal with a Sheik player: A well-trained Sheik player probably likes to play as her more than Zelda. As such, you'll have to train yourself to dodge a barrage of quick attacks. Try to expect when Sheik will use her Needles, and dodge accordingly. If you avoid most of Sheik's attacks, it's likely you won't have to worry about getting KO'd. If Sheik ends up missing a down aerial, use her landing lag as an opportunity to rush in with some attacks of your own. Her Final Smash, much like Zelda's, can be avoided by staying away from her complete horizontal range. ############################################################################### Ganondorf *UNLOCKABLE* [CharGan] Representing: The Zelda franchise Status: Returning Description: Dressed in his Twilight Princess garb this time, Ganondorf has returned from Melee to kick some tail! A rather sluggish character with not-so- good jumps, he makes up for that with tremendous power in his attacks. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: * Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Ganondorf (red hair, brownish attire) Elderly Ganondorf (white hair, black and gold attire) Blue Ganondorf (red hair, blue attire) Green Ganondorf (red hair, green and brown attire) Red Ganondorf (red hair, red and black attire) Brown Ganondorf (brown hair, brown attire) -------------- Taunts: Up Taunt: Spins and laughs Side Taunt: Punches his fists together Down Taunt: Brings out his sword, then puts it back (...wtf Ganondork?) Stage Entrance: Walks in from a dark portal. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack: Electric Palm Damage: 7% (has good knockback) Side Attack: "Leonidas" Kick (if you don't get it, watch 300) Damage: 13% Up Attack: Vacuum Scissor Kick Damage: 27% (sucks enemy in as it charges) Down Attack: Low Kick Damage: 12% Dash Attack: Shoulder Barge Damage: 15% (sends opponent behind him) Ledge Attack: Ganon Slap Damage: 10% Ledge Attack (High %): Trip Kick Damage: 10% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Helicopter Kick Damage: 6% Fallen Attack (Stomach): Flip Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Double Kick Damage: 11% (first kick), 7% (second kick) Front Attack: Fist Crush Damage: 15% Back Attack: Back Fist Damage: 16% Up Attack: Flip Kick Damage: 13% Down Attack: Meteor Kick Damage: 22% (meteors the opponent, and electrocutes) -------------- Smash Attacks: Side Smash: Dark Shoulder Damage: 33% (Damage does not change for up or down diagonal Dark Shoulders) Up Smash: Overhead Power Kick Damage: 30% (if hit from above), 26% (if hit from side) Down Smash: Dual Kick Damage: 7% (front kick, sends opponent behind him), 19% (second kick) -------------- Grab: One-handed Grab Attack: Knee Damage: 2% Front Throw: Gut Punch Damage: 13% Back Throw: Back Kick Damage: 10% Up Throw: Upper Palm Damage: 7% Down Throw: Slam Damage: 7% -------------- Special Attacks: Standard Special: Warlock Punch Ganondorf charges up dark energy, then punches! This is a slow, but powerful attack that can send foes flying at low percentages. This can be done in the air. A "Reverse Warlock Punch" can also be performed. Simply press the Special Attack button then immediately turn the Control Stick the opposite side Ganondorf is facing. Ganondorf should turn around while charging up the Punch, and the attack should have slightly increased power. Damage: 32%, 35% (Reverse Warlock Punch) Side Special: Flame Choke Ganondorf dashes forward! If he comes into contact with someone, he picks that person up (it breaks through shields) by the throat and chokes him with dark flames, making him fall to the ground. If this move is done in the air, Ganondorf grabs the opponent by the neck, and body slams the opponent towards the ground. Effective as a suicide maneuver. Damage: 9% (if done on ground), 12% (if done in air) Up Special: Dark Dive Ganondorf jumps and spins around with his arm out above him. If the start of it connects, he grabs on to his opponent in midair, gives him electrical shocks, then launches him away. If the end of it connects, Ganondorf just damages his foe once with dark flames. Damage: If it grabs: 1% (first four hits), 6% (final hit) If not: 7% Down Special: Wizard's Foot Ganondorf charges forward, foot first! Dark energy is centered on his foot, adding to the power. Has fairly good power and range, faster than his run, and also has Ganondorf leap away if he hits an obstacle. If done in the air, he plummets down, foot first. The aerial version has more power. Damage: 12% (up close, on ground), 10% (farther away, on ground), 14% (aerial version), 8% (landing hit, aerial version) ------------------------------------------------------------------------------- Final Smash: Beast Ganon Ganondorf transforms into his demon pig form! Look at that monstrosity! At this point, anyone who's not in the air will get paralyzed and stuck in the ground by Ganon's fierce roar. He then rushes forward in dark flames, KOing anyone in the way! Damage: 10% (from roar, then the same damage from stomp), 45% (rushing hit) Recovery Techniques: Ganondorf has limited vertical recovery, but fairly good horizontal recovery. His Dark Dive is his main source of recovery, but Flame Choke can send him in a slight horizontal direction; and though his Wizard's Foot sends him mostly straight downward, it is helpful in closing the gap to the stage. If you have to, take an intercepting opponent down with you with Flame Choke! Tips for the Ganondorf player: Ganondorf's specialty in Brawl is his ground game. His aerial game isn't as good as it was in Melee, simply because all of his aerials have high landing lag, and there's no L-Cancel in Brawl. (L-Cancel is short for lag cancel, you could do it by doing an aerial, then pressing L or R just before landing to cut most of the landing lag.) How to deal with a Ganondorf player: As Ganondorf's weakness is his aerial game, try to keep yourself up in the air. He has a lot of power in a lot of his attacks, and a lot of them have slow start-up and an equally slow recovery. Use that as an advantage. Ganondorf's Final Smash is quite hard to avoid. Beast Ganon is huge, and if you aren't hit by his roar, you could be hit by the stomp. Just stay in the air while behind Beast Ganon, and you should avoid it. ############################################################################### Toon Link *UNLOCKABLE* [CharToon] Representing: Certain games in the Zelda franchise Status: Newcomer Description: Hailing from the Zelda games with cartoony graphics (Wind Waker, Phantom Hourglass, Minish Cap, Four Swords subseries) this version of Link is ready for action! He sports a few similar moves from normal Link, but is faster overall. Fun little fact, too: Toon Link's shield can actually block projectiles when he holds it in front of him. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes Can Crawl: No -------------- Alt. Costumes: Default Toon Link (green and yellow-green tunic, dark green cap) Red Four Sword Link (red and light red tunic, dark red cap)
Blue Four Sword Link (blue and light blue tunic, dark blue cap) Purple Four Sword Link (purple and light purple tunic, dark purple cap) Classic Toon Link (green and brown tunic, dark green cap, brown hair) Shadow Toon Link (black tunic, completely black face with red eyes, white hair) -------------- Taunts: Up Taunt: Waves the Wind Waker around Side Taunt: Sheathes sword and looks around Down Taunt: Waves sword in a flurry Stage Entrance: Appears from a bomb explosion. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Slash, Slash, Stab Damage: 3% (first Slash), 2% (second Slash), 5% (Stab) Side Attack: Power Slash Damage: 9% Up Attack: Overhead Slash Damage: 9% Down Attack: Sweep Slash Damage: 9% Dash Attack: Dashing Slash Damage: 10% Ledge Attack: Flip Slash Damage: 8% Ledge Attack (High %): Stab Damage: 10% Trip Attack: Double Slash Damage: 5% Fallen Attack (Back): Double Slash Damage: 6% Fallen Attack (Stomach): Double Slash Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Twin Slash Damage: 10% (front and back) Front Attack: Upper Slash Damage: 13% Back Attack: Back Slash Damage: 10% Up Attack: Overhead Stab Damage: 14% (Damage decreases over time) Down Attack: Sword Plant (Toon Link plummets to the ground) Damage: 16% (if hit right when start, meteors) (Damage decreases over time, ground impact pushes opponents away) -------------- Smash Attacks: Side Smash: Super Slash (Press A after the first slash to do a second slash) Damage: 14% (first slash, no knockback), 18% (second slash, Toon Link takes a step forward) Up Smash: Overhead Power Slash Damage: 21% Down Smash: Power Sweep Slash Damage: 8% (front, sends opponent behind him), 15% (back) -------------- Grab: Hookshot (ranged grab) Damage (in air): 4% Attack: Sword Hilt Punch Damage: 2% Front Throw: Headbutt Damage: 7% Back Throw: Over-body Toss Damage: 7% Up Throw: Overhead Slash Damage: 7% Down Throw: Body Slam Damage: 7% -------------- Special Attacks: Standard Special: Hero's Bow Toon Link knocks an arrow when the Special Attack button is pressed. Release when fully charged and the arrows fly far! Compared to Link's arrows, Toon Link's arrows are more aerodynamic. In other words, they fly farther and fly faster than Link's do. Damage: 12% (fully charged) Side Special: Boomerang Toon Link throws his specialized Boomerang. Compared to Link's, Toon Link's Boomerang is more versatile and hits harder (not to mention is bigger), but it doesn't drag opponents back to you. Toon Link can also throw the Boomerang at tighter angles than Link can with his Gale Boomerang, and can also fly farther if treated as a smash attack. Damage: 11% (up close, damage decreases as it slows down) Up Special: Spin Attack Press this button combination and Toon Link spins around! Unlike Link's Spin Attack, this one also hits multiple times on the ground and sucks people in. It also can be charged on the ground for more power, and when used in the air, also is multi-hit. Damage: 1% (damage steadily increases with each hit on ground), 5% (last hit on ground), 4% (starting hit in air), 2% (each other hit in air), 4% (last hit in air) (14% max in air, 19% max on ground fully charged) Down Special: Bomb Toon Link pulls out a small bomb. Though it has less power, it has a bigger blast than Link's bombs. Good for use in combining with the Boomerang and Hero's Bow. Damage: 5% (normal throw), 6% (if smash thrown) ------------------------------------------------------------------------------- Final Smash: Triforce Slash Toon Link's Triforce mark glows brightly, and sends out a bright beam of light straight forward. If the beam connects, a brightly-colored Triforce appears and traps the opponent as Toon Link rushes forward, rapidly slicing the trapped opponent. He then finishes off with a brilliant stab, guaranteeing a KO. Damage: 4% (every hit), 18% (final hit) (78% max) Recovery Techniques: Much like regular Link, Toon Link has the same kind of recovery techniques. He has a Tether Recovery with his Hookshot, and a good vertical recovery with his Spin Attack. He can also Wall Jump, which is a plus, compared to Link. He can also use the "Bomb Jump." Tips for the Toon Link player: If you're good as Link, you'll be even better as Toon Link. Toon Link is fast and agile, and has great jumping ability, at the slight cost of some power. Even his Final Smash, which does the same damage as Link's, has less knockback. Nevertheless, Toon Link is possibly greater in every way compared to Link. His down air Sword Plant has less of a penalty in that it pushes away anyone on the ground at ground impact, and it can meteor. Basically, if you learned how to master Link, Toon Link should be no trouble to master at all. However, there is a unique technique of his that I like to call "Bomb Trap." In can be used against people who are trying to recover from below the stage, and is a good mindgame trick. Basically, produce a bomb, drop it by just pressing the grab button JUST before you land so it doesn't explode, then jump and perform a down aerial. If successful, you should land and push the bomb you dropped forward. Go ahead and test this out in Training to figure out the distance you need to make the bomb stop rolling right at the edge. If the person who's recovering hesitates, come in with an attack of your own. How to deal with a Toon Link player: Same strategies apply to fighting against a Link player, as far as watching out for the numerous projectiles that come flying your way, except since Toon Link is a lot more agile, you'll have to step up your defenses and offenses and be more alert. Same rules apply for dodging Toon Link's Final Smash as well. ############################################################################### Samus [CharSam] Representing: The Metroid franchise Status: Veteran Description: The female space bounty hunter is back to kick even more ass. Equipped with a variety of weapons, she's a very good long-distance fighter. She has had a long history of fighting aliens and a certain space dragon multiple times, so never doubt her expertise! -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes Can Crawl: No -------------- Alt. Costumes: Default Suit (orange with yellow torso) Fusion Suit (light blue with bright yellow spots) NES Varia Suit (pink with yellow torso) Dark Suit (dark brown with silver torso) Gravity Suit (dark blue with yellow torso) Green Suit (green with yellow torso) -------------- Taunts: Up Taunt: Thrusts her hand back Side Taunt: Faces the screen and has her Arm Cannon do crazy stuff Down Taunt: Looks behind and in front of her Stage Entrance: Exits a Save Station. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Jab, Cannon Punch Damage: 3% (Jab), 7% (Cannon Punch) Side Attack: Kick Damage: 7%, 10% (up and down diagonal) Up Attack: Scissor Kick Damage: 13% Down Attack: Ground Shot Damage: 14% Dash Attack: Shoulder Barge Damage: 10% Ledge Attack: Jump Kick Damage: 6% Ledge Attack (High %): Cannon Jab Damage: 10% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Helicopter Kick Damage: 8% Fallen Attack (Stomach): Spin Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Standard Kick Damage: 9% (Damage decreases over time) Front Attack: Aerial Multi-Shot (hits five times) Damage: 4% (first hit), 3% (each hit for next three), 5% (last hit) (18% max) Back Attack: Back Kick Damage: 14% (if hit at the foot, more knockback), 10% (if hit with leg) Up Attack: Drill Kick Damage: 3% (first hit), 1% (each hit), 4% (last hit) (11% max) Down Attack: Meteor Cannon Damage: 15% (meteor smashes opponent if hit with Cannon) -------------- Smash Attacks: Side Smash: Super Cannon Punch Damage: 18%, 19% (up diagonal), 16% (down diagonal) Up Smash: Overhead Multi-Shot Damage: 5% (first hit), 6% (second hit), 5% (third hit), 7% (fourth hit), 9% (last hit) Down Smash: Super Sweep Kick Damage: 21% (front), 19% (back, sends opponent in front of her) -------------- Grab: Grapple Beam Damage (in air): 4% (electrocutes) Attack: Punch Damage: 1% Front Throw: Grapple Whip (forward) Damage: 9% Back Throw: Grapple Whip (backward) Damage: 8% Up Throw: Grapple Shot Damage: 1% (each hit for first five hits), 4% (last hit) Down Throw: Grapple Slam Damage: 6% -------------- Special Attacks: Standard Special: Charge Shot Execute this on the ground and Samus will charge up her Arm Cannon until full. If danger comes your way, just press R to store the current charge. When the Charge Shot is charged fully, Samus's Arm Cannon will gleam. When the time is right, execute the move again to release the shot! Samus automatically shoots an uncharged shot if executed in the air, and keep in mind that your charge can be lost if you take too much damage. Damage: 25% (fully charged) Side Special: Missile Samus can fire two types of Missiles. The first one is a homing projectile that has little knockback. However, if you treat this Special as a Smash Attack, Samus will fire a Super Missile. These fly faster, and have greater knockback and damage. Damage: 5% (normal Missile), 10% (Super Missile) Up Special: Screw Attack Samus jumps and spins round and round, electrical energy coursing through her suit. Now, in the Metroid games, the Screw Attack would instantly kill any enemy that she touched, but that would be too overpowered for Smash now, wouldn't it? :P This version is multi-hit, and can be used for recovery. Damage: 2% (first hit), 1% (each other hit) (13% max) Down Special: Bomb Samus goes into Morph Ball and plants a Bomb. The Bomb then slowly falls down (if done in the air) and then explodes 2 seconds later. If Samus is on top of a Bomb when it explodes, the bomb pops her up, instead of damaging her. Damage: 9% ------------------------------------------------------------------------------- Final Smash: Zero Laser This is it...Samus has launched her last ditch attack! What are you doing, Samus!? That's dangerous! Samus's Zero Laser is a huge laser beam that's extremely powerful. This large beam can be aimed up or down slightly as well. Unfortunately...the blast is so powerful her suit crumbles away... Told you that was dangerous, Samus! Well, at least you can throw pieces of your suit now that it's useless...In fact, the parts of her suit have high knockback if thrown! Damage: Average of 50% (for blast), 11% (if Arm Cannon is thrown), 9% (if shoulder pad is thrown), 10% (if leg piece is thrown) Recovery Techniques: Samus has a Tether Recovery, and quite a long one too. The Grapple Beam is quite useful for that. She also has the Screw Attack, and if you use her Bombs well, you can master the patented Bomb Jump, where you can lengthen Samus's recovery even more! Tips for the Samus player: Samus has quite the projectile game. It's not as good as it was in the previous game, but it still has its uses. Missiles, particularly her Super Missiles, can help build up an opponent's damage from afar, so aim well. Bombs can be a tricky attack to use. You can use Bombs to play mindgames with someone, and lead them right where you want them. Her Charge Shot is less useful now, as a fully-charged shot is only guaranteed a KO when the opponent is at or near 100% damage. Finally, her mid-air Grapple Beam is actually an effective weapon to use. It is instant, and has decent hit stun. You can use it as many times as you want in the air, and the landing lag is almost nonexistant. How to deal with a Samus player: Samus can use projectiles really well, so dodge and block accordingly. Avoid her Charge Shot if you see her Arm Cannon glisten, which means it's fully- charged. Especially avoid it at high percents. If Samus uses Bombs, don't let it fool you. If Samus stays behind a bomb, stay away so her Grapple can't reach and be ready to block any projectiles. Or, you can use a projectile of your own if you have one. Her Final Smash actually has a bigger hitbox than what is actually shown, so trying to stay above or below the beam just won't prove any good. Your best bet is to try to get behind her as she activates it, if you are close enough. ############################################################################### Zero Suit Samus [CharZSS] Representing: Metroid franchise Status: Newcomer (sort of?) Description: Well, Samus is without her suit. But don't think that she's helpless! She has great speedy attacks, and her multi-purpose Paralyzer gun allows for some interesting fights! Go on Samus! Use that whip function and be a dominatrix! ...Uh, I mean so you can dominate in battle...yeah. >_>; A few notes about Zero Suit Samus, is that if you press R (on the Classic/ Gamecube controller setting) before selecting a stage, you'll start off as Zero Suit Samus. For Sideways Wiimote, hold the - button. For the Nunchuk + Wiimote, hold the Z button. Also, during the middle of battle as normal Samus, you can switch to Zero Suit Samus at any time if you use the up taunt then the down taunt, then the up taunt again in rapid succession. Do not wait for each taunt animation to finish, just press the buttons assigned to those taunts in rapid succession and Samus's suit should fall off without having to use a Final Smash. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes Can Crawl: Yes -------------- Alt. Costumes: Default ZSS (blue and light blue colors) Fusion ZSS (mainly blue, light blue at the collar) Red ZSS (mainly pink, red boots) Dark ZSS (black, white boots and arms) Gravity ZSS (light purple sides, white, dark purple boots) Green ZSS (green and yellow, dark green boots) -------------- Taunts: Up Taunt: Throws her gun into the air and says "Is that all?" Side Taunt: Waves her whip around and says "Try me." Down Taunt: Spins around and says "You're mine." Stage Entrance: Appears as her suit crumbles off. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Punch, Punch, Elbow Damage: 2% (first Punch), 2% (second Punch), 3% (Elbow) Side Attack: Kick Damage: 6% (normal and up diagonal), 9% (down diagonal) Up Attack: Twist Kick Damage: 5% (first hit), 6% (second hit) Down Attack: Trip Kick Damage: 6% Dash Attack: Flying Kick Damage: 7% Ledge Attack: Trip Kick Damage: 8% Ledge Attack (High %): Arm Attack Damage: 10% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Spin Kick Damage: 6% Fallen Attack (Stomach): Double Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Aerial Whip Damage: 10% Front Attack: Double Kick Damage: 6% (first kick), 11% (second kick) Back Attack: Back Kick Damage: 13% Up Attack: Flip Kick Damage: 10% Down Attack: Intercept Kick (Zero Suit Samus plummets) Damage: 5% (in air, meteors opponent), 5% (landing hit) -------------- Smash Attacks: Side Smash: Power Whip Damage: 14% (front), 6% (back) Up Smash: Overhead Multi-hit Whip Damage: 5% (first hit), 2% (second hit), 1% (next five hits), 4% (last hit) Down Smash: Paralyzer Shot Damage: 15% (Opponent is stunned temporarily) -------------- Grab: Whip Grab Attack: Knee Damage: 2% Front Throw: Whip Electrocute Damage: 9% Back Throw: Back Kick Damage: 6% Up Throw: Flip Kick Damage: 10% Down Throw: Scissor Kick Damage: 7% -------------- Special Attacks: Standard Special: Paralyzer Samus brings out her emergency pistol and fires a paralyzing shot forward. These can stun opponents for a short time, allowing Zero Suit Samus to attack. Pretty good for those who move around constantly. You can charge up the shot to make the paralyzation effect last longer. Damage: 6% (fully charged) Side Special: Plasma Whip Samus's pistol has two functionalities. Besides being used as a laser gun, it can also be used as a whip! Zero Suit Samus whips forward at an opponent with this fast attack. The very end of the whip is very damaging! Try to connect it. Damage: 16% (at the tip), 3% (anywhere other than tip) Up Special: Plasma Wire Samus sends out a Plasma Wire straight up into the air. It can be used to pull either Zero Suit Samus up, or an opponent towards her. Quite useful for those who spam aerial attacks. Effective as a meteor if the tip of the whip hits. Damage: 2% (first hit), 4% (second hit), 3% (third hit), 6% (final hit, pulls opponent down) Down Special: Flip Jump Perform this move and Samus jumps forward in the direction she's facing, and when she lands, she faces the opposite direction! If done near a wall, she immediately jumps from the wall. If you press an attack button during the flip, she will perform a kick attack. You can even control the direction that she kicks by pressing left or right before attacking. Use this move well! Damage: 12% (if hit at start of kick attack, meteors opponent) ------------------------------------------------------------------------------- Final Smash: Power Suit Samus When executed, energy builds up around Zero Suit Samus and she spins around. After a second, she magically regains her Power Suit! If this is executed near an opponent, the whirling energy sucks them in, then sends them flying. Damage: 25%, 10% (from the electricity Samus gets when she gets her suit back) Recovery Techniques: Zero Suit Samus's recovery moves take a bit more getting used to, but practically all of her Special Moves help her recover. (Except her Paralyzer.) Plasma Whip is good for Tether Recovery when you're below the stage, and Plasma Wire is a good Tether Recovery as well. Her Flip Jump acts as a third jump, and if someone tries to intercept during your Flip Jump, you're free to use her kick attack! Tips for the Zero Suit Samus player: Compared to her grab in suited form, Zero Suit Samus's grab is rather slow. ZSS is overall faster than her suited form, at the cost of some attack power. But, that doesn't mean that she can't dish out some damage, as she's got a wide variety of ranged attacks. If near a wall, use Flip Jump to catch your opponent off guard, as it can automatically wall jump. Avoid using her down tilt at inopportune times, as it has large landing lag, and that can be costly if the attack misses. Her other meteor attack, which is not as risky, is the kick for her Flip Jump. As ZSS can still double jump and use other moves other than Flip Jump after it, you can easily recover after using the Flip Jump. How to deal with a Zero Suit Samus player: ZSS is kind of a troublesome character to deal with. She's quick and agile and is able to attack mercilessly. However, most of her attacks don't seem to have much knockback. There are still a select few to watch out for, of course, such as her Forward Smash, which can hit behind her as well. Avoiding her Final Smash is really simple actually, just stay away from her, even after her suit regenerates. The moment she's suspended in the air, electricity courses through her, so don't touch! ############################################################################### Pit [CharPit] Representing: The Kid Icarus series Status: Newcomer Description: His angelic aura graces the SSB universe at last. He mainly attacks with his Bow of Palutena, which actually splits into two sharp blades. He can seperate or unite them at will. (Fun little fact, his pose changes depending on which attack he used last.) -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A (has three mid-air jumps) Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Pit (white attire, gold bracelets) Golden Angel (golden attire, golden wings) Light Pit (pink attire, red bracelets) Green Pit (green and blue attire, gold bracelets) Blue Pit (white attire, blue bracelets, blue wings) Fallen Angel (completely black clothing, including black wings) -------------- Taunts: Up Taunt: Spins his daggers above his head and says "The fight is on!" Side Taunt: Slashes his daggers like in the trailer and says "You're not ready yet!" Down Taunt: Floats elegantly and spreads wings Stage Entrance: Pit descends from the heavens in a bale of light. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Triple Slash (third slash becomes rapid-hit Dagger Spin if button is pressed rapidly) Damage: 3% (first slash), 3% (second slash), 5% (third slash), 1% (each hit for Dagger Spin), 2% (each hit for Dagger Spin if opponent is above Pit) Side Attack: Dagger Stab Damage: 12% Up Attack: Dagger Stand Kick Damage: 6% (first hit), 7% (second hit) Down Attack: Sweep Slash Damage: 11% Dash Attack: Dashing Slash Damage: 12% Ledge Attack: Flip Kick Damage: 8% Ledge Attack (High %): Dagger Stab Damage: 10% Trip Attack: Double Blade Spin Damage: 5% Fallen Attack (Back): Double Slash Damage: 6% Fallen Attack (Stomach): Double Stab Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Aerial Blade Spin Damage: 1% (each hit), 4% (last hit) (11% max) Front Attack: Aerial Dagger Stab Damage: 13% Back Attack: Back Blade Stab Damage: 15% (if hit right when executed, damage decreases steadily over time) Up Attack: Overhead Blade Spin Damage: 2% (each hit) (12% max) Down Attack: Downward Dagger Slash Damage: 12% Glide Attack: Gliding Blade Damage: 12% -------------- Smash Attacks: Side Smash: Double Blade Damage: 9% (first slash), 17% (second slash) Up Smash: Super Triple Dagger Damage: 4% (first slash), 3% (second slash), 11% (final slash) Down Smash: Sweeping Twin Dagger Damage: 18% (front), 14% (back) -------------- Grab: Angel Hand Attack: Knee Damage: 2% Front Throw: Blade Swipe Damage: 10% Back Throw: Body Slam Damage: 8% Up Throw: Handstand Kick Damage: 11% Down Throw: Stomp Damage: 6% -------------- Special Attacks: Standard Special: Palutena's Arrow Pit readies his special bow to fire an angelic arrow away from him. You can use the Control Stick to determine the arrow's arc after firing, and you can even aim straight up and tilt the arrow's arc left or right! Be swift though, those arrows are fast! Damage: 11% (fully charged), 5% (not charged) Side Special: Angel Ring Pit puts his daggers together and spins them around so fast, it creates a ring of energy in front of him. This can hit multiple times, and is deadly when used against walls, as you can press the Special Attack button to keep it going. Not only that, but this ring of energy can also reflect projectiles! Damage: 1% (per hit) Up Special: Wings of Icarus Used mainly for recovery, this move makes Pit spread out the wings of Icarus, letting him fly for a little while by tilting the Control Stick in any direction. You can even use any attack to cancel the Wings, but it does have a major disadvantage. If Pit is hit while using this move, he cannot use it again until he lands. This goes the same with canceling it manually. Try your best not to get hit. Damage: Does no damage. Down Special: Mirror Shield Pit produces the Mirror Shield and sits it in front of him. This Mirror Shield can absorb or reflect certain projectiles, and can even protect him from direct attacks. Damage: Varies. ------------------------------------------------------------------------------- Final Smash: Palutena's Army Being the captain of Palutena's Army has its perks. Pit calls out to the Goddess of Light! Look at her majestic form! The Goddess summons her army, all armed with bows and arrows. They've surrounded the other fighters! This can't be good...for them. Watch them fly at the opponents and rack up damage! Damage: 16% (each troop's damage, high knockback) Recovery Techniques: Pit has one of the best recoveries if used correctly. Not only does he have three mid-air jumps, but he can also glide! Add the Wings of Icarus to those and you've got pretty much an unstoppable character. Just make sure that if you are using the Wings of Icarus, that you try your best not to get hit. Tips for the Pit player: Pit is an all-around good character, with many multi-hit attacks in his disposal. Not to mention a great recovery. Use Mirror Shield against those who use projectiles a lot. On the flip side though, I'd advise not to spam attacks. Even if they are good, they will lose effectiveness if you keep using them as your only means of attack. Yes, I'm talking to you Pit users who spam Angel Ring and Palutena's Arrow... How to deal with a Pit player: Most of the time you come across a Pit player, he'll likely spam attacks. As such, learning to avoid walls and his arrows are key techniques to learn. Dodge constantly and use projectiles of your own to counter the arrows, and always avoid being too close to him for the Angel Ring. If you're not against a wall though, you can escape the Angel Ring through directional influence. (See Advanced Techniques for info.) His Final Smash may seem overwhelming, but can be avoided through constant vigil and dodging. Just keep an eye out for Pit, as he might join the troops he summons to bring you down. ############################################################################### Ice Climbers [CharIC] Representing: Ice Climber (NES) Status: Returning Description: The dynamic duo is back and better than ever! Tear up the competition with double-team moves and damaging Smash Attacks. What happens if you lose Nana though....? -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Ice Climbers (blue parka for Popo, pink parka for Nana; Popo's in the lead) Red Ice Climbers (white parka for Popo, red parka for Nana; Nana's in the lead) Blue Twins (light blue parkas for both Popo and Nana; Popo's in the lead) Salt & Pepper (white parka for Popo, black parka for Nana; Nana's in the lead) Green Ice Climbers (green parka for Popo, yellow parka for Nana; Popo's in the lead) White Twins (grey parkas for both Popo and Nana; Nana's in the lead) -------------- Taunts: Up Taunt: Put hammers down and jump around Side Taunt: Throws their hammers forward Down Taunt: Spins around hopping Stage Entrance: The Ice Climbers come in hanging from the Condor's talons! ------------------------------------------------------------------------------- Moveset: (NOTE: The Ice Climbers are unique characters. You control a "leader" Ice Climber, while the other Ice Climber has a limited AI, and follows your movements and button presses. It's possible that the Ice Climbers may be seperated, and if that's the case, your offensive and defensive powers will be halved, proving it harder for you to stay alive. So it is essential that the other Ice Climber be with you at all times. Also, the damage percentage for each move will have two percentages, the first being leader damage, and the second being support damage.) -------------- Standard Ground Attacks: Standard Attack Combo: Double Hammer Swing Damage: 3% (first swing, leader), 2% (first swing, support), 4% (second swing, leader), 2% (second swing, Support) Side Attack: Power Hammer Damage: 9% (leader), 7% (support), 9% (up and down diagonal, leader), 9% (up and down diagonal, support) Up Attack: Hammer Spin Damage: (does 17% max) Down Attack: Hammer Sweep Damage: 6% (leader), 4% (support) Dash Attack: Dashing Hammer Damage: 6% (leader), 4% (support) Ledge Attack: Hammer Attack Damage: 8% (leader), 8% (support) Ledge Attack (High %): Hammer Sweep Damage: 10% (leader), 10% (support) Trip Attack: Hammer Sweep Damage: 5% (leader), 5% (support) Fallen Attack (Back): Double Hammer Damage: 6% (leader), 6% (support) Fallen Attack (Stomach): Double Hammer Damage: 6% (leader), 6% (support) -------------- Standard Aerial Attacks: Standard Attack: Spinning Hammer Attack (damage decreases over time) Damage: 7% (leader), 5% (support) Front Attack: Meteor Hammer (only supporting Ice Climber can meteor smash) Damage: 12% (leader), 12% (support) Back Attack: Back Hammer Damage: 11% (leader), 8% (support) Up Attack: Overhead Hammer Damage: 9% (leader), 7% (support) Down Attack: Plummet Hammer (Ice Climbers plummet to ground) Damage: 8% (leader), 5% (support) -------------- Smash Attacks: Side Smash: Super Hammer Damage: 16% (leader), 13% (support) Up Smash: Upper Super Hammer Damage: 15% (leader), 13% (support) Down Smash: Sweeping Super Hammer Damage: 16% (front and back, leader), 12% (front, support), 13% (back, support) -------------- Grab: One-hand Grab Attack: Headbutt Damage: 1% Front Throw: Hammer Throw Damage: 8% Back Throw: Back Toss Damage: 6% Up Throw: Hammer Toss Damage: 6% Down Throw: Throwdown Damage: 6% -------------- Special Attacks: Standard Special: Ice Shot A chunk of ice appears in front of the Ice Climber, and then swings his/her hammer at the ice, making it slide along the ground for a fair distance. When the other Ice Climber is with you, two ice chunks are shot out, preventing a reflected ice chunk from getting back at you. These ice chunks have a chance to freeze an opponent for a brief moment. Damage: 3% (point-blank range, damage decreases over time) Side Special: Squall Hammer The Ice Climber spins around and around with his/her hammer out, hitting repeatedly. With the other Ice Climber, this move is even more deadly. Hitting the special move button repeatedly while this move is executed will make the Ice Climber rise, but is at its best when both Climbers are together. Damage: 2% to 4% (each hit, both Climbers) (31% average max damage) Up Special: Belay This move hardly does anything when only one Ice Climber is present, resulting in just a small pop up when in the air and loss of previous velocity. But perform this when you have both Ice Climbers close together, and it becomes a move with tremendous recovering ability. Since both Ice Climbers are at work, and the helping Ice Climber doesn't fly as far as the player Climber, it can confuse opponents who will try to intercept. The sudden upward boost can also damage opponents. If done near a ledge, it acts as a semi-Tether Recovery. Damage: 16% Down Special: Blizzard When executed, the Ice Climber shoots a brisk, icy cold wind from his wind. This has the potential to freeze opponents for a brief moment if they come into contact, but can also inflict repeated damage if they are not frozen. When both Climbers are together, the helper Climber fires the Blizzard in the opposite direction of you, providing for back protection. If done in the air, both Climbers fire the Blizzard in the same direction, providing double the power! Damage: 2% (each hit, leader), 1% (each hit, support) ------------------------------------------------------------------------------- Final Smash: Iceberg Popo and Nana put their hands together, and a HUGE iceberg shoots up from the ground. Everyone who stays on the iceberg except the Ice Climbers who spawned it will constantly take damage from the super-coldness of the 'berg, and sometimes may even freeze them! Afterwards, the iceberg actually stays on the stage for an extended period of time, making it difficult to stay on without slipping. But not the Ice Climbers who spawned this Iceberg, they can walk around on it with no problem! Damage: 2% (each hit, but is rapid damage) Recovery Techniques: Using Ice Shot pops the Ice Climbers up just a tad when in the air, which can be good for recovering. Squall Hammer and Belay are the best recovery moves, however. By rapidly pressing the Special Attack button, you will rise up steadily if you have both Climbers together, but it just barely keeps you at the same height if you only have one. Belay is also useful as a recovery. when both Ice Climbers are present, you can reach massive distances with it, and it also acts as a pseudo-Tether Recovery if near a ledge, where the supporting Ice Climber launches to the ledge, and pulls the leader up. Tips for the Ice Climbers player: Oh, you have no idea how much potential Ice Climbers have. Not only do the duo inflict lots of damage with their attacks, but their Ice Shot is good for keeping opponents at bay, and the duo has a killer chain grab. How do you perform the chain grab, you ask? Well, let's try this in Training Mode. To get practice, set the speed to its slowest. Grab the opponent, then perform a down throw. As soon as the opponent gets the damage, try to move forward. This will actually move the supporting Ice Climber forward, instead of the leader. Perform another grab and the supporting Ice Climber should be able to grab the opponent before he has a chance to escape. Perform another down throw, and repeat the same motions and you should pretty much have an infinite chain grab, until you reach the edge of the stage. You can also perform many other tricks by exploiting the supporting Ice Climber's AI. How to deal with an Ice Climbers player: Ice Climbers is deadly in the right hands, so you must learn how to prevent getting caught in their traps. Their chain grab can be prevented through careful DI, always jump their Ice Shots if you can, and most importantly: If you can, try to KO the supporting Ice Climber. If the supporting Ice Climber is KO'd, the Ice Climbers player becomes much less of a threat. The Final Smash cannot really be avoided except in larger stages, but the Iceberg that gets summoned can actually be broken down by attacking it, so that it covers less ground. ############################################################################### R.O.B. *UNLOCKABLE* [CharROB] Representing: Nintendo Co. Status: Newcomer Description: What the...? What is the meaning of this? The Robotic Operating Buddy that came with U.S. NES's has joined the Brawl? This is madness! This is...well enough about that. R.O.B. has very unexpectedly joined the Brawl, and despite his looks, he appears as if he can fight quite well! -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default R.O.B. (white body, red arms) White R.O.B. (white body, grey arms) Bumblebee R.O.B. (yellow body with black stripes) Purple R.O.B. (whitish body, purple arms) Dark R.O.B. (dark blue body, light blue arms) Army R.O.B. (green body, brown arms) -------------- Taunts: Up Taunt: Spins head and torso Side Taunt: Laser eyes Down Taunt: Spins torso Stage Entrance: R.O.B.'s stand appears, then the rest of him fall into place. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Swipe, Swipe Damage: 3% (first Swipe), 3% (second Swipe) Side Attack: Power Glove Damage: 6% (Damage does not change for up or down diagonal Power Gloves) Up Attack: Upper Punch Damage: 3% (first hit), 5%/6% (second hit, damage depends on if opponent is closer) Down Attack: Trip Punch Damage: 5% (up close), 4% (farther away) Dash Attack: Dash Punch Damage: 5% Ledge Attack: Arm Hit Damage: 7% Ledge Attack (High %): Jab Damage: 10% Trip Attack: Spin Damage: 5% Fallen Attack (Back): Arm Gavel Damage: 6% Fallen Attack (Stomach): Arm Spin Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Booster Spin Damage: 10% Front Attack: Mid-air Punch Damage: 10% (Damage decreases over time) Back Attack: Back Booster Damage: 11% (pushes R.O.B. forward a bit) Up Attack: Arm Spin Damage: 4%/5% (each hit, damage depends on closer proximity) Down Attack: Booster Spike (can meteor opponent) Damage: 11% (stalls R.O.B. in the air) -------------- Smash Attacks: Side Smash: Super R.O.B. Scope Damage: 18% (Damage does not change for up or down diagonal Super R.O.B. Scopes) Up Smash: Handstand Booster Damage: 19% Down Smash: Low Arm Spin (hits both sides) Damage: 2% (first hit), 3% (each hit for next three hits), 7% (last hit) -------------- Grab: Arm Grab Attack: Arm Twist Damage: 2% Front Throw: Robot Toss Damage: 10% Back Throw: Back Robot Toss Damage: 10% Up Throw: Booster Slam Damage: 10% Down Throw: Drill Damage: 10% -------------- Special Attacks: Standard Special: Robo Beam R.O.B. fires a single piercing laser from his visual receptors! It can fly a long distance and pierce multiple foes. You'll have to let it charge after using it though, because you'll just fizzle if you attempt it again. The angle of the beam can be changed to ricochet around, and if you let it charge for a long while, R.O.B. will fire a dual-laser Super Robo Beam, able to go even farther and deal more damage. To know when the laser is charged, just watch the diode on his head, which will light up when he's charged. Damage: 7% (uncharged blast up close, fire damage), 5% (normal Robo Beam), 9% (Super Robo Beam) Side Special: Arm Rotor R.O.B. spins his arms in a rotor-like motion, sure to hurt anyone he hits! Not only can you increase the power of the attack and continue it by pressing the special attack button, but it also reflects projectiles. Damage: 2% (each hit) Up Special: Robo Burner R.O.B.'s stand now has jets on the bottom, which let him fly if you hold the special attack button and keep the Control Stick held in the up position. You can fly for as long as you have fuel, which when it runs out, you cannot use the Robo Burner. You can attack during the Robo Burner as well. It is at this point that you must let your fuel replenish when landing. It automatically replenishes, for as little as 1.5 seconds. Damage: No damage. Down Special: Gyro R.O.B. charges up a gyro disk on the ground, then flings it forward. The charge can be stored, and is the most powerful at full charge, obviously. After firing one, it becomes an item that all fighters on the arena can pick up and throw, and R.O.B. can't throw another gyro disk until the previous one is gone. Damage: 18% (when fired), 8% (when thrown again), 10% (when smash thrown again) ------------------------------------------------------------------------------- Final Smash: Diffusion Beam R.O.B.'s laser receptors start going crazy! A constant beam emits from R.O.B.'s visual laser receptors, causing constant damage! It sometimes even does powerful spurts! The best part is, R.O.B. is immune to knockback at this time, and can move around like normal while the Diffusion Beam is on. Try cornering an opponent to the wall or grab him for more damage! Damage: 2% (each hit when laser is long), 4% (each hit when laser is short), 15% (beam spurt) Recovery Techniques: R.O.B. also has one of the best recoveries. Not only does his Robo Burner send him great distances, but it can also be attacked out of and immediately execute the Robo Burner again. His back aerial attack can send him forward a tad, and his down aerial attack stalls his fall for a second. Both of those aerials can also be used greatly for recovery. Tips for the R.O.B. player: A good R.O.B. player is hard to find, because not enough people are playing as him! Regardless, R.O.B. is actually a fairly good character, and a lot of his aerials have good knockback. His Down B, Gyro, is actually a move that produces an item. There's really not that many moves that do that. Use that as a good maneuver to build up some damage. A normal Robo Beam charges up fairly quickly, and since it can be aimed and it ricochets off stuff, it can be good for a surprise attack. Arm Rotor, while it does little damage for the most part and can be DI'd out of really easily, is good for shield pressuring if you catch your opponent shielding. How to deal with a R.O.B. player: Learn all of R.O.B.'s best attacks and dodge them accordingly. Constantly try to intercept R.O.B. due to his recovery, as his Robo Burner doesn't last forever. The longer you can keep him away from the ledge, the better. Pick up his Gyro disks and throw them at him if you can, and simply block or dodge when he uses Robo Beam, as it's quite predictable. His Final Smash can simply be avoided by using distance. Just make sure you're pretty much above R.O.B. too, so as to avoid the beam spurt. ############################################################################### Kirby [CharKir] Representing: The Kirby franchise Status: Veteran Description: The hero of Warp Star, this guy's a little pink puff ball who can suck enemies up to gain their powers. This is pretty much the only character that didn't get a graphical update. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A (Kirby has 5 mid-air jumps) Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Kirby (pink body, red feet) Pac-Man Kirby (yellow body, orange feet) Blue Kirby (light blue body, blue feet) Red Kirby (red body, dark red feet) Green Kirby (green body, orange feet) Classic Kirby (white body, grey feet) -------------- Taunts: Up Taunt: Dances around Side Taunt: Spins and spins, then poses Down Taunt: "HIIII!" Stage Entrance: Crashes in with a Warp Star. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Punch, Punch, Fighter Combo (rapid-hit punch) Damage: 2% (first Punch), 3% (second Punch), 2% (each hit for Fighter Combo) Side Attack: Kick Damage: 8% (7% if far) (Damage does not change for up or down diagonal Kicks) Up Attack: Up Kick (can hit from behind) Damage: 7% (beginning hit), 5% (ending hit) Down Attack: Squished Kick Damage: 5% Dash Attack: Yoyo Spin Damage: 2% (each hit for five hits), 4% (last hit) (14% max) Ledge Attack: Flip Kick Damage: 6% Ledge Attack (High %): Spin Attack Damage: 6% Trip Attack: Upside-down Spin Damage: 5% Fallen Attack (Back): Spin Kick Damage: 6% Fallen Attack (Stomach): Flip Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Spin Damage: 12% (Damage decreases over time) Front Attack: Triple Kick Damage: 4% (first kick), 3% (second kick), 5% (third kick) Back Attack: Back Kick Damage: 12% (Damage decreases over time) Up Attack: Flip Kick Damage: 10% Down Attack: Drill Kick Damage: 2% (each hit, has a weak meteor smash effect), 2% (landing hit) (12% max, 14% if landing hits as well) -------------- Smash Attacks: Side Smash: Power Kick Damage: 21% Up Smash: Power Flip Kick Damage: 21% Down Smash: Spin Kick Damage: 19% -------------- Grab: Puff Grab Attack: Gut Punch Damage: 1% Front Throw: Suplex Slam Damage: 8% Back Throw: Back Suplex Slam Damage: 8% Up Throw: Aerial Suplex Slam Damage: 10% Down Throw: Kicking Slam Damage: 1% (each kick), 3% (slam) (12% max) -------------- Special Attacks: Standard Special: Inhale Kirby's signature move from his games is the ability to suck up enemies and things and copy their abilities. Well in Brawl, Inhale does the same thing! He can suck up opponents and steal their Standard Special Move while donning a hat that represents that power! Like you can swallow Mario and either spit him out with the standard attack button, or press special attack/down to don Mario's hat and be able to shoot fireballs! Each copied power usually has the same properties as the original. The only real exception is the Olimar power. Immediately after Kirby plucks a Pikmin, he throws it like a projectile. The Pikmin do not cling to opponents, and immediately die after used. You can get rid of the power any time by simply taunting. Damage: 10% (if spit out), 6% (if power is taken) Mario Kirby Damage: 5% Luigi Kirby Damage: 6% Peach Kirby Damage: Varies Bowser Kirby Damage: 2% (each hit, can be aimed up or down) DK Kirby Damage: 28% (fully charged) Diddy Kirby Damage: 17% (fully charged) Yoshi Kirby Damage: 7% (turns opponent into egg) Wario Kirby Damage: 2% (each bite), 5% (spit) Link Kirby Damage: 12% (fully charged) Zelda Kirby Damage: 1% (each hit) Sheik Kirby Damage: 3% (each Needle) Ganon Kirby Damage: 32%, 35% (Reverse Warlock Punch) Toon Kirby Damage: 12% (fully charged) Samus Kirby Damage: 25% (fully charged) Zero Suit Kirby Damage: 7% (fully charged, stuns opponent) Pit Kirby Damage: 11% (fully charged) Ice Kirby Damage: 3% R.O.B. Kirby Damage: 7% (up close), 5% (slightly charged), 9% (fully charged) Meta Kirby Damage: 1% (each hit) Dedede Kirby Damage: 10% Olimar Kirby Damage: 1% (Red), 2% (Yellow), 3% (Blue), 4% (White), 5% (Purple) Fox Kirby Damage: 3% (opponent doesn't flinch) Falco Kirby Damage: 3% Wolf Kirby Damage: 4% (blade on gun), 5% (laser) Falcon Kirby Damage: 27%, 28% (Reverse Falcon Punch) Pika Kirby Damage: 6% Squirtle Kirby Damage: 2% (each hit uncharged, point-blank range) Ivy Kirby Damage: 4% (up close hit, sends opponent up), 2% (each seed) Charizard Kirby Damage: 2% (each hit) Lucario Kirby Damage: 18% (fully charged) Jiggly Kirby Damage: 18% (fully charged) Marth Kirby Damage: 22% (fully charged) Ike Kirby Damage: 37% (fully charged, to opponent), 10% (to Kirby, charged up) Ness Kirby Damage: 37% (fully charged) Lucas Kirby Damage: 18% (fully charged, can freeze) Game & Watch Kirby Damage: 9% (up close, fire damage), 4% (food projectiles) Snake Kirby Damage: 2% (if normally thrown), 4% (if thrown farther), 12% (explosion) Sonic Kirby Damage: 8% (homes in on opponent) Side Special: Hammer Kirby pulls out a big hammer, readies it, and swings it once! The move has a lot of start-up time, but the impact is big. If done in the air, most of the start-up time is diminished, but the impact isn't as big. However, Kirby can hit twice with the hammer while in the air. Damage: 23% (on ground), 17% (first hit, in air), 10% (second hit, in air) Up Special: Final Cutter Kirby uses his Cutter ability, producing a sword, jumping up with a slash, then immediately plummets back down to the ground with sword out (can meteor at this point). Upon impact, a force of energy is created and travels forward along the ground for a short distance. Damage: 8% (coming up), 2% (coming down, weak meteor smash), 5% (landing hit), 6% (beam that comes out) Down Special: Stone Kirby uses his Stone ability, transforms into various things, and then plunges down to the ground. If you miss, you can always press the Special Attack button again to cancel it and return Kirby back to normal. The Stone is immune to any kind of attacks except grabs and Final Smashes. Damage: 14% (if done on the ground, close-up), 18% (done in the air, as you plummet) ------------------------------------------------------------------------------- Final Smash: Cook Kirby Kirby don's a chef hat and prepares a pot to cook! Kirby rings his bell, and throws any nearby opponents into his pot. He simmers them and puts in seasoning, then out comes items! Once he's ordered up, he blasts the opponents quite a distance! Damage: 24% (after boiling), 10% (launch) Recovery Techniques: Since Kirby has five mid-air jumps, he's got quite the advantage. He's also got the Cutter, but that's a risky move. It has little horizontal distance, so only use it if you don't have enough jumps to get up back to the platform. Using the Hammer in air makes Kirby stop falling for just a split-second, but that can mean a lot. Tips for the Kirby player: Kirby has improved quite a bit since Melee, he's had a few things buffed, such as his mid-air Hammer, Cutter, dash attack...well basically everything. Even his copied powers are more effective. All in all, Kirby is agile, can use the Final Cutter to meteor someone who's recovering, and has some powerful aerial moves, despite his look. If you wish, you can keep your opponent from using items by eating them with Inhale. How to deal with a Kirby player: Kirby can be scary, as his moves are quick, and not to mention his grabs. Although he can pretty much no longer "Kirbycide" with those grabs, he can still inhale you and walk off the stage. Be careful of his Inhale as well, as if you have a pretty good B move, do your best to not get copied. If you do get copied, learn to avoid your own moves. :P His Cook Kirby Final Smash is hard to avoid. It seems no matter how far you are, you'll get sucked in. Well, you CAN avoid it if you do a well-timed dodge. If you do manage to avoid getting sucked in, stand by and wait for the items to pop up. That way you can steal them from Kirby. ############################################################################### Meta Knight [CharMet] Representing: Kirby series Status: Newcomer Description: Kirbys...rival? He's finally joined the battle and brought with him bad-ass moves and sword skills. Dominate the battlefield with excellent recovery and almost inescapable attacks! -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A (Meta Knight has 5 mid-air jumps) Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Knight (blue body, purple shoes) Golden Knight (white body, gold shoes) Red Knight (red body, orange shoes) Green Knight (green body, brown shoes)
Dark Knight (black body, red eyes, silver shoes) Kirby Knight (pink body, red shoes) -------------- Taunts: Up Taunt: Swirls around with his cape, almost like his stage entrance Side Taunt: Swings sword and says "Fight me." Down Taunt: Flaps wings and says "Come..." Stage Entrance: Warps in with his cape. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack: Lightning Slash Damage: 1%/2% (each slash) Side Attack Combo: Triple Slash Damage: 4% (first slash), 3% (second slash), 5% (third slash) Up Attack: Spin Stab Damage: 6% Down Attack: Low Stab Damage: 5% Dash Attack: Flying Kick Damage: 6% Ledge Attack: Stab Damage: 8% Ledge Attack (High %): Slash Damage: 10% Trip Attack: Double Slash Damage: 5% Fallen Attack (Back): Double Slash Damage: 6% Fallen Attack (Stomach): Double Slash Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Spin Slash (hits at least twice) Damage: 12% (beginning hit, good knockback), 7% (second hit, if opponent is above), 5% (second hit, if opponent is below) Front Attack: Aerial Triple Slash Damage: 3% (first and second slashes), 4% (third slash) Back Attack: Aerial Back Triple Slash Damage: 3% (first and second slashes), 4% (third slash) Up Attack: Quick Slash Damage: 6% Down Attack: Down Slash Damage: 7% Glide Attack: Gliding Slash Damage: 12% -------------- Smash Attacks: Side Smash: Power Slash Damage: 19% Up Smash: Overhead Triple Slash Damage: 4% (first slash), 3% (second slash), 5% (third slash) Down Smash: Double Slash Damage: 15% (front), 18% (back) -------------- Grab: One-hand Grab Attack: Wing Stab Damage: 3% Front Throw: Flip Kick Damage: 9% Back Throw: Dimension Slash Damage: 10% Up Throw: Aerial Suplex Slam Damage: 12% Down Throw: Kicking Slam Damage: 1% (each hit) (11% max) -------------- Special Attacks: Standard Special: Mach Tornado Meta Knight spins around and creates an orange tornado! This can hit multiple times, but each hit is weak. This move not only sends you slightly up in the air, but also you can move yourself left and right! You can prolong the move by mashing the Special Attack button. This move can also completely absorb projectiles. Damage: 1% (each hit) Side Special: Drill Rush Meta Knight goes spinning forward like a drill for a reasonable distance. It's multi-hit, and can be devastating if it connects. If the enemy is above or below you though, don't worry! Pressing up or down will let Meta Knight curve up or down respectively. Damage: 1% (each hit), 3% (final hit) Up Special: Shuttle Loop Meta Knight does a rising upper slash that goes very high, then flips around and glides forward. Great move for recovery! It also has great knockback. Damage: 9% Down Special: Dimensional Cape Meta Knight covers himself with his cape and mysteriously disappears. He then reappears a second later! Right after executing, you can teleport a short distance in any direction by pressing a direction. (D-Pad or Control Stick, depending on your preferred control.) Hold either attack button while teleporting and Meta Knight will attack right out of the teleport! Damage: 14% ------------------------------------------------------------------------------- Final Smash: Galaxia Darkness Meta Knight swipes his cape in front of him! If you catch someone in his cape, the screen darkens, and a sword slash of light cuts through the darkness, highly damaging the trapped opponent! Also, if others are nearby, they get cut as well! Damage: 40% (direct slash), 18% (damage to others) Recovery Techniques: Pretty much all of Meta Knight's Special Moves help him recover, but each can only be used once while in the air. After using one, he can't do anything else until he lands. He can also glide as well, making him a pretty good character at recovering. Learn them well. Tips for the Meta Knight player: Meta Knight is a fast character with fast attacks. However, he lacks killing moves, and the ones he has are a bit weird to pull off. Meta Knight seems to be purely a character who can easily rack up damage. The good killing moves are the Shuttle Loop, neutral aerial, Down Smash, and to a lesser extent, Side Smash and Dimensional Cape. Learn how to use each move well. How to deal with a Meta Knight player: If you aren't careful, a good Meta Knight player will be all over you with quick attacks, aerial rushes, and unexpected attacks. Beware of the teleport that he may do with the Dimensional Cape, and dodge any attacks you might come across. His Final Smash has great vertical range, so just stay below him, above him, or behind him. If you aren't the one caught in it, be careful of the slash, since it can hit others too. Time the dodge just right. ############################################################################### King Dedede [CharD3] Representing: Kirby series Status: Newcomer Description: The king of Dream Land (or so he thinks) finally joins the Brawl! For whatever reason, Mr. Triple Extra Large dislikes Kirby, so you could consider him a villian. Joining the ranks of the heavyweights, he moves slow but packs quite a punch in his attacks. He mechanized his hammer that he always seems to carry just for Brawl. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: * Height: N/A Weight: N/A Jump: N/A Second Jump: N/A (Dedede has 4 mid-air jumps) Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Dedede (red cloak, yellow attire) Pink Dedede (pink cloak, white attire) Green Dedede (green cloak, light green attire) Pimp Dedede (purple cloak, light purple attire) Blue Dedede (white cloak, blue attire) Gameboy Dedede (dark pastel version of Default Dedede) -------------- Taunts: Up Taunt: Thrusts his hammer up Side Taunt: Spins his hammer while laughing Down Taunt: Dances around slapping his belly Stage Entrance: Gets carried in by Waddle Dees. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Swing, Swing, Hammer Spin Damage: 6% (first Swing), 5% (second swing), 2% (each hit for Hammer Spin) Side Attack: Long Hammer Damage: 6% Up Attack: Headbutt Damage: 12% Down Attack: Trip Kick Damage: 10% Dash Attack: Trip Fall Damage: 16% Ledge Attack: Kick Damage: 8% Ledge Attack (High %): Hammer Attack Damage: 10% Trip Attack: Double Hammer Spin Damage: 5% Fallen Attack (Back): Double Kick Damage: 6% Fallen Attack (Stomach): Double Trip Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Belly Flop Damage: 12% (Damage decreases over time) Front Attack: Hammer Swing Damage: 15% Back Attack: Back Kick Damage: 13% Up Attack: Overhead Hammer Spin Damage: 2% (each hit for 7 hits), 5% (final hit) Down Attack: Bottom Hammer Spin Damage: 2% (each hit for 7 hits), 5% (final hit) -------------- Smash Attacks: Side Smash: Power Hammer Damage: 33% Up Smash: Over Power Hammer Damage: 19% Down Smash: Spin Power Hammer Damage: 21% -------------- Grab: King Grab Damage: Headbutt Damage: 3% Front Throw: Hammer Swing Damage: 12% Back Throw: Back Hammer Swing Damage: 16% Up Throw: Toss Damage: 9% Down Throw: Pound Damage: 8% -------------- Special Moves: Standard Special: Inhale Hold the Special Attack button and Dedede will begin to inhale air. If you happen to swallow someone, you can walk around with him inside Dedede and spit him out for a little bit of damage! Damage: 10% Side Special: Waddle Dee Toss The most unique move EVAR. He throws his minions, Waddle Dees, at opponents. Occasionally, he throws Waddle Doos and the invincible Gordos too. The best part is that these minions he throws actually has a minimal AI system. Like for instance, if a Waddle Doo isn't disturbed after being thrown, it can walk around and occasionally use its Beam attack. Not only that, but Dedede can even throw items out! Damage: 5%, (when Waddle Dee is thrown), 7% (when Waddle Doo is thrown) 22% (when Gordo is thrown), 8% (Waddle Dee's jump attack), 3% (each hit for Waddle Doo's Beam attack) Up Special: Super Dedede Jump Dedede jumps up super high, then comes crashing down. However, his vertical distance is very limited, and he's very vulnerable after landing. However, you can cancel the move (even mid-jump) by just tapping down on the Control Stick/ Control Pad. Although, trying to cancel the move just before you land can make things worse for you... As he plummets back down, the impact meteors opponents. Damage: 15% (when coming down), 5% (stars he makes on impact) Down Special: Jet Hammer Dedede whips out his Hammer, and it...transforms into a jet? Wow. Dedede swings and the jet delivers powerful damage! This can be charged! While charging, you can move around, but the charge cannot be saved by shielding, so it has to be a one time deal thing. Also, beware. If you charge it too much, it can damage you as well. Damage: 30% (fully charged) ------------------------------------------------------------------------------- Final Smash: Waddle Dee Army Dedede whistles, and a large army of Waddle Dees appear! These Waddle Dees drop from the sky, land, and then quickly dash to knock away any opponent in their path! Dedede is invincible during this Final Smash. Damage: 2%/3% (Waddle Dee), 10% (average for Waddle Doos), 20% (average for Gordos) Recovery Techniques: King Dedede has surprisingly good recovery. He's got four mid-air jumps and an excellent Up Special in his repertoire. Using aerial dodges in your mid-air jumps also seems to help well. Tips for the Dedede player: Dedede is possibly the best heavyweight in the game. He can perform a chain grab with his down throw, and it can be an infinite if performed against a wall. He can use Waddle Dee Toss to pressure opponents and make for mindgames, and he's got good moves overall. How to deal with a Dedede player: King Dedede is a heavy character, so it may be hard to launch him. Some of his moves are slow, so avoid and counterattack when you need to. If the Dedede you are facing is grab-happy, then chances are he knows how to chain grab, so avoid being close to Dedede at all costs. If you have to be close, do aerial attacks from above, or attack from behind. Don't let the Waddle Dees he throws get to you, you can just attack them to get them out of your way. Do be careful of the Gordos and other items he may throw, as well. The Final Smash is not as effective in large stages, and thus easy to avoid, but in small stages, you're going to have a hard time. Usually, distance from King Dedede during the Final Smash is key. ############################################################################### Olimar [CharOli] Representing: Pikmin series Status: Newcomer Description: Woah! Olimar has joined the fray! No battle is too big for Olimar it seems! Olimar is a very interesting character. He depends greatly on Pikmin, and without them he can't very well attack. He can still do standard, strong, and certain aerial attacks, but he can't use Smashes, throws, and Specials without a Pikmin! Using this character requires much thought and strategy, much like Ice Climbers. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Olimar (red gloves, yellow space-suit) White Olimar (white gloves and space-suit) Red Olimar (black gloves, red space-suit) Dark Olimar (black skin, black and yellow space-suit) Green Olimar (green gloves, light green space-suit) Louie Olimar (blue gloves, yellow space-suit) -------------- Taunts: Up Taunt: Jumps about Side Taunt: Rolls around Down Taunt: Pelvic spin Stage Entrance: Gets out of his ship and plucks three Pikmin. ------------------------------------------------------------------------------- Moveset: [NOTE: Since Olimar is such a specialized character, and the attack power of his attacks will vary depending on the Pikmin he uses, the damage percentage that I show will be multi-parted. For instance, Olimar's standard attack. For the damage, the first percentage will be for when Olimar is not using a Pikmin, and this normal percentage will only be shown for the attacks Olimar himself can use. For those attacks he can't do without a Pikmin, the Normal percentage will be removed. The next percentage will be for Red Pikmin. The next percentage is for Yellow Pikmin, the next will be for Blue, the next is Purple, and then the final is for White. Example: (Damage: Red, Yellow, Blue, White, Purple)] -------------- Standard Ground Attacks: Standard Attack Combo: Double Helmet Whip Damage: 3% (helmet, first attack), 2% (antenna, first attack), 5%/10% (helmet, second attack) Side Attack: Fling Kick Damage: 6% Up Attack: Spin Jump Damage: 1% (each hit for seven hits), 4% (final hit) Down Attack: Dive Attack Damage: 6% (body), 2% (whip) Dash Attack: Cartwheel Damage: 7% (first hit), 4% (second hit) Ledge Attack: Flip Attack Damage: 8% Ledge Attack (High %): Trip Kick Damage: 10% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Double Punch Damage: 6% Fallen Attack (Stomach): Helmet Attack Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Aerial Spin Damage: 2% (each hit, last hit has knockback) Front Attack: Pikmin Slap Damage: 15% (Red), 12% (Yellow), 13% (Blue), 5% (White), 14% (Purple) Back Attack: Back Pikmin Slap Damage: 13% (Red), 12% (Yellow), 10% (Blue), 4% (White), 10% (Purple) Up Attack: Pikmin Toss Red Pikmin Damage: 3% (each hit for six hits), 6% (final hit, good knockback) Yellow Pikmin Damage: 2% (each hit for six hits), 4% (final hit, excellent knockback) Blue Pikmin Damage: 3% (each hit for six hits), 4% (final hit, OK knockback) White Pikmin Damage: 1% (each hit for six hits), 3% (final hit) Purple Pikmin Damage: 3% (each hit for six hits), 4% (final hit) Down Attack: Pikmin Spike (Damage decreases over time, meteors opponent at start of attack) Damage: 16% (Red), 12% (Yellow), 14% (Blue), 8% (White), 14% (Purple) -------------- Smash Attacks: Side Smash: Pikmin Command "Dive!" (does less damage the farther you are) Damage: 21% (Red), 18% (Yellow), 21% (Blue), 12% (White), 25% (Purple) Up Smash: Pikmin Command "Jump!" Damage: 21% (Red), 19% (Yellow), 21% (Blue), 12% (White), 22% (Purple) Down Smash: Pikmin Command "Spread!" Damage: 18% (Red), 15% (Yellow), 16% (Blue), 8% (White), 21% (Purple) -------------- Grab: Pikmin Grab (can grab from far) Attack: Pikmin Bite Damage: 2% (Red), 2% (Yellow), 2% (Blue), 4% (White), 2% (Purple) Front Throw: Throw Damage: 6% (Red), 7% (Yellow), 13% (Blue), 6% (White), 7% (Purple) Back Throw: Bodyslam Damage: 7% (Red), 9% (Yellow), 14% (Blue), 7% (White), 9% (Purple) Up Throw: Aerial Slam Damage: 9% (Red), 11% (Yellow), 12% (Blue), 6% (White), 11% (Purple) Down Throw: Throwdown Damage: 9% (Red), 8% (Yellow), 12% (Blue), 6% (White), 8% (Purple) -------------- Special Moves: Standard Special: Pikmin Pluck Olimar quickly plucks out a Pikmin! The Pikmin then follows Olimar until its bitter end! Up to six Pikmin can follow Olimar around, and there are five types of Pikmin. Olimar can then use these Pikmin to upgrade his attacks and perform Smashes, throws, and Specials. The type of Pikmin plucked out depends on the ground you plucked it from. - Red Pikmin allow high attack power, fiery attacks, and the Pikmin is immune to fire. - Yellow Pikmin allow longer range in attacks, fly in a slight arc when thrown, and imbue attacks with electrical properties. Also immune to electricity. - Blue Pikmin have quite the knockback when thrown, and are more durable than other Pikmin. Do not drown when in water. - Purple Pikmin don't fly far when thrown, are slow, have high attack power, and slams into opponents rather than latch on to them when thrown. - White Pikmin are quick and light, and when latched on to opponents, do additional damage by injecting poison into the opponent. Depending on how the Pikmin are lined up, you'll use a certain Pikmin all the time. Like, if a Red Pikmin is right behind you in the line-up, you'll use that Pikmin. Each Pikmin has a short-lived lifespan. After being used or attacked, they die. Poor things, but such is the life between Pikmin and master. Among being used to attack, the Pikmin themselves sometimes take it upon themselves to fight opponents! Those brave lads... Damage: Doesn't cause damage. Side Special: Pikmin Throw Olimar takes a Pikmin following him and throws it at an opponent! Any Pikmin that is not of the purple type will latch on and cause steady damage! Look out for the White Pikmin, those are deadly with this move! Damage: 2% (each hit, Red), 2% (each hit, Yellow), 2% (each hit, Blue), 6% (each hit, White), 6% (impact from throw, Purple) Up Special: Pikmin Chain Pikmin Chain is a tether recovery, in which its range is dependant on how many Pikmin you currently have out. 6 Pikmin make the longest tether recovery in the game, while 0 Pikmin means this move won't work at all! The Pikmin at the end can also do damage! Damage: 7% (Red), 6% (Yellow), 6% (Blue), 6% (White), 8% (Purple) Down Special: Pikmin Order Pikmin are a bothersome bunch. Occasionally they will have a mind of their own and break off from the line to attack opponents or do their own thing. So if you swore you had Pikmin by you a minute ago and all of a sudden they're everywhere around the stage, simply use this move to order all Pikmin to come back to Olimar. You can also use this to shift Pikmin down the line, in case you want to use a specific Pikmin. A neat little thing to note, during the point where Olimar leans back is where he has Super Armor frames. Nice way of avoiding getting launched, eh? Damage: Doesn't cause damage. ------------------------------------------------------------------------------- Final Smash: End of Day When Olimar gets the Smash Ball and uses it, his spaceship appears and he hops in it. Off he launches, into outer space! Then it turns night...Uh oh. Suddenly, ravenous creatures appear on the stage, damaging the players left behind! When day comes, Olimar will make a crash-landing! If you're lucky, opponents will be caught in the explosion. Damage: 10% (when ship appears if opponents are nearby, can meteor or trap opponents into the ground), 15% (ship launch if opponent is nearby), 1% (steady damage after ship launches, can do up to 40%+ damage), 10% (if ship hits opponent when landing), 20% (crash landing) Recovery Techniques: Olimar is very weak in the recovery department. He only has the Pikmin Chain for a tether recovery, and if you don't already have a lot of Pikmin with you when you're trying to recover, it can prove worthless. Not to mention that it can be gimped easily if someone is edgehogging. Try for the best of your abilities to throw any spare Pikmin you have at the opponent to try to fool him, especially if you have Purple Pikmin. That can knock him off so that you are free to recover. Even through this and the fact that using Pikmin Chain pops Olimar up a short distance, he's considered to have possibly the worst recovery in the game. Tips for the Olimar player: Despite a not-so-good recovery, Olimar still is a good character overall. You can have a good Olimar by just having a strong offense and a good defense, but those who REALLY wish to use Olimar to his full potential should look at the Pikmin and their strengths and weaknesses in certain situations. Like for instance... - Red Pikmin have overall good attack power and fairly good knockback. Good for almost all situations. They have the best up aerial. - Yellow Pikmin have the best knockback of all other Pikmin due to their electric properties. If your foe is nearing the KO point, Yellow Pikmin should be priority. - Blue Pikmin have ok attack power, but do the most damage with throws. If you like to throw a lot, consider having a lot of Blue Pikmin in your repertoire. They also have the longest grab range. They should also be priority in stages that have water, as they do not drown. - White Pikmin are extremely weak in attacks, but are best with grab attacks and the Pikmin Throw, with their insane poison damage. Consider using White Pikmin solely for grab attacks and the Pikmin Throw to quickly rack up damage. Remember though that the grab range for them isn't very far. - Purple Pikmin are slow and heavy and don't fly far with Pikmin Throw or the Smash Attacks, but make up for that by having the best aerial attacks. Use Purple Pikmin with Pikmin Throw to hurt other people trying to recover. And in case you're wondering, here's the list of Pikmin that can survive in water, from longest to shortest. Blue cannot drown at all. --> Blue, Purple, White, Yellow, Red How to deal with an Olimar player: A good Olimar can be hard to deal with, and him being a small target doesn't help you much either. When Olimar throws his Pikmin, simply perform a quick attack to knock the Pikmin away before it latches on. When Olimar is trying to recover, do your best to prevent it, since it can be pretty easy. Final Smash, ick...You can't do much to avoid it. You can avoid the start-up by staying away from Olimar, and you can avoid the impact with a well-timed dodge (it still hits you in the air) but in the middle, you pretty much have to take damage. ############################################################################### Fox [CharFox] Representing: The Starfox franchise Status: Veteran Description: The leader of Starfox is back and in better condition to fight! This character uses swift attacks to subdue his opponents, so be sure you don't boost off the stage! Try winning a match against Falco or Wolf for a little something... -------------- Attributes: (out of 5 *'s) Power: N/A Speed: **** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes Can Crawl: No -------------- Alt. Costumes: Default Fox (white vest, green shirt and pants, green scouter) Dark Fox (dark fur, black and white clothes, red scouter) Red Fox (red vest, dark red shirt and pants, orange scouter) Green Fox (green vest, blue shirt and pants, bright green scouter) Purple Fox (purple vest, blue shirt and pants, blue scouter) Adventures Fox (white vest and shirt, green sleeves and pants, light blue scouter) -------------- Taunts: Up Taunt: Charges up and says "Here I come!" Side Taunt: Throws his gun into the air and catches it again Down Taunt: Poses and hand gestures "Come on!" Stage Entrance: Fox's Arwing flies by, and he jumps off it onto the stage. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Punch, Punch, Rapid-Kick Damage: 2% (first Punch), 2% (second Punch), 2% (each hit for Rapid-Kick) Side Attack: Power Kick Damage: 6%, 8% (up diagonal), 7% (down diagonal) Up Attack: Overhead Kick Damage: 10% (side), 8% (above) Down Attack: Tail Whip Damage: 9% Dash Attack: Flying Kick Damage: 7% Ledge Attack: Lunge Kick Damage: 8% Ledge Attack: (High %): Flip Kick Damage: 10% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Double Kick Damage: 6% Fallen Attack (Stomach): Dual Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Standard Kick Damage: 9% (Damage decreases over time) Front Attack: Multi-Kick (makes Fox float) Damage: 6% (first kick), 5% (second kick), 5% (third kick), 4% (third kick), 3% (last kick) Back Attack: Back Kick Damage: 15% Up Attack: Tail Flip Kick Damage: 5% (tail hit), 11% (kick, high knockback) Down Attack: Drill Kick Damage: 3% (each hit) (21% max) -------------- Smash Attacks: Side Smash: Lunge Flip Kick Damage: 21% Up Smash: Power Flip Kick Damage: 23% Down Smash: Leg Split Kick (sends opponent in horizontal direction) Damage: 19% -------------- Grab: One-hand Grab Attack: Knee Damage: 1% Front Throw: Push Damage: 7% Back Throw: Back Laser Throw Damage: 2% (initial throw), 2% (each laser that hits) (8% max) Up Throw: High Laser Throw Damage: 2% (initial throw), 2% (each laser that hits) (8% max) Down Throw: Throwdown Laser Damage: 9% -------------- Special Attacks: Standard Special: Blaster Fox's trusty Blaster has rapid-fire capabilities, but the shots don't stun the opponents. This is a great way for stealing kills! The laser is ranged, and the power of the laser decreases the farther you are from the opponent. Damage: 3% (up close) Side Special: Fox Illusion Fox starts up, then in a flash, appears far forward! This blinding speed can damage enemies and can be good for a surprise attack! If you're a little too close to the ledge, quickly press the Special Attack button to stop yourself short. Damage: 4% Up Special: Fire Fox Fox charges up, and fire builds up. He then launches in the direction you point the Control Stick! Great for recovery, and since the charge-up can damage, can be good for foiling interceptions! Damage: 2% (each hit during charge-up, can do up to 14% damage), 14% (launching attack) Down Special: Reflector Have you ever been wondering exactly where Fox's Reflector has been coming from? Well in Brawl, they've added a little disc that he always carries that brings up his Reflector! This can cause damage when executed while touching an opponent, and it can also deflect projectiles. Damage: 5% (up close) ------------------------------------------------------------------------------- Final Smash: Landmaster Fox brings out his Landmaster to blow away the competition! Holy crap, that's huge! The Landmaster is fully controllable and has three moves: Hover, Barrel Roll, and Cannon Blast. Hover is done by holding A, Barrel Roll is done by tilting the Control Stick down, and Cannon Blast is used with the attack button, of course. Damage: 5% (if Fox hits someone while jumping up), 15% (if you run over opponent), 18% (average damage for Cannon Blast), 11% (Barrel Roll) Recovery Techniques: Aside from his Fire Fox, which can be a predictable recovery, he can also use Fox Illusion right to the ledge (best use), Reflector constantly in the air to stall yourself, and forward aerial to extend your second jump, since it lets you float a bit. Tips for the Fox player: Fox is a great character to use. He's fast and agile, and his Reflector is quick and painless to the Fox player. His aerials have slight landing lag, but nothing too awful. The move with the worst landing lag is his up aerial, so try not to use it when approaching the ground. If you are in timed free-for- alls, and someone is bound to not be able to recover, try to pop in a little Blaster shot to steal the kill. Whoever hits the opponent last before the KO gets the point, so remember that! A good, but short ground combo that I tend to use is a down aerial to quick Reflector. It may be good for you as well, and you can follow up with a Blaster or Fox Illusion, just be careful of your move choice. How to deal with a Fox player: Since Fox is quick and can get potshots with his Blaster in, dodge the shots and approach him. Don't get too close that you get shined however. (Term for quick Reflector.) Since his Fire Fox is predictable, learn the timing and edgeguard. His Landmaster is nearly unavoidable, even in large stages. The best you can do is to stay behind and constantly jump and dodge, and if you happen to land on it, get off it quick, as he'll likely carry you off the screen. ############################################################################### Falco *UNLOCKABLE* [CharFal] Representing: The Starfox franchise Status: Returning Description: Fox's wingmate has returned to fight once more! This cocky little freak has got guts in the battlefield, and always seems to let his ego get in the way. While he sports some similar moves to Fox, he is quite different from him. Try winning a match against Fox or Wolf for a little conversation... -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes Can Crawl: No -------------- Alt. Costumes: Default Falco (white vest, brown pants) Yellow Falco (yellow vest, red pants) Grey Falco (grey vest, blue pants) Red Falco (red vest, black pants) Green Falco (green vest, black pants) Blackbird Falco (black feathers, brown vest, black pants) -------------- Taunts: Up Taunt: Kicks around his Reflector "Piece o' cake." Side Taunt: Poses "Don't try me." Down Taunt: Spins and swipes his hand "Hands off my prey!" Stage Entrance: Falco's Arwing flies by, and he jumps off it onto the stage. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Slap, Slap, Hurricane Wing (multi-hit) Damage: 4% (first Slap), 2% (second Slap), 1% (each hit for Hurricane Wing) Side Attack: Kick Damage: 9% (Damage does not change for up or down diagonal Kicks) Up Attack: Overhead Wing Sweep Damage: 4% (first hit), 5% (second hit) Down Attack: Tail Whip Damage: 12% Dash Attack: Flying Kick Damage: 9% Ledge Attack: Lunge Kick Damage: 8% Ledge Attack: (High %): Flip Kick Damage: 10% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Double Kick Damage: 6% Fallen Attack (Stomach): Dual Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Spinning Wing Damage: 3% (first hit), 3% (second hit), 2% (third hit), 4% (final hit) Front Attack: Barrel Roll Damage: 2% (each hit for 4 hits), 3% (last hit) Back Attack: Back Kick Damage: 13% (Damage decreases over time) Up Attack: Flip Kick Damage: 11% Down Attack: Meteor Drill Damage: 13% (at start-up, strong meteor effect) (Damage decreases over time) -------------- Smash Attacks: Side Smash: Arm Hammer Damage: 21% Up Smash: Power Flip Kick Damage: 19% Down Smash: Split Kick Damage: 21% -------------- Grab: Wing Grab Attack: Knee Damage: 2% Front Throw: Push Damage: 7% Back Throw: Back Laser Throw Damage: 2% (initial throw), 2% (each laser hit) (8% max) Up Throw: High Laser Throw Damage: 2% (initial throw), 2% (each laser hit) (8% max) Down Throw: Throwdown Laser Damage: 9% -------------- Special Attacks: Standard Special: Blaster Falco takes out his Blaster and fires! Unlike Fox's, Falco's Blaster isn't rapid-fire, but to make up for that, it makes the enemy flinch. Though, it can fire fast enough to prevent people from escaping if the Blaster shots are timed right... Damage: 3% (up close) Side Special: Falco Phantasm Falco dashes forward in a flash! This swift move can be used as a surprise attack. What's neat, is that if you use it on an opponent in the air, it'll smash him straight downwards. If you're daring, try using on an opponent trying to recover! Just make sure you're facing the stage before doing it... You can also hit the brakes by quickly pressing the Special Attack button after it's executed, but it's hard. "I can't stop iiiit!!" Damage: 7% Up Special: Fire Bird Falco charges up fire, then bursts forward at any direction you point the Control Stick! Not only does the charge-up cause constant damage to an opponent, it also is multi-hit during the launch! Damage: 2% (each hit on charge-up), 2% (each hit during launch) Down Special: Reflector Falco's Reflector reflects enemy projectiles and harms enemies, but unlike Fox, he kicks it forward for more lateral range. Falco sure likes to show off, doesn't he? Damage: 6% (if Reflector hits opponent) ------------------------------------------------------------------------------- Final Smash: Landmaster Falco brings out his Landmaster! This huge thing can mow down opponents, and has three moves: Barrel Roll (press down), Cannon Blast (standard attack button), and Hover. (hold the jump button) While Falco's Landmaster may look the same as Fox's, Falco's has a much better Hover, but is compensated for a lack of power with the Cannon Blast, and performs worse on land than in air. Try to get some unusual KOs by waiting for foes to hop on it, then Hover off-screen! Damage: 5% (if Falco hits someone as he jumps up), 14% (average damage for running opponent over), 13% (Barrel Roll), 13% (average damage for Cannon Blast) Recovery Techniques: Even though Falco's the same as Fox for the most part, Falco has lost a couple of recovery techniques unique to Fox, that being Falco doesn't float with his Forward Aerial, and his Reflector doesn't stop his mid-air momentum at all. That just leaves him with his Fire Bird and Falco Phantasm. However, Fire Bird's range is much shorter than Fox's, so it won't be as good for recovery. The properties for his Falco Phantasm though, make it worth the effort to use that move almost solely for recovery, since it can meteor the opponent anytime during the move. Great for foiling interceptions! Tips for the Falco player: Falco's Blaster is good for approach, and to use it best, use it during Small Jumps just before you land. To really freak with the opponent, time the Blaster shot just right so that the shot comes out right as you land, but the sound of the shot doesn't come out. If the opponent gets too close in front of you, use his Reflector to knock the opponent away. Falco's Blaster can be an infinite if timed just right: during the opponent's fall, a well-timed Blaster will begin the infinite, where the opponent won't have time to recover as he keeps getting hit by Blaster shots. Don't use it throughout the whole match, it can be a broken technique! Overall, Falco's playstyle has changed from Melee. Instead of an all-out offense, a good Falco player here in Brawl requires defense. How to deal with a Falco player: Falco plays differently to Fox, and requires a different strategy to work against him. Always try to get behind Falco, as he's vulnerable in that spot, where his Reflector cannot reach. Since a Falco player needs to rely on defense, mindgames are the way to go to leave an opening. Like, try to fake an interception. Falco will likely attempt to avoid you, so at this point, get back to the stage. This can really mess him up, especially since he doesn't have as much range in recovery like Fox does. His Final Smash is as much of a pain to avoid as Fox's is. Same rules apply in trying to not get KO'd. You're pretty much guaranteed to get hit, but not getting KO'd is important. ############################################################################### Wolf *UNLOCKABLE* [CharWolf] Representing: The Starfox franchise Status: Newcomer Description: The leader of Star Fox's rival team, Star Wolf, this headstrong pilot also has sports some tremendous fighting potential. His attacks overall are strong and fast, making him a great character to play. Try winning a match against Fox or Falco and Wolf may say something different... -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes Can Crawl: No -------------- Alt. Costumes: Default Wolf (blue vest, black shirt) Purple Wolf (red and purple clothes) Black Wolf (black and white clothes, dark fur) Green Wolf (green and yellow clothes, brown fur) Blue Wolf (blue clothes) White Wolf (red and white clothes) -------------- Taunts: Up Taunt: Howls Side Taunt: Kicks around "What's the matter, scared?" Down Taunt: Plants a claw onto the ground and growls Stage Entrance: Wolf's Wolfen flies by, and he jumps off it onto the stage. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Slash, Slash, Slash Damage: 3% (first Slash), 2% (second Slash), 4% (third Slash) Side Attack: Double Claw Damage: 5% (first hit), 6% (second hit) (Damage does not change for up or down diagonal Double Claws) Up Attack: Upper Kick Damage: 10% (side), 9%/8% (up top, damage depends on distance from opponent) Down Attack: Low Kick Damage: 6% Dash Attack: Dashing Flip Kick (sends opponent up) Damage: 9% Ledge Attack: Lunge Kick Damage: 8% Ledge Attack: (High %): Flip Kick Damage: 10% Trip Attack: Double Kick Damage: 5% Fallen Attack (Back): Double Kick Damage: 6% Fallen Attack (Stomach): Dual Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Curl Spin Damage: 8% (beginning hit), 1% (each hit if beginning of move doesn't connect) Front Attack: Claw Swipe Damage: 11% Back Attack: Back Kick Damage: 13% Up Attack: Overhead Claw Swipe Damage: 12% Down Attack: Meteor Claw Damage: 15% (meteors opponent) -------------- Smash Attacks: Side Smash: Claw Rush Damage: 7% (rushing hit), 14% (ending hit) Up Smash: Overhead Scissor Kick Damage: 8% (first hit, only on side, sets up for second hit), 17% (second hit), 16% (if only second hit hits, from above) Down Smash: Double Claw Swipe Damage: 19% (front), 18% (back) -------------- Grab: Claw Grab Attack: Spike Knee Damage: 1% Front Throw: Push Damage: 7% Back Throw: Back Claw Damage: 7% Up Throw: Overhead Claw Damage: 7% Down Throw: Down Claw Damage: 12% -------------- Special Attacks: Standard Special: Blaster When activated, Wolf thrusts out his Blaster, and fires a single powerful shot. Wolf's Blaster fires even slower than Falco's, and the shots travel slow too. However, if you notice, Wolf's Blaster has a dagger attached to it. That's where Wolf's extra animation comes in. When he thrusts his Blaster out, he hits anyone in front of him with the dagger. Ouch! Damage: 4% (dagger hit), 5% (laser, up close or far away), 6% (laser, in between initial shot and ending range) Side Special: Wolf Flash Wolf starts up, and dashes forward and up in a diagonal direction! This quick move is pretty useful in some cases, and even though it hits along the way, it does the most damage (and meteors) at the end of it, so learn the distance and time it well! Damage: 3% (if middle of it hits), 10% (end hit, meteors) Up Special: Fire Wolf Kind of a misleading name, as this move doesn't even use Fire...oh well. Almost as soon as it's executed, Wolf lunges forward in any direction you point the Control Stick, and complements it with a kick at the end! This move is multi- hit, and at higher percents, can lead right into the ending kick. Damage: 1% (each hit), 3% (ending hit) Down Special: Reflector Wolf brings out his red Reflector! Not only does this reflect projectiles, but it can damage opponents at start up. Wolf even has invincibility at the start of it! This invincibility can be useful in avoiding Final Smashes, just remember that the invincibility is only available RIGHT when you start the move. Damage: 3% (if Reflector hits opponent at start-up) ------------------------------------------------------------------------------- Final Smash: Landmaster Wolf has studied Fox and Falco's Landmaster technology, and designed one himself! ...Couldn't he have used something else? I mean, three Landmasters? Eh, anyway. Wolf's Landmaster is better in every way compared to Fox and Falco's Landmasters, Power, Agility, Boosters...but the time the Landmaster stays on-screen is much shorter, so work hard on getting those KOs! Damage: 5% (if Wolf hits an opponent as he jumps up), 19% (average damage when running over opponent), 15% (Barrel Roll), 20% (average damage for Cannon Blast) Recovery Techniques: Like Falco, Wolf only has two real recovery moves. Wolf Flash is a bit weird in that if you want to grab the ledge with it, you'll have to be slightly below the ledge. His Fire Wolf is actually better than Fox and Falco's. Better than both in that it has relatively little start-up time, and better than Falco's in that it has great range. However, his Wolf Flash has the least range of Fox and Falco's Side Specials. Tips for the Wolf player: Once again, Wolf requires a different kind of tactic to make him work well. His strength is in his ground combat, as he has weird aerials that don't have much knockback. His throws aren't too good either for KOing, but can be good for certain set-ups. Wolf's Blaster isn't as good a ranged attack as the other Blasters due to how slow it is, and is better used as a close-range surprise attack. It can be used to get in a few hits in a FFA, though. If you're especially daring, try Wolf Flash as someone is trying to recover. If the end hits, whoo, meteor time. But then again, Wolf has a better and less riskier meteor with his down aerial, so it's best to practice that instead. How to deal with a Wolf player: It may not look like it at first, but Wolf is the heaviest of the Star Fox characters, so it'll take a little more effort to KO him. Once again, stay behind him, play mindgames, look for an opening so he doesn't perform his Reflector on you. If you have projectiles, a good mindgame to play is to fire projectiles at him. Likely, he'll try to reflect them with his Reflector, so approach and attack as he does this, preferrably from above. Once again, almost an impossible-to-avoid Final Smash, and is actually harder to not get KO'd, due to it being faster AND more powerful. Luckily, you don't have to dodge it as much as Fox or Falco's Final Smashes. ############################################################################### Captain Falcon *UNLOCKABLE* [CharFalc] Representing: F-Zero series Status: Veteran Description: The mean and buff racer has returned! And he's ready to FALCON PUNCH some heads! This guy's fast in foot and has some excellent killing moves. He's sure to be a favorite of many. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: **** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes Can Crawl: No -------------- Alt. Costumes: Default Falcon (blue jumpsuit, yellow gloves and boots) Black Falcon (black jumpsuit, white gloves and boots, orange scarf) Blood Falcon (red jumpsuit, purple gloves, boots, and helmet, orange scarf) Green Falcon (green jumpsuit, yellow gloves, boots, and helmet, red scarf) Light Blue Falcon (light blue jumpsuit, red helmet and gloves, green boots, white scarf) Pink Falcon (white jumpsuit, pink gloves, boots, and helmet, yellow scarf) -------------- Taunts: Up Taunt: Charges up Side Taunt: Motions his hand forward "Come on!" Down Taunt: Salutes "Show me your moves!" Stage Entrance: Drives in with the Blue Falcon, and hops off as it drives away. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Punch, Punch, The Gentleman (Knee), Multi-Punch Damage: 3% (first Punch), 2% (second Punch), 6% (The Gentleman), 2% (each hit for Multi-Punch) Side Attack: Kick Damage: 10%, 11% (up diagonal), 10% (down diagonal) Up Attack: Scissor Kick Damage: 13% Down Attack: Trip Kick Damage: 10% Dash Attack: Dashing Shoulder Barge Damage: 6% Ledge Attack: Flip Kick Damage: 10% Ledge Attack: (High %): Punch Damage: 8% Trip Attack: Double Punch Damage: 5% Fallen Attack (Back): Helicopter Kick Damage: 6% Fallen Attack (Stomach): Flip Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: One-Two Kick Damage: 4% (first kick), 6% (second kick) Front Attack: Knee of Justice Damage: 19% (if hit right at knee, high knockback), 3% (if not hit at knee) Back Attack: Back Punch Damage: 14% Up Attack: Flip Kick Damage: 13% Down Attack: Stomp Damage: 14% -------------- Smash Attacks: Side Smash: Epic Elbow Damage: 26% Up Smash: Double Overhead Kick Damage: 11% (first kick), 17% (second kick) Down Smash: Dual Power Kick Damage: 25% (front), 22% (back) -------------- Grab: Falcon Grab Attack: Knee Damage: 2% Front Throw: Jaw Punch Damage: 9% Back Throw: Back Kick Damage: 9% Up Throw: Jaw Palm Damage: 7% Down Throw: Throwdown Damage: 7% -------------- Special Attacks: Standard Special: Falcon Punch Captain Falcon's most famous attack, he charges up, and thrusts his fist forward, causing a flaming falcon to form from his hand! Something added to this move is the Reverse Falcon Punch. If you press the Control Stick in the opposite direction Captain Falcon is facing while he's winding up the Falcon Punch, he turns around and Falcon Punches! The Reverse Falcon Punch has a bit more power than the regular Falcon Punch. Damage: 27%, 28% (Reverse Falcon Punch) Side Special: Raptor Boost Captain Falcon dives forward, and if he comes into contact, does a fiery upper- cut to the opponent! In the air, if he comes into contact, he'll punch downward and pop up a bit. Damage: 7% Up Special: Falcon Dive Captain Falcon jumps up! If he comes into contact with someone, he grabs the opponent, then jumps away with an explosion. "Yes!" This can be used multiple times, as long as you always latch on to someone. Damage: 5% (latching hit), 12% (explosion) Down Special: Falcon Kick Perform this move on the ground, and Captain Falcon shoots forward like an arrow with a flaming kick. Done in the air, Captain Falcon flies in a downward trajectory. Best used as a surprise attack! Damage: 11% (ground), 15% (air) ------------------------------------------------------------------------------- Final Smash: Blue Falcon Captain Falcon calls in his pride and joy, his F-Zero racer, Blue Falcon to the fray! If the Final Smash connects with someone, Captain Falcon jumps in the Blue Falcon and a short cinematic shows the opponents flying to an unknown F-Zero track, with the Blue Falcon approaching at a fast pace! Captain Falcon then runs over the opponents, causing almost an instant KO! Ouch, road rash! Damage: 10% (if Blue Falcon hits), 20% (when Blue Falcon runs over opponent in the cutscene), 10% (as opponent gets launched) Recovery Techniques: Captain Falcon has around three Special Attacks to use for recovery. Falcon Kick in the air can help close the gap, especially if you are high above the stage, Raptor Boost can not only be good for reaching the ledge, but also for foiling interceptions. Falcon Dive is the most obvious move here, and is also a great move for foiling interceptions. Tips for the Captain Falcon player: Captain Falcon's game is not as effective as it was in Melee, with his down aerials and Knee of Justice, but he's still pretty good. His neutral aerial is good for racking up damage without much knockback, his Stomp can keep an opponent on the ground, and his Knee is a good finisher. Use Reverse Falcon Punch occasionally to play mindgames. You'll be surprised at how many times people fall for it! How to deal with a Captain Falcon player: Captain Falcon has laggy aerials, so exploit them. If your opponent is known to do Reverse Falcon Punches, simply jump away from him. Be careful when intercepting, since he's got two mean Special Attacks. Can't really think of anything else at the moment. For his Final Smash, just stay away from him. As long as you aren't directly in front of him, you should be okay. ############################################################################### Pikachu [CharPika] Representing: The Pokémon franchise Status: Veteran Description: The most recognizable of all Pokémon, this yellow mouse-like Poké- mon uses his power of electricity to battle his foes. He's considered an all- around character. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes Can Crawl: Yes -------------- Alt. Costumes: Default Pikachu (yellow skin) Cap Pikachu (red hue'd skin, red hat resembling Red's hat) Headband Pikachu (green hue'd skin, green headband on its head) Goggle Pikachu (slightly lighter yellow skin with blue goggles on its head) -------------- Taunts: Up Taunt: Charges up electricity Side Taunt: Waves at the screen Down Taunt: Rolls around Stage Entrance: Appears from a Poké Ball. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack: Quick Headbutt (can be done rapidly) Damage: 2% Side Attack: Mule Kick Damage: 9%, 10% (up diagonal), 8% (down diagonal) Up Attack: Upper Tail Damage: 7% Down Attack: Trip Tail Damage: 7% Dash Attack: Flying Headbutt Damage: 7% Ledge Attack: Flip Tail Damage: 8% Ledge Attack: (High %): Tail Whip Damage: 10% Trip Attack: Double Tail Damage: 5% Fallen Attack (Back): Tail Spin Damage: 6% Fallen Attack (Stomach): Spin Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Spin Damage: 12% (Damage decreases over time) Front Attack: Volt Spin Damage: 2% (each hit) Back Attack: Body Spin Damage: 1% (each hit for 7 hits), 4% (final hit) Up Attack: Aerial Tail Spin Damage: 6% (close to Pikachu), 5% (hit with tail) Down Attack: Down Volt Spin Damage: 12% -------------- Smash Attacks: Side Smash: Super Volt Damage: 28% (up close), 19% (farther away) Up Smash: Iron Tail Damage: 18% (side), 15% (above) Down Smash: Jolt Spin Damage: 2% (first hit), 3% (each hit for 4 hits), 2% (sixth hit), 5% (final hit) -------------- Grab: Pika Grab Attack: Jolt Damage: 2% Front Throw: Volt Toss Damage: 2% (each hit) (10% max) Back Throw: Roll Damage: 9% Up Throw: Headbutt Damage: 10% Down Throw: Body Slam Damage: 10% -------------- Special Attacks:
Standard Special: Thunder Jolt Pikachu unleashes a thunder ball! When it lands, thunder trails along the ground for a little while until it dissipates. Good for ground cover! Damage: 6% Side Special: Skull Bash Hold the Special Attack button during this move to let Pikachu charge up this move. When you're ready to go, let go of the button and Pikachu will charge forward with powerful ferocity. Just be careful with those fully-charged ones though... Damage: 25% (fully charged) Up Special: Quick Attack Quick Attack allows Pikachu to jump in any direction you point the Control Stick to! If you press another direction as soon as the first jump is executed, Pikachu will execute a second jump! Keep in mind that you can't do two jumps both in the same direction, so you'll need some strategy for recovering. Damage: 3% (first Quick Attack), 2% (second Quick Attack) Down Special: Thunder Pikachu summons a surge of electricity from the sky down towards the ground! If the bolt hits Pikachu, a blast effect will occur, damaging nearby opponents. The bolt itself can also damage opponents. Also, when the bolt hits Pikachu, he actually has some invincibility frames. Don't believe me? Try this move near a Blast Box... Damage: 10% (if just the bolt hits), 17% (if an opponent is near when the bolt makes contact with Pikachu, high knockback) ------------------------------------------------------------------------------- Final Smash: Volt Tackle Pikachu encases himself in a ball of electricity and starts flying every which way. Don't worry though - you can control it, slightly, but beware that you aren't over a pit when the move ends! During the attack, press an attack button to discharge a lot of electrical power that reaches beyond the normal Volt Tackle. Use that often. Damage: 13% (normal damage), 15% (electrical discharge, high knockback) Recovery Techniques: Pikachu's got two moves to recover with. His Skull Bash, and his Quick Attack. Both are very effective in recovery and for foiling interceptions. His Quick Attack takes a bit of time to learn how to use properly, because the inexperienced player may likely fail to make the second part of Quick Attack happen. If you plan on maining Pikachu, keep in mind that when using Quick Attack to recover, you must always change direction after the first Quick Attack, assuming the first doesn't get you back to the stage. Tips for the Pikachu player: Quick Attack can be used for surprise attacks, such as Quick Attacking through an opponent towards the ground during a small jump, then performing a down Smash, or using it as part of an aerial combo, etc. I'm sure you can be creative. If the opponent is high up, rely on the Thunder move for your kills. Use Thunder Jolt solely for approach, and Skull Bash is good for an unexpected intercepting maneuver. How to deal with a Pikachu player: First thing, don't stay above Pikachu, unless you want to be Thunder'd. Constantly stay in the air to avoid Thunder Jolt, and since Skull Bash has a bit of ending lag, dodge and use the available opportunity to do some damage. The only thing you'll have to worry about is the Quick Attack, as that can always come up unexpectedly. However, dodge it if you can sense it happening. (Especially if Pikachu spams it.) Volt Tackle is easy to avoid, even if the person knows how to control it. Since it moves too erratically, simply dodge when you can. ############################################################################### Pokémon Trainer [CharTrain] Representing: Pokémon franchise Status: Newcomer Description: What's this? A Pokémon Trainer in SSBB? Unusual...considering the fact the Trainer himself doesn't fight. Instead, he lets his three Pokémon; Ivysaur, Squirtle, and Charizard; to battle for him. Thus, I have 3 whole movesets to cover for this character. :O Each Pokémon shares the same damage, so you can't switch out characters just to prevent from getting damaged too much. Also, the Pokémon have stamina. If you keep one Pokémon out for too long or if you switch too frequently, their stamina will decrease and hinder their battle performance. You can even visually see that they are tired, so if that happens, it's time to switch. -------------- Squirtle's Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes, can also Wall Cling Can Crawl: Yes -------------- Ivysaur's Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: Yes -------------- Charizard's Attributes: (out of 5 *'s) Power: N/A Speed: * Height: N/A Weight: N/A Jump: N/A Second Jump: N/A (has three mid-air jumps) Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: (I may have the "names" of the alt. colors for Pokémon Trainer wrong, so if I do, let me know. I know some of the alt. colors are supposed to reference other Trainers in Pokémon games. Default Trainer (Red Trainer, orange Charizard, green Ivysaur, blue Squirtle) Orange Trainer (Orange Trainer, red Charizard, green Ivysaur with red spots, purple Squirtle) Green Trainer (Green Trainer, dark green Charizard, dark green Ivysaur, green Squirtle) Blue Trainer (Blue Trainer, pink Charizard, blue Ivysaur, dark blue Squirtle) White Trainer (White Trainer, yellow Charizard, green Ivysaur with white bulb, white-shelled Squirtle Squirtle) -------------- Squirtle's Taunts: Up Taunt: Flips Side Taunt: Spins on tail Down Taunt: Spins in shell Ivysaur's Taunts: Up Taunt: Spins bulb around Side Taunt: Dances around on front legs Down Taunt: Dances with vines Charizard's Taunts: Up Taunt: Roars loudly Side Taunt: Roars and flaps wings Down Taunt: Roars while stomping Stage Entrance: Appears from a Poké Ball. ------------------------------------------------------------------------------- Squirtle Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Swipe, Kick, Tail Whip Damage: 3% (Swipe), 2% (Kick), 4% (Tail Whip) Tired Damage: 2% (Swipe), 1% (Kick), 3% (Tail Whip) Side Attack: Tail Attack (Damage does not change for up or down diagonal Tail Attacks) Damage: 6% Tired Damage: 4% Up Attack: Headbutt Damage: 6% Tired Damage: 4% Down Attack: Spin Damage: 2% (each hit for four hits), 5% (last hit) Tired Damage: 1% (each hit for two hits), 2% (third hit), 1% (fourth hit), 4% (last hit) Dash Attack: Shell Ram Damage: 9% Tired Damage: 6% Ledge Attack: Tail Spin Damage: 8% Tired Damage: 5% Ledge Attack: (High %): Headbutt Damage: 10% Tired Damage: 7% Trip Attack: Double Tail Damage: 5% Tired Damage: 3% Fallen Attack (Back): Upside-down Spin Damage: 6% Tired Damage: 4% Fallen Attack (Stomach): Spin Damage: 6% Tired Damage: 4% -------------- Standard Aerial Attacks: Standard Attack: Water Spin Damage: 9% (Damage decreases over time) Tired Damage: 6% Front Attack: Kick Damage: 12% Tired Damage: 8% Back Attack: Tail Attack Damage: 10% Tired Damage: 7% Up Attack: Aerial Tail Spin Damage: 11% Tired Damage: 7% Down Attack: Drill Tail Damage: 1% (each hit for five hits), 5% (last hit) Tired Damage: 1/2% (each hit for five hits), 3% (last hit) -------------- Smash Attacks: Side Smash: Super Shell Ram Damage: 19% Tired Damage: 13% Up Smash: Water Spout Damage: 4% (initial pound), 18% (water spout) Tired Damage: 2% (initial pound), 13% (water spout) Down Smash: Super Water Shell Damage: 15% Tired Damage: 10% -------------- Grab: Squirtle Grab Attack: Headbutt Damage: 2% Tired Damage: 1 & 1/3% Front Throw: Kick Damage: 9% Tired Damage: 6% Back Throw: Back Kick Damage: 10% Tired Damage: 7% Up Throw: Shell Ram Damage: 11% Tired Damage: 7% Down Throw: Pound Damage: 7% Tired Damage: 4% -------------- Special Attacks: Standard Special: Water Gun Press the button once and Squirtle will charge up. Press again and he will spit a burst of water forward, able to really push opponents around! A completely uncharged burst can do constant damage at point-blank range. Damage: 2% (each hit, uncharged blast) Tired Damage: 1 & 1/3% (each hit, uncharged blast) Side Special: Withdraw Squirtle gets in his shell and skims along the ground, leaving a trail of water in his wake. Get those opponents and show them what Squirtle can do! In this state, he's completely invulnerable to most things, but be careful! If you get stomped, Squirtle flips onto his back, completely helpless for a few seconds. Don't let that happen! Damage: 7% Tired Damage: 6% Up Special: Waterfall Squirtle summons a flood of water and rides up it. Good for recovery, and also hits rapidly. Damage: 2%/1% (each hit), 3% (last hit) Tired Damage: 1 & 1/3% (each hit), 2% (last hit) Down Special: Pokémon Change The Pokémon Trainer withdraws Squirtle and summons Ivysaur. Damage: No damage done. ------------------------------------------------------------------------------- Ivysaur Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Rapid Vine Whip (becomes multi-hit after first two hits) Damage: 3% (first hit), 2% (second hit), 1 & 2/3% (each hit, multi-hit) Tired Damage: 2% (first hit), 1% (second hit), 1% (each hit, multi-hit) Side Attack: Leaf Fan Damage: 2% (each hit) Tired Damage: 1 & 1/3% (each hit) Up Attack: Vine Stand Damage: 7% Tired Damage: 4% Down Attack: Double Vine Damage: 2% (first hit), 5% (second hit) Tired Damage: 1% (first hit), 3% (second hit) Dash Attack: Dashing Bite Damage: 12% Tired Damage: 8% Ledge Attack: Ledge Vine Damage: 8% Tired Damage: 5% Ledge Attack: (High %): Ledge Bite Damage: 10% Tired Damage: 7% Trip Attack: Dual Vine Damage: 5% Tired Damage: 3% Fallen Attack (Back): Vine Flip Damage: 6% Tired Damage: 4% Fallen Attack (Stomach): Vine Spin Damage: 6% Tired Damage: 4% -------------- Standard Aerial Attacks: Standard Attack: Saur Spin Damage: 2% (each hit) (14% max) Tired Damage: 1 & 1/3% (each hit) (9% max) Front Attack: Aerial Vine Damage: 12% Tired Damage: 8% Back Attack: Back Double Vine Damage: 2% (first hit), 3% (second hit) Tired Damage: 1% (first hit), 1% (second hit) Up Attack: Bulb Burst (Ivysaur plummets) Damage: 16% Tired Damage: 11% Down Attack: Down Bulb Burst Damge: 10% (explosion), 8% (hit with bulb, meteors) Tired Damage: 7% (explosion), 5% (hit with bulb, meteors) -------------- Smash Attacks: Side Smash: Vine Catapult Damage: 22% Tired Damage: 15% Up Smash: Super Bulb Burst Damage: 23% Tired Damage: 16% Down Smash: Super Dual Vine Damage: 11% Tired Damage: 7% -------------- Grab: Vine grab Attack: Squeeze Damage: 3% Tired Damage: 2% Front Throw: Vine Toss Damage: 8% Tired Damage: 5% Back Throw: Vine Spin Damage: 10% Tired Damage: 7% Up Throw: Bulb Hit Damage: 10% Tired Damage: 7% Down Throw: Vine Slam Damage: 10% Tired Damage: 7% -------------- Special Attacks: Standard Special: Bullet Seed Ivysaur's flower bulb on his back fires a rapid seed barrage straight into the air. Great for catching an aerial fighter off guard, and for comboing. Damage: 4% (bite at beginning, sends opponent up), 2% (each seed) Tired Damage: 2% (bit at beginning, sends opponent up), 2% (each seed) Side Special: Razor Leaf Ivysaur produces a leaf and flings it forward. It can be slightly controlled, but cannot be aimed beforehand. Damage: 8% Tired Damage: 8% Up Special: Vine Whip Ivysaur sends out a vine that connects to the nearest ledge when in the air as a tether recovery. The tip of the vine, if it connects to an opponent, can also damage opponents! Damage: 10% Tired Damage: 9% Down Special: Pokémon Change The Pokémon Trainer withdraws Ivysaur and summons Charizard. Damage: No damage done. ------------------------------------------------------------------------------- Charizard Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Slash, Slash, Wing Slap Damage: 3% (first Slash), 4% (second Slash), 6% (Wing Slap) Tired Damage: 2% (first Slash), 3% (second Slash), 4% (Wing Slap) Side Attack: Fire Tail (Damage does not change for up or down diagonal Fire Tails) Damage: 11% Tired Damage: 7 & 2/3% Up Attack: Wing Stab Damage: 8% Tired Damage: 5% Down Attack: Low Bite Damage: 12% Tired Damage: 8% Dash Attack: Dashing Kick Damage: 11% Tired Damage: 7% Ledge Attack: Ledge Bite Damage: 8% Tired Damage: 5% Ledge Attack: (High %): Tail Whip Damage: 10% Tired Damage: 7% Trip Attack: Swipe Damage: 5% Tired Damage: 3% Fallen Attack (Back): Double Swipe Damage: 6% Tired Damage: 4% Fallen Attack (Stomach): Tail Whip Damage: 6% Tired Damage: 4% -------------- Standard Aerial Attacks: Standard Attack: Fire Spin Damage: 9% (Damage decreases over time) Tired Damage: 6% Front Attack: Flame Attack Damage: 4% (first hit), 3% (second hit), 2% (third and fourth hits) Tired Damage: 2% (first hit), 2% (each hit) Back Attack: Back Tail Whip Damage: 5% (first hit), 9% (second hit) Tired Damage: 3% (first hit), 6% (second hit) Up Attack: Overhead Bite Damage: 10% Tired Damage: 7% Down Attack: Meteor Stomp Damage: 14% (meteors opponent) Tired Damage: 9% (meteors opponent) Glide Attack: Spin Bite Damage: 12% Tired Damage: 8% -------------- Smash Attacks: Side Smash: Super Headbutt Damage: 7% (first hit), 23% (second hit) Tired Damage: 4% (first hit), 17% (second hit) Up Smash: Double Wing Slap Damage: 7% (first hit), 15% (second hit) Tired Damage: 4% (first hit), 11% (second hit) Down Smash: Ground Pound Damage: 22% Tired Damage: 15% -------------- Grab: Mouth Grab Attack: Bite Damage: 2% Tired Damage: 1 & 1/3% Front Throw: Mouth Toss Damage: 10% Tired Damage: 7% Back Throw: Back Toss Damage: 10% Tired Damage: 7% Up Throw: Headbutt Damage: 11% Tired Damage: 7% Down Throw: Flame Throw Damage: 1% (each hit) (6% max) Tired Damage: 1/2% (each hit) (4% max) -------------- Special Attacks: Standard Special: Flamethrower Charizard spits out a stream of fire in front of him for as long as the Special Attack button is pressed. You can aim slightly up or down using the Control Stick, as well! Be careful that you don't use it for too long, as it will dissipate. Damage: 2% (each hit) Tired Damage: 2% (each hit) Side Special: Rock Smash Charizard picks up a rock, and smashes it to pieces with its head, sending bits of shrapnel in front of him. Uh, are you gonna be okay? Damage: 18% (initial impact), 5% (shrapnel hits) Tired Damage: 12% (initial impact), 5% (shrapnel hits) Up Special: Fly Charizard starts flying upwards, spinning in a bout of flame. Good for recovery and also multi-hits. Damage: 5% (starting hit), 2% (each hit) Tired Damage: 3% (starting hit), 1 & 1/3% (each hit) Down Special: Pokémon Change The Pokémon Trainer withdraws Charizard and summons Squirtle. Damage: No damage taken. ------------------------------------------------------------------------------- Final Smash: Triple Finish This is a Final Smash that uses all three characters combined for a super attack, called Triple Finish! Any one of the characters can grab the Smash Ball. When executed, Charizard, Ivysaur, and Squirtle all come out and use their super attacks! Squirtle: Hydro Pump Ivysaur: Solarbeam Charizard: Fire Blast ...Ok, so technically those aren't their super attacks, but...anyway. This Final Smash does damage depending on how far the opponent is from you. If the opponent is right beside you...It's super effective! Damage: 58% Recovery Techniques: All the Pokémon each have a simple recovery move, which is the Up Special Move. Squirtle's is fairly simple, but has a short range, Ivysaur's is solely a Tether Recovery, and Charizard's is simple as well, but extremely short. For Ivysaur though, his Up and Down Aerials can be used for tricking the opponent if he tries to intercept. His Up aerial makes him plummet down, and his Down aerial stops all his falling momentum for a bit. Charizard has the ability to glide, but is quite less effective than Pit's or Meta Knight's. Nonetheless, you should definitely make use of Charizard's glide if you're sent far. Tips for the Trainer player: Even if you are wanting to main just one of the Pokémon that the Trainer has, you're going to need to learn how to play as all of them effectively solely because of the stamina system. You won't KO and do damage as well if your Pokémon is tired, so remember that. Squirtle has a unique way of moving, called Shellshifting. It utilizes his unique turn-around animation in useful ways. Simply begin the turn-around during a run and immediately let go of the Control Stick. Due to the momentum of his turn-around, Squirtle will slide in the direction you turned while in the idle stance. You can use this to perform sliding Smashes, and to overall play with the opponent's mind. Ivysaur has a few tricks up his sleeve too. His Bullet Seed can stop aerial attackers in their tracks, his Vine Whip can be a great surprise attack, considering where it hits, and his Razor Leaf can stun the opponent enough to come in for some more attacks. Ivysaur has a meteor smash with his down aerial, but you have to be centered and hit pretty much at the bulb to do it. Charizard is great too. Even though he's the heaviest and clunkiest of the Pokémon, he still hits quite hard. His Rock Smash can hit multiple times if done right, his Flamethrower is a good edgeguard, and he has an effective meteor smash with his down aerial. How to deal with a Trainer player: Three strategies. Squirtle's fast and agile, so dodge constantly and get in hits when he least expects it. Ivysaur is in the middle, but has good range for some of his attacks. Therefore, attack only after Ivysaur misses an attack, since a lot of the attacks have ending lag. For Charizard, stay away and pelt him with projectiles and quick jabs here and there. For the Final Smash, simply stay behind the Pokémon. The Final Smash has a little lag right when it's started, so use that to get away. ############################################################################### Lucario *UNLOCKABLE* [CharLuc] Representing: Pokémon franchise Status: Newcomer Description: Lucario is a mysterious Pokémon that can sense the aura of a person and read that person's thoughts and movements. Lucario makes for an interesting fighter in Brawl, as his power increases as he takes damage. He may prove to be an unstoppable force with players that can stay alive for a long time! -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: Yes, can also Wall Cling Can Crawl: Yes -------------- Alt. Costumes: Default Lucario (blue fur, yellow upper torso) Red Lucario (purple fur, red upper torso) Aqua Lucario (light blue fur, blue upper torso) Grey Lucario (white fur, white upper torso) Green Lucario (turquoise fur, green upper torso) -------------- Taunts: Up Taunt: Spreads arms out and roars Side Taunt: Puts hand forward Down Taunt: Poses with one leg up Stage Entrance: Appears and charges up. ------------------------------------------------------------------------------- Moveset: (NOTE: As said before, Lucario's attack power rises as his damage percentage rises. This not only includes attacking power, but also the knockback. However, after 200% damage, Lucario's power no longer rises. In other words, his power is maxed at that point. I will show two damage percentages for each move, one with no damage taken and one with 200% damage taken. The only exception to this are the Ledge Attacks. For the normal Ledge Attack, I will list the minimum damage it can do, and the maximum damage it can do BEFORE the high damage Ledge Attack kicks in. Likewise, when the high damage Ledge Attack kicks in, that will be listed as its minimum damage. Of course, there are certain attacks that don't use Aura. Those attacks don't change in damage whatsoever, unless of course through Stale Move Negation.) -------------- Standard Ground Attacks: Standard Attack Combo: Swipe, Swipe, Kick Minimum Damage: 2% (first Swipe), 1% (second Swipe), 5% (Kick) Maximum Damage: 4% (first Swipe), 3% (second Swipe), 7% (Kick) Side Attack: Aura Palm (damage does not change for up or down diagonal Aura Palms) Minimum Damage: 3% (first hit), 6% (second hit) Maximum Damage: 7% (first hit), 11% (second hit) Up Attack: Over Aura Kick Minimum Damage: 4% Maximum Damage: 8% Down Attack: Aura Trip Kick Minimum Damage: 4% Maximum Damage: 9% Dash Attack: Dashing Kick (doesn't use Aura) Damage: 10% (Damage decreases over time) Ledge Attack: Ledge Aura Minimum Damage: 5% Maximum Damage: 8% Ledge Attack: (High %): Flip Aura Kick Minimum Damage: 11% Maximum Damage: 14% Trip Attack: Double Kick (doesn't use Aura) Damage: 5% Fallen Attack (Back): Double Kick (doesn't use Aura) Damage: 6% Fallen Attack (Stomach): Double Palm (doesn't use Aura) Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Aura Spin Minimum Damage: 7% Maximum Damage: 15% Front Attack: Aura Kick Minimum Damage: 3% Maximum Damage: 7% Back Attack: Back Aura Palm Minimum Damage: 8% Maximum Damage: 16% Up Attack: Overhead Aura Kick Minimum Damage: 7% Maximum Damage: 14% Down Attack: One-Two Aura Kick Minimum Damage: 5% (first kick), 6% (second kick) Maximum Damage: 11% (both hits) (22% max) -------------- Smash Attacks: Side Smash: Super Aura Palm Minimum Damage: 13% (fully charged) Maximum Damage: 27% (fully charged) Up Smash: Upper Super Aura Palm Minimum Damage: 12% (fully charged) Maximum Damage: 25% (fully charged) Down Smash: Dual Aura Palm Minimum Damage: 13% (fully charged) Maximum Damage: 27% (fully charged) -------------- Grab: Aura Grab Attack: Aura Pulse Minimum Damage: 1/2% Maximum Damage: 1 & 2/3% Front Throw: Aura Push Minimum Damage: 7% Maximum Damage: 14% Back Throw: Back Throw (doesn't use Aura) Damage: 10% Up Throw: Aura Toss Minimum Damage: 4% Maximum Damage: 8% Down Throw: Throwdown (doesn't use Aura) Damage: 10% -------------- Special Attacks: Standard Special: Aura Sphere Lucario stands back, puts his hands together, and forms a large ball of Aura energy. This also serves a rough indicator of Lucario's current power based on the size of the Aura Sphere. It can charge up to be as big as him if at maxed power! Minimum Damage: 1/2% (each hit as it charges), 13% (fully charged shot) Maximum Damage: 1% (each hit as it charges), 26% (fully charged shot) Side Special: Force Palm At a distance, Lucario throws out an Aura attack in front. If done in very close quarter combat, it changes to a grab that immediately attacks. Has pretty good knockback, even at minimal power. Minimum Damage: 6% (far away), 9% (if at point-blank) Maximum Damage: 14% (far away), 18% (if at point-blank) Up Special: Extreme Speed Lucario stops for a minute, then boosts forward in the direction you point the Control Stick. This doesn't do any damage, but the best part about it is that you can curve the direction you move after you launch, making for some good mindgames. Damage: Doesn't do damage. Down Special: Double Team Lucario makes a stance! If he's hit during this stance, he splits into two, disappears, then quickly does a surprise attack from behind! Not only is this a good countering move, but it also looks awesome. Minimum Damage: 7% Maximum Damage: 15% ------------------------------------------------------------------------------- Final Smash: Aura Storm Lucario jumps high into the air, floats above the stage, and sends out a tremendous beam of Aura energy! This move can be angled with the Control Stick, even before the beam is fired! So try to pinpoint your chosen enemy and let loose! Minimum Damage: 10% (if Lucario hits someone during his jump), 2/3% (each hit), 6% (final hit) Maximum Damage: 21% (if Lucario hits someone during his jump), 1 & 2/3% (each hit), 14% (final hit) Recovery Techniques: Lucario has pretty much only one recovery technique, and that's his Extreme Speed. Nonetheless, you can fool opponents easily with it since you can curve it. Like for instance, if you are straight at the stage, but above the ledge, you can move forward, then curve down to grab the ledge. Tips for the Lucario player: Some Lucario users may think that the best thing to do is take damage until you are powerful enough to fight. That isn't the case, and you are likely to get KO'd before you can do anything. It's best to just fight regardless, and let the higher attack power come in as you get damaged. Just treat him like any other fighter. You can use Aura Sphere to toy with opponents, Double Team to counter attacks when they least expect it, and Extreme Speed for extreme edgeguarding. His down aerial is great, even at low power, and it can stop Lucario in place during the attack. How to deal with a Lucario player: Anticipate the Aura Spheres, figure out how he uses Extreme Speed (since it does no damage, don't worry about getting hit with it), and if you get countered with Double Team, jump or block immediately, as the move has a bit of lag to attack after getting hit. Lucario is a big threat at high percentages, so when his damage is up, change your strategy to a more defensive stance, and attack when you find an opening. His Final Smash, Aura Storm, is easy to avoid, actually. After it's unleashed, it's easy to outrun it. ############################################################################### Jigglypuff *UNLOCKABLE* [CharJiggly] Representing: Pokémon franchise Status: Veteran Description: The pink Balloon Pokémon returns! She may control a little awkwardly at first, but you'll soon realize her slow falling speed makes her quite a deadly combo machine! She truly has hidden potential. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: * Height: N/A Weight: N/A Jump: N/A Second Jump: N/A (has five mid-air jumps) Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: (I know some of Jigglypuff's hats are supposed to represent Pokémon Trainers from the actual Pokémon games, but since I don't know much of Pokémon, you'll have to help me point them out.) Default Jigglypuff (light pink skin, light green eyes) Red Jigglypuff (pink skin, red umbrella hat) White Jigglypuff (pink skin, white hat) Yellow Jigglypuff (bright pink skin, straw hat) Green Jigglypuff (light pink skin, green bedtime cap, blue eyes) -------------- Taunts: Up Taunt: Spins and blinks Side Taunt: Spins like a tornado and poses at the end Down Taunt: Deflates and floats down to the ground like a balloon Stage Entrance: Appears from a Poké Ball. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Jab, Jab Damage: 3% (first Jab), 3% (second Jab) Side Attack: Spin Kick Damage: 10% (Damage does not change for up or down diagonal Spin Kicks) Up Attack: Tipper Kick Damage: 9% Down Attack: Trip Kick Damage: 10% Dash Attack: Dive Attack Damage: 12% Ledge Attack: Flip Kick Damage: 6% Ledge Attack: (High %): Spin Attack Damage: 6% Trip Attack: Helicopter Kick Damage: 5% Fallen Attack (Back): Spin Kick Damage: 6% Fallen Attack (Stomach): Spin Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Standard Kick Damage: 10% (Damage decreases over time) Front Attack: Double Kick Damage: 12% Back Attack: Back Kick Damage: 12% Up Attack: Jiggly Sweep Damage: 9% Down Attack: Drill Kick Damage: 2% (each hit) (16% max) -------------- Smash Attacks: Side Smash: Pop Kick Damage: 22% Up Smash: Jiggly Thrust Damage: 18% Down Smash: Power Spin Kick Damage: 16% -------------- Grab: Balloon Grab Attack: Grab Jab Damage: 3% Front Throw: Pop Damage: 10% Back Throw: Bodyslam Damage: 10% Up Throw: Magic Toss Damage: 10% Down Throw: Rock the Cradle Damage: 10% -------------- Special Attacks: Standard Special: Rollout Press and hold the special attack button and Jigglypuff will charge a roll. Release, and you'll be rolling around at top speed! You can change your direction while on the ground, so be careful not to KO yourself... Damage: 18% (fully charged) Side Special: Pound Probably the most unimaginative special attack ever, Jigglypuff simply performs a strong punch. It can send her farther during her flight, and can actually extend the vertical distance of her mid-air jumps if performed right when a jump is performed. Damage: 11% Up Special: Sing Unlike most Up Specials, this one isn't used for recovery. Instead, Jigglypuff sings with her soft voice. Anyone near her will fall asleep to the melody. Remember that the higher the damage your opponent has, the longer he'll stay asleep. If you do this on a foe with a lot of damage, follow up with Rest! Damage: Does no damage. Down Special: Rest When performed, Jigglypuff falls asleep for a few seconds. ...Sounds kind of worthless, huh? Well, if you use it while you are overlapping your opponent, KLAAAAAAAAAANG! The opponent gets sent flying! Not only that, but a flower grows on that opponent's head, causing steady damage. This move is deadly if used on an opponent in 50% or higher! Damage: 15% (if Rest's uber impact hits), 1% (each hit, constant damage from flower) ------------------------------------------------------------------------------- Final Smash: Puff Up Jigglypuff grabs the Smash Ball! When executed, Jigglypuff puffs up to monstrous proportions! Then at her biggest, she yells out her name, sending anyone close to her to get KO'd! This is deadly on small stages, so Jigglypuff is at a disadvantage in a big stage like New Pork City. Damage: 17% (damage if Jigglypuff is touched as she is deflating, high knockback) Recovery Techniques: Pound is really the only move that can help her with recovery. Other than that, she has horizontal recovery down pat. However, her vertical recovery sucks in comparison, so try not to get knocked down below the stage. Tips for the Jigglypuff player: Due to Jigglypuff's slow falling speed and excellent aerial agility, she is a beast in aerial gameplay. As long as she has all her mid-air jumps, she's a nightmare in the air, so keep chasing the opponent. Pound is a good move during combos, with what you can pull off in Brawl, that is. Learn to use air as a weapon, and time the Rest for unexpected attacks, especially if the opponents are at high damage! How to deal with a Jigglypuff player: Jigglypuff is indeed a nightmare in the air, but her main weakness is how easily she can be thrown around due to her light weight. Use attacks that have high knockback, and stay on the ground unless you need to dodge. Her Final Smash is easy to avoid, just stay away from her for the duration of it. ############################################################################### Marth *UNLOCKABLE* [CharMart] Representing: Fire Emblem franchise Status: Returning Description: Marth, the main character of the first and third Fire Emblem games in Japan, has returned from Melee! His fast and smooth style makes him quite an easy character to master. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: *** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Marth (blue attire all around, blue cape) Red Marth (red attire all around, red cape) Green Marth (green attire all around, green cape) Black Marth (black attire all around, black cape) White Marth (white attire all around, white and red cape) Light Blue Marth (light blue attire all around, light blue cape, bright blue hair) -------------- Taunts: Up Taunt: Holds sword up high as it gleams Side Taunt: Swings sword then sheathes it Down Taunt: Swings sword and says something in Japanese Stage Entrance: A magic warp mark appears on the ground, then shines brightly to reveal Marth emerging from it! ------------------------------------------------------------------------------- Moveset: (Note: A unique thing to know about Marth's sword is that its very tip produces stronger attacks than hitting with the middle of the sword. Like say for instance, you hit an opponent with a side standard attack with only the middle of the sword and you'll deal 9% damage. Attack the opponent with the same attack, but hitting him with the very tip of your sword though, and you'll deal 12% damage. Because of this, every attack will have two damage %ages, the first being the damage for attacking with the middle of the sword, and the second being the damage for attacking with the very tip of the sword.) -------------- Standard Ground Attacks: Standard Attack Combo: Slash, Slash Damage: 4% (first Slash), 4% (second Slash) Tip Damage: 6% (first Slash), 6% (second Slash) Side Attack: Power Slash Damage: 9% Tip Damage: 12% Up Attack: Overhead Slash Damage: 9% Tip Damage: 12% Down Attack: Low Stab Damage: 9% Tip Damage: 10% Dash Attack: Dashing Slash Damage: 9% Tip Damage: 12% Ledge Attack: Flip Slash Damage: 6% Tip Damage: 8% Ledge Attack: (High %): Low Slash Damage: 10% Trip Attack: Double Slash Damage: 5% Fallen Attack (Back): Double Slash Damage: 6% Fallen Attack (Stomach): Dual Slash Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Aerial Duo Slash Damage: 3% (first slash), 9% (second slash) Tip Damage: 6% (first slash), 12% (second slash) Front Attack: Front Slash Damage: 10% Tip Damage: 13% Back Attack: Back Slash (turns Marth around) Damage: 11% Tip Damage: 14% Up Attack: Aerial Overhead Slash Damage: 10% Tip Damage: 13% Down Attack: Meteor Slash Damage: 12% Tip Damage: 14% (meteors opponent) -------------- Smash Attacks: Side Smash: Slash Pound Damage: 19% Tip Damage: 26% Up Smash: Tipper (can only hit with tip of sword) Damage: 25% (at side), 23% (if opponent is above Marth) Down Smash: Trip Dual Slash Damage: 19% (front), 18% (back) Tip Damage: 23% (front), 22% (back) -------------- Grab: One-hand Grab Attack: Knee Damage: 2% Front Throw: Throw Damage: 4% Back Throw: Back Toss Damage: 4% Up Throw: Up Toss Damage: 4% Down Throw: Throwdown Damage: 5% -------------- Special Moves: Standard Special: Shield Breaker Hold the Special Attack button and Marth will charge up, and then perform a powerful stab! If this move is fully charged, it can instantly break someone's shield, as the name implies. Damage: 18% Tip Damage: 22% Side Special: Dancing Blade Marth's Dancing Blade lets you choose from nine different attacks through a combination of a direction and pressing the special attack button. A "chart" below shows all the different attacks. First Attack: Side: Downward Overhead Slash (Damage: 3%, 4% at tip) Second Attack: Up: Upward Crescent Slash (Damage: 3%, 4% at tip) Neutral (no directions pressed) or Down: Leg Slash (Damage: 3%, 4% at tip) Third Attack: Up: Downward Slash (Damage: 4%, 5% at tip) Neutral: Leaning Slash (Damage: 4%, 5% at tip) Down: Low Stab (Damage: 4%, 5% at tip, can meteor) Final Attack: Up: Strong Upper Slash (Damage: 6%, 8% at tip) Neutral: Strong Downward Slash (Damage: 6%, 8% at tip) Down: Multi Leg Stab (Damage: 2% each hit, 3% last stab) So as you can see, you have many different ways of performing the Dancing Blade, with also varying degrees of damage if all slashes hit. Of course, the final attack is always the strongest and has the most knockback. Keep in mind that all the neutral attacks can be performed by also pressing the Control Stick/Pad to the side. Up Special: Dolphin Slash Marth slashes upward in blinding speed, jumping up in the process. Good for a recovery move, and as a surprise KO attack. Damage: 13% (at start, damage steadily decreases) Down Special: Counter Marth has a Counter move! When activated, Marth holds his sword forward with a stance. If attacked, he will block the attack and deliver his own counterattack slash! Marth's damage ratio gives 1.1 times the damage that the opponent delivered back, with a minimum of 8% of damage. Damage: Varies. ------------------------------------------------------------------------------- Final Smash: Critical Hit Marth holds his sword up high, gleams in the air, then he rushes forward with lightning speed and delivers a critical hit!! This can be done in the air, and Marth always rushes in a horizontal direction. This can be dodged if someone is quick enough, but when it connects, it's always an instant KO. It can even hit multiple opponents if they're in range. Be careful though, if you miss while in the air, you could self-destruct... However, you can always cancel the Final Smash at any time by pressing the Special Attack button again. Damage: 60% Recovery Techniques: Marth doesn't have much as far as recovery techniques go. His Side Special (first slash only) isn't as effective in making him stall in the air like it was in Melee, but can still be used for recovery. His main move is his Dolphin Slash, and it has a lot of vertical range to it. Since Marth stalls in the air a little bit after performing the Dolphin Slash, it's best to sweetspot it to the ledge so that you automatically grab it before you get in range of the enemy's attack. A fully charged Shield Breaker in the air can also thrust Marth forward a fair distance, so use that as your first recovery move. Tips for the Marth player: The best tip I can give to a Marth player is to learn to space himself with the opponent. Learn the ranges for each move and make it so that each hit connects with the sword's tip for maximum hitstun, knockback, and damage. His Side Special is now more useful for consecutive hits, so implement that move into your ground game. A good trick to use, and what many consider the "Ken Combo" named by famous Marth player "Ken" from Melee, is to constantly chase the opponent to the edge with small jumped (or shorthopped, for another term) forward aerial attacks, then finishing quickly with a meteor strike on his down aerial when the opponent is away from the stage. It takes practice to do, but it can be so worth it. The Ken Combo is most effective if the tip of the sword hits on all strikes. The Counter is good only when the opponent least expects it. How to deal with a Marth player: Marth has a good ground and aerial game, so an experienced Marth player is a force to be reckoned with. Nevertheless, projectiles are Marth's weakness. If your character has a projectile, use it. Use any moves that might out- prioritize Marth's moves. Marth's Final Smash is easy to avoid. If you're in Marth's range as he executes it, just jump out of the way or sidestep dodge. ############################################################################### Ike [CharIke] Representing: Fire Emblem franchise Status: Newcomer Description: Hailing from Fire Emblem: Path of Radiance on the Gamecube, Ike brings to battle his mighty swordplay. Extremely slow, but almost all his moves are KO capable, Ike can be a force to be reckoned with in teams or an experienced player. -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Ike (white pants, blue shirt, red cape) Golden Ike (almost completely golden clothes, golden cape) Purple Ike (purple clothes, red cape) Light Blue Ike (white clothes, light blue cape) Green Ike (green clothes, dark green cape) Soldier Ike (black-ish pants, tan shirt, red cape) -------------- Taunts: Up Taunt: Holds sword and acts like he's charging up Side Taunt: Holds sword beside him and says "Prepare yourself!" Down Taunt: Plants sword on ground. Stage Entrance: A magic warp mark appears on the ground, then shines brightly to reveal Ike emerging from it! ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Jab, Kick, Slice Damage: 4% (Jab), 5% (Kick), 7% (Slice) Side Attack: Power Slice Damage: 15% (Damage does not change for up or down diagonal Power Slices) Up Attack: Lift Slice Damage: 12% (side), 9% (above) Down Attack: Sweep Slice Damage: 14% (can meteor like Link's down attack) Dash Attack: Dash Slice Damage: 8% Ledge Attack: High Slash Damage: 8% Ledge Attack: (High %): Leaning Slash Damage: 10% Trip Attack: Spin Slash Damage: 5% Fallen Attack (Back): Double Slash Damage: 6% Fallen Attack (Stomach): Overhead Slash Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Crescent Slash Damage: 9% Front Attack: Strong Aerial Slash Damage: 13% Back Attack: Back Slice Damage: 14% Up Attack: Ragnell Spin Damage: 14% Down Attack: Meteor Slice Damage: 16% (meteors) -------------- Smash Attacks: Side Smash: Power Slice Damage: 30% (damage is less if farther away) Up Smash: Full-body Slash Damage: 23% Down Smash: Dual Power Slice Damage: 18% (front), 22% (back) -------------- Grab: Power Grab Attack: Headbutt Damage: 3% Front Throw: Kick Away Damage: 6% Back Throw: Back Kick Away Damage: 6% Up Throw: Toss Damage: 6% Down Throw: Stomp Damage: 6% -------------- Special Attacks: Standard Special: Eruption Ike plants his sword down onto the ground and makes fire rise up from the ground. The longer it's charged up, the more powerful and bigger the fire becomes. If fully charged, the explosion harms Ike as well, so be careful. Damage: 37% (to opponent, fully charged), 10% (to Ike, fully charged) Side Special: Quick Draw Ike charges up if the Special Attack button is held. If charged all the way, (indicated by a "ding!" sound) release and Ike will dash forward a long distance very quickly. On top of that, if he comes into contact with someone, he performs a powerful slash. Damage: 16% (fully charged) Up Special: Aether This powerful attack can hit multiple times! Ike throws his sword up into the air, jumps up to grab it, then spins down towards the ground for an intense hit upon ground impact! Ike has super armor when throwing his sword up into the air, so you can even resist the mighty Falcon Punch! Damage: 6% (beginning hit), 2% (each hit before Ike plummets), 3% (plummeting hit, can meteor), 6% (impacting hit) Down Special: Counter Ike counters! Ike is slow to counter, but if an opponent attacks him while in his counter stance, he blocks and counterattacks, delivering 1.2 times the damage the opponent delivered back, with a minimum of 10% of damage. Damage: Varies. ------------------------------------------------------------------------------- Final Smash: Great Aether This sword of mine glows with an awesome power! Its burning grip tells me to defeat you! My love, my anger, and all of my sorrow! GREAT AETHER!!! ....Um, yeah. Anyway, Ike does an upward slash with his sword. If it connects, the opponent is sent flying upwards, and Ike intercepts, where he uses a series of flashy and fiery slashes, and then finally does a finishing blow by slamming the opponent to the ground, causing a volcanic explosion which can damage all nearby players, and send the original foe flying! Damage: Average of 60%. Beginning slash does 5%, each slash does 3%. Recovery Techniques: Ike has two recovery techniques. His Aether and Quick Draw. Quick Draw is used for horizontal recovery, while his Aether is used for vertical recovery. Use Aether so that Ike grabs the ledge without having to land. Quick Draw is best used if you can grab the ledge with it. Tips for the Ike player: An Ike player should not rely on his strongest moves to win, as he can be very predictable otherwise. If you spam Quick Draw, Aether, and the forward smash, like most people seem to do, you will be easily predictable. As such, vary your moves. Throw in a good aerial scare with some well-placed aerial moves, space the Quick Draw so that you stop right in front of the opponent, where you can do a quick neutral attack combo. Counter is slow in coming out compared to Marth's, so you can easily use it as a humiliation attack if your opponent is trying to use a slow, powerful attack on you. (Such as Dedede's forward smash.) It's not as good as a surprise measure while being attacked, though. How to deal with an Ike player: Ike's recovery is meaningless if you have a good maneuver to use against. Even simple pushing moves like Mario's F.L.U.D.D. or Squirtle's Water Gun can foil an Ike's recovery. As such, Ike is easily susceptible to meteor strikes during Quick Draw, and you should use a move that has a disjointed hitbox (see Techniques) to interrupt Ike's Aether. Since Ike has slow attacks overall, a well-timed dodge is enough to avoid an attack, and have enough time to attack. The Final Smash has a large range despite its looks, but staying away from Ike is the key. ############################################################################### Ness *UNLOCKABLE* [CharNes] Representing: Earthbound/Mother 2 Status: Veteran Description: As if anyone would replace Ness. :P He returns to Brawl once more! His psychic abilities are akin to that of Lucas, and most of his moveset hasn't been changed from Melee. Is it possible that he and Lucas might become fast friends? -------------- Attributes: (out of 5 *'s) Power: N/A Speed: ** Height: N/A Weight: N/A Jump: N/A Second Jump: N/A Falling Speed: N/A Can Wall Jump: No Can Crawl: No -------------- Alt. Costumes: Default Ness (red baseball cap, yellow and blue-striped shirt) White Ness (white cap, white shirt with orange sleeves) Bumblebee Ness (yellow baseball cap, yellow and black-striped shirt) Orange Ness (green baseball cap, yellow and orange-striped shirt) Blue Ness (blue baseball cap, yellow and purple-striped shirt) Black Ness (purple cap, black Mr. Saturn shirt) -------------- Taunts: Up Taunt: Nods head and says "Ok!" Side Taunt: Shows his baseball bat Down Taunt: Waves his finger around, a magic trail producing from it Stage Entrance: Gets burned from PK Teleport. ------------------------------------------------------------------------------- Moveset: -------------- Standard Ground Attacks: Standard Attack Combo: Punch, Punch, Kick Damage: 3% (first Punch), 2% (second Punch), 4% (Kick) Side Attack: Far Kick Damage: 11%, 12% (up diagonal), 10% (down diagonal) Up Attack: Rise Punch Damage: 7% Down Attack: Trip Kick (can be performed rapidly) Damage: 4% Dash Attack: PK Push Damage: 5% (first PK circle), 4% (second PK circle), 4% (third PK circle) Ledge Attack: Flip Kick Damage: 8% Ledge Attack: (High %): Slow Punch Damage: 10% Trip Attack: Dual Kick Damage: 5% Fallen Attack (Back): Spin Kick Damage: 6% Fallen Attack (Stomach): Double Kick Damage: 6% -------------- Standard Aerial Attacks: Standard Attack: Heli Spin Damage: 11% Front Attack: PK Palm Damage: 2% (each hit for four hits), 3% (last hit) Back Attack: PK Kick Damage: 8% (if the feet don't hit), 15% (if feet hit) Up Attack: Headbutt Damage: 13% Down Attack: Meteor Kick Damage: 9% (if meteor isn't successful), 12% (if meteor is successful) -------------- Smash Attacks: Side Smash: Cracked Bat Ness swings a baseball bat in true sportsman-like fashion. Has a heavy start-up time but high knockback if it connects. Like the Home-Run Bat, this move is stronger the closer you hit the opponent at the tip of the bat. This move can also reflect any projectiles. Damage: 25% (up close) Up Smash: Around the World Ness brings out his Yo-Yo and swings it over his head. The hit during the charge sends an opponent above Ness so that you can hit again with it. Damage: 4% (during charge), 13% (when he swings it) Down Smash: Walk the Dog Ness brings out his Yo-Yo behind him and rolls it quickly along the ground to his front. The hit during the charge can bring an opponent in front of Ness, so release the move to hit again. Damage: 4% (during charge), 13% (when he swings it) -------------- Grab: PK Grab Attack: Headbutt Damage: 1% Front Throw: Psychic Toss Damage: 11% Back Throw: Over-shoulder Psychic Toss Damage: 11% Up Throw: Psychic Spin Damage: 10% Down Throw: Throwdown Fire Damage: 1% (each hit for five hits), 4% (last hit) -------------- Special Moves: Standard Special: PK Flash Ness produces a green energy ball. Hold the Special Attack button and use the Control Stick to control it in a limited fashion. This can really hurt someone if used right! Damage: 37% (fully charged) Side Special: PK Fire Ness throws a small bolt of energy from his fingertips and travels a short distance forward. If the bolt makes contact, it bursts into a pillar of flame that can hit multiple times. Great for setting up a more powerful attack. The bolt also moves at a downward diagonal trajectory when performed in the air. Damage: 6% (beginning hit), 2% (each hit afterwards) (22% max) Up Special: PK Thunder Ness concentrates power, and out comes a small bolt of lightning! Ness is immobile while the bolt is out, but the bolt itself can be controlled. The bolt disintegrates when it hits an opponent, and has little knockback. It is also faster than Lucas's PK Thunder. However, make the bolt hit Ness himself and he gets shot like a bullet a short distance in a direction depending on where the bolt hit him. While Ness is shot forward, any opponent he hits will knock them far with lots of damage. I call this the PK Missile. Damage: 8% (if tip of PK Thunder hits), 2% (if trail of PK Thunder hits), 25% (if Ness hits with PK Missile, damage decreases over time) Down Special: PSI Magnet
PSI Magnet is solely a defensive move. Use it and Ness will bring up a
magnetic field around him. Any energy projectiles fired at him will heal Ness
during this. This does, somehow, include fire. However, Ness is immobile and
can still be hurt by physical attacks. If you release PSI Magnet, any opponents
nearby will be pushed away from Ness a little bit.
Damage: Does no damage, can heal Ness though.
-------------------------------------------------------------------------------
Final Smash: PK Starstorm
P...K.... STAAAARRSTOOOORM!!!! Ness calls to the stars in the sky and sends
them raining down onto the stage! Ness's PK Starstorm is blue and each star
falls in a kind of fan-shaped pattern. Compared to Lucas's though, each star
does more damage and more knockback.
Damage: 20% (for each star)
Recovery Techniques: Ness only has one recovery move in question, and that's
PK Thunder. Since you actually have to hit Ness with it in order to recover
with it, it can be a scary move for the Ness user, because an expert would
likely interrupt the PK Thunder with their own projectile (any stronger
projectile nullifies the PK Thunder) and thus, foil your recovery. Due to this,
Ness has a bad, predictable recovery. Still, you must do all you can to
survive.
Tips for the Ness player:
Ness is a weird character to work with. His weird double jump and psychic
attacks make him quite the unique character. Use PK Fire as a setup for another
attack like a throw. Ness's throws are the most powerful in the game, so use
those when the opponent is around 100%. PK Missile (from PK Thunder) and PK
Flash are also excellent killing moves, so master them. The people you face
will especially be impressed if you master PK Flash to intercept recoveries!
They may also be frustrated as well... >_>
There's also something with Ness that can prove detrimental unless you learn
how to play defensively. Ness, when he breaks out of a grab, is left helpless
for an abnormally long amount of time, longer than any other character aside
from Lucas (who also suffers from this). This break-out lag can leave you open
to get grabbed again and again. It can be avoided by not getting grabbed so
often, usually by playing more defensively.
How to deal with a Ness player:
You must play with power! (Sorry, a little old Nintendo joke there...*cough*)
Anyway, since Ness has a great aerial game, stay on the ground, but be prepared
to dodge a lot of his attacks, since most of his ground ones send you into the
air. There's a slight starting lag to the PK Fire before Ness fires it, so use
that to dodge accordingly. The PK Starstorm is actually easy to avoid,
sometimes you can just stand in place and you'll avoid it. Crazy, I know.
###############################################################################
Lucas [CharLucas]
Representing: Mother/Earthbound series
Status: Newcomer
Description: Hailing from Mother 3, the kid with extraordinary psychic powers
makes his Brawl debut! Though timid in nature, he fights like an expert.
Boasting similar special moves to Ness, but having an entirely different
standard attack moveset, Lucas brings a little variety to Ness users!
--------------
Attributes: (out of 5 *'s)
Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No
--------------
Alt. Costumes:
Default Lucas (yellow and red-striped shirt, blue pants)
Claus Lucas (blue and yellow-striped shirt, orange hair and pants)
Red Lucas (red and dark red-striped shirt, turquoise pants)
Blue Lucas (blue and white-striped shirt, purple pants)
Green Lucas (green and red-striped shirt, dirty blonde hair, dark brown pants)
Purple Lucas (purple and pink-striped shirt, green pants)
--------------
Taunts:
Up Taunt: Slips on his butt
Side Taunt: Talks to his Rope Snake
Down Taunt: Focuses PSI energy
Stage Entrance: Lucas comes riding onto the stage from a Mr. Saturn tea table!
-------------------------------------------------------------------------------
Moveset:
--------------
Standard Ground Attacks:
Standard Attack Combo: Kick, Kick, Kick
Damage: 3% (first Kick), 3% (second Kick), 4% (third Kick)
Side Attack: PK Slash
Damage: 11%
Up Attack: PK Upper
Damage: 3% (first hit if on side), 8% (if PK bubble hits)
Down Attack: Spin Kick (can use it rapidly)
Damage: 6%
Dash Attack: PK Push
Damage: 12% (if up close), 10% (farther away)
Ledge Attack: Flip Kick
Damage: 8%
Ledge Attack: (High %): Slow Punch
Damage: 10%
Trip Attack: Dual Kick
Damage: 5%
Fallen Attack (Back): Spin Kick
Damage: 6%
Fallen Attack (Stomach): Double Kick
Damage: 6%
--------------
Standard Aerial Attacks:
Standard Attack: PK Spin
Damage: 2% (each hit for first seven hits), 3% (last hit)
Front Attack: PK Kick
Damage: 12%
Back Attack: PK Meteor
Damage: 7% (if meteor isn't successful), 12% (if meteor is successful)
Up Attack: Headbutt
Damage: 13%
Down Attack: PK Multi-Kick
Damage: 5% (each hit, last hit is a meteor) (20% max)
--------------
Smash Attacks:
Side Smash: Stick Swing
Lucas swings a stick once at a fast pace. Moderate knockback. This move can
reflect projectiles.
Damage: 21%
Up Smash: PK Love
Lucas charges up PK energy and releases it in the (vague) shape of a heart. It
is slow both in activating and afterwards, but is extremely powerful, even
uncharged.
Damage: 29% (on side), 22% (if opponent is above)
Down Smash: PK Shoot
Lucas charges up powerful PK energy in his fingertips and shoots three bolts of
it down to the ground. Like PK Love, this move is also extremely powerful, but
not as much. Due to that, it has less lag overall. It's impossible to hit with
all three bolts though.
Damage: 23% (first bolt), 19% (second bolt), 15% (third bolt)
--------------
Grab: Rope Snake (can be used for Tether Recovery)
Attack: Headbutt
Damage: 3%
Front Throw: PK Throw
Damage: 10%
Back Throw: PK Backthrow
Damage: 10%
Up Throw: PK Toss
Damage: 10%
Down Throw: PK Slam
Damage: 7%
--------------
Special Moves:
Standard Special: PK Freeze
Hold the special attack button to charge up the PK Freeze. It acts like Ness's
PK Flash, but this move is a lot more controllable. Release the special attack
button to make the freezing energy explode, causing anyone caught in it to
freeze up into a block of ice!
Damage: 19% (fully charged)
Side Special: PK Fire
Lucas sends out PK Fire! It flies in a straight line for a short distance, and
looks small, but when it hits, it explodes into a pillar of fire that hits
once. Also, this move pushes Lucas back a bit.
Damage: 8%
Up Special: PK Thunder
When unleashed, an orb of PK Thunder is sent out. This orb is fully
controllable (though Lucas isn't) but only does minimal damage. The bolt does
pass through opponents while damaging them, unlike Ness's. Also, the bolt is
able to make tighter turns than Ness's PK Thunder. If you hit yourself with
the bolt, you'll go flying and turn yourself into a powerful projectile that
can hit multiple times. Great for recovery, just be careful where you aim that
thing. Like with Ness, I call this technique the PK Missile.
Damage: 10% (if the ball of PK Thunder hits), 2% (if trail hits, can meteor),
40% (average damage if all hits on PK Missile hit)
Down Special: PSI Magnet
Lucas creates a large magnet field in front of him! This blue field can absorb
all projectiles and heal Lucas. Unfortunately he's completely vulnerable behind
him, so use it cautiously. If you release Lucas's PSI Magnet, anyone close to
Lucas will take damage!
Damage: 9% (releasing damage)
-------------------------------------------------------------------------------
Final Smash: PK Starstorm
P...K.... STAAAARRSTOOOORM!!!! Lucas unleashes a devastating move! Down comes
stars from the sky, raining havoc among the other smashers! This is almost
impossible to avoid without a scratch, as the stars come down very quickly.
The stars for Lucas's PK Starstorm do less damage and knockback compared to
Ness's in compensation though.
Damage: 14% (each star)
Recovery Techniques:
Like Ness, Lucas has PK Thunder to help him recover, but thankfully, it's less
of a nightmare to work with, since the bolt won't dissipate if it hits someone
else, so it's a bit safer. You still have to watch out for people trying to
meteor you, though. Lucas also has that Rope Snake of his, which despite how it
looks on the ground, actually has great reach for Tether Recovery, so you can
use that for a good recovery move as well. A really nice recovery for Lucas is
what is called "Zap Jumping." It requires good timing, but you basically
perform PK Fire at the same time when you double jump. If successful, Lucas
flies MUCH higher than normal. This is easier done if you set Special Moves to
the C-Stick or right stick on the Classic Controller. (Assigning Special
Moves to the C-Stick is commonly called "B-Sticking.")
Tips for the Lucas player:
Lucas's smashes and overall ground attacks are better than Ness's, though his
aerial game is arguably weaker than Ness's, simply for the fact that it's
harder to hit with his aerial attacks than it is with Ness's. At any rate,
Lucas has some great killers, such as his Up Smash and Down Smash. But since
the moves have large beginning and ending lag, make sure you perform them at
times where the opponent won't be able to attack you. Use PK Thunder for a nice
juggler, small jumped PK Fires to foil being chased, and PK Freeze for long-
distance attacking. Again, like with Ness, Lucas has a problem with breaking
out of grabs. Play defensively to avoid getting grabbed, and explore your
options for breaking out. Remember that you can break out of a grab while
jumping by pressing the jump button, and this will eliminate the chance of you
getting grabbed again with almost no chance of avoiding it.
How to deal with a Lucas player:
Avoid being above him, you will never want to be hit with that up smash of his.
If Lucas spams his Smashes, wait for the right time to strike. Learn the timing
to dodging the PK Freeze, try to nullify Lucas's PK Thunder in any use, and
jump constantly if Lucas uses PK Fire. PK Starstorm is harder to avoid, but can
still be avoided with proper dodging. Just watch the sudden influx of stars
near the move's end...
###############################################################################
Mr. Game & Watch *UNLOCKABLE* [CharG&W]
Representing: Game & Watch portable system
Status: Returning
Description: The 2D character from the Game & Watch games, he's back from Melee
with a vengeance! His ridiculous frame-by-frame attacks and movements make him
quite a unique character!
--------------
Attributes: (out of 5 *'s)
Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No
--------------
Alt. Costumes:
Default G&W (black)
Red G&W
Yellow G&W
Blue G&W
Green G&W
White G&W
--------------
Taunts:
Up Taunt: *ring ring*
Side Taunt: *ring ring*
Down Taunt: *jumps*
Stage Entrance: Walks in frame-by-frame.
-------------------------------------------------------------------------------
Moveset:
--------------
Standard Ground Attacks:
Standard Attack: Greenhouse (can be repeated rapidly)
Damage: 3% (first hit), 1% (each hit afterwards)
Side Attack: Lion
Damage: 10%
Up Attack: Flag
Damage: 8%
Down Attack: Manhole
Damage: 6%
Dash Attack: Helmet
Damage: 11%
Ledge Attack: Alarm Bash
Damage: 8%
Ledge Attack: (High %): Slow Alarm Bash
Damage: 10%
Trip Attack: Dual Vermin
Damage: 5%
Fallen Attack (Back): Double Vermin
Damage: 6%
Fallen Attack (Stomach): Double Vermin
Damage: 6%
--------------
Standard Aerial Attacks:
Standard Attack: Tropical Fish
Damage: 5% (first hit), 4% (each hit when the fish spill out)
Front Attack: Package
Damage: 16%
Back Attack: Turtle Bridge
Damage: 3% (each hit) (15% max)
Up Attack: Spitball Sparky (blows opponents upward)
Damage: 7% (first hit), 9% (second hit)
Down Attack: Key (Mr. Game & Watch plummets)
Damage: 14% (beginning hit, meteors), 6% (landing hit)
--------------
Smash Attacks:
Side Smash: Fire Attack
Damage: 25%
Up Smash: Helmet Smash
Damage: 25%
Down Smash: Vermin
Damage: 18%
--------------
Grab: 2D Grab
All of Mr. Game & Watch's throws are based off of the Game & Watch game "Ball."
He juggles the opponent first before sending that opponent in the desired
direction.
Attack: Alarm Bash
Damage: 3%
Front Throw: Ball Forward
Damage: 8%
Back Throw: Ball Backward
Damage: 8%
Up Throw: Ball Upward
Damage: 8%
Down Throw: Ball Downward
Damage: 6%
--------------
Special Attacks:
Standard Special: Chef
Mr. Game & Watch takes the role of a chef and flips various food items from a
spatula! The food items cause minimal damage with minimal knockback, but if the
opponent is hit with the spatula, he takes more damage and is set on fire!
Damage: 4% (food item damage), 9% (spatula damage)
Side Special: Judge
Mr. Game & Watch holds up a number sign and swings a hammer! The number on
the sign judges what effect the hammer will deliver. Check the Damage for this
special to find out, but try to get a 9! That's the highest number and thus the
deadliest!
Damage: I will go through damage in a list, quite different from the other
damage sections for moves. The number for the sign will be listed first, then
the damage and effects.
"1": 2% (opponent doesn't flinch), 12% (to Mr. Game & Watch)
"2": 4% (weak attack with little knockback)
"3": 6% (can pierce through shields)
"4": 8% (slashes foes, sending them upward)
"5": 3% each hit (zaps foes with three electrical charges)
"6": 12% (sets foes on fire)
"7": 14% (average knockback, food item appears in front of Mr. G&W)
"8": 9% (freezes foes)
"9": 32% (foes get launched off the screen for an instant KO)
Up Special: Fire
A medical team with a bouncy blanket suddenly appears below Mr. Game & Watch
and sends him flying high! This can cause damage, and Mr. Game & Watch produces
a parachute to slow his landing down! You can cancel the parachute by attacking
or fast falling, or use it as a nice way to recover!
Damage: 6% (opponents are pushed up and away if not hit)
Down Special: Oil Panic
Mr. Game & Watch whips out a bucket and places it in front of him for as long
as the special attack button is held. With this, Mr. G&W is able to store three
projectiles. After storing them, execute the move again to spill oil on your
victims! The attack is powered based on the damage each projectile stored has
(up to 20%), multiplied 2.8 times. So that means, if you have Ness on your
team with Team Attack on (you can attack your teammates) you can have your Ness
partner help you store up three fully-charged PK Flashes for a deadly surprise
attack!
Damage: Varies. No set damage.
-------------------------------------------------------------------------------
Final Smash: Octopus
Mr. Game & Watch transforms into the octopus boss from the Octopus Game & Watch
game. Move around and attack with your tentacles by pressing the attack button!
When attacking, the tentacles lengthen. You are also able to jump, but be
careful not to fall off the stage! The tips of the tentacles cause the most
damage, and the tentacles on the back cause minimal damage.
Damage: 16%
Recovery Techniques:
Mr. Game & Watch has Fire as his sole recovery move sadly, but it is great for
both vertical and horizontal recovery! The parachute he brings out lets him
float down slower than a normal fall, so you can use that for horizontal
recovery.
Tips for the Mr. G&W player:
Mr. Game & Watch is a more effective character than he was in Melee, so he's
pretty easy to get used to. A few things to note: his up aerial can be used
effectively to foil aerial attacks, his back aerial is good for chasing, and
his neutral aerial is a nice instant attack. Use his down aerial to reach the
ground quickly so you don't get kept in the air. Use Chef for annoyances, (lol)
Oil Panic to store up energy projectiles, and Judge for surprise attacks! It is
very humiliating to the opponent to suddenly hit him with a "9" on Judge!
How to deal with a Mr. G&W player:
Mr. Game & Watch is deadly, with his smashes being able to kill in low percents
compared to other characters (exceptions being the powerful characters like
Ganondorf, DK, or Bowser, of course) he is also one of the lightest characters,
which makes it easy to launch him. Use this opportunity to land some heavy
hitting attacks when appropriate. Be careful with your projectile use, what
with the Oil Panic move. The Final Smash is...actually hard to avoid. If you
can manage to dodge it, great!
###############################################################################
Solid Snake *UNLOCKABLE* [CharSnake]
Representing: Metal Gear franchise
Status: Newcomer
Description: Snake breaks tradition in the SSB series as being the first
3rd-party character to appear in this now well known-fighting series. "Why
Snake, he's pretty much a Sony character," you ask? Well, believe it or not,
Snake has had some Metal Gear games on Nintendo consoles before. Plus a rumor
says that Hideo Kojima wanted Snake in Brawl, so yeah. This cunning mercenary
uses many weapons as his attacks, but don't be fooled: he's quite capable of
CQC in this game. (Close-Quarter Combat)
--------------
Attributes: (out of 5 *'s)
Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes
--------------
Alt. Costumes:
Default (grey attire)
Blood Camouflage (covered in black camouflage with red splotches)
Aqua Camouflage (covered in aqua-colored camouflage)
Army Camouflage (covered in white colored camouflage)
Forest Camouflage (covered in green-ish colored camouflage)
Leopard-skin Camouflage (covered in leopard-patterned camouflage)
--------------
Taunts: (Snake's taunts can be cancelled early by pressing the attack button,
and the box always does 2% and moderate knockback to the opponent if it hits)
Up Taunt: Snake quickly hides in a box
Side Taunt: Snake reclines then hides in a box
Down Taunt: Snake slowly hides in a box
Stage Entrance: Snake's optical camouflage breaks up, forcing Snake to go into
action.
-------------------------------------------------------------------------------
Moveset:
--------------
Standard Ground Attacks:
Standard Attack Combo: Punch, Jab, Roundhouse Kick
Damage: 4% (Punch), 3% (Jab), 7% (Roundhouse Kick)
Side Attack Combo: Knee, Arm Hammer
Damage: 8% (Knee), 9% (Arm Hammer)
Up Attack: Up Kick
Damage: 13%
Down Attack: Trip Kick
Damage: 10%
Dash Attack: Dive
Damage: 11%
Ledge Attack: Flip Kick
Damage: 8%
Ledge Attack: (High %): Slow Kick
Damage: 10%
Trip Attack: Dual Kick
Damage: 5%
Fallen Attack (Back): Double Kick
Damage: 6%
Fallen Attack (Stomach): Double Punch
Damage: 6%
--------------
Standard Aerial Attacks:
Standard Attack: Multi-Kick
Damage: 6% (first kick), 5% (second kick), 4% (third kick), 13% (fourth kick)
Front Attack: Scissor Kick
Damage: 14% (if meteor is not successful), 15% (if meteor is successful)
Back Attack: Back Kick
Damage: 14%
Up Attack: Aerial Up Kick
Damage: 14%
Down Attack: Downward Multi-Kick
Damage: 6% (first kick), 5% (second kick), 5% (third kick), 12% (fourth kick)
--------------
Smash Attacks:
Side Smash: Bazooka
Damage: 30%
Up Smash: Mortar
Damage: 4% (when Snake slams the machine down), 10% (explosive)
Down Smash: Mine
Damage: 19%
--------------
Grab: Choke-Hold
Attack: Neck Crack
Damage: 2%
Front Throw: Toss
Damage: 9%
Back Throw: Back Toss
Damage: 9%
Up Throw: Bodyslam
Damage: 10%
Down Throw: Rest
Damage: 12%
--------------
Special Moves:
Standard Special: Hand Grenade
Pressing the special move button once makes Snake take out the pin of a Hand
Grenade, and stands by to throw it at opponents. Be careful to not let it stay
in your hands for too long, it'll blow up, damaging you if you do. Once a
grenade is out, press the B button again to throw it forward. Though you can
control the trajectory of the grenade by using the Control Stick. Pressing it
forward makes Snake do a hard throw, not using the Control Stick makes him do
a mid throw, and holding the Control Stick backward makes him do a soft throw.
Damage: 3% (if grenade hits opponent at highest velocity, opponent doesn't
flinch), 12% (explosion)
Side Special: Remote Missile
Snake sits crouched with the RPG resting on his shoulder, then fires! While the
Missile is out, you can actually control its direction completely! Interesting.
However, Snake sits still while the Missile is out, proving to be a
disadvantage to him. However you can press the shield button to stop the
Missile prematurely if you're in danger.
Damage: 7% (close range), 14% (maximum velocity)
Up Special: Cypher
Since Snake can't fly, he relies on his reconnaissance camera, the Cypher, to
carry him along. At the start of the attack, it sends him up, and then he
releases his hold. Pretty darn good for recovery, but beware if people try to
grab you during it...You can interrupt this move at any time by just attacking.
Damage: 6% (if releases Cypher hits opponent)
Down Special: C4
Snake plants a C4 mine onto the ground. Perform the Down Special again and
Snake will detonate the mine. Great for tricky attacks! The mine can even be
sneakily placed on foes as well... Occasionally, he might plant a C3 Mine, a
nice little butterfly-shaped mine.
Damage: 17%
-------------------------------------------------------------------------------
Final Smash: Grenade Launcher
Snake makes a huge jump into a helicopter, and then the camera pans into a wide
view of the stage. Then comes Snake climbing down a helicopter ladder. With
grenade launcher in hand, you can freely aim the crosshairs at the stage and
fire explosive grenades at opponents. You have 6 grenades to fire. When they're
all spent, Snake reloads. You now have another 6 grenades to fire before Snake
runs out of ammo and climbs back up to the helicopter and gets dropped off at
the stage again. Keep in mind that the Final Smash itself also has a time limit
and can end even if you haven't used up all your ammo.
Damage: 18% (each grenade)
Recovery Techniques:
Snake's forward aerial seems to pop him up just a tad, so that might be good.
His Cypher is his primary move for recovery. Not only that, but you can use any
move other than Cypher after the move. This means that Snake can "Bomb Jump."
Simply drop C4, fast fall and detonate it, and it will hit you. You can perform
the Cypher again after this. Repeat until you reach the stage. Helpful, huh?
Just be wary of this technique if you are at high damage...
Tips for the Snake player:
Snake is quite different from the rest of the fighters. Just like the games he
comes from, Snake is best used strategically. Plant C4 mines and detonate them
when foes least expect, surround them with explosives (planting a mine in front
of them, throwing grenades, AND firing a rocket), use such explosive moves for
edgeguarding, you can even drop the Remote Missile right above someone who's
hanging off the ledge. If you're daring, plant a C4 mine on someone and keep it
there until the opponent forgets about it. Remember though, that the mine acts
like a Gooey Bomb, as it can be passed on to anyone else who touches it. A neat
little trick you can perform with the grenades, is if you shield while holding
one, you'll drop it. This way, you can throw it normally. It's like a free Bob-
omb!
How to deal with a Snake player:
A good Snake player is capable of insane pressure and mindgames with his
explosives and generally unique moveset. As such, it's hard to stay safe when
he's around. Nevertheless, if you see Snake plant mines, do your best to stay
AWAY from there. No matter how long it may take. If you can, you can fire a
projectile or something at the mine to detonate it. Since Snake's grenades take
a while to explode, you can pick them up and throw them back at him. Of course,
if Snake holds on to them just before they explode, it may not be a good idea
to try it. If Snake plants a C4 on you, chase him down so it can hook onto him!
Snake's Final Smash is easy to avoid, just learn the delay for each shot and
dodge at the right time.
###############################################################################
Sonic the Hedgehog *UNLOCKABLE* [CharSonic]
Representing: Sonic franchise
Status: Newcomer
Description: The very popular Sonic the Hedgehog has finally made his debut in
a Smash Bros. game! He attacks with supersonic speed and is a formidable foe to
face. His speed makes it a bit difficult to control at first, but it will soon
seem natural. He also has some great combo-ing abilities.
--------------
Attributes: (out of 5 *'s)
Power: N/A
Speed: *****
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No
--------------
Alt. Costumes:
Default Sonic (blue fur, red shoes)
Black Sonic (black-ish blue fur, black wristbands and shoes)
Yellow Sonic (blue fur, tan skin, yellow wristbands)
Green Sonic (dark turquoise fur, green wristbands and shoes)
Orange Sonic (blue fur, orange wristbands, bright red shoes)
--------------
Taunts:
Up Taunt: Flips and crosses his arms
Side Taunt: Super Peel-out! "You're too slow!"
Down Taunt: Breakdances "Come on! Step it up!"
Stage Entrance: Jumps into the stage from the foreground.
-------------------------------------------------------------------------------
Moveset:
--------------
Standard Ground Attacks:
Standard Attack Combo: Punch, Punch, Kick
Damage: 2% (first Punch), 2% (second Punch), 3% (Kick)
Side Attack: Mule Kick
Damage: 4% (first hit if up close), 7% (second hit)
Up Attack: Double Upper Kick
Damage: 3% (first hit of first kick), 4% (second hit of first kick), 7% (second
kick)
Down Attack: Trip Kick
Damage: 6%
Dash Attack: Running Spin
Damage: 6%
Ledge Attack: Ledge Spin
Damage: 8%
Ledge Attack: (High %): Low Kick
Damage: 6%
Trip Attack: Spin Kick
Damage: 5%
Fallen Attack (Back): Spin Kick
Damage: 6%
Fallen Attack (Stomach): Side Spin
Damage: 6%
--------------
Standard Aerial Attacks:
Standard Attack: Spin Attack
Damage: 11% (Damage decreases over time)
Front Attack: Barrel Spin
Damage: 2% (each hit for 5 hits), 4% (last hit)
Back Attack: Back Kick
Damage: 13%
Up Attack: Upper Scissor Kick
Damage: 3% (first hit), 6% (second hit)
Down Attack: Plummet Kick (Sonic plummets)
Damage: 8%
--------------
Smash Attacks:
Side Smash: Wind-up Punch
Damage: 19%
Up Smash: Super Spin Attack
Damage: 7% (first hit), 1 & 1/3% (each hit for six hits), 4% (last hit)
Down Smash: Hyper Spin
Damage: 16% (front), 12% (back)
--------------
Grab: Double Grip
Attack: Knee
Damage: 3%
Front Throw: Kick Away
Damage: 9%
Back Throw: Spin Slam
Damage: 8%
Up Throw: Spike Plant
Damage: 12%
Down Throw: Spin Grind
Damage: 8%
--------------
Special Attacks:
Standard Special: Homing Attack
Execute the move, and Sonic will spin in the air for a little moment before
charging forward at the nearest opponent. Excellent attack for intercepting,
and you can speed up the attack by tapping the Special Attack button.
Damage: 8%
Side Special: Spin Dash
Sonic will roll into a ball and immediately dash forward! You can charge it up
by holding the Special Attack button to go a little faster. This can plow
through multiple opponents and has vertical knockback, but the damage is low.
You can also jump after releasing a Spin Dash (or during charging) so you can
intercept in the air. This is really a great move that shouldn't be
underestimated.
Damage: 10% (at maximum velocity)
Up Special: Spring Jump
A spring forms underneath Sonic and launches him really high into the air. If
used in mid-air, the spring just falls off screen. However, if you use it
while on the ground, the spring will stay put for a second, allowing other
characters to use the spring and intercept you. Of course, you can use it as a
trap...
Damage: 4% (if mid-air spring falls on someone)
Down Special: Spin Charge
What? A move that's the same as the Spin Dash? Seems like it. Charge it up by
tapping the Special Attack button before releasing. This attack has horizontal
knockback.
Damage: 10% (at maximum velocity)
-------------------------------------------------------------------------------
Final Smash: Super Sonic
Sonic gathers the seven Chaos Emeralds and transforms into the powerful Super
Sonic! While he is in super form, you can freely move him around the screen to
ram into other players. Beware though, his speed can make him hard to control!
Damage: 18% (beginning hit with Chaos Emeralds, high knockback), 13% (if
still), 18% (if moving)
Recovery Techniques:
Homing Attack is good for recovery, and so is Spin Dash. Just be careful with
Spin Dash. You can't jump with it while in the air, but it does pop you up a
bit. Spin Charge doesn't have that pop up, so don't use it for recovery. Spring
Jump is a must. It's unique though; after using it, you cannot double jump or
use any of your other Special Moves until you land, but you can use any of your
aerial attacks. Keep this in mind, as people seem to think that Sonic "air
trips" a lot, when in fact it's just the qualities of his Up Special.
Tips for the Sonic player:
Let me be honest...Sonic's priority stinks. Almost none of his attacks can seem
to out-prioritize other attacks (in other words, if Sonic's attack clashes with
another attack, the other attack will almost always hit Sonic). As such,
Sonic requires almost a completely defensive playstyle to work right. If you
are always offensive, you'll likely get owned. Learn your opponents' weaknesses
well and constantly dodge attacks, putting in attacks of your own at the
appropriate times. It's also best to use Sonic's speed to your advantage. Just
don't rush to the opponent with a dashing attack or Spin Dash or Spin Charge
all the time. It makes you predictable. This goes for using Spring Jump then
the down aerial constantly, too.
How to deal with a Sonic player:
Just like how a Sonic player needs to be overly defensive, to deal with Sonic,
you must be overly offensive. Give him all you got, learn to dodge his Spin
Dash and Spin Charge, and if he attacks, immediately try to interrupt his with
your own. Super Sonic is a tough guy to dodge. It's almost impossible,
especially against someone who knows how to use him right. If the Super Sonic
you are facing just does fly-bys, start dodging before he reaches you. If the
Super Sonic user waits until you are done dodging, well...not much I can help
you with there. I swear, when used right, Super Sonic is the most broken Final
Smash ever.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Stages |
|
---------------- [Stg]
Of course, a fighting game needs characters...it needs stages as well! This
will cover all the stages in the game, including hidden ones. This does not
reveal how to unlock hidden stages, so please refer to the Secrets section.
This section lists all the stages the game lists them in left-to-right fashion.
###############################################################################
Battlefield
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Representing: Unique. It is a stage for SSBB.
Layout: Same as Melee's Battlefield and SSB 64's Fighting Polygon stage, which
is a main platform, two others at the side, and another at the top.
Details: Drastically changed from its predecessor in Melee. It is now a
floating piece of rock with much foliage and ruins of some kind. It is
floating above many mountains and hills, with a clear blue sky. As time passes
within the fight, the daytime changes from day, to dusk, to night, to dawn,
and finally day again.
Strategies: Battlefield is the simplest of stages. As such, not much strategy
here, except to use the platforms well. They can be a good vantage point at
times.
###############################################################################
Final Destination
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Representing: Unique. It is a stage for SSBB.
Layout: Completely flat. Great for fighting opponents without any kind of
distractions.
Details: Again, changed from its Melee counterpart, the background is more
vibrant, and the platform itself has changed to a blue color. This is the
perfect stage to practice on or play without any interference. Other than the
flat terrain, this place has some beautifully-changing scenery in the
background!
Strategies: "No items. Fox only. Final Destination." You may have heard that
many times, haven't you? I can imagine it's annoying. But, to tell the truth,
due to Final Destination's flat layout, there's really not much strategy to
tell about. It's pure, unadulterated, fighting. Just be careful of the ledges
though...they can trip up a few people from recovering.
###############################################################################
Delfino Plaza
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Representing: Super Mario Sunshine
Layout: Various. Too many to describe!
Details: Welcome to sunny Isle Delfino! This consists of a platform flying
through and around the populated Plaza. It occasionally stops and lands on
various spots throughout the town, thus the stage keeps changing in design.
Strategies: Due to the ever-changing terrain, your strategies must change.
When above the ocean or on top of the Shine Gate, focus on meteor smashing
your opponent to oblivion. On the rooftops, there's a drop-off on the far
right side where you can meteor opponents, but it's just as easy there to do a
simple KO.
###############################################################################
Luigi's Mansion *UNLOCKABLE*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Representing: Luigi's Mansion
Layout: Initial layout has three floors, two floors being inside the mansion
with six small rooms, the third floor is the outside balcony. The middle of
the second floor and the third floor can be jumped through. On the first
floor, there are two platforms on both sides of the center room.
Details: Welcome to Luigi's haunted mansion! This supernatural spectacle is
actually weak in structure. The mansion's floors are held up by four pillars
which can be attacked. If the pillars break, a part of the mansion collapses.
If you're really destructive, you break all the pillars and leave the mansion
in ruins, leaving only a flat surface. But sometime after, the mansion will
magically reconstruct itself back to its former glory.
Strategies: When the mansion is fully constructed, it can prove to block a lot
of attacks. Of course, sometimes the ceilings can make for some good combos.
If you find the mansion a bit cumbersome to work with though, feel free to
destroy part of it when you can.
###############################################################################
Mushroomy Kingdom
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Representing: Super Mario Bros.
Layout: Ever played the original Super Mario Bros. game on the NES? Well, this
side-scrolling stage has the exact layout of World 1-1 and 1-2!
Details: The land where Mario started his career in bashing turtles, has now
come to ruin. The rich colors are no more, and the land is now a mess of brown
and dusty blocks. Relive Mario's first adventure on World 1-1 with this side-
scrolling stage. You'll see some very familiar areas as you travel, it might
just bring back some memories. As a bonus, sometimes Mario's first underground
passage, World 1-2 will be loaded when you pick this stage. It's like two
stages in one! (You can also hold L or R while selecting the stage to play in
1-2, or hold X or Y to play in 1-1.)
Strategies: Items, items, and more items! That's what you'll see a lot in this
unique stage. Pretty much every "?" block and a few miscellaneous blocks that
can be broken contain items. Always try your best to keep your opponent from
continuing and letting the screen overtake him. Underground, there are tons of
blocks to break, so as it's constantly scrolling, try not to get caught in a
rut.
###############################################################################
Mario Circuit
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Representing: Mario Kart series
Layout: Flat ground on the bottom, with part of the track in the middle. The
track makes two ledges on both sides, slanting up towards a middle platform.
Details: Welcome to Mario Circuit! Here, you fight brutal battles on the
asphalt, all while trying to avoid incoming Karts driven by Shy Guys. The
track is the basic Figure 8, and the stage itself is fought on the crossing of
the 8. The Karts are fairly fast in coming as they come out from the
background, and also when they make the jump from left to right. Avoid the
Karts at all times, but if you're daring, you can make a Kart spin out by
attacking it hard.
Strategies: Try staying on the grass, away from the track, especially when you
see the Karts come. After coming into view, it usually takes them about a
second or two to dodge them, so do so while keeping your opponent at bay. When
you see the arrows on the top indicating that Karts are coming, knock your
opponent up to the top so they can get run over.
###############################################################################
Rumble Falls
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Representing: DK Jungle Beat
Layout: Various.
Details: This long level slowly scrolls upward and has numerous platforms.
There's ladders to climb and switches scattered throughout the stage which
change certain layouts of the stage when pressed. Once you have cleared the
rising waters, you'll see something at the top of the stage. Which is...a
repeat of the stage. Figures. To put it simply, this is like Icicle Mountain
v.2 with a new coat of paint.
Strategies: Rumble Falls is one of those "run 'n gun" type stages, where you'll
mostly be trying to stay on the stage instead of fighting your foe. There are
a few tips though. For instance, throughout the stage, there are some colorful
spikes where, if you get hit with them, you get sent flying far. Try knocking
your opponents into the spikes to score some KOs. As the stage goes on, before
it repeats, it starts to get harder climbing the stage, so be prepared.
###############################################################################
Bridge of Eldin
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Representing: Legend of Zelda: Twilight Princess
Layout: ...Flat. Like Final Destination flat.
Details: At least the background is really nice to look at. Anyway,
occasionally King Bulbin and his "steed" Lord Bullbo come through the stage,
dropping bombs along the way. When the bombs explode, the bridge starts to
crumble and a big hole will appear. Make sure not to fall! After a while
though, a Twilight portal appears and repairs the bridge through a teleport.
Just like in Twilight Princess!
Strategies: Like Final Destination, pure fighting, for the most part. When King
Bulbin comes, knock opponents into him, or just dodge him. If he drops a bomb,
get the hell away from the middle, and try to knock your opponents into the
bomb. Anyone caught in the explosion gets sent far, possibly to the point of
getting KO'd. Once part of the bridge is gone, you'll have a limited meteor
smashing opportunity before the bridge gets reassembled.
###############################################################################
The Great Sea *UNLOCKABLE*
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Representing: The Legend of Zelda: Wind Waker
Layout: A ship in the middle, swimmable water surrounding it. The ship kinda
dips into the center, where a pillar with two platforms rests. Flat platform
for King of Red Lions behind the ship sometimes, and a rock crevice that
steadily rises as the ship dips into the water when it crashes.
Details: Ah, a pirate ship! This most closely resembles what you see a lot in
the Wind Waker: Nothing but a vast sea. In fact, I was actually hoping that
this exact kind of stage would appear if Toon Link was in the game. Anyway, it
seems peaceful at first, sailing through the ocean, but as you'll soon see,
you're not that safe. You'll come across twisters, crash against a giant rock,
and even get bombarded with cannons! Not only that, but the ship has a
catapult on the bow. Make sure not to get flung far! Woah, maybe it wasn't
such a good idea for a relaxing vacation on this ship...
Strategies: There are lots of strategies here. For one, if you touch the front
of the ship while you are swimming, you get instantly sunk down and KO'd. For
that, try to meteor your opponent down to the sea at the bow of the ship and
keep him there. When the ship gets bombarded by cannon fire, stay away from
where you think the cannon bomb may end up. You can also keep your opponent
there as well. When the ship gets lifted up by the twister, you can make for
some cool aerial battles, so use your best aerials.
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Norfair
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Representing: Metroid franchise
Layout: There are 5 platforms. A main one sits at the center, while two
platforms spread up and away from the main platform.
Details: Welcome to Norfair! A zone filled with lava! Not only does the lava
occasionally rise and fall, but also fire flares and lavafalls can come in and
mess you up! After a while, a HUGE lava wave will slowly approach the stage
from the background. During this time, a capsule with a door will appear. It
now becomes a fight to enter the capsule! This capsule can completely protect
you from the lava.
Strategies: Due to the rising lava, you can use that for some juggling
opportunities. Avoid the lava and fire waves, and likewise send your opponent
to those waves so they can get hit. When the huge lava wave comes, be the
first inside and simply fend off your opponents so they won't kick you out.
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Frigate Orpheon
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Representing: Metroid Prime
Layout: Main platform with another platform on the left above it. A platform on
the right occasionally rises and lowers. When the stage flips, the main
platform is slanted at the center, and a platform sits just above the center.
Again, platforms may appear on either side.
Details: Frigate Orpheon was the place Samus first ventured on in the Metroid
Prime game for the Gamecube. There she faced the Parasite Queen, a highly
mutated-by-Phazon Tallon Parasite experiment by the Space Pirates. This stage
seeks to recreate that battle in a way. The Parasite Queen is in the
background and constantly thrashes around, making the lights go on and off
randomly. Sometimes the Parasite Queen thrashes around so much that the whole
stage flips over. It's at this time in which you have to jump to avoid falling
to the abyss.
Strategies: There's lots of places to meteor people here if it's wished, along
with some tricky platforms. The side platforms can disappear quickly, so if
you can keep them on those platforms when you know they will disappear, that's
a good way to KO. When the stage flips, it can be very disorienting. Make sure
you're above ground.
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Yoshi's Island
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Representing: Yoshi subseries
Layout: Main platform is jagged, a platform is on the center above the main
platform. The platform sometimes tilts and tumbles. Occasionally Support
Ghosts provide a platform for a brief moment on either side of the stage.
Details: This pretty stage can house many ferocious battles. Occasionally, a
Support Ghost can pop up on either side of the stage at random intervals,
providing a safe point for the characters. As the battle goes on, the stage
changes seasons, from spring to summer, then to fall, and then winter, my
favorite season.
Strategies: This is a pretty simple stage, so not many strategies to this,
really. Both sides of the stage are prime meteor areas.
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Battleship Halberd
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Representing: Kirby series
Layout: Starts out flat, then when it takes off, the platform's sides tilt down
just a bit, with another platform above. When it lands on the ship, the upper
platform stays, but the main floor turns flat.
Details: The stage starts out in front of the Halberd in a hangar near the
seas. This fairly flat area is a great way to get some hits in. Soon after
though, the Halberd departs, and a platform ascends to follow it. Don't get
left behind! After flying around the Halberd, the platform then lands on top
of the battleship. Be careful, there's a double-barreled laser cannon! Try not
to get hit!
Strategies: Already at the start of the stage, you have some opportunities. Try
to knock an opponent down and keep him there so he will get KO'd by getting
left behind. While in the air flying around the Halberd, always make it a
point to meteor the opponent. Let it be known that the main platform can be
flown through from below, so prevent your opponent from doing this. When on
the Halberd, force your opponent into the laser that occasionally fires.
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Lylat Cruise
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Representing: The Starfox series
Layout: Main platform, slants slightly away. Three small platforms above the
main one. The whole stage tilts a bit throughout the brawl.
Details: OK, so the stage layout may seem a bit boring, but trust me, the
background is HELLA SWEET. The whole stage consists of the Plieades warping to
different signature areas of the Lylat System, and even takes you through a
hectic space fight! Occasionally you'll see Arwings flying with the Plieades.
If you play as Fox, Falco, or Wolf here, try the Smash Taunt! Simply tap the
button for the down taunt as quickly as you can. It's best if you just scratch
it. If successful, your character will crouch for a bit facing the screen,
then will proceed as normal. The next time the Plieades warps to a new
location, the Star Fox (or Star Wolf, if you used Wolf) team will begin a
conversation!
Strategies: Not many strategies here, actually. It's a simple stage with plenty
of vantage points, and good meteor areas on both sides, too. Though, the Smash
Taunt here can possibly be distracting.
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Pokémon Stadium 2
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Representing: Pokémon franchise
Layout:
- Normal: Main platform, with two platforms above, near the center.
- Ground: A huge mound of dirt located off-center, platform on the left,
structure with two platforms on top of each other on the right. Features
Cubone and Dugtrio.
- Electric: Safe ground in the middle, conveyor belts on both ends, each moving
toward the edge of the stage. One platform is above the left conveyor, and
two others are at the center. Features Magnezone and Electivire.
- Flying: Very simple. Flat. Only difference is the constant air flowing
upwards, causing slowed falling speed. Great for aerial battles! Features
Skarmory, Drifloon, and Hoppip.
- Ice: Flat icy ground which decreases traction, and two platforms, one on each
end, slanted towards the stage. Features Snorunt and Snover.
Details: The stage is fairly simple to start with. Just a field as big as
Melee's Stadium stage, with a platform on each side. After a while though, it
suddenly transforms! It transforms into one of four forms, "Electric,"
"Ground," "Ice," and "Flying." Wow, quite a varied stage, huh?
Strategies: The Normal stadium is just basic and the default the stage goes to
after changing. Memorize the stage layout for each of the 5 terrains, and
improvise as such. Like for instance, on Electric, keep your opponent on the
conveyors to give them a hard time. Or, for Flying, you can practice up your
aerial skills. On Ice, you can really surprise your opponent with a few
attacks as you are sliding.
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Spear Pillar
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Representing: Pokémon franchise
Layout: Two floors. The bottom floor is a crystallized cave which can be
entered on both ends, and a top floor showing the battlefield. Two platforms
on both sides of the top floor constantly float up and down.
Details: The famous location where Dialga and Palkia appear. This stage has
both the Diamond version and Pearl version. Nothing really changes as far as
stage layout, and it is chosen at random when you play, but it changes color
(blue for Diamond, purple for Pearl). Another feature to the different
versions are the Pokémon that appear in the background! For Diamond, Dialga
appears in the background! For Pearl, Palkia appears! Here are the various
things the Pokémon can do.
- Fires a large laser beam straight downward from the sky. A preliminary beam
that doesn't damage appears and gives you some time to avoid it, so try to hit
your opponents toward the beam!
- Flips the stage sideways in varying degrees. The gravity is the same, so
you'll be playing sideways!
- Dialga walks from its stand into the arena, and unleashes power, which can
almost guarantee you to get KO'd if you're close to Dialga. Be careful.
- Slows down time, causing all players and the scenery to move slowly.
- Crumbles the top floor down to the cave. Be sure not to get caught in the
rubble!
- A laser beam rips right through the cave! Stay out of there!
- Flips the stage completely upside-down! The gravity is the same, so you'll be
playing upside-down! Yep, controls are reversed.
- The stage completely flips around. Your controls are reversed during this
time!
- Gravity is severely lowered, making for fierce aerial battles!
Dialga and Palkia are the only Pokémon that appear on this stage that change
the stage, and they seem to be able to do the same things. Some other Pokémon
make guest appearances, such as Uxie, Mesprit, and Azelf. Another Pokémon may
show up...look out for Cresselia! She can use blades to damage opponents. Oddly
enough, Cresselia is more annoying than Dialga and Palkia...
Strategies: This is really a hectic stage. It requires a lot of skill to
overcome the many changes that the stage gets into. Of course, sometimes this
can involve a bit of luck. In any case, this can still be a fun stage. The
beams can be easy enough to spot and avoid, the top floor crumbling isn't that
bad, and the stage flips just require a change of direction on your part. The
difficulty of this varies though, depending on the person. The things you'll
have to watch out for are Cresselia and Dialga's power attack. Cresselia has
two blade attacks. One of them is where she'll fire blades that only cover the
top, and another is a giant blade that is focused on a certain player, but can
be easily avoided if you see it coming.
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Port Town Aero Dive
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Representing: F-Zero Gx
Layout: Various.
Details: Port Town from F-Zero GX has been made into a stage! Like Mute City in
Melee, a platform flies about the track and then makes a stop at a preset
point. Watch out for the F-Zero racers!
Strategies: This constantly-moving stage is pretty dangerous, but it's easy to
see when you need to get back on the platforms. Various parts get dangerous
while the stage is moving through the track, like for instance, it barely
brushes against a wall at one point, and that can knock you pretty far
horizontally, so look out for that. It's all about keeping your opponents off
the platform. Be extra careful of the F-Zero machines that constantly race
around the course...if one of them collides into you, it's going to hurt like
hell.
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Castle Siege
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Representing: Fire Emblem franchise
Layout: Top level is a small platform, slanted down to the left at the center,
and a platform on each end. Middle level has a flat floor, with two statues
(that can be broken) each carrying a platform. The awnings on the top left and
right can be stood on. Bottom level, floating piece of rock, slightly raised
off-center.
Details: Battling atop a castle (no real origin), fiery arrows are flying and
the stage is under attack! After a while, the tower collapses and you start
falling. Now you're fighting in the throne room, with three statues and the
throne in the background. Think you're safe inside a castle? Wrong. The floor
soon collapses, sending you plummeting to the dungeon, a cave filled with
molten rock. After a while, you'll be sent up to the top of the castle again!
Strategies: The top level is fairly straightforward, there are two places where
you can meteor someone. The level is also very small, making for some hectic
battles. The middle level is where things cool down a bit, as the area to
fight in is much larger. Nonetheless, the objective is to KO your opponents at
the side of the screens, and you can destroy the statues in the middle if you
don't wish to have any platforms blocking your way. Finally, the bottom level
reverts to the simple formula: floating platform above an abyss. Do your best.
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WarioWare, Inc.
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Representing: Warioware series
Layout: Various, explained in the microgame list.
Details: The stage starts out in the Warioware microgames elevator. In this
elevator is a main platform, and four small platforms, two on each side, above
each other. You can get knocked out on all sides here. After a short while,
you'll get transported to a microgame that lasts five seconds. You have to
"clear" these microgames all while trying to fend off anyone else. Below is a
list of all the microgames available and what you need to do in order to
"clear" them. Actually, clearing them isn't necessary, you just get status
effects. Like, Super Mushroom, Starman, or health restoration.
"Don't move!" - This stage has a "Thinking Man" statue in the background. To
win this, you must not press ANY buttons.
"Stay dry!" - It's raining! Stay under the umbrella to keep dry. The rain
causes constant damage if you don't!
"Dodge!" - A giant is wrecking havoc! Watch the shadow to avoid getting
stomped!
"Chisel it!" - A block of cement sits in the center. Attack it to chisel away
bits to make a statue before time runs out!
"Sidestep!" - Uh oh, a rain of arrows has been launched! Dodge them!
"Jump!" - A burly man with a huge hammer is in the background. Jump just in
time to avoid the shock of his hammer impact!
"Dodge!" - Another version. A random car will come speeding by. Don't get run
over!
"Taunt!" - A picture is being taken! Taunt to look your best!
"Pop it!" - Confetti poppers are everywhere! Pop them all!
Strategies: This is a really hectic stage, and personally one of my favorites.
For winning microgames, try to keep your opponent from doing what he needs to
do to win them. For "Stay dry!", stay under the umbrella and keep pushing him
out of the umbrella. For both "Dodge!" microgames, try to keep the opponent on
the ground and in the center. For "Chisel it!", as long as a player chisels a
part of it after it's completely chiseled, that player will "win" the
microgame so do your best to intervene. "Pop it!" works similar. As long as
one player pops a confetti popper before all of them are popped, they'll "win"
it.
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Distant Planet
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Representing: Pikmin series
Layout: A rocky slope on the left, sloping right down to the middle. A bunch
of vines and leaves make a middle (bouncy) platform with three platforms above
it.
Details: A very strange stage indeed, this one has bouncy vines and leaves in
the middle, a hill, and a large Bulborb that sometimes appears on the
right-hand side of the stage. You can stand on that Bulborb, but it's very
dangerous: it'll eventually open its huge mouth and try to swallow you. The
stage occasionally starts to rain, in which a torrent of water drains down
from the hill on the left, making it very hard to keep your footing there.
Finally, there are, occasionally, some Pellet Posies and some Onions that
appear on the stage. If you pick up a Pellet, you can throw it at the Onion to
get some items to help you.
Strategies: Two good strategies here. When it rains, keep pushing your opponent
on the rocky slope. Due to the water flow, it'll be hard for him to stay in
place and make it hard to recover. When the Bulborb appears, try your best to
meteor your opponent into the Bulborb's mouth. That can make for a funny KO.
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Smashville
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Representing: Animal Crossing
Layout: Flat main platform, secondary platform above constantly moves left and
right across the screen.
Details: At different times of the actual day, the scenery changes in this
game. It's quite neat actually. Balloons will occasionally float by, carrying
all sorts of food items. Also, be sure to visit this stage at 8 P.M. every
Saturday!
Strategies: Much like Final Destination, this stage is flat, except with an
added platform. Not much room for strategy that I can think of, but I
definitely like this stage better than Final Destination. Maybe it's the
theme? Anyway, the platform can reach far out beyond the stage, so if the
platform is near you when you're trying to recover, consider yourself lucky.
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New Pork City
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Representing: Mother/Earthbound series
Layout: Left portion, two structures. On the left structure, slanted like a
roof on its top, platforms below it on both sides. Right structure, double-
leveled. Three platforms above this portion. Bottom portion, slanted platform
below the left portion, and just to the right, a series of platforms leading
to a floor that can be broken. Right portion, oddly-shaped flooring, lots of
platforms one on top of the other above the flooring. In the middle is a
swinging pirate ship.
Details: In simplest terms, this is a large stage almost akin to Hyrule Temple
in Melee. If you hated the Temple stage in Melee, you might not like this one,
as it's a lot bigger. Occasionally, a scary monster known as "Ultimate
Chimera" can appear and really mess you up. If he does manage to chomp down on
you, you're pretty much KO'd. However, there's rumors that it can be
killed...?
Strategies: Man, what a huge stage. You'll have to try extra hard to KO people
here due to the size. Only advice I can give you is try to slam opponents into
the Ultimate Chimera. Instant KO if you do that. You can KO the Ultimate
Chimera if you break the breakable floor when the Chimera is on it. Very
dangerous to attempt though...
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The Summit
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Representing: Ice Climber
Layout: Flat ground on the bottom, breakable ice slope on the left, a platform
on the left which can fall, another platform on the right, and the top level.
Details: Apparently we're finally at the summit of Icicle Mountain, where those
vegetables the Ice Climbers were wanting are finally available! Seems pretty
nice, with a pretty aurora borealis in the sky, until you hear a crack. What's
that?! The Summit is collapsing and falling down the side of the mountain!
Hold on! After a little while, you finally reach the ocean, but the stage
gradually starts sinking. Whatever you do, stay away from the water, the
Balloon Fight fish may chomp you up... Every once in a while, an icicle forms
on the ceiling of the bottom portion of the level. Make sure to stay away from
there, as it will fall down any moment! The icicle has tremendous knockback
power. Below is a list of all the vegetables and what amount of health each
restores.
Eggplant - 5%
Carrot - 5%
Cabbage - 5%
Cucumber - 5%
Corn - 10%
Turnip - 5%
Pumpkin - 5%
Chinese Cabbage - 5%
Potato - 5%
Mushroom - 5%
Strategies: Summit is a fun stage indeed. Even though the icy floors can make
your characters trip more easily, you can use them to your advantage, like
making sliding Smashes. They can catch your opponent off guard. When the stage
gets down to the water, the top priority is to STAY AWAY from the water.
Because of that, try your best to keep your opponent in the water.
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Skyworld
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Representing: Kid Icarus series
Layout: Bottom platform is slanted down to the left slightly, three platforms
sit above it. The right-most platform tends to move down as weight gets on it,
and an unbreakable platform occasionally floats from left to right and vice
versa below the stage.
Details: Pit's stage isn't exactly a great place to have a stomping party, as
the weak construction crumbles away very easily. You gotta be on your toes and
take advantages of attacking your opponent!
Strategies: Skyworld is a dangerous stage. If the platforms are gone, you can
easily drop through or meteor someone straight through the clouds. Take
advantage of that stuff. If you wish to have a safe match, good luck on this
stage.
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75m *UNLOCKABLE*
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Representing: Donkey Kong Arcade game
Layout: Exactly the same as the third level (75m) of the Donkey Kong Arcade
game. (which is also available as a Masterpieces unlockable)
Details: Ah, how retro! This rather large and complex stage is the exact same
as its arcade counterpart. Watch out, Donkey Kong periodically shows up at the
top of the screen, throwing bouncing springboards up the top of the stage,
then falling down the right side of the stage. There are also Podoboos that
wander around the stage, so be careful! To top it off, there are score items
that you can collect to up the total score shown on the top left of the stage.
As far as I know though, the score does nothing.
Strategies: Wow, another large stage...most of the battles seem to be done on
the upper right-hand corner, as that's the best place to fight in. I'd say use
that area. The rest of the stage can be used to shake someone who's trying to
chase you down. Not much I can say, really.
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Mario Bros. *UNLOCKABLE*
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Representing: Mario Bros. Arcade game
Layout: Just like the Mario Bros. Arcade Game! Four pipes, two on the top and
bottom sides, and various blocks forming floors. There's even a POW Block on
the bottom!
Details: This stage is unique in that KOs are hard to perform due to the low
ceilings. Occasionally, Shellcreepers and Sidesteppers will crawl out of the
pipes and scuttle around. These enemies can send you flying sideways if you
hit them. Just like in the original game though, you can flip these enemies on
their backs by jumping up and hitting the floor they're on. You can then pick
them up and throw them! Among the enemies, there's also a POW Block on the
bottom. Hitting that will make the whole place rumble, flipping all enemies on
their backs, and cause other players to go flying. It can be hit multiple
times before it disappears.
Strategies: Try using the Shellcreepers and Sidesteppers to your advantage. As
they send players reeling sideways, flip those enemies on their backs, grab
them, and throw them at your opponents to deal some KOs.
###############################################################################
Flat Zone 2 *UNLOCKABLE*
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Representing: Game & Watch
Layout:
- Fire: A multi-leveled building is on the left side, platforms occasionally
appear everywhere. Flat ground everywhere else.
- Lion: A three-leveled cage sits in the center, only safe area as lion tamers
try to keep you in with insane knockback.
- Chef: Flat ground, two platforms in the center. A chef is scrambling every-
where to put falling items (that do damage) in his pan. The "game" ends if the
chef gets KO'd. (Yes, he can take damage.)
- Oil Panic: Flat ground, two pedestrians on the bottom. Two-leveled building
in the center. If pedestrians are hit with attacks, they fight back.
Details: Welcome to Flat Zone 2! The characters are battling inside a Game &
Watch system! This 2D fighting should be interesting. The stage also changes
"games" as you play it. You could be playing a stage based on Oil Panic, one
based on Fire, or even one based off Lion! There's lots of different "games"
to play on!
Strategies: This is a fairly small stage where it's easy to get KO'd due to how
close the KO points are to the edge of the stage. Needless to say, it's hard
to be the top dog in this one. Nonetheless, if you are fighting opponents who
are weak in the aerial department, have them jump on the firefighters' rescue
blanket to send them up high. (Fire) Push them into the lion tamers to KO them
easily (Lion), grab opponents so that the food items hit them (Chef), and run
them into the pedestrians. (Oil Panic)
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PictoChat
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Representing: Nintendo DS
Layout: Flat platform for the most of it. There are 27 sketch formations in all
which will be listed under details.
Details: So what we have here is the PictoChat feature from the Nintendo DS,
where you can battle other characters.
...Wait, what the hell? PictoChat is a stage!? Huh, who would've thought it.
As you battle on this blank stage (to start with) you see drawings being made,
and depending on what they are, they do different effects. The drawings can
either be platforms, hazards or traps! Very interesting stage to play on.
Below is a list of all sketch formations.
- Angry face: Two pupil-less eyes appear, only the top of them (which are
slanted) can be stood on.
- Flag: A flag appears on both sides of the main platform, only the top of the
flags can be stood on.
- Minecart: A drawn U-shaped structure appears in the center, with a minecart
rolling back and forth along the U-shape. U-shaped track and minecart can be
stood on, getting run over by the minecart does damage.
- Clock: A clock appears in the center with a moving minute hand and hour hand.
The hands are solid, so thus they can act as a wall or as a platform.
- Ferris Wheel: A suspended ferris wheel with four platforms appears in the
center. As suspected, the platforms move around in a circle.
- Fireball: Two fireballs appear above the stage. These fireballs give fire
damage and knockback if touched.
- House: A simple house with an upside-down V-shaped roof appears in the
center. The roof can be stood on.
- Construction: A girder suspended by ladders appears in the center. The
ladders can be climbed up, and the girder can be stood on.
- Dominoes: Solid lines appear above the stage, each one gradually leaning
forward more and more, like a row of falling dominoes.
- Platforms: 14 drop-through platforms appear scattered throughout the stage.
- Missile: Two slow-moving missiles appear, one on each side. They move super
slow, and if touched, they explode, sending opponents flying.
- Farm: A house and goat appear as background scenery, with extra flooring on
the left and right sides. On the extra flooring appear to be "distant"
mountains.
- Opera: A head with his hand outstretched appears. Looks like an opera singer.
Both the head and hand can be stood on.
- Stare: A slanted line appears across the stage, with an eye on each side.
Only the line can be stood on, and it can neither be dropped through nor
jumped through.
- Forest: Two trees appear, one on each side of the stage. All layers of the
trees can be stood on.
- Venus Flytrap: A Venus Flytrap (it could be a Piranha Plant from Mario games)
appears in the center. Touching its fanged bulb can cause serious damage.
- Boxes: A bunch of stacked boxes appear in the center. You'll be unlucky if
you are in the center when this appears, otherwise you're stuck in the boxes
with no way out!
- Speeding Cloud: A cloud with a flag on it appears. The only solid surface is
the top of the cloud.
- Boat: A boat inside a small, enclosed water area appears in the center. All
surfaces except the boat's flag can be stood on. (Yes, including the "water.")
- Up?: Four arrows appear from the stage, all pointing up. They are solid, and
the tips can be damaging if touched.
- Spike: Spikes appear on both ends of the stage as if on walls. If touched,
they send the opponent back onto the stage, with some damage.
- Spring: Two springs appear, one on each end of the stage. Bouncy bouncy!
- Pendulum: A suspended girder swings from side to side in the center. The
girder can be stood on.
- Tree: A giant tree with three branches appears. Only the ends of the branches
can be stood on.
- Umbrella: An umbrella-shaped structure appears in the center, with a little
heart on top. The umbrella can be stood on.
- Whale: A whale spouting water appears. The whale and its water spout can both
be stood on, the sun is just for decoration.
- Old Man Gusty: A giant head appears on the right side of the stage and
constantly blows air towards the left, pushing the characters left all the
time.
Strategies: Not much I can say, really. Simply read the descriptions of all the
different sketch formations and apply appropriate strategies for those.
###############################################################################
Hanenbow *UNLOCKABLE*
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Representing: Electroplankton
Layout: A tree on the top left has four leaves that can be stood on. A slanted
leaf is below. The tree on the right has 6 leaves, all can be stood on.
Details: This bright and colorful stage is the only one where My Music does not
work on. (No other music to accompany it...in fact, Hanenbow just has sounds
as the background!) The various leaves in this stage can be stood on, and when
attacked, they change color and slightly move. Any move you make is
accompanied with visible sound waves. Certain Electroplankton named Hanenbow
jump out of the water (which you can't swim in) and bounce on the various
leaves, making all kinds of vibrant sounds. If all the leaves on the right
tree are red, a flower blooms!
Strategies: This stage is really frustrating, to say the least. Recovery is a
nightmare due to the ever-changing platforms, so it's hard to get a grip on
something unless you are above where you want to go. This is more a stage for
fun, is all I can say.
###############################################################################
Shadow Moses Island
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Representing: Metal Gear series
Layout: Flat ground, two platforms on the sides, and a catwalk above. If the
pillars are completely destroyed, the two platforms disappear.
Details: A searchlight constantly watches over the stage. If you get caught...
well, nothing happens really. You can destroy the walls on the left and right
if you so wish, to allow more KO'ing room. Also, three types of Metal Gears
appear from the background, REX, RAY, and GEKKO. One last note, Snake can
communicate with his team to learn key characteristics about the opponents he
faces! Sometimes it's just fun to listen to the codecs. To bring these up, tap
the down taunt button lightly. If successful, Snake will crouch for a few
seconds instead of hiding in a box. You must not be interrupted during this in
order for the codec to come through. (Yes, you must be Snake, and you must be
on this stage to do the codecs. Won't work otherwise.)
Strategies: The walls can be pretty good for comboing an opponent against, but
then, they can be destroyed, making for a more dangerous stage. With the
walls, the only possible KOs are off the top KOs. Without the walls, you can
KO anywhere. Do note that the walls can come back. Due to the multiple pass-
through platforms, you can make for some surprise attacks from below or above.
###############################################################################
Green Hill Zone *UNLOCKABLE*
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Representing: Sonic franchise
Layout: Large U-shaped ground in the center, flat ground on both sides.
Details: This is Sonic's turf! The stage seems simple enough, with a U-shaped
dip in the ground on an otherwise flat surface. However, the ground collapses
if it is under too much stress from attacks and players getting thrown there!
And also, checkpoint markers appear at times. Attack the marker to make it
spin; this will damage your foes! For a little scenery, pause and look to the
left and right, and you'll see even more of Green Hill Zone. And of course, in
the center background is the famous shuttle loop. You can occasionally see
Tails, Knuckles, and Silver run through it.
Strategies: Take advantage of the checkpoint marker. It can help protect you
against people approaching you from any side. It can also be used to protect
you while you get ready for a big attack, like a fully-charged Super Scope, a
strong Smash, or even a Final Smash. Since the stage can break apart, use that
as a means for surprise meteor smashing.
###############################################################################
Hyrule Temple
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Representing: Zelda II: Adventure of Link
Layout: On the top level, there's two buildings you can pass under and stand on
top of on the left, and some debris on the right. In the middle is a path that
leads downward into a tunnel with an opening on the left. You can get back to
the top level through a series of platforms in the tunnel. A path on the right
continues to lead down to a jutting platform.
Details: This complicated Zelda stage has returned from Melee! It retains the
same layout pretty much, and its middle-level tunnel is still a deadly spot
for racking up damage.
Strategies: Speedy characters have the advantage here, in where they can run
away from attacks and keep a fair distance from other opponents. Strong
characters can rack up damage against opponents fairly quickly in the tunnel,
making for some rather hilarious KOs.
###############################################################################
Yoshi's Island
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Representing: Super Mario World
Layout: A hill on the right and a pipe on the left flank the sides as slopes.
There's a drop-off point where the pipe ends. In the middle, a gap is
protected by blocks that spin when hit, allowing you to fall through them.
There's two groups of these spinning blocks up in the air on both sides of the
middle gap to serve as additional platforms.
Details: Returning from Melee, this fun little stage has a unique build. There
are slopes on both sides of the arena, which could mean for some dominance for
the lower-elevated fighter. There are blocks in the middle of the arena that
spin when hit, allowing people to fall through. Be careful of the middle gap
though! Make sure you aren't standing on the blocks there when you attack.
Strategies: Try to lure the opponent to the sides. Getting hits in while on a
slope is much easier, especially if you are below the opponent where he can't
hit you for the most part. The middle gap is priority when the blocks there
are spinning. Try to meteor smash opponents into the gap. As for the gap on
the left side, I wouldn't bother attempting a meteor smash when you can just
as easily perform a Smash Attack; the KO point on the sides is almost
immediate. If you're already in the air, go ahead and attempt a meteor if your
character has one.
###############################################################################
Jungle Japes *UNLOCKABLE*
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Representing: Donkey Kong series
Layout: Three platforms, middle one is longest. The middle one also has a
platform right above it.
Details: Jungle Japes, the famous first jungle level of Donkey Kong Country,
returns from Melee as a stage! With a rushing river below, be careful not to
get swept away! There's also some wild Klap Traps swimming around in there
that could pose a problem if they bite you...
Strategies: The river below is the key. Since Klap Traps occasionally swim
along the river, try to gauge them and meteor your opponent to the Klap Trap
for a stylish and funny KO. If you're skilled, you can also use the river as a
quick means of getting from one side of the stage to another.
###############################################################################
Onett
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Representing: Earthbound/Mother 2
Layout: Three houses, one on the left, one in the middle, and one on the right.
The rest is ground. The left house, yellow and red-roofed, has an overhang
over its front door, and a roof slanting down towards the left. A branch from
the tree behind the house can be walked on. The middle house is in the
background, and has two overhangs, one over the other. The blue house on the
right has a roof slanting on both sides toward the ground, and the clothesline
above it can be stood on.
Details: Street fighting, Smash Bros. style! This Melee stage returns to Brawl!
This complicated stage has many grounds to fight on, but fighting on the
sidewalks is very dangerous! Drivers seem to be reckless, as they come driving
by with no regard for Smashers' safety! Getting run over by these cars can
mean death if your damage is above 50%! Don't worry, you get a caution signal
when a car is about to approach. The middle building's overhangs collapse if
too many people are on it or if someone slams against them too hard. After a
while though, the overhangs appear again.
Strategies: Avoiding cars is key here. When a car comes, either try to avoid it
or, if you're daring, try keeping your opponent on the ground so he'll be run
over and possibly KO'd.
###############################################################################
Corneria
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Representing: Star Fox series
Layout: Imagine the Great Fox in a side view and you've got it. For those who
haven't played Star Fox games, here's the in-depth layout. Left side is
slanted down to the left at the drop off point. The stage slants down as you
proceed right, then sharply slants upward at one of the wings. Dropping down
off of the wing lets you on the backside of the ship where it's mostly flat.
The guns on the front of the ship can be stood on.
Details: The Great Fox is flying through Corneria city again on this Melee
stage! This is a fairly small stage compared to the N64 counterpart, but is
still a good stage to fight in. Occasionally some Arwings will fly in and gun
down the opponents. The ones that fly alongside the Great Fox can be stood on,
but be careful that they don't leave the screen while you're still on them!
Every once in a while, the Great Fox will charge up its laser cannons on the
bottom and fire. The significance of this? Don't be on the cannons or in the
line of fire, it's pretty much an instant KO if you're caught in this. The
cannons can be damaged with down Smash Attacks though, and if hit enough
times, the cannons will explode and be unusable for the rest of the battle.
Strategies: If you're daring, you can intercept someone who is sitting on the
cannons below and go back before the cannons start charging. (Even the charge
of the cannons can hurt.) One with really insane timing can make a stylish KO
by meteor smashing the opponent into the cannons' line of fire just as the
cannon fires the lasers. The Arwings' lasers can also help with KO-ing.
###############################################################################
Rainbow Ride
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Representing: Super Mario 64
Layout: Constantly changing, but I'll try my best. The stage starts out on the
Flying Ship, has a raised front, and an elevated back. Has two overhangs in
the middle. After a while the Ship makes a crash course and you'll have to
abandon it. Then the stage starts scrolling automatically left, up, right,
then down back to a new Flying Ship where the stage repeats. Throughout the
stage after the ship are just a series of platforms.
Details: Returning from Melee, this forced-scrolling stage is quite the fun
stage to play on! A few things to take note of: while the stage is scrolling
upward, there are magic carpet platforms that move when stood on. They stop
when not stood on, and will flash before disappearing after a while of not
riding. As soon as the stage scrolls right, you'll see a swinging pendulum
platform. Take care of this. Finally, after the pendulum, pretty much you have
a floor of platforms that will fall when stood on for too long. Keep in mind
that being too far off the screen can count as a KO here, even if you're not
in the air and damaged prior to that.
Strategies: There's...not much strategy I can give you here. Since this is a
scrolling stage, you'll more than likely spend more time navigating the stage
than fighting your opponent. The only thing I can tell you is to learn the
level well and master the advantages that each section of the stage can give
you.
###############################################################################
Green Greens *UNLOCKABLE*
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Representing: Kirby franchise
Layout: Three flat platforms, with ever falling blocks stacking on top of the
two gaps in the middle of the stage.
Details: A small stage, but it's enough for hectic fights! This stage has three
platforms to battle on, and on both sides of the middle platform, some star
blocks keep falling from the sky and stacking on top of each other. You can
destroy these blocks, but beware the bomb blocks! They can really hurt you if
you attack them. In the middle of the stage, Whispy Woods is seen, where he'll
blow wind in either direction in an attempt to push you a certain direction.
Occasionally, apples fall from Whispy Woods. They can either restore some of
your health when picked up (about 8%) or be used as throwing weapons.
Strategies: Not much I can say really except for trying to get your opponent to
get near the blocks so that he can possibly make a wrong move and plummet to
his doom. This is aside from the usual "attack 'til you KO."
###############################################################################
Big Blue *UNLOCKABLE*
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Representing: F-Zero franchise
Layout: Various
Details: Returning from Melee, you fight once again on top of various F-Zero
cars going top speed along a track! Be careful not to get knocked onto the
road, you could get left behind and get KO'd! You start out on Captain
Falcon's air ship (from the F-Zero comics I assume) and can then walk on any
of the F-Zero cars you can find, and some certain platforms.
Strategies: Since this is a moving stage and the main part of the stage is to
stay on the F-Zero cars and platforms while avoiding the roads, I'd say if you
can't KO your opponent, you could lead him to a bad spot where you can throw
him onto the road. Usually if an opponent lands on the road from a throw, it's
a KO.
###############################################################################
Brinstar
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Representing: Metroid franchise
Layout: Three platforms and a main ground. The main ground is rugged, while the
platforms on the left, right, and center above are flat. The left and right
platforms are held by strange Zebetite-ish organic matter that shrinks when
attacked. When the matter is completely gone, the platform snaps upward. Over
time this matter reappears. The main ground also has a weak floor section that
can be attacked. When the weak floor section is gone, the main ground splits
apart and reveals a big gap to the acid below.
Details: The famous Zebes locale has returned to Brawl from Melee! The stage's
main attraction, other than being completely organic, is the rising and
falling acid levels. The acid rises and falls, and can do quite the damage if
touched. The ability to tear the surroundings apart with attacks makes this
stage rather unique.
Strategies: If someone gets caught in acid, more than likely they will be in
an endless juggle, ever accumulating damage, so try to avoid acid. Use this to
your advantage when dominating in the field. If your damage is high enough,
the bounce you get from touching acid may be large enough to allow you back on
the stage. Of course, do not always rely on acid to save you from spikes. The
acid can be so low that it goes below the KO point, so keep that in mind when
spiking someone. Destroying the matter that's holding the left and right
platforms will make them snap upwards, which can possibly knock someone off. A
really stylish KO that can be used is spiking someone into acid at high
damage, and as he comes back up, wallop him with a big attack to KO him.
###############################################################################
Pokémon Stadium *UNLOCKABLE*
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Representing: Pokémon franchise
Layout:
- Normal: Flat, with a floating platform on each side.
- Grass: Slight hill on the right side, a river and two tiered platforms in the
middle, and a tree branch on the right side.
- Earth: Large hill on the left with small landing beside it, five metal
platforms in the center with two of them at an angle, flat on the right side.
- Water: Rotating windmill on the left side creates an ever-changing platform,
raised ground below it, two platforms on the right that constantly raise and
lower.
- Fire: On the left is a tree, with a small platform on its top, and a wooden
one on top of one of its limbs. The limb itself can be stood on. A fiery house
on the right, which is two tiered; ground on the bottom, platform right above.
The rest of the terrain is jagged.
Details: Pokémon Stadium from Melee is truly a varied stage. With it constantly
changing, it's sure to bring some hectic gameplay. Each terrain is themed
differently and is like playing 5 stages in one!
Strategies: The Normal stadium is just basic and the default the stage goes to
after changing. Memorize the stage layout for each of the 5 terrains, and
improvise as such. Like for instance, the middle ground for the Earth terrain
seems like a nice area to rack up some damage without your opponent flying
everywhere.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Item Compendium |
|
---------------- [Itm]
Items are what make Super Smash Bros. unique, and as such, there's loads of
different items. This will show you the items in the game, listed in alphabet
order.
--------------
Assist Trophy
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Type: Helping
Description: Assist Trophies, once used, bring out a helper chosen at random.
These characters exclusive to this summoning item are not playable through
normal gameplay. Think of this item as a Pokéball, only better, as it's not
restricted to a single franchise/series, meaning a whole lot of characters can
make appearances! The characters summoned from an Assist Trophy are listed in
the Assistant Trophy Collection section.
--------------
Banana Peel
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Type: Trap
Description: The typical item for gags is now in Brawl as an item! Throw it
onto the ground, and whenever someone runs over it, he'll slip and fall on his
butt, ouch! After slipping, the character is stunned for a few moments like
after a shield break.
--------------
Barrels and Crates
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Type: Container
Description: These huge things usually hold items or other stuff inside them,
so pick 'em up and throw them! Be careful, some of them explode without
warning! You can now stand on top of crates. A new addition is the Wheeled
Crate, in which it can be pushed and slide down ramps. Also, the appearance of
Barrels and Crates change depending on the theme of the stage, like for sci-fi
theme, they turn into metal ones. In whimsical stages, they turn into
presents!
--------------
Beam Sword
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Type: Weapon
Description: Back and better than ever, this sword has changed its look. It's
now blue, and reaches a LONG distance. With this in hand, you have part of
your moveset changed. You have a normal swipe, a strong forward swipe, and a
forward Smash swipe. Your dash attack also changes to use the Sword.
--------------
Blast Box
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Type: Explosive
Description: These are explosive crates with a fire warning sign plastered on
the front, and detonate when exposed to fire or hit with a smash attack. If
you see one, steer clear of it. Or if you're daring, try to throw it at
opponents!
--------------
Bob-omb
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Type: Explosive
Description: This famous Mario enemy appears in Brawl. At first, it just sits
down, waiting to be picked up and thrown. However, if left alone for a while,
it will get up and walk around, and eventually blow up. It will also blow up
if it walks into you.
--------------
Bumper
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Type: Trap
Description: Returning from the original Smash Bros., this Bumper once again
messes up everyone! This time, it can be set up in mid-air, so it's quite
essential to edge guarding!
--------------
Bunny Hood
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Type: Powerup
Description: Pick one up and your character will have bunny ears on his head.
With this on, movement speed and jumping height is doubled. You can come up
with crazy combos, but be super careful with picking one of these as Sonic...
--------------
Capsule
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Type: Container
Description: Capsules are containers that usually contain an item when broken.
They are pink and white. You can also easily throw this at opponents. Be
careful with breaking one of these that's near you, as this item has a high
chance of exploding.
--------------
CD
¯¯
Type: Collectible
Description: CDs are rare items, that when collected, permanently add a single
song to listen to in Sound Test and My Music. Search for these and grab them
quickly!
--------------
Coins and Bills
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Type: Collectible
Description: These items are unique from Smash coins, and have to be picked up
in order to win Coin Battles. These generate when a character is attacked or
KO'd, and you collect them automatically when you touch them. Bronze coins are
worth one point, silver coins are worth three, gold coins are worth 6, and
bills are worth 10.
--------------
Cracker Launcher
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Type: Gun
Description: This tube-like cannon shoots explosive fireworks. Pick one up, aim
with the Control Stick, and fire! This is a good way to keep persistent
opponents away from you.
--------------
Deku Nut
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Type: Trap
Description: This item from certain Zelda games stuns opponents with a flash.
Pick one up, and throw it. When it hits, it makes a bright flash, stunning
opponents. You are not immune to this flash though, so throw it from afar. If
an opponent is hit with one while in midair, he flies pretty darn far.
--------------
Dragoon
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Type: Weapon
Description: Dragoon was a legendary Air Ride machine that you could ride if
you found the three parts to the Dragoon in the Gamecube game Kirby's Air
Ride. In Brawl, it translates the same way. In a single battle, in order to
use the Dragoon, you have to find all three parts and grab them. Once all
three are collected, the Dragoon is assembled and you'll be able to aim at
opponents for a one-hit KO. Note that like the Smash Ball, any Dragoon parts
collected (shown above your character's portrait in battle) can be knocked off
of you. Quite a rare item as well.
--------------
Fan
¯¯¯
Type: Fan
Description: Like the Beam Sword and Home-Run Bat, your standard and sideways
attacks are replaced with swiping motions with this. They don't pack much of a
punch as far as damage, but you can swing this pretty darn fast. It's fast
enough to get your opponents stuck without any way to recover. Be wary when
trying to shield with this though, it can break shields quite easily.
--------------
Fire Flower
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Type: Weapon
Description: Straight from Super Mario Bros., you hold this in your hands. When
you hold the standard attack button, the Fire Flower sends out a stream of
fire straight ahead. However, due to the new Moving and Shooting technique,
you can also move around while using it! It's a great way to push someone off
a stage. Of course, this item has a limited amount of flames before it can no
longer fire.
--------------
Food
¯¯¯¯
Type: Healer
Description: Sometimes, various food items appear, in which you're free to pick
them up and restore health. There are 28 different types of food, and each
restores a different amount of health. I will attempt to list them all and
their health restoration effects here.
Strawberry - 1%
Heart-shaped Cookie - 2%
Coffee - 2%
Muffin with an 'X' on it - 3%
Grapes - 3%
Orange Juice - 3%
Seafood Dish - 4%
Milk Bottle - 4%
Apple - 4%
Pineapple - 5%
Hot Dog - 5%
Exotic Drink (Green) - 5%
Ice Cream Cone - 6%
Chocolate Bar - 6%
Lollypop - 6%
Donut - 6%
Weird-looking dish with green...dot on it - 7%
Cheeseburger - 7%
White Cake - 7%
Cherry Pie - 7%
Melon - 7%
Watermelon - 9%
Multi-layer Cake with Strawberries- 10%
Steak Dish - 10%
Rice meal in red bowl - 11%
Sundae - 11%
Pizza - 11%
Chicken Leg - 12%
--------------
Franklin Badge
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Type: Protector
Description: When you put this Mother/Earthbound badge on, it protects from
projectile attacks. Nifty! Of course, it doesn't stay on for very long, so
make sure to watch for when it disappears.
--------------
Freezie
¯¯¯¯¯¯¯
Type: Trap
Description: From the Mario Bros. arcade game, if you pick this item up and
throw it at somebody, they'll freeze into a block of ice and stay frozen for a
few vital seconds. Use this time to pummel on the opponent!
--------------
Golden Hammer
¯¯¯¯¯¯¯¯¯¯¯¯¯
Type: Weapon
Description: The Golden Hammer from Wrecking Crew on the NES is here, and it
works pretty much the same as the regular Hammer. However, if you repeatedly
tap the attack button and walk off a ledge, you'll float in the air! Of
course, just like with the Hammer, it can be a dud, but not with its head
flying off. You'll only find out if it's a dud by walking to an opponent and
hearing *squeak squeak squeak squeak*...
--------------
Gooey Bomb
¯¯¯¯¯¯¯¯¯¯
Type: Trap (explosive)
Description: The Gooey Bomb is a unique inclusion to the SSB series, in that it
adheres not only to terrain, but to opponents. If you get stuck with one,
wiggle the Control Stick to shake it off. Of course, if you pass by someone,
the bomb may come off of you and stick to them! Strategy is key when using
this item.
--------------
Green Shell
¯¯¯¯¯¯¯¯¯¯¯
Type: Trap
Description: Pick one up and throw it, land on it, or attack it. Either way, it
will slide forward, knocking out opponents in its way until it falls off the
stage. It does wonders when thrown hard.
--------------
Hammer
¯¯¯¯¯¯
Type: Weapon
Description: Pick up this item and your character will swing this. The attack
is very destructive and can cause a lot of KOs, but there are some downsides.
You can't attack regularly, and can only jump once. Also, there is the chance
that the head of the Hammer will pop right off the handle, leaving the
character to aimlessly swing the Hammer handle, causing no damage. Opponents
can pick up the head and throw it at you when you're defenseless, knocking you
far.
--------------
Heart Container
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type: Healer
Description: These Zelda items are basically shaped like giant hearts and come
floating slowly down to the ground. Don't wait for it, jump up and collect it
in mid-air! These very helpful items heal 100% damage, and in All-Star Mode
and Boss Battle Mode, three of these appear in the rest area. Pick one of
these special Heart Containers to heal ALL damage.
--------------
Home-Run Bat
¯¯¯¯¯¯¯¯¯¯¯¯
Type: Weapon
Description: The powerful Home-Run Bat is back! You have a normal swing, a
strong swing, Smash swing, and a running swing. To get the most out of the
item, use the Smash swing, and you'll send your opponent flying! It's also
very effective by just throwing it.
--------------
Hothead
¯¯¯¯¯¯¯
Type: Trap
Description: From Mario games, throw this item onto the stage and it revolves
around the stage, damaging opponents. It can possibly shove opponents off! If
hit with fire-based or electric-based attacks from opponents, it grows in
size!
--------------
Key
¯¯¯
Type: Unlocker
Description: Only found in Subspace Emissary, these open locked doors. When you
find one, pick it up and take it to the door. Throwing the Key itself also has
tremendous attack power, but you lose the Key in the process. If that happens,
just go back to where you found it and pick it up again.
--------------
Lightning
¯¯¯¯¯¯¯¯¯
Type: Trap
Description: When touched, these famous Mario Kart items shrink opponents for a
short amount of time, so make good use of it! Just be careful, this item can
backfire and shrink you instead...
--------------
Lip's Stick
¯¯¯¯¯¯¯¯¯¯¯
Type: Weapon
Description: This strange flower sends out little seeds when swung. If seeds
touch an opponent, a flower grows on their head, which constantly raises their
damage level. Keep swinging it at the same opponent to make the flower grow
larger, increasing its effects.
--------------
Maxim Tomato
¯¯¯¯¯¯¯¯¯¯¯¯
Type: Healer
Description: These items from the Kirby series are giant tomatoes with a green
"M" emblazoned on them. Pick one of these up to heal a whopping 50% damage.
--------------
Metal Box
¯¯¯¯¯¯¯¯¯
Type: Powerup
Description: Pick up, or break this item with a melee attack to turn yourself
into a walking metal figure. This item is a green "!" box, just like the one
in Super Mario 64. When metal, you don't flinch from weak attacks, and only
fly a small distance with Smash Attacks and other powerful attacks. The
downside to this, you fall like a rock, making recovery (if you do somehow get
knocked off the stage) very difficult.
--------------
Motion-Sensor Bomb
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type: Trap (explosive)
Description: Pick one up and throw it anywhere and it will stick, which
includes the ceiling and walls. They are small and inconspicuous, so try to
place one where one least expects it. Once someone is near or touches it, it
explodes. Just keep in mind that you aren't immune to this item.
--------------
Mr. Saturn
¯¯¯¯¯¯¯¯¯¯
Type: Weapon?
Description: This harmless little guy from Mother games just wanders aimlessly
around the stage. They can be attacked and flown off the stage, and when
thrown at opponents, it does minimal damage and no knockback. However, Mr.
Saturn is a great shield breaker.
--------------
Party Ball
¯¯¯¯¯¯¯¯¯¯
Type: Container
Description: The ever good party ball releases random items, one kind of
multiple items, or none at all. Beat up the Party Ball enough and it will
float up and open! Items (maybe) and graffiti will rain down!
--------------
Pitfall
¯¯¯¯¯¯¯
Type: Trap
Description: The Pitfall is a white sphere with a "!" on it. What it does is
create a weird black pit where its thrown. On fall-through platforms, if you
step on a Pitfall, you'll automatically fall through it. On normal ground,
you'll just be stuck and can't be moved. The opponent immediately gets stuck
on the ground if this item is thrown at him. This is an Animal Crossing item,
by the way. This can spike opponents when it's thrown at them while in midair!
--------------
Poison Mushroom
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type: Trap
Description: These look quite similar to Super Mushrooms, but have a slightly
darker shade to them. If you collect this, your character will shrink to half
his size, making his attacks weaker and make him lighter.
--------------
Pokéball
¯¯¯¯¯¯¯¯
Type: Summoner
Description: A Pokéball is a powerful item which can release one of dozens of
Pokémon at random. You can hit people with the ball itself by throwing it at
them, but once it hits the ground after a throw, it will open up and reveal a
random Pokémon. The one who summoned the Pokémon is usually immune to the
Pokémons' attacks. The list for all the Pokémon will be listed in the Pokédex
section.
--------------
Ray Gun
¯¯¯¯¯¯¯
Type: Gun
Description: This powerful gun fires fast, green bursts of energy forward. It
can fire 16 shots, and only straight forward. It can be used as a good
throwing item after its shots are exhausted, too.
--------------
Sandbag
¯¯¯¯¯¯¯
Type: Container
Description: Wait what? Sandbag has made it as an item? Yep, and he's a really
unique one too. When he's pummeled, he drops various items until he's sucked
dry. As Sandbag takes damage, he'll fly pretty far from stronger attacks.
--------------
Screw Attack
¯¯¯¯¯¯¯¯¯¯¯¯
Type: Weapon
Description: Pick one up, and it sticks to your chest for a while. With this,
your jumps are replaced with multi-hit Screw Attacks, akin to Samus's Screw
Attack special. You can perform all your attacks even with this on, so go on
and create some insane combos! From the Metroid series, obviously.
--------------
Smart Bomb
¯¯¯¯¯¯¯¯¯¯
Type: Explosive
Description: Straight from Star Fox, when you throw the bomb and it impacts, a
HUGE explosion appears and constantly damages characters caught in the blast.
It can even catch you! However, sometimes the Smart Bomb can be a dud and it
doesn't explode. When that happens, be careful, as it could explode at any
time!
--------------
Smash Ball
¯¯¯¯¯¯¯¯¯¯
Type: Powerup
Description: The Smash Ball is a coveted item. Appearing as a floating, multi-
colored Smash Bros. icon, this item contains Final Smash power! It floats
around, and must be broken with attacks before it'll give up its power. Once
the Smash Ball is broken, the person who broke it will have Final Smash power.
Press the Special Attack button to unleash the Final Smash! Each character has
a different one. Of course, be sure you aren't knocked around too much when
you have the Smash Ball, otherwise it can get knocked right out of you,
leaving your opponent to grab it and use the Final Smash instead.
--------------
Smoke Ball
¯¯¯¯¯¯¯¯¯¯
Type: Trap (blocks vision)
Description: When thrown, the ball dispenses a smoke screen of different
colors, blocking the view of that particular area. Hide in smoke to hide from
the rest of the battle while charging a move, or just to rest. Or, you can
even act like a ninja assassin! This item really does nothing but block view
of characters, but it's really fun to use.
--------------
Soccer Ball
¯¯¯¯¯¯¯¯¯¯¯
Type: Weapon
Description: From Super Mario Strikers for the Gamecube, this item can't be
picked up. However, hit it with a strong attack and it will shoot forward in
flames. It can be used for distance KOs. Try hitting some of these with a
Final Smash...
--------------
Spring
¯¯¯¯¯¯
Type: Trap
Description: From Mario games, hop on one to leap high into the air. You can
also pick these up. Be careful though, if a Spring lands on its side, it will
spring anyone who gets near it very far.
--------------
Starman
¯¯¯¯¯¯¯
Type: Powerup
Description: Starmen are bouncing stars with eyes. They do exactly as in the
Mario games. Pick one up and you will be invincible for around 10 seconds. Use
this chance to seriously damage your opponent!
--------------
Star Rod
¯¯¯¯¯¯¯¯
Type: Weapon
Description: Perform a strong side attack or a smash attack with this and not
only will your character swing the Rod, but also shoot out a star. Star Rods
have "ammunition" and can only fire a certain amount of stars before its power
is drained. At that point, it's safe to use it as a battering weapon. However,
throw it at opponents and they fly far sideways.
--------------
Sticker
¯¯¯¯¯¯¯
Type: Collectible
Description: Throughout all play modes, stickers will appear and float to the
ground. Grab these to add a sticker to your Sticker Album. In some modes, you
will have to clear the stage you found these in before you have the stickers
in your possession.
--------------
Stock Ball
¯¯¯¯¯¯¯¯¯¯
Type: Collectible
Description: Only found in Subspace Emissary, collecting these pink glowing
orbs will add a stock to your current count, which is essentially your extra
lives. Pick one up immediately if you see it! They're more common in the
easier difficulties.
--------------
Super Mushroom
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type: Powerup
Description: Ah, the Super Mushroom. Straight from Super Mario Bros., if you
touch this item, you'll grow to humongous proportions! While huge, you're
harder to knock off and your attacks are harder-hitting. New to this game is
that your character strikes a pose as he grows with the Mushroom. Just a neat
visual feature.
--------------
Superspicy Curry
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type: Powerup
Description: Ever had eaten something so spicy that it felt like you could spit
flames from your mouth? No? Well you're about to experience it with this item.
It just lays on the floor waiting to be devoured. When you do eat it, your
character spits fire non-stop for a limited time, even when you're moving and
attacking. This can be useful for creating combos. This item represents the
Kirby games. This item also gives your character a tendency to run during any
kind of movement.
--------------
Super Scope
¯¯¯¯¯¯¯¯¯¯¯
Type: Gun
Description: This energy gun resembling the Super Scope used for a few SNES
games way back when fires rapid energy shots. You can also charge it up for
more powerful results. You can fire three fully-charged shots before it runs
out of power, which is also the equivalent of 48 rapid-fire shots.
--------------
Team Healer
¯¯¯¯¯¯¯¯¯¯¯
Type: Healer
Description: The Team Healer is a strange energy orb that only appears in Team
Battles. When in teams, picking up the orb won't do anything, but if you throw
it at a teammate, a sizeable portion of that teammate's damage will be healed.
The portion all depends on how much damage the person had before, so it heals
like a %age. If thrown at an opponent, it either damages him or heals him.
Maybe that's also dependant on the damage...
--------------
Timer
¯¯¯¯¯
Type: Trap
Description: Pick up this item and one of three effects happen: Everyone except
you is slowed down, you slow down, or everyone including you slows down. Hope
for the first effect!
--------------
Trophy
¯¯¯¯¯¯
Type: Collectible
Description: Found lying around in most single-player modes, pick one up to
collect that particular trophy to view in the Trophy Gallery. Most of the
time, you have to clear the stage you found the trophy in without continues
before you'll actually have the trophy safe in your collection.
--------------
Trophy Base
¯¯¯¯¯¯¯¯¯¯¯
Type: Capture item
Description: Only found in Subspace Emissary, throw a Trophy Base at an enemy
to turn it into a collectible trophy. See "Features" of the Subspace Emissary
section of this FAQ for more information.
--------------
Unira
¯¯¯¯¯
Type: Trap
Description: A spiky ball from the game Clu Clu Land, throw it onto the ground
and it will extend its spikes, causing damage to anyone who runs into it.
(Except you.) Attack the Unira to make its spikes retract.
--------------
Warp Star
¯¯¯¯¯¯¯¯¯
Type: Weapon
Description: Grab one of these large stars from the Kirby series, and your
character will ride it up into the air, then come crashing down to the ground
in a fantastic explosion. This can meteor smash opponents as you plummet down,
and the Warp Star can be steered in a limited fashion by moving the Control
Stick.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Pokédex |
|
---------------- [Pok]
Here is a complete list of the Pokémon that appear from the Pokéball item, and
will be listed in alphabetical order.
--------------
Bellossom
¯¯¯¯¯¯¯¯¯
Classification: Flower Pokémon
Type: Grass
Height: 1'04"
Weight: 13 lbs.
Pokédex No.: 182
Gender Ratio:
Male: 50%
Female: 50%
Attack: Bellossum uses Sweet Scent to put opponents to sleep. To the one who
summoned Bellossum, you're free to beat up opponents that have fallen asleep.
--------------
Bonsly
¯¯¯¯¯¯
Classification: Bonsai Pokémon
Type: Rock
Height: 1'08"
Weight: 33 lbs.
Pokédex No.: 438
Gender Ratio:
Male: 50%
Female: 50%
Attack: Bonsly himself doesn't really attack. He walks around, waiting to be
picked up. He's quite heavy, thus he can't be thrown far, but the impact has
pretty much the same effect as a thrown Hammer Head, in that the opponent is
thrown far and may even be KO'd. Bonsly's purpose can be summed up to the
Pokémon attack, "Tackle."
--------------
Celebi
¯¯¯¯¯¯
Classification: Time Travel Pokémon
Type 1: Psychic
Type 2: Grass
Height: 2'00"
Weight: 11 lbs.
Pokédex No.: 251
Gender Ratio: Celebi is genderless.
Attack: Fly. Celebi really doesn't attack at all. It just floats elegantly up
and out of the stage, dropping numerous trophies.
--------------
Chikorita
¯¯¯¯¯¯¯¯¯
Classification: Leaf Pokémon
Type: Grass
Height: 2'11"
Weight: 14.1 lbs.
Pokédex No.: 152
Gender Ratio:
Male: 87.5%
Female: 12.5%
Attack: Razor Leaf. When Chikorita is summoned, it begins to fire razor-sharp
leaves rapidly in the direction it's facing.
--------------
Deoxys
¯¯¯¯¯¯
Classification: DNA Pokémon
Type: Psychic
Height: 5'05"
Weight: 134.0 lbs.
Pokédex No.: 386
Gender Ratio: Genderless
Attack: Hyper Beam. Deoxys appears in his attack form, rises gently, faces
down, then shoots a wide, powerful Hyper Beam straight down! Woah!
--------------
Electrode
¯¯¯¯¯¯¯¯¯
Classification: Ball Pokémon
Type: Electric
Height: 3'11"
Weight: 147.0 lbs.
Pokédex No.: 101
Gender Ratio: Electrode is genderless.
Attack: Explosion. After being summoned, lays on the floor for a few seconds
until it explodes in a fiery mess. If you have the guts, you can pick up
Electrode just before it blows and throw it at an opponent.
--------------
Entei
¯¯¯¯¯
Classification: Volcano Pokémon
Type: Fire
Height: 6'11"
Weight: 436.5 lbs.
Pokédex No.: 244
Gender Ratio: Entei is genderless.
Attack: Fire Spin. Entei's version of this attack is devastating. It'll stand
firm on its four legs, then create a tall pillar of fire. Anyone caught in it
will sustain heavy damage. This is a great opportunity to get some added
attacks in if you were the one who summoned Entei.
--------------
Gardevoir
¯¯¯¯¯¯¯¯¯
Classification: Embrace Pokémon
Type: Psychic
Height: 5'03"
Weight: 106.7 lbs.
Pokédex No.: 282
Gender Ratio:
Male: 50%
Female: 50%
Attack: Reflect. When Gardevoir appears, it creates a large reflecting field
around it and walks around. Summoner, stay in its field! Because this field
reflects any and all types of projectiles back at the senders.
--------------
Goldeen
¯¯¯¯¯¯¯
Classification: Goldfish Pokémon
Type: Water
Height: 2'00"
Weight: 33.0 lbs.
Pokédex No.: 118
Gender Ratio:
Male: 50%
Female: 50%
Attack: Splash. Pretty much a useless Pokémon and flops around on the stage
for a while.
--------------
Groudon
¯¯¯¯¯¯¯
Classification: Continent Pokémon
Type: Ground
Height: 11'06"
Weight: 2,094.4 lbs.
Pokédex No.: 383
Gender Ratio: Groudon is genderless.
Attack: Overheat. This HUGE Pokémon just sits on the stage acting pretty. Its
body is shining red hot, so if an opponent touches Groudon, he'll catch on
fire. Good opportunity for racking up damage if you're the one who summoned
this Pokémon.
--------------
Gulpin
¯¯¯¯¯¯
Classification: Stomach Pokémon
Type: Poison
Height: 1'04"
Weight: 22.7 lbs.
Pokédex No.: 316
Gender Ratio:
Male: 50%
Female: 50%
Attack: Swallow. If an opponent gets near, it opens wide and swallows him in.
The opponent constantly takes damage while inside Gulpin, and the one who
summoned Gulpin can somehow add to it by attacking Gulpin.
--------------
Ho-oh
¯¯¯¯¯
Classification: Rainbow Pokémon
Type 1: Fire
Type 2: Flying
Height: 12'06"
Weight: 138.7 lbs.
Pokédex No.: 250
Gender Ratio: Ho-oh is genderless.
Attack: Sacred Fire. Like Lugia, Ho-oh flies into the background, and creates a
huge pillar of fire on the stage. Don't get caught in it!
--------------
Jirachi
¯¯¯¯¯¯¯
Classification: Wish Pokémon
Type 1: Steel
Type 2: Psychic
Height: 1'00"
Weight: 2.4 lbs.
Pokédex No.: 385
Gender Ratio: Jirachi is genderless.
Attack: Fly. Jirachi really doesn't attack at all. It just floats elegantly up
and out of the stage, dropping mounds of stickers.
--------------
Kyogre
¯¯¯¯¯¯
Classification: Sea Basin Pokémon
Type: Water
Height: 14'09"
Weight: 776.0 lbs.
Pokédex No.: 382
Gender Ratio: Kyogre is genderless.
Attack: Hydro Pump. This huge whale-like Pokémon flies around, constantly
spitting out powerful jets of water. Consider yourself unlucky if you aren't
the one who summoned this, as Kyogre is an absolute nightmare when trying to
recover.
--------------
Latias, Latios
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Classification: Eon Pokémon
Type 1: Dragon
Type 2: Psychic
Height: 4'07" for Latias, 6'07" for Latios
Weight: 88.2 lbs. for Latias, 132.3 lbs. for Latios
Pokédex No.: 380 (Latias), 381 (Latios)
Gender Ratio: (Latias)
Male: 0%
Female: 100%
Gender Ratio: (Latios)
Male: 100%
Female: 0%
Attack: Steel Wing. When unleashed, the pair fly around the stage sporadically,
ramming into anyone they come into contact. Fairly hard to avoid in all but
the largest stages, and if you get caught in the air, you're pretty much dead.
--------------
Lugia
¯¯¯¯¯
Classification: Diving Pokémon
Type 1: Psychic
Type 2: Flying
Height: 17'10"
Weight: 476.2 lbs.
Pokédex No.: 249
Gender Ratio: Lugia is genderless.
Attack: Aeroblast. Lugia's attack is almost impossible to avoid in small
stages. Once Lugia appears, it hovers above the stage for a second (Lugia is
harmful to the touch at this point) then flies to the background. Then, Lugia
creates a large swirling air jet at the stage, easily KOing anyone caught in
it.
--------------
Manaphy
¯¯¯¯¯¯¯
Classification: Seafaring Pokémon
Type: Water
Height: 1'00"
Weight: 3.1 lbs.
Pokédex No.: 490
Gender Ratio: Manaphy is genderless.
Attack: Manaphy uses Heart Swap! Players have swapped positions! Yes, when
Manaphy comes out of a Pokéball, players will be switched around, like the
person controlling Samus will now control Snake, and vice versa for the Snake
player. This effect is temporary, but also note that when swapped, self-
destructs and the like still go to your original character.
--------------
Meowth
¯¯¯¯¯¯
Classification: Scratch Cat Pokémon
Type: Normal
Height: 1'04"
Weight: 9.3 lbs.
Pokédex No.: 052
Gender Ratio:
Male: 50%
Female: 50%
Attack: Pay Day. Almost the same from the original Smash Bros., Meowth throws
out a coin barrage in front of him! (He floated in the air and threw a ton of
coins around him in the original.) Don't get caught in the middle of this
damaging coin barrage!
--------------
Metagross
¯¯¯¯¯¯¯¯¯
Classification: Iron Leg Pokémon
Type 1: Steel
Type 2: Psychic
Height: 5'03"
Weight: 1,212.5 lbs.
Pokédex No.: 376
Gender Ratio: Metagross is genderless.
Attack: Earthquake. When Metagross appears from the Poké Ball, it walks around
and occasionally stomps the ground, sending nearby opponents high into the
sky.
--------------
Mew
¯¯¯
Classification: New Specie Pokémon
Type: Psychic
Height: 1'04"
Weight: 8.8 lbs.
Pokédex No.: 151
Gender Ratio: Mew is genderless.
Attack: Fly. Mew really doesn't attack at all. It just floats elegantly up and
out of the stage. It may occasionally drop a CD though.
--------------
Moltres
¯¯¯¯¯¯¯
Classification: Flame Pokémon
Type 1: Fire
Type 2: Flying
Height: 6'07"
Weight: 132.3 lbs.
Pokédex No.: 146
Gender Ratio: Moltres is genderless.
Attack: Fly. When Moltres appears, it's a sight to behold. But be careful,
those who haven't summoned Moltres: its body is hot to the touch, and it can
KO fairly quickly! After a few seconds, Moltres takes to the sky, never to be
found again. (Until another is summoned from a Poké Ball...)
--------------
Munchlax
¯¯¯¯¯¯¯¯
Classification: Big Eater Pokémon
Type: Normal
Height: 2'00"
Weight: 231 lbs.
Pokédex No.: 446
Gender Ratio:
Male: 87.5%
Female: 12.5%
Attack: Not really much of an attack, really. All Munchlax does is use Pickup
to rush to items and eat them whole. He can be annoying if he eats an item you
wanted to pick up though.
--------------
Piplup
¯¯¯¯¯¯
Classification: Penguin Pokémon
Type: Water
Height: 1'03"
Weight: 11.5 lbs.
Pokédex No.: 393
Gender Ratio:
Male: 87.5%
Female: 12.5%
Attack: Piplup uses Surf! Opponent is swept away! If you're the one caught in
the Surf attack, try your best to recover from it, he can make you fall off
the stage really easily.
--------------
Snorlax
¯¯¯¯¯¯¯
Classification: Sleeping Pokémon
Type: Normal
Height: 6'11"
Weight: 1041.1 lbs.
Pokédex No.: 143
Gender Ratio:
Male: 87.5%
Female: 12.5%
Attack: Body Slam. Snorlax rises...then falls! This monstrous Pokémon uses his
weight to damage opponents and throw them far.
--------------
Staryu
¯¯¯¯¯¯
Classification: Starshape Pokémon
Type: Water
Height: 2'07"
Weight: 76 lbs.
Pokédex No.: 120
Gender Ratio: Staryu is genderless.
Attack: Swift. Staryu picks an opponent at random (except the one who summoned
it), follows the opponent around, then fires a rapid stream of energy bullets.
The bullets don't do much damage, but they can keep you juggled in the air,
which could mean trouble. Staryu itself is highly dangerous to touch; you can
easily get KO'd from touching Staryu.
--------------
Suicune
¯¯¯¯¯¯¯
Classification: Aurora Pokémon
Type: Water
Height: 6'07"
Weight: 412.3 lbs.
Pokédex No.: 245
Gender Ratio: Suicune is genderless.
Attack: Suicune attacks with Aurora Beam! He fires a Aurora Beam straight
forward that can KO pretty fast, so make sure he's not facing you!
--------------
Togepi
¯¯¯¯¯¯
Classification: Spike Ball Pokémon
Type: Normal
Height: 1'00"
Weight: 3.3 lbs.
Pokédex No.: 175
Gender Ratio:
Male: 87.5%
Female: 12.5%
Attack: Togepi uses Metronome. Its attacks are randomly generated. It can
either plant flowers on opponents' heads, explode, or even darken the screen
until it's pitch black for a while.
--------------
Torchic
¯¯¯¯¯¯¯
Classification: Chick Pokémon
Type: Fire
Height: 1'04"
Weight: 5.5 lbs.
Pokédex No.: 255
Gender Ratio:
Male: 87.5%
Female: 12.5%
Attack: Fire Spin. Torchic spins around and creates fire all around it, sucking
in nearby opponents. Make sure not to get caught, as the final hit hurts!
--------------
Weavile
¯¯¯¯¯¯¯
Classification: Sharp Claw Pokémon
Type 1: Dark
Type 2: Ice
Height: 3'08"
Weight: 75.0 lbs.
Pokédex No.: 461
Gender Ratio:
Male: 50%
Female: 50%
Attack: False Swipe. Weavile dashes back and forth in repeated, rapid motions,
swiping with each move. It only does 1% each hit, but it can make you dizzy,
making you vulnerable to attack.
--------------
Wobbuffet
¯¯¯¯¯¯¯¯¯
Classification: Patient Pokémon
Type: Psychic
Height: 4'03"
Weight: 63 lbs.
Pokédex No.: 202
Gender Ratio:
Male: 50%
Female: 50%
Attack: Counter. Wobbuffet appears to be harmless, just sitting like a lump on
a log, but if you come into contact with him, he'll wobble around, damaging
you ever so slightly, making for a rather embarrasing trap. He can also deal
an amount of damage depending on the power of the attack he was struck with.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Assistant Trophy|
Collection |
|
---------------- [AsTrphy]
This lists all the characters that can be summoned with the Assist Trophy item,
in alphabetical order. Note that there are some Assist Trophies that aren't
available at the start of the game. These will be listed as "*UNLOCKABLE*," but
to see how to unlock them, check the Secrets section.
--------------
Andross
¯¯¯¯¯¯¯
From: Star Fox (SNES)
Description: This polygon-ish version of Andross is just a silver face. Why?
He's based off of his appearance in Star Fox for the SNES! He appears in the
background, big as ever. He then inhales with all his might, then spits
damaging panels out of his mouth! Oh the horror!
--------------
Barbara *UNLOCKABLE*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From: Daigassou! Band Brothers and Master of Illusion
Description: Barbara the Bat appears with her guitar and rocks on! Each note
she strums creates a large sound wave around her, which can electrocute nearby
foes. Barbara ends with a bang with her final note, which has a larger sound
wave than normal.
--------------
Custom Robo *UNLOCKABLE*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From: Custom Robo series
Debuted: Custom Robo Arena (DS)
Description: The model that appears is Ray Mk III. This super-small Assist
Trophy cannot be taken lightly, as it jumps around firing green lasers and
powerful homing missiles.
--------------
Devil
¯¯¯¯¯
From: Devil's World (NES)
Description: This portly little character is a very dangerous AT--He doesn't
help anyone at all! Devil rises up above the stage, and with a point, moves
the screen to really mess up players. That's pretty much all he does.
--------------
Dr. Wright
¯¯¯¯¯¯¯¯¯¯
From: SimCity (SNES)
Description: Wait what? The city supervisor with a crazy hair style? Well, this
is certainly interesting. This AT sprouts buildings from the ground, damaging
everyone except the summoner. At rare times, when the economy is feeling
generous, the buildings that sprout become super sized, dealing more damage,
knockback, and has more range.
--------------
Excitebike
¯¯¯¯¯¯¯¯¯¯
From: Excitebike (NES)
Description: A...2D sprite? Wow. I guess all kinds of characters can really
make appearances! When Excitebike is revealed, it calls a ton of other Excite-
bikers to run over everyone. Roadkill AND papercut. Ouch, that has got to
hurt.
--------------
Gray Fox *UNLOCKABLE*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From: Metal Gear series
Debuted: Metal Gear 2 (MSX2)
Description: Gray Fox, the cybernetic ninja from Metal Gear has arrived in
Assist Trophy form! If a guest character from a series is going to appear, why
not have AT's from that series? Gray Fox stealthily hops around the arena and
makes rapid backhanded slashes with his sword. He can reflect projectiles
fired at him. He can also speak in certain situations, but his speech may
change when Snake is in the arena. It's truly exciting to see ATs interact
with other characters besides attacking them.
--------------
Hammer Bro.
¯¯¯¯¯¯¯¯¯¯¯
From: Mario franchise
Debuted: Super Mario Bros. (NES)
Description: The ever annoying Hammer Bro. appears in Brawl from an Assist
Trophy, and does his very job he was performed to do ever since his first
game: relentlessly throw a barrage of hammers.
--------------
Helirin
¯¯¯¯¯¯¯
From: Kuru Kuru Kururin
Description: This rather clunky Assist Trophy does not attack, but rather acts
as part of the stage. This thing slowly rotates, so it can be a pain if it's
in your way of recovering. You can stand on it though.
--------------
Infantry and Tanks *UNLOCKABLE*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From: Famicom Wars
Debuted: Advance Wars (GBA)
Description: When they appear, these pixelated figures move around, firing tiny
little pellets at your opponents. They're tiny yes, but don't underestimate
their power.
--------------
Isaac *UNLOCKABLE*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From: Golden Sun series
Debuted: Golden Sun (GBA)
Description: Isaac is an Earth Adept, who is able to move things with ease
using his unique psynergy. He uses Move constantly when he arrives, which
summons a giant energy hand and pushes forward. Extremely deadly on any course
that doesn't have much vertical length, as this energy hand can move through
anything.
--------------
Jeff
¯¯¯¯
From: Earthbound
Description: Dr. Andonut's son, Jeff uses his extracurricular activities to
make inventions! In Brawl, he uses an invention called "Multi-Bottle Rocket 5"
which can fire four mini-rockets and one large one for each launch. And they
all can home in on characters. Be careful not to get caught in the explosive
rockets!
--------------
Jill & Drill Dozer
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From: Drill Dozer
Description: This little rascal drives a Drill Dozer constantly once spawned,
and will continue to use that gigantic drill on the front to seriously damage
players. The only thing she doesn't seem to do is drill through walls, as she
turns the Drill Dozer around if she encounters one.
--------------
Kat & Ana
¯¯¯¯¯¯¯¯¯
From: WarioWare series
Description: Kat & Ana! Put their names together and they spell katana! These
two ninja kindergarteners use devastating moves to slash anyone who's in the
way. They usually fly in an "X" pattern, so try to dodge them with that
knowledge in mind.
--------------
Knuckle Joe
¯¯¯¯¯¯¯¯¯¯¯
From: Kirby franchise
Debuted: Kirby Super Star (SNES)
Description: Knuckle Joe has appeared! He begins attacking by using a flurry
of Vulcan Jabs, then uses one of two finishers! One of them is Smash Punch,
in which he sends a ball of energy forward as he makes a final punch. The
other is Rising Break, where Knuckle Joe does a lightning shoryuken. Wow...
--------------
Lakitu
¯¯¯¯¯¯
From: Mario franchise
Debuted: Super Mario Bros. (NES)
Description: Another 2D sprite Assist Trophy like Excitebike, this one does the
very thing it performed back when it first debuted: fly above and rain down
annoying Spinies from above. Just be careful with this one. This is one of the
few that can be killed though...
--------------
Little Mac
¯¯¯¯¯¯¯¯¯¯
From: Punch-Out!! (NES)
Description: The little fighter with a big heart, he tries to fight to the top
as an Assist Trophy! He's quite the persistent fighter, as he can follow a
character around, and even has such powerful punches that someone can get KO'd
from 20% damage! His training has served him well it seems...
--------------
Lyn
¯¯¯
From: Fire Emblem series
Debuted: Fire Emblem 7: Blazing Sword (GBA) (Known simply as Fire Emblem in the
US and UK)
Description: The beautiful Lyndis descends gallantly with sword in hand. She
then braces herself, then with a slash, disappears! Where'd she go? She all
of a sudden appears in front of an opponent, and does a powerful slash. If
you're the lucky guy who summoned her, you can grab your opponent to make it
easier for her to hit.
--------------
Metroid
¯¯¯¯¯¯¯
From: Metroid series
Debuted: Metroid (NES)
Description: This dangerous life-sucking parasite will pick a target other than
the player who spawned it and latch on to that player's head and rack up
damage rapidly! If the Metroid has caught you, just frantically move about to
shake it off.
--------------
Mr. Resetti
¯¯¯¯¯¯¯¯¯¯¯
From: Animal Crossing (GCN)
Description: Mr. Resetti from Animal Crossing has come! ...However he doesn't
really do anything. He just rants and rants and raves for long amounts of
time. Ugh, what a bore.
Mr. Resetti: WHAT WAS THAT???!!!
AGH! I uh..didn't see you there.
Mr. Resetti: You didn't see me...because I am a short mole, is that it??
No! I didn't mean tha--
Mr. Resetti: You kids, always so dang insensitive. Well let me tell you
something, brat! Moles have feelings too!
*sigh* -_-; See what I mean?
--------------
Nintendog
¯¯¯¯¯¯¯¯¯
From: Nintendogs series
Debuted: Nintendogs: Labrador and Friends (DS)
Description: When released, this cute puppy paws the screen, blocking most of
the view. Since you can't see past this puppy, you'll have to compensate.
--------------
Saki Amamiya
¯¯¯¯¯¯¯¯¯¯¯¯
From: Sin and Punishment: Successor to the Earth
Description: Saki is one of the more bad-ass Assist Trophies. His trusty
weapon, the Cannon Sword, serves him well here! He can run around the arena
and slash foes. He can also shoot foes from far away! How cool is that?
--------------
Samurai Goroh
¯¯¯¯¯¯¯¯¯¯¯¯¯
From: F-Zero series
Debuted: F-Zero X (N64) I believe.
Description: Captain Falcon's racing rival has finally made it to Smash Bros.
Goroh uses the blade he holds at his waist and slashes it around at enemies.
--------------
Shadow the Hedgehog *UNLOCKABLE*
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From: Sonic the Hedgehog franchise
Debuted: Sonic Adventure 2
Description: Shadow uses Chaos Control! Among slightly obscuring your view with
the visual effects, he also slows down your opponents for a short time, making
it easy for you to score some hits.
--------------
Stafy
¯¯¯¯¯
From: Densetsu no Stafy
Description: Stafy is a star (starfish??) from the Japan-only release Densetsu
no Stafy. Stafy runs around and does spin attacks on opponents, but wait...
what's this? Stafy can be hurt like a regular character?? Uh-oh...better watch
out, Stafy. Because of his appearance on this game, he has made an appearance
on the DS in the states! Look out for Legend of Starfy.
--------------
Tingle
¯¯¯¯¯¯
From: Zelda series
Debuted: The Legend of Zelda: Majora's Mask (N64)
Description: Although Tingle first made his debut on Majora's Mask, this is his
more-recent version from The Legend of Zelda: Wind Waker on the Gamecube. He
dances around, yells "Tingle! Tingle! Kooloo-limpah!" and summons a random
effect such as all Curry, Hammers galore, or balloons (nothing at all).
--------------
Waluigi
¯¯¯¯¯¯¯
From: Mario franchise
Debuted: Mario Tennis (N64)
Description: The devious, mischievous, evil Waluigi has made his Brawl debut!
This rather lanky fellow rushes to the person he despises most at the moment
when he's summoned, and uses his feet to stomp that person onto the ground,
dealing damage with every impact. Then he either finishes with a giant stomp
or by swinging his tennis racquet at the opponent. If that opponent is
stomped, he is dug into the ground, making him unmoveable for a while, so be
careful that it won't be you.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Collector's Guide|
to Stickers |
|
----------------- [Stckr]
So, you're a collector eh? Want to find all those Stickers, as many as you
can? Well, not to worry, this section will tell you how to get all the
Stickers in the game. For the list, the stickers will be listed by name.
The Subspace Emissary:
Adventure Mode is a great place to get stickers. At high difficulty levels,
more stickers appear, and even more if you have a "+ Sticker Drops" sticker
applied to a character. Using that combination is a good way to rack up tons of
stickers, so you're likely to get at least a few.
Coin Launcher:
While not as effective as the Subspace Emissary method, it certainly is easier.
You can still get a lot of stickers in this mode, if you have a ton of coins at
your disposal.
Challenges:
There are certain stickers that can only be obtained by clearing a certain
objective. If that's the case, you may think that once you use it once, the
sticker is gone forever, right? Nope. Whether it's intentional or not, if you
simply clear that objective again, you see to get a copy of the same sticker.
Like, for the Boo (Mario Tennis) Sticker, you can get it as many times as you
want just by getting past 900 ft. every time in Home-Run Contest.
Miscellaneous:
Aside from the other modes, there's a slow, but simple way of picking up
stickers: they drop randomly when playing any other kinds of gameplay modes.
This goes the same with CDs, but those disappear once you unlock every music
track.
And now for the list!
------------------
18-Volt (WarioWare: Touched!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 4
Usable by: N/A
------------------
1-Up Mushroom (New SMB)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 4
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
9-Volt (WarioWare: MPG)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 8
Usable by: N/A
------------------
9-Volt (WarioWare: Touched!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 5
Usable by: N/A
------------------
Acro (Kirby 64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Magic] Attack + 15
Usable by: Peach, Zelda
------------------
Aijou Boom no Ya (Sennen Kazoku)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 8
Usable by: N/A
------------------
Akari Hayami (1080° Snowboarding)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Freezing] Attack + 14
Usable by: N/A
------------------
Akari Hayami (Wave Race BS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Water] Attack + 8
Usable by: Pokémon Trainer
------------------
Akuma (Sennen Kazoku)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Resistance + 19
Usable by: N/A
------------------
Amy Rose (Sonic CD)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 14
Usable by: Sonic
------------------
Ana (Mother)
¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 7
Usable by: N/A
------------------
Ana (WarioWare: Touched!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Attack + 4
Usable by: N/A
------------------
Andrew (Star Fox: Assault)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 7
Usable by: Fox, Falco, Wolf
------------------
Andy (Advance Wars)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 6
Usable by: N/A
------------------
Annie (Custom Robo V2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 10
Usable by: N/A
------------------
Arwing (Star Fox 64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 6
Usable by: Fox, Falco, Wolf
------------------
Aryll (Zelda: Wind Waker)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 8
Usable by: N/A
------------------
Ashley (Trace Memory)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 16
Usable by: N/A
------------------
Ashley (WarioWare: Touched!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Magic] Attack + 22
Usable by: Peach, Zelda
------------------
Ashley Viewing DTS (Trace Memory)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 17
Usable by: R.O.B.
------------------
Ashnard (Fire Emblem: Path of Radiance)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Resistance + 34
Usable by: Marth, Ike
------------------
Baby Mario (Yoshi's Island)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 5
Usable by: N/A
------------------
Balloon Fight Enemy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 4
Usable by: Ice Climbers
------------------
Balloon Fighter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 4
Usable by: Pit
------------------
Ballyhoo & Big Top (Mario Party 8)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 10
Usable by: N/A
------------------
Banana (Mario Kart DS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 4
Usable by: N/A
------------------
Banana Bunch (DK: Barrel Blast)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 6
Usable by: N/A
------------------
Banana Coin (DK64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 4
Usable by: N/A
------------------
Barkle (Tingle's Rupeeland)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 32
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer
------------------
Barrel Train (Mario Kart: DD!!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 19
Usable by: N/A
------------------
Bellossom (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Grass] Attack + 8
Usable by: Pokémon Trainer
------------------
Big Boss (MGS: The Twin Snakes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Trophy Stand Drops + 30
Usable by: N/A
------------------
Big Switch (Kirby & The Amazing Mirror)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 18
Usable by: N/A
------------------
Big The Cat (Sonic Adventure Director's Cut)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Battering] Resistance + 14
Usable by: N/A
------------------
Black Shadow (F-Zero GX)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 37
Usable by: Captain Falcon
------------------
Blargg (Yoshi's Story)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 13
Usable by: N/A
------------------
Blathers (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 7
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer
------------------
Blaze The Cat (Sonic Rush)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Shield Recovery + 7
Usable by: N/A
------------------
Blipper (Kirby: Squeak Squad)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Swim Time + 20
Usable by: N/A
------------------
Blood Falcon (F-Zero GX)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 18
Usable by: N/A
------------------
Blue Falcon (F-Zero GX)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 3
Usable by: Captain Falcon
------------------
Blue Pellet (Pikmin 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Pikmin] Attack + 6
Usable by: Olimar
------------------
Blue Pikmin (Pikmin)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Pikmin] Attack + 16
Usable by: Olimar
------------------
Blue Virus (Nintendo Puzzle Collection)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 5
Usable by: N/A
------------------
Bone Dragon (Yoshi's Story)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Bite] Attack + 13
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf
------------------
Boney (Mother 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [PK] Attack + 16
Usable by: Ness, Lucas
------------------
Bonkers (Kirby: Squeak Squad)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 16
Usable by: Kirby, Meta Knight, King Dedede
------------------
Bonsly (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 3
Usable by: N/A
------------------
Boo (Mario Tennis)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*can be gotten by getting up to 900 ft. in Home-Run Contest*
Effect: [Throwing] Attack + 14
Usable by: N/A
------------------
Booker (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Food Effect + 5
Usable by: N/A
------------------
Boomerang (Zelda: Wind Waker)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 4
Usable by: Link, Zelda, Ganondorf, Toon Link
------------------
Boulder (Excite Truck)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 32
Usable by: N/A
------------------
Boundish (Digiluxe)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 7
Usable by: N/A
------------------
Bow (Paper Mario)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Magic] Attack + 8
Usable by: Peach, Zelda
------------------
Bowser (DDR: Mario Mix)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 20
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Bowser (Mario Kart 64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 13
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Bowser (Mario Power Tennis)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Darkness] Attack + 21
Usable by: Ganondorf
------------------
Bowser (Super Paper Mario)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 23
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Bowser Coin (Mario Party 6)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 6
Usable by: N/A
------------------
Bowser Jr. (Mario Superstar Baseball)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Trophy Drops + 26
Usable by: N/A
------------------
Bowser Jr. (Super Mario Sunshine)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 25
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer
------------------
Box Boxer (Kirby: Squeak Squad)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Aura] Attack + 26
Usable by: Lucario
------------------
Boxy (Kirby: Squeak Squad)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Bite] Attack + 24
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf
------------------
Boy (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 11
Usable by: N/A
------------------
Boy (Magical Starsign)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 7
Usable by: N/A
------------------
Boy (Magical Vacation)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 22
Usable by: N/A
------------------
Brewster (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 13
Usable by: N/A
------------------
Brier (Yoshi Touch & Go)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 7
Usable by: N/A
------------------
Brighton (Mario Party 6)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Shield Resistance + 8
Usable by: N/A
------------------
Bronto Burt (Kirby 64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 4
Usable by: N/A
------------------
Bubble Baby Mario (Yoshi's Island)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Bite] Attack + 6
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf
------------------
Bulborb (Pikmin 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Pikmin] Attack + 34
Usable by: Olimar
------------------
Bullet Bill (New Super Mario Bros.)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 12
Usable by: N/A
------------------
Bullet Blaster (Mario Kart: DD!!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 50
Usable by: N/A
------------------
Bullfrog (Star Fox Command)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Carry Bob-omb
Usable by: N/A
------------------
Burt the Bashful (Yoshi's Island)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Bite] Attack + 6
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf
------------------
Cackletta (Mario & Luigi: SS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Flinch Resistance + 84
Usable by: N/A
------------------
Candy (Kirby: Squeak Squad)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 4
Usable by: R.O.B.
------------------
Capsule (Nintendo Puzzle Collection)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 5
Usable by: N/A
------------------
Capt. Falcon (F-Zero GX)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 8
Usable by: Captain Falcon
------------------
Capt. Falcon (F-Zero X)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 19
Usable by: Captain Falcon
------------------
Capt. Falcon (F-Zero)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Resistance + 23
Usable by: Captain Falcon
------------------
Captain (Trace Memory)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 4
Usable by: N/A
------------------
Car Yoshi (Yoshi's Island)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 7
Usable by: Yoshi
------------------
Celebi (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Grass] Attack + 14
Usable by: Pokémon Trainer
------------------
Celeste (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 6
Usable by: N/A
------------------
Cell Phone (Kirby & The Amazing Mirror)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Resistance + 4
Usable by: Kirby, Meta Knight, King Dedede
------------------
Chain Chomp (Mario Party 8)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Bite] Attack + 23
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf
------------------
Chao (Sonic Adventure Director's Cut)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Flinch Resistance + 49
Usable by: N/A
------------------
Chaos (Sonic Adventure Director's Cut)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Food Effect + 4
Usable by: N/A
------------------
Charizard (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 10
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff
------------------
Charmy Bee (Knuckles' Chaotix)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Attack + 7
Usable by: N/A
------------------
Cheep Cheep (New Super Mario Bros.)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Sticker Drops + 9
Usable by: N/A
------------------
Chef (Game & Watch)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 25
Usable by: Mr. Game & Watch
------------------
Chef (Shaberu! DS Cooking Navi)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Food Effect + 3
Usable by: N/A
------------------
Chef Kawasaki (Kirby Super Star)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 20
Usable by: N/A
------------------
Chibi-Robo (Chibi-Robo)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 3
Usable by: N/A
------------------
Chibi-Robo (Chibi-Robo: Park Patrol)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Resistance + 19
Usable by: N/A
------------------
Chihuahua (Nintendogs)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 12
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer
------------------
Chikorita (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Aura] Attack + 13
Usable by: Lucario
------------------
Chonmagyo (Densetsu no Stafy 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 5
Usable by: N/A
------------------
Chozo Statue (Metroid II)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Aura] Attack + 25
Usable by: Lucario
------------------
Chromatron (Digiluxe)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 7
Usable by: N/A
------------------
Chunky Kong (DK64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 31
Usable by: Donkey Kong, Diddy Kong
------------------
Classic Sonic (Sonic The Hedgehog JP Ver.)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 21
Usable by: Sonic
------------------
Classic Sonic (Sonic The Hedgehog (US Ver.)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 20
Usable by: Sonic
------------------
Claus (Mother 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [PK] Attack + 13Usable by: Ness, Lucas ------------------ Coin (New Super Mario Bros.) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 4 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Colin (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 4 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Colonel (MGS2: Sons of Liberty) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 8 Usable by: N/A ------------------ Commander Kahn (Elite Beat Agents) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 18 Usable by: N/A ------------------ Cook Kirby (Kirby Super Star) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Flinch Resistance + 140 Usable by: N/A ------------------ Copper (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 12 Usable by: N/A ------------------ Cornimer (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Trophy Stand Drops + 21 Usable by: N/A ------------------ Count Bleck (Super Paper Mario) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Resistance + 5 Usable by: N/A ------------------ Cranky Kong (Donkey Konga 3 JP) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 7 Usable by: N/A ------------------ Crazee Dayzee (Yoshi's Island DS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Grass] Attack + 7 Usable by: Pokémon Trainer ------------------ Crazy Redd (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 16 Usable by: Ness, Lucas ------------------ Cream The Rabbit & Cheese (Sonic Advance 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 9 Usable by: N/A ------------------ Crimson Candypop Bud (Pikmin 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Pikmin] Attack + 12 Usable by: Olimar ------------------ Cupid Kirby (Kirby & The Amazing Mirror) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Carry Star Rod Usable by: N/A ------------------ Cupit (Sennen Kazoku) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 5 Usable by: N/A ------------------ Daisy (Super Mario Strikers) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 5 Usable by: N/A ------------------ Daphnes Nohansen Hyrule (Zelda: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 31 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Dark Samus (Metroid Prime 2 Echoes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 11 Usable by: Samus, Zero Suit Samus ------------------ Dark Suit Samus (Metroid Prime 2 Echoes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 16 Usable by: N/A ------------------ Darknut (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 13 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Daroach (Kirby: Squeak Squad) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 24 Usable by: N/A ------------------ Dash (Star Fox Command) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 3 Usable by: N/A ------------------ Deke (Fire Emblem: The Binding Blade) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 9 Usable by: Marth, Ike ------------------ Deku Baba (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 4 Usable by: N/A ------------------ Deku Link (Zelda: Majora's Mask) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 5 Usable by: N/A ------------------ Deku Nut (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 4 Usable by: N/A ------------------ Deoxys (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 10 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Derek (Elite Beat Agents) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 13 Usable by: N/A ------------------ Devil Car (Mother) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 14 Usable by: Ness, Lucas ------------------ Dice Block (Mario Party 8) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 8 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Diddy Kong (DK64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 20 Usable by: Donkey Kong, Diddy Kong ------------------ Diddy Kong (Donkey Kong Country) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Tail] Attack + 28 Usable by: Diddy Kong ------------------ Diddy Kong (Mario Hoops 3-on-3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 28 Usable by: Donkey Kong, Diddy Kong ------------------ Diddy Kong (Mario Superstar Baseball) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 12 Usable by: Donkey Kong, Diddy Kong ------------------ Digidrive (Digiluxe) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 6 Usable by: N/A ------------------ Dixie Kong (Donkey Konga 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 39 Usable by: Donkey Kong, Diddy Kong ------------------ DK (Mario Superstar Baseball) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 27 Usable by: Donkey Kong, Diddy Kong ------------------ DK Barrel (Donkey Kong Country) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 53 Usable by: Donkey Kong, Diddy Kong ------------------ DK with Barrel (Mario vs. DK 2: MotM) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 15 Usable by: N/A ------------------ Don Bongo (Yoshi's Story) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 25 Usable by: N/A ------------------ Donbe (Shin Onigashima) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 26 Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B. ------------------ Donkey Kong (DK Jungle Beat) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 22 Usable by: Donkey Kong, Diddy Kong ------------------ Donkey Kong (Donkey Kong Country) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 10 Usable by: Donkey Kong, Diddy Kong ------------------ Donkey Kong (Mario Kart DS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Resistance + 41 Usable by: Donkey Kong, Diddy Kong ------------------ Donkey Kong Jr. (Mario Tennis) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 14 Usable by: Donkey Kong, Diddy Kong ------------------ Dr. Crygor (WarioWare: Touched!) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 2 Usable by: N/A ------------------ Dr. Eggman (Sonic The Hedgehog) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 39 Usable by: Sonic ------------------ Dr. Lobe (Big Brain Academy) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 10 Usable by: N/A ------------------ Dr. Lobe (Big Brain Academy: WD) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Sticker Drops + 11 Usable by: N/A ------------------ Dr. Mario (Nintendo Puzzle Collection) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 18 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Dr. Shrunk (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Carry Fan Usable by: N/A ------------------ Dr. Stewart (F-Zero GX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 6 Usable by: N/A ------------------ Dribble (WarioWare: MPG) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 6 Usable by: N/A ------------------ Dry Bones (Mario Party 7) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Aura] Attack + 17 Usable by: Lucario ------------------ Duck (Duck Hunt) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 20 Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B. ------------------ Dunning Smith (Hotel Dusk: Room 215) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 6 Usable by: N/A ------------------ Duster (Mother 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 4 Usable by: Ness, Lucas ------------------ Dyna Blade (Kirby Super Star) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 46 Usable by: Kirby, Meta Knight, King Dedede ------------------ Dzuke-chan (English Training) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 12 Usable by: N/A ------------------ E-102 Gamma (Sonic Adventure Director's Cut) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 11 Usable by: N/A ------------------ Egg (Game & Watch) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 4 Usable by: N/A ------------------ Eggplant Wizard (Kid Icarus) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 11 Usable by: N/A ------------------ Eight Yoshis (SMA 3: Yoshi's Island) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 18 Usable by: Yoshi ------------------ Eirika (Fire Emblem: The Sacred Stones) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 16 Usable by: Marth, Ike ------------------ Eldstar (Mario Party 5) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 6 Usable by: N/A ------------------ Electrode (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 7 Usable by: N/A ------------------ Electroplankton ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 12 Usable by: N/A ------------------ Eliwood (Fire Emblem) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Resistance + 33 Usable by: Marth, Ike ------------------ Emerl (Sonic Battle) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 6 Usable by: N/A ------------------ Energy Tank (Metroid) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 12 Usable by: Samus, Zero Suit Samus ------------------ Enguarde (Donkey Kong Country) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 15 Usable by: Donkey Kong, Diddy Kong ------------------ Entei (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 20 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Ephraim (Fire Emblem: The Sacred Stones) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 23 Usable by: N/A ------------------ Epona & Link (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 9 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Erazor Djinn (Sonic & the Secret Rings) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 28 Usable by: N/A ------------------ Espio The Chameleon (Knuckles' Chaotix) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 12 Usable by: Sonic ------------------ Eva (MGS3: Snake Eater) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 44 Usable by: Snake ------------------ Excitebike ¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 31 Usable by: N/A ------------------ Ezlo (Zelda: Minish Cap) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 19 Usable by: N/A ------------------ Fairy (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Tail] Attack + 7 Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer ------------------ Falco (Star Fox 64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 11 Usable by: Fox, Falco, Wolf ------------------ Falco (Star Fox Adventures) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 11 Usable by: Fox, Falco, Wolf ------------------ Falco (Star Fox Command) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 14 Usable by: Fox, Falco, Wolf ------------------ Falco (Star Fox: Assault) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Tail] Attack + 20 Usable by: Falco ------------------ Fat Hockey Player (Ice Hockey) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 12 Usable by: Ice Climbers ------------------ Federation Trooper (Metroid Prime 2 Echoes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Carry Super Scope Usable by: N/A ------------------ Female Pianta (Super Mario Sunshine) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 15 Usable by: N/A ------------------ Fierce Deity Link (Zelda: MM) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 21 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Fire (Game & Watch) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 9 Usable by: N/A ------------------ Fire Flower (New Super Mario Bros.) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Carry Fire Flower Usable by: N/A ------------------ Fire Stingray (F-Zero GX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 7 Usable by: N/A ------------------ Firefly (Excite Truck) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 20 Usable by: N/A ------------------ Flag Man (Game & Watch) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 4 Usable by: Mr. Game & Watch ------------------ Flint (Mother 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 4 Usable by: Ness, Lucas ------------------ Flower Fairy Lip (Nintendo Puzzle Collection) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Carry Lip's Stick Usable by: N/A ------------------ Flower Icon (Paper Mario: TTYD) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Flinch Resistance + 49 Usable by: N/A ------------------ Fly Guy (Mario Power Tennis) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 5 Usable by: N/A ------------------ Fox (Star Fox 64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 18 Usable by: Fox, Falco, Wolf ------------------ Fox (Star Fox Adventures) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 15 Usable by: Fox, Falco, Wolf ------------------ Fox (Star Fox Command) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Tail] Attack + 18 Usable by: Fox ------------------ Fox (Star Fox) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 23 Usable by: N/A ------------------ Fox (Star Fox: Assault) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 33 Usable by: Fox, Falco, Wolf ------------------ Free Ranger (Chibi-Robo: Park Patrol) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 27 Usable by: N/A ------------------ F-Type (Wild Trax) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 22 Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B. ------------------ Funky Kong (Donkey Konga 3 JP) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 13 Usable by: Donkey Kong, Diddy Kong ------------------ Gale Hawg (DK Jungle Beat) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 13 Usable by: N/A ------------------ Ganondorf (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Darkness] Attack + 29 Usable by: Ganondorf ------------------ Ganondorf (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Darkness] Attack + 33 Usable by: Ganondorf ------------------ Gardevoir (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Shield Resistance + 9 Usable by: N/A ------------------ General Guy (Paper Mario) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 31 Usable by: N/A ------------------ General Pepper (Star Fox: Assault) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 5 Usable by: N/A ------------------ Girl (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Magic] Attack + 21 Usable by: Peach, Zelda ------------------ Girl (Magical Vacation) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Magic] Attack + 19 Usable by: Peach, Zelda ------------------ Gleeok (The Legend of Zelda) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 20 Usable by: N/A ------------------ Goldeen (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 4 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Golden Fox (F-Zero GX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 5 Usable by: N/A ------------------ Gomar & Shioh (F-Zero GX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Special: Direct] Attack + 10 Usable by: Captain Falcon ------------------ Goombella (Paper Mario: TTYD) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 5 Usable by: N/A ------------------ Goonie (Yoshi's Island DS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 16 Usable by: N/A ------------------ Gordo (Kirby: Squeak Squad) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 5 Usable by: Kirby, Meta Knight, King Dedede ------------------ Goron (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 21 Usable by: N/A ------------------ Gracie (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 10 Usable by: N/A ------------------ Gravity Suit Samus (Metroid: Zero Mission) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 11 Usable by: Samus, Zero Suit Samus ------------------ Gray Fox (MGS: The Twin Snakes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Flinch Resistance + 98 Usable by: N/A ------------------ Green Rupee (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 5 Usable by: N/A ------------------ Greil (Fire Emblem: Path of Radiance) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 14 Usable by: Marth, Ike ------------------ Groudon (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Resistance + 14 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Grutch (Drill Dozer) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Trophy Drops + 9 Usable by: N/A ------------------ Gulliver (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 8 Usable by: N/A ------------------ Gulpin (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 16 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Gunship (Metroid Prime 2 Echoes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 5 Usable by: N/A ------------------ Guy (Fire Emblem) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 11 Usable by: N/A ------------------ Hajime Tanaka (Ouendan 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 11 Usable by: N/A ------------------ Hammer Bro (New Super Mario Bros.) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 6 Usable by: N/A ------------------ Hanenbow (Electroplankton) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 12 Usable by: N/A ------------------ Happy Mask Salesman (Zelda: MM) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 9 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Harriet (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 4 Usable by: N/A ------------------ Hawke (Advance Wars: DS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 8 Usable by: N/A ------------------ Hayato Saionji (Ouendan 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Flinch Resistance + 84 Usable by: N/A ------------------ Hector (Fire Emblem) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 27 Usable by: N/A ------------------ Helibokaan (Kururin Squash!) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 13 Usable by: N/A ------------------ Hero's Bow (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 8 Usable by: N/A ------------------ Hinawa (Mother 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 4 Usable by: Ness, Lucas ------------------ Hiroshi (Trade & Battle: Card Hero) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Sticker Drops + 17 Usable by: N/A ------------------ HM Mech Rosa (Chosoju Mecha MG) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 17 Usable by: N/A ------------------ Hoofer (DK Jungle Beat) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 10 Usable by: N/A ------------------ Ho-Oh (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 12 Usable by: N/A ------------------ Hookshot (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 4 Usable by: N/A ------------------ Hooktail (Paper Mario: TTYD) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Resistance + 36 Usable by: N/A ------------------ Horse Call (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Magic] Attack + 9 Usable by: N/A ------------------ Hot Head (Kirby: Squeak Squad) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 10 Usable by: Kirby, Meta Knight, King Dedede ------------------ HP Pot (Magical Starsign) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 4 Usable by: N/A ------------------ Hylian Shield (Zelda: Minish Cap) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Shield Recovery + 5 Usable by: N/A ------------------ Hylian Shield (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 10 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Ike (Fire Emblem: Path of Radiance) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 23 Usable by: Marth, Ike ------------------ Ike (Fire Emblem: Radiant Dawn) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 27 Usable by: Marth, Ike ------------------ Instructor (Pilotwings) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 10 Usable by: N/A ------------------ Iron Tiger (F-Zero GX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Resistance + 4 Usable by: N/A ------------------ Item Box (Mario Kart: DD!!) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Freezing] Attack + 8 Usable by: N/A ------------------ Ivysaur (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Grass] Attack + 29 Usable by: Pokémon Trainer ------------------ J (Elite Beat Agents) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 16 Usable by: N/A ------------------ Jake (Advance Wars: DS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 11 Usable by: N/A ------------------ Jeff (Earthbound) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 24 Usable by: Ness, Lucas ------------------ Jessica (Trace Memory) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 8 Usable by: N/A ------------------ Jet The Hawk (Sonic Riders) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 17 Usable by: N/A ------------------ Jewel Fairy Ruby (Nintendo Puzzle Collection) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 12 Usable by: N/A ------------------ Jigglypuff (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 31 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Jill & Drill Dozer (Drill Dozer) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 18 Usable by: N/A ------------------ Jill (Drill Dozer) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 4 Usable by: N/A ------------------ Jimmy T. (WarioWare: MPG) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Freezing] Attack + 9 Usable by: N/A ------------------ Jirachi (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 7 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Joan (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 12 Usable by: N/A ------------------ Joshua (Fire Emblem: The Sacred Stones) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 9 Usable by: N/A ------------------ Judge (Game & Watch) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 16 Usable by: N/A ------------------ Junior (Donkey Kong Jr.) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 21 Usable by: N/A ------------------ K.K. Slider (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 28 Usable by: N/A ------------------ Kafei & Keaton Mask (Zelda: MM) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Shield Recovery + 10 Usable by: N/A ------------------ Kai Doumeki (Ouendan 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 17 Usable by: N/A ------------------ Kalypso (DK: Barrel Blast) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 26 Usable by: N/A ------------------ Kamek (Yoshi Touch & Go) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 5 Usable by: N/A ------------------ Kamek (Yoshi's Island) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Magic] Attack + 11 Usable by: Peach, Zelda ------------------ Kamisama (Sennen Kazoku) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Shield Resistance + 26 Usable by: N/A ------------------ Kammy Koopa (Paper Mario) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 8 Usable by: N/A ------------------ Kanden (Metroid Prime Hunters) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 15 Usable by: N/A ------------------ Kapp'n (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 8 Usable by: N/A ------------------ Karate Kong (DK Jungle Beat) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 25 Usable by: N/A ------------------ Kat (WarioWare: Touched!) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 4 Usable by: N/A ------------------ Katrina (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Magic] Attack + 13 Usable by: Peach, Zelda ------------------ King Bulbin & Lord Bullbo (Zelda: TP) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 19 Usable by: N/A ------------------ King Dedede & Kirby (Kirby 64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 21 Usable by: N/A ------------------ King Dedede (Kirby Super Star) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 28 Usable by: Kirby, Meta Knight, King Dedede ------------------ King Dedede (Kirby: Squeak Squad) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 30 Usable by: King Dedede ------------------ King Dodongo (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 38 Usable by: N/A ------------------ King K. Rool (DK64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 29 Usable by: N/A ------------------ King of Red Lions & Link (Zelda: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 20 Usable by: N/A ------------------ King Zora (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 33 Usable by: N/A ------------------ Kirby (Kirby & The Amazing Mirror) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Swim Time + 40 Usable by: N/A ------------------ Kirby (Kirby 64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 22 Usable by: Kirby, Meta Knight, King Dedede ------------------ Kirby (Kirby Air Ride) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 17 Usable by: Kirby, Meta Knight, King Dedede ------------------ Kirsh (Magical Vacation) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 11 Usable by: N/A ------------------ Klaptrap (Donkey Kong Country) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 7 Usable by: N/A ------------------ Knuckles The Echidna (Sonic The Hedgehog 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 23 Usable by: Sonic ------------------ Koopa (Super Mario Strikers) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 10 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Kooper (Paper Mario) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 10 Usable by: N/A ------------------ Kraid (Metroid: Zero Mission) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 33 Usable by: N/A ------------------ Kritter (DK: King of Swing) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 13 Usable by: N/A ------------------ Kritter (Mario Strikers Charged) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 28 Usable by: N/A ------------------ Krystal (Star Fox Adventures) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 28 Usable by: Fox, Falco, Wolf ------------------ Krystal (Star Fox Command) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 12 Usable by: Fox, Falco, Wolf ------------------ Krystal (Star Fox: Assault) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Tail] Attack + 17 Usable by: Fox, Falco, Wolf ------------------ Kumatora (Mother 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 11 Usable by: Ness, Lucas ------------------ Kururin (Kururin Paradise) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 4 Usable by: N/A ------------------ Kyle Hyde (Hotel Dusk: Room 215) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 25 Usable by: N/A ------------------ Kyogre (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Flinch Resistance + 42 Usable by: N/A ------------------ Kyorosuke (Densetsu no Stafy 4) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Magic] Attack + 8 Usable by: Peach, Zelda ------------------ Lakitu (Mario Kart: Super Circuit) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 13 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Lakitu (New Super Mario Bros.) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Aura] Attack + 6 Usable by: Lucario ------------------ Lanky Kong (DK64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 6 Usable by: Donkey Kong, Diddy Kong ------------------ Lantern (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Resistance + 7 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Latias & Latios (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Grass] Attack + 22 Usable by: Pokémon Trainer ------------------ Legend of Outset (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 26 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Leon (Star Fox Command) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 9 Usable by: N/A ------------------ Leon (Star Fox: Assault) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 7 Usable by: N/A ------------------ Lightning (Mario Kart DS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 4 Usable by: N/A ------------------ Lilina (Fire Emblem: The Binding Blade) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 5 Usable by: Marth, Ike ------------------ Linebeck (Zelda: Phantom Hourglass) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 20 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Link & Pigs (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Sticker Drops + 40 Usable by: N/A ------------------ Link (The Legend of Zelda) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 17 Usable by: N/A ------------------ Link (Zelda: Link to the Past) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Resistance + 31 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Link (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 27 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Link (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 31 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Link with Goron Mask (Zelda: MM) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 17 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Link's Grandma (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 2 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Lion (Game & Watch) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 13 Usable by: Mr. Game & Watch ------------------ Liquid Snake (MGS: The Twin Snakes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ *can be gotten by defeating 10 enemies in Cruel Brawl* Effect: Food Effect + 6 Usable by: N/A ------------------ Little Saucer (Mother) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 24 Usable by: N/A ------------------ Lloyd (Mother) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 6 Usable by: Ness, Lucas ------------------ Lon Lon Milk (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 18 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Louie (Pikmin 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 10 Usable by: N/A ------------------ Lucario (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Aura] Attack + 41 Usable by: Lucario ------------------ Lucas (Mother 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 13 Usable by: Ness, Lucas ------------------ Ludwig von Koopa (Super Mario Bros. 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 8 Usable by: N/A ------------------ Lugia (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Grass] Attack + 18 Usable by: Pokémon Trainer ------------------ Luigi & Baby Luigi (Mario & Luigi: PiT) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 5 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Luigi (Luigi's Mansion) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 8 Usable by: N/A ------------------ Luigi (Mario & Luigi: SS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 23 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Luigi (Super Paper Mario) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 20 Usable by: N/A ------------------ Luminoth (Metroid Prime 2 Echoes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 9 Usable by: N/A ------------------ Lyle (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 11 Usable by: N/A ------------------ Lyn (Fire Emblem) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Food Effect + 7 Usable by: N/A ------------------ Mabel (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 6 Usable by: N/A ------------------ Mace Guy (Yoshi Topsy-Turvy) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 22 Usable by: N/A ------------------ Mach Rider ¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 29 Usable by: N/A ------------------ Mad Truck (Mother) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 23 Usable by: Ness, Lucas ------------------ Magkid (Slide Adventure MAGKID) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 9 Usable by: Ness, Lucas ------------------ Makar (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 4 Usable by: N/A ------------------ Male Pianta (Super Mario Sunshine) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Dizzy Time - 94 Usable by: N/A ------------------ Malo (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 19 Usable by: N/A ------------------ Manaphy (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 4 Usable by: N/A ------------------ Manhole (Game & Watch) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 5 Usable by: N/A ------------------ Manky Kong (Donkey Kong Country) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 10 Usable by: Donkey Kong, Diddy Kong ------------------ Mario & Luigi (Mario & Luigi: SS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Resistance + 19 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Mario & Yoshi (Super Mario Sunshine) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 13 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Mario (Mario Kart DS) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 22 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Mario (Mario Superstar Baseball) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Carry Home-Run Bat Usable by: N/A ------------------ Mario (Super Paper Mario) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 20 Usable by: N/A ------------------ Marth (Fire Emblem: Monsho no Nazo) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 19 Usable by: Marth, Ike ------------------ Master (Trade & Battle: Card Hero) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Trophy Drops + 30 Usable by: N/A ------------------ Master Belch (Earthbound) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Bite] Attack + 9 Usable by: Yoshi, Wario, Pokémon Trainer, Wolf ------------------ Master Miller (MGS: The Twin Snakes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 7 Usable by: N/A ------------------ Materu (Densetsu no Stafy 4) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Freezing] Attack + 7 Usable by: N/A ------------------ Max (Advance Wars) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 8 Usable by: N/A ------------------ Maxim Tomato (Kirby: Squeak Squad) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Maxim Tomato Effect + 50 Usable by: N/A ------------------ Medli (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 9 Usable by: N/A ------------------ Mega Mushroom (New Super Mario Bros.) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Food Effect + 2 Usable by: N/A ------------------ Mega Rush Badge (Paper Mario: TTYD) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 8 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Mei Ling (MGS: The Twin Snakes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 3 Usable by: N/A ------------------ Meowth (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 5 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Meryl Silverburgh (MGS: The Twin Snakes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 7 Usable by: Snake ------------------ Meta Knight (Kirby: Squeak Squad) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 32 Usable by: Kirby, Meta Knight, King Dedede ------------------ Meta Knight Ball (Kirby Canvas Curse) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 8 Usable by: Kirby, Meta Knight, King Dedede ------------------ Metagross (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 23 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Metal Gear RAY (MGS2: Sons of Liberty) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 16 Usable by: N/A ------------------ Metal Gear REX (MGS: The Twin Snakes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Carry Cracker Launcher Usable by: N/A ------------------ Metal Sonic (Sonic CD) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Power + 16 Usable by: N/A ------------------ Metroid (Metroid Pinball) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Freezing] Attack + 18 Usable by: N/A ------------------ Metroid (Metroid: Zero Mission) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 20 Usable by: Samus, Zero Suit Samus ------------------ Mew (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 4 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Micaiah (Fire Emblem: Radiant Dawn) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 21 Usable by: Marth, Ike ------------------ Midna & Wolf Link (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 26 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Midna (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Dizzy Time - 50 Usable by: N/A ------------------ Midori Mushi (Slide Adventure MAGKID) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 5 Usable by: N/A ------------------ Mila (Hotel Dusk: Room 215) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 5 Usable by: N/A ------------------ Miles "Tails" Prower (Sonic The Hedgehog 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Flinch Resistance + 140 Usable by: N/A ------------------ Millenium Star (Mario Party 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 21 Usable by: N/A ------------------ Mini Mario (Mario vs. DK 2: MotM) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Shield Recovery + 3 Usable by: N/A ------------------ Miniature Dachsund (Nintendogs) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Tail] Attack + 28 Usable by: Fox, Falco, Wolf ------------------ Misstar (Mario Party 5) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 7 Usable by: N/A ------------------ Mist (Fire Emblem: Path of Radiance) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 8 Usable by: Marth, Ike ------------------ Moblin (Zelda: Wind Waker) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 15 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Mokka (Magical Starsign) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 27 Usable by: N/A ------------------ Moltres (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 20 Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff ------------------ Mona & Moped (WarioWare: MMG) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 8 Usable by: N/A ------------------ Mona (WarioWare: Touched!) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 4 Usable by: N/A ------------------ Monster (FGPII: 3D Hot Rally) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Battering] Resistance + 4 Usable by: N/A ------------------ Moon Fairy Seren (Nintendo Puzzle Collection) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Magic] Attack + 16 Usable by: Peach, Zelda ------------------ Morph Ball (Metroid Pinball) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 5 Usable by: Samus, Zero Suit Samus ------------------ Morris (Elite Beat Agents) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 8 Usable by: N/A ------------------ Mother Brain (Metroid: Zero Mission) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Flinch Resistance + 147 Usable by: N/A ------------------ Mouser (Super Mario Bros. 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 20 Usable by: N/A ------------------ Mr. EAD (F-Zero GX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 15 Usable by: N/A ------------------ Mr. Resetti (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 33 Usable by: N/A ------------------ Mr. Saturn (Earthbound) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Carry Mr. Saturn Usable by: N/A ------------------ Mr. Saturn (Mother 3) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 7 Usable by: Ness, Lucas ------------------ Munchlax (Pokémon series) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Aura] Attack + 13 Usable by: Lucario ------------------ Mushroom (New Super Mario Bros.) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 5 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Musketeer Daltania (Chosoju Mecha MG) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 21 Usable by: N/A ------------------ Muskular (Mario Party 5) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 13 Usable by: N/A ------------------ Myyrh (Fire Emblem: The Sacred Stones) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Magic] Attack + 15 Usable by: Peach, Zelda ------------------ Nabaaru (Fire Emblem: Monsho no Nazo) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Trophy Stand Drops + 22 Usable by: N/A ------------------ Naked Snake (MGS3: Snake Eater) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Indirect] Attack + 32 Usable by: Snake ------------------ Nana (Ice Climber) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 29 Usable by: Ice Climbers ------------------ Nanocarp (Electroplankton) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Electric] Attack + 12 Usable by: N/A ------------------ Naomi Hunter (MGS: The Twin Snakes) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 5 Usable by: Peach, Zelda ------------------ Needle Kirby (Kirby 64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 29 Usable by: N/A ------------------ Ness (Earthbound) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 33 Usable by: Ness, Lucas ------------------ New Age Retro Hippie (Mother) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 11 Usable by: Ness, Lucas ------------------ Ningyou Kouchuu Viigaru (Chosoju Mecha MG) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 5 Usable by: N/A ------------------ Ninian (Fire Emblem) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 6 Usable by: Marth, Ike ------------------ Ninten (Mother) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 24 Usable by: Ness, Lucas ------------------ Noki (Super Mario Sunshine) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 12 Usable by: N/A ------------------ Nruff (Kirby 64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Body], [Spin] Attack + 5 Usable by: Kirby, Meta Knight, King Dedede ------------------ Ocarina of Time ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 4 Usable by: N/A ------------------ O'Chunks (Super Paper Mario) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 35 Usable by: N/A ------------------ Octoman (F-Zero GX) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 8 Usable by: N/A ------------------ Octopus (Game & Watch) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 22 Usable by: N/A ------------------ Octorok (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 4 Usable by: Link, Zelda, Ganondorf, Toon Link ------------------ Olimar & Louie's Ship (Pikmin 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Pikmin] Attack + 40 Usable by: Olimar ------------------ Olimar's Daughter (Pikmin 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Pikmin] Attack + 7 Usable by: Olimar ------------------ Onion (Pikmin 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 15 Usable by: N/A ------------------ Ooccoo (Zelda: Twilight Princess) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Explosive] Attack + 7 Usable by: N/A ------------------ Orbiter (Digiluxe) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 7 Usable by: N/A ------------------ Orbulon (WarioWare: MPG) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Freezing] Attack + 12 Usable by: N/A ------------------ Otacon (MGS2: Sons of Liberty) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 9 Usable by: N/A ------------------ Pak E. Derm (Yoshi's Story) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Tail] Attack + 9 Usable by: Yoshi ------------------ Panel (Nintendo Puzzle Collection) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Food Effect + 2 Usable by: N/A ------------------ Panther (Star Fox Command) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Energy] Attack + 9 Usable by: N/A ------------------ Panther (Star Fox: Assault) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Tail] Attack + 18 Usable by: Fox, Falco, Wolf ------------------ Papa (Chibi-Robo) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 4 Usable by: N/A ------------------ Parachute (Game & Watch) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 8 Usable by: N/A ------------------ Paratroopa (Super Paper Mario) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Throwing] Attack + 12 Usable by: N/A ------------------ Party Monkey (DK Jungle Beat) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Head] Attack + 6 Usable by: Donkey Kong, Diddy Kong ------------------ Pascal (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 10 Usable by: N/A ------------------ Paula (Earthbound) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [PK] Attack + 10 Usable by: Ness, Lucas ------------------ Pauline & Donkey Kong (Donkey Kong) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm] Attack + 18 Usable by: Donkey Kong, Diddy Kong ------------------ Peach & Daisy (Mario Party 7) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Leg] Attack + 27 Usable by: Peach, Zelda ------------------ Peach (Mario Strikers Charged) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Flame] Attack + 41 Usable by: N/A ------------------ Peach (Mario Superstar Baseball) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Attack + 5 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Peach (Super Mario Bros. 2) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Launch Resistance + 29 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Peach (Super Princess Peach) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 23 Usable by: Mario, Yoshi, Luigi, Bowser, Peach ------------------ Pelly (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: Shield Resistance + 14 Usable by: N/A ------------------ Penny (WarioWare: Smooth Moves) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 4 Usable by: N/A ------------------ Peppy (Star Fox 64) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Weapon] Attack + 7 Usable by: N/A ------------------ Peppy (Star Fox: Assault) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 5 Usable by: N/A ------------------ Perara (Kirby: Squeak Squad) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Slash] Resistance + 13 Usable by: N/A ------------------ Perry (Super Princess Peach) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Specials: Direct] Attack + 6 Usable by: N/A ------------------ Pete (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Arm], [Leg] Attack + 2 Usable by: N/A ------------------ Petey Piranha (Mario Golf: TT) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Darkness] Attack + 47 Usable by: Ganondorf ------------------ Petey Piranha (Mario Strikers Charged) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Bite] Attack + 32 Usable by: Yoshi, Wario, Pokémon Trainer, Wolf ------------------ Phantom Ganon (Zelda: Ocarina of Time) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Effect: [Darkness] Attack + 40 Usable by: Ganondorf ------------------ Phyllis (Animal Crossing: WW) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ *can be gotten by clearing All-Star Mode on Normal difficulty* Effect: Sticker Drops + 26 Usable by: N/A
------------------
Piece of Heart (Zelda: Twilight Princess)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Heart Container Effect + 50
Usable by: N/A
------------------
Pigma (Star Fox: Assault)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 7
Usable by: Fox, Falco, Wolf
------------------
Pigmask (Mother 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [PK] Attack + 7
Usable by: Ness, Lucas
------------------
Pikachu (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 33
Usable by: Pikachu
------------------
Pinkle (Tingle's Rupeeland)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Magic] Attack + 15
Usable by: Peach, Zelda
------------------
Piplup (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Water] Attack + 26
Usable by: Pokémon Trainer
------------------
Pit (Kid Icarus)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 26
Usable by: Pit
------------------
Pit (Kid Icarus: OM&M)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 16
Usable by: Pit
------------------
Plum (Mario Golf)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 5
Usable by: N/A
------------------
Pokémon Trainer (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 13
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff
------------------
Poo (Earthbound)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [PK] Attack + 9
Usable by: Ness, Lucas
------------------
Porky (Earthbound)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [PK] Attack + 15
Usable by: Ness, Lucas
------------------
Postman (Zelda: Majora's Mask)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 3
Usable by: N/A
------------------
Postman (Zelda: Twilight Princess)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 11
Usable by: N/A
------------------
Power Jump Badge (Paper Mario)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 5
Usable by: N/A
------------------
Prince Peasley (Mario & Luigi: SS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 13
Usable by: N/A
------------------
Propeller Shy Guy (Yoshi's Story)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Explosive] Attack + 14
Usable by: N/A
------------------
Purple Pikmin (Pikmin 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Flinch Resistance + 35
Usable by: N/A
------------------
Putty (Magical Starsign)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Food Effect + 3
Usable by: N/A
------------------
R.O.B. (Mario Kart DS US)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 15
Usable by: R.O.B.
------------------
Raccoon Mario (Super Mario Bros. 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Flinch Resistance + 112
Usable by: N/A
------------------
Rachel (Advance Wars: DS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Aura] Attack + 11
Usable by: Lucario
------------------
Rad (Excite Truck)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 15
Usable by: N/A
------------------
Raiden (MGS2: Sons of Liberty)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 14
Usable by: N/A
------------------
Rakensen (Custom Robo: BR)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Energy] Attack + 7
Usable by: N/A
------------------
Rambi (Donkey Kong Country)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 13
Usable by: N/A
------------------
Raphael the Raven (Yoshi's Island)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 6
Usable by: N/A
------------------
Rawk Hawk (Paper Mario: TTYD)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 5
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Ray (Custom Robo)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 6
Usable by: N/A
------------------
Ray 01 (Custom Robo: BR)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Carry Ray Gun
Usable by: N/A
------------------
Ray MKIII (Custom Robo Arena)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 18
Usable by: N/A
------------------
Rayquaza (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Aura] Attack + 24
Usable by: Lucario
------------------
Reaper & Reapette (Kid Icarus)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Resistance + 12
Usable by: Pit
------------------
Reclining Red Pikmin (Pikmin 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 6
Usable by: N/A
------------------
Red Fire (Mario Kart: DD!!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 26
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Red Gazelle (F-Zero GX)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 5
Usable by: N/A
------------------
Red Pellet Flower (Pikmin 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Pikmin] Attack + 5
Usable by: Olimar
------------------
Red Pikmin (Pikmin)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Pikmin] Attack + 11
Usable by: Olimar
------------------
Red Virus (Nintendo Puzzle Collection)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 20
Usable by: N/A
------------------
ReDead (Zelda: Ocarina of Time)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 5
Usable by: N/A
------------------
Revolver Ocelot (MGS2: Sons of Liberty)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Darkness] Attack + 17
Usable by: Ganondorf
------------------
Ricky Winterborn (1080° Avalanche)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 12
Usable by: N/A
------------------
Ridley (Metroid)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Darkness] Attack + 30
Usable by: Ganondorf
------------------
Ridley (Metroid: Zero Mission)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 25
Usable by: N/A
------------------
ROB (Star Fox Adventures)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Resistance + 15
Usable by: Fox, Falco, Wolf
------------------
ROB 64 (Star Fox: Assault)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Freezing] Attack + 8
Usable by: N/A
------------------
Rob Haywood (Wave Race BS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Freezing] Attack + 7
Usable by: N/A
------------------
Robo Cube (Custom Robo: BR)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 5
Usable by: N/A
------------------
Robot & Blocks (Stack-Up)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 27
Usable by: R.O.B.
------------------
Robot (Mario Kart DS JP)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Energy] Attack + 32
Usable by: R.O.B.
------------------
Rosie (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 8
Usable by: N/A
------------------
Rotohex (Digiluxe)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Trophy Stand Drops + 9
Usable by: N/A
------------------
Rouge The Bat (Sonic Adventure 2: Battle)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 10
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer
------------------
Rover (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Attack + 10
Usable by: N/A
------------------
Roy (Fire Emblem: The Binding Blade)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Attack + 24
Usable by: N/A
------------------
Running Chibi-Robo (Chibi-Robo)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*can be gotten by clearing Classic Mode on Easy difficulty*
Effect: [Weapon] Attack + 3
Usable by: N/A
------------------
Running Zero Suit Samus (Metroid: ZM)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 25
Usable by: Samus, Zero Suit Samus
------------------
Rusl (Zelda: Twilight Princess)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Explosive] Attack + 11
Usable by: N/A
------------------
Rutoga (Fire Emblem: The Binding Blade)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Resistance + 12
Usable by: Marth, Ike
------------------
Ryota Hayami (Wave Race BS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Water] Attack + 34
Usable by: Pokémon Trainer
------------------
Ryuta Ippongi (Ouendan 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*can be gotten by clearing 100-Man Brawl in under 3:30*
Effect: [Battering] Resistance + 18
Usable by: N/A
------------------
Sable (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Bite] Attack + 6
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf
------------------
Sabure Prince (Kaeru no Tame ni Kane wa Naru)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Freezing] Attack + 31
Usable by: N/A
------------------
Saharah (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Water] Attack + 8
Usable by: Pokémon Trainer
------------------
Salsa (Mother 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [PK] Attack + 9
Usable by: Ness, Lucas
------------------
Salvatore (Zelda: Wind Waker)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 9
Usable by: Link, Zelda, Ganondorf, Toon Link
------------------
Sami (Advance Wars)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 12
Usable by: N/A
------------------
Samurai Goroh (F-Zero X)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 18
Usable by: Captain Falcon
------------------
Samurai Goroh (F-Zero)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 21
Usable by: Captain Falcon
------------------
Samus (Metroid Fusion)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Resistance + 16
Usable by: Samus, Zero Suit Samus
------------------
Samus (Metroid Prime 2 Echoes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Explosive] Attack + 18
Usable by: N/A
------------------
Samus (Metroid)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 15
Usable by: Samus, Zero Suit Samus
------------------
Sayaka Amemiya (Ouendan 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 10
Usable by: N/A
------------------
Seal Head (Custom Robo: BR)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Energy] Attack + 10
Usable by: N/A
------------------
Seiuchi-kun (Densetsu no Stafy 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Water] Attack + 18
Usable by: Pokémon Trainer
------------------
Shadow Beast (Zelda: Twilight Princess)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Darkness] Attack + 28
Usable by: Ganondorf
------------------
Shadow Mario (Super Mario Sunshine)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Flinch Resistance + 70
Usable by: N/A
------------------
Shadow The Hedgehog (Sonic Adventure 2: Battle)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 20
Usable by: Sonic
------------------
Shagohad (MGS3: Snake Eater)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Dizzy Time - 150
Usable by: N/A
------------------
Shahra (Sonic & the Secret Rings)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 7
Usable by: Peach, Zelda
------------------
Sheik (Zelda: Ocarina of Time)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 17
Usable by: Link, Zelda, Ganondorf, Toon Link
------------------
Shiba Inu (Nintendogs)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 12
Usable by: N/A
------------------
Shiida (Fire Emblem: Monsho no Nazo)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 7
Usable by: Marth, Ike
------------------
Shine Sprite (Super Mario Sunshine)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 5
Usable by: N/A
------------------
Shroob (Mario & Luigi: PiT)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 7
Usable by: N/A
------------------
Shy Guy (Yoshi's Story)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 4
Usable by: N/A
------------------
Sidestepper (Mario Bros.)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 8
Usable by: N/A
------------------
Silver The Hedgehog (Sonic The Hedgehog)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 49
Usable by: Sonic
------------------
Skull Kid (Zelda: Majora's Mask)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 20
Usable by: N/A
------------------
Skull Kid (Zelda: Ocarina of Time)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Darkness] Attack + 7
Usable by: Ganondorf
------------------
Skulltula (Zelda: Ocarina of Time)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 7
Usable by: N/A
------------------
Slippy (Star Fox 64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 10
Usable by: N/A
------------------
Slippy (Star Fox: Assault)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 6
Usable by: N/A
------------------
Snifit (Mario Party 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 3
Usable by: N/A
------------------
Snorlax (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 5
Usable by: N/A
------------------
Snowman (1080° Avalanche)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Freezing] Attack + 26
Usable by: N/A
------------------
Solid Snake (MGS: The Twin Snakes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 7
Usable by: Snake
------------------
Solid Snake (MGS2: Sons of Liberty)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Explosive] Attack + 19
Usable by: N/A
------------------
Sonic The Hedgehog (Sonic The Hedgehog)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 32
Usable by: Sonic
------------------
Sothe (Fire Emblem: Radiant Dawn)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Flinch Resistance + 105
Usable by: N/A
------------------
Space Pirate (Super Metroid)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Darkness] Attack + 13
Usable by: Ganondorf
------------------
Sparrow (Magical Starsign)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Resistance + 5
Usable by: N/A
------------------
Special Token (Metroid Pinball)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 6
Usable by: Samus, Zero Suit Samus
------------------
Spinner (Zelda: Twilight Princess)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 4
Usable by: N/A
------------------
Spiny (New Super Mario Bros.)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Attack + 9
Usable by: N/A
------------------
Spiny Shell (Mario Kart: DD!!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 11
Usable by: N/A
------------------
Spitz (WarioWare: MPG)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 12
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer
------------------
Squeaker (Kirby: Squeak Squad)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 4
Usable by: N/A
------------------
Squirtle (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Water] Attack + 41
Usable by: Pokémon Trainer
------------------
Stafy (Densetsu no Stafy 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 10
Usable by: N/A
------------------
Stafy (Densetsu no Stafy)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 7
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer
------------------
Stapy (Densetsu no Stafy 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 4
Usable by: N/A
------------------
Starman (Earthbound)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [PK] Attack + 10
Usable by: Ness, Lucas
------------------
Starman (Kirby: Squeak Squad)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 33
Usable by: Kirby, Meta Knight, King Dedede
------------------
Starman (New Super Mario Bros.)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Aura] Attack + 6
Usable by: Lucario
------------------
Starship (Metroid Fusion)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 9
Usable by: Samus, Zero Suit Samus
------------------
Starship (Metroid Prime Hunters)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 22
Usable by: N/A
------------------
Staryu (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 3
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff
------------------
Stork (Yoshi's Island DS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 21
Usable by: N/A
------------------
Stork Stop (Yoshi's Island DS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [PK] Attack + 12
Usable by: Ness, Lucas
------------------
Storm The Albatross (Sonic Riders)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 12
Usable by: N/A
------------------
Stuffwell (Mario & Luigi: PiT)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Trophy Drops + 8
Usable by: N/A
------------------
Suicune (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Grass] Attack + 17
Usable by: Pokémon Trainer
------------------
Sukapon (Joy Mech Fight)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 10
Usable by: N/A
------------------
Super Baby (Yoshi's Island DS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 6
Usable by: N/A
------------------
Super Mario Bros.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 15
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Super Sonic (Sonic The Hedgehog 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 27
Usable by: Sonic
------------------
Sylux (Metroid Prime Hunters)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 12
Usable by: N/A
------------------
Takamaru (Nazo no Murasamejo)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 11
Usable by: N/A
------------------
Tamagon (Devil World)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Resistance + 11
Usable by: N/A
------------------
Tameo (Trade & Battle: Card Hero)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Explosive] Attack + 16
Usable by: N/A
------------------
Tap-Tap (Yoshi Touch & Go)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 24
Usable by: N/A
------------------
Teddy (Mother)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Battering] Resistance + 3
Usable by: N/A
------------------
Telly (Chibi-Robo)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 4
Usable by: N/A
------------------
Tetra (Zelda: Wind Waker)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 25
Usable by: N/A
------------------
The Black Knight (Fire Emblem: PoR)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 40
Usable by: N/A
------------------
The Boss (MGS3: Snake Eater)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Flinch Resistance + 161
Usable by: N/A
------------------
The Great Fairy (Zelda: Wind Waker)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Magic] Attack + 21
Usable by: Peach, Zelda
------------------
The President (Pikmin 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Trophy Stand Drops + 7
Usable by: N/A
------------------
Tikal (Sonic Adventure Director's Cut)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 9
Usable by: Sonic
------------------
Tingle (Tingle's Rupeeland)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 12
Usable by: N/A
------------------
Tingle (Zelda: Wind Waker)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Resistance + 24
Usable by: Link, Zelda, Ganondorf, Toon Link
------------------
Tiny Kong (DK64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 4
Usable by: Donkey Kong, Diddy Kong
------------------
Tiny Wario (Virtual Boy Wario Land)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 26
Usable by: Wario
------------------
Tippi (Super Paper Mario)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Resistance + 5
Usable by: N/A
------------------
Toad & Toadette (Mario Party 7)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 16
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Toad (Mario Party 6)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 10
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Toad (Mario Party 7)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 9
Usable by: N/A
------------------
Toadette (Mario Party 6)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Magic] Attack + 7
Usable by: Peach, Zelda
------------------
Toadsworth (Mario & Luigi: PiT)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 5
Usable by: N/A
------------------
Toadsworth (Super Mario Sunshine)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 10
Usable by: N/A
------------------
Togepi (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 11
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff
------------------
Tom Nook (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Energy] Attack + 5
Usable by: N/A
------------------
Torchic (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Attack + 8
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff
------------------
Tortimer (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 12
Usable by: N/A
------------------
Tractor Trailer (Wild Trax)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 14
Usable by: N/A
------------------
Training Academy Coach (X)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 7
Usable by: N/A
------------------
Treasure Chest (Kirby: Squeak Squad)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Trophy Drops + 16
Usable by: N/A
------------------
Triple Red Shells (Mario Kart: DD!!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 21
Usable by: N/A
------------------
Turbo Birdo (Mario Kart: DD!!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 15
Usable by: N/A
------------------
Twila (Mario Party 6)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Dizzy Time - 46
Usable by: N/A
------------------
Valoo (Zelda: Wind Waker)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 19
Usable by: N/A
------------------
Vector The Crocodile (Knuckles' Chaotix)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 10
Usable by: N/A
------------------
Vermin (Game & Watch)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 15
Usable by: Mr. Game & Watch
------------------
Vivian (Paper Mario: TTYD)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Energy] Attack + 5
Usable by: N/A
------------------
Volvoice (Electroplankton)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 10
Usable by: N/A
------------------
Waddle Dee (Kirby 64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 32
Usable by: N/A
------------------
Waddle Dee Ball (Kirby Canvas Curse)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 5
Usable by: N/A
------------------
Waluigi (Mario Superstar Baseball)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 8
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Waluigi (Super Mario Strikers)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Attack + 15
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Wario & Bike (WarioWare: MMG)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 21
Usable by: Wario
------------------
Wario (Super Mario 64 DS)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 57
Usable by: Wario
------------------
Wario (Super Mario Strikers)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Bite] Attack + 15
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf
------------------
Wario (WarioWare: Smooth Moves)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 30
Usable by: Wario
------------------
Wario Car (Mario Kart: DD!!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Power + 47
Usable by: Wario
------------------
Wario World Symbol (Wario World)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Direct] Attack + 15
Usable by: Wario
------------------
Wario-Man (WarioWare: Touched!)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 18
Usable by: Wario
------------------
Warrior Ing (Metroid Prime 2 Echoes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Bite] Attack + 10
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf
------------------
Warrior Mech Gauss (Chosoju Mecha MG)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 12
Usable by: N/A
------------------
Water Fairy Elias (Nintendo Puzzle Collection)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Water] Attack + 30
Usable by: Pokémon Trainer
------------------
Wave Race Blue Storm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Flinch Resistance + 168
Usable by: N/A
------------------
Wave The Swallow (Sonic Riders)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 19
Usable by: Sonic
------------------
Weavel (Metroid Prime Hunters)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Carry Beam Sword
Usable by: N/A
------------------
Weavile (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Attack + 5
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff
------------------
Welsh Corgi (Nintendogs)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Food Effect + 6
Usable by: N/A
------------------
Wendell (Animal Crossing: WW)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Explosive] Attack + 14
Usable by: N/A
------------------
Whispy Woods (Kirby Super Star)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 4
Usable by: Kirby, Meta Knight, King Dedede
------------------
White Cat (F-Zero GX)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 4
Usable by: N/A
------------------
White Pikmin (Pikmin 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Pikmin] Attack + 10
Usable by: Olimar
------------------
Wiggler (Mario Power Tennis)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 16
Usable by: N/A
------------------
Wild Goose (F-Zero GX)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 9
Usable by: N/A
------------------
Wild Gunman
¯¯¯¯¯¯¯¯¯¯¯
Effect: [Specials: Indirect] Attack + 5
Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B.
------------------
Wobbuffet (Pokémon series)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Head] Attack + 12
Usable by: N/A
------------------
Wolf (Excite Truck)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 6
Usable by: N/A
------------------
Wolf (Star Fox Command)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Energy] Attack + 27
Usable by: N/A
------------------
Wolf (Star Fox: Assault)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 15
Usable by: Fox, Falco, Wolf
------------------
Wolfen (Star Fox 64)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 16
Usable by: Fox, Falco, Wolf
------------------
Wolfen (Star Fox: Assault)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Tail] Attack + 30
Usable by: Fox, Falco, Wolf
------------------
Wrinkly Kong (DK: King of Swing)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Battering] Resistance + 4
Usable by: Donkey Kong, Diddy Kong
------------------
Xananab (DK Jungle Climber)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 20
Usable by: N/A
------------------
Yadokarita (Densetsu no Stafy)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 8
Usable by: N/A
------------------
Yakuman Player (Yakuman)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Resistance + 28
Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B.
------------------
Yellow Pellet (Pikmin 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Pikmin] Attack + 22
Usable by: Olimar
------------------
Yellow Pikmin (Pikmin)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Resistance + 10
Usable by: N/A
------------------
Yellow Virus (Nintendo Puzzle Collection)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Food Effect + 4
Usable by: N/A
------------------
Yoshi (Mario Party 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 35
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Yoshi (Paper Mario: TTYD)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 5
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Yoshi (Yoshi Touch & Go)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 8
Usable by: Mario, Yoshi, Luigi, Bowser, Peach
------------------
Yoshi Ship (Yoshi Topsy-Turvy)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Throwing] Attack + 32
Usable by: N/A
------------------
Yoshi's Egg (Yoshi Touch & Go)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Body], [Spin] Attack + 12
Usable by: Yoshi
------------------
Young Cricket (WarioWare: Smooth Moves)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm], [Leg] Attack + 3
Usable by: N/A
------------------
Young Zelda (Zelda: Minish Cap)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Battering] Resistance + 16
Usable by: Link, Zelda, Ganondorf, Toon Link
------------------
Young Zelda (Zelda: Ocarina of Time)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Electric] Attack + 20
Usable by: N/A
------------------
Zant (Zelda: Twilight Princess)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Weapon] Attack + 7
Usable by: Link, Zelda, Ganondorf, Toon Link
------------------
Zebes Inhabitant (Metroid Fusion)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Arm] Attack + 5
Usable by: N/A
------------------
Zelda (Zelda: Link to the Past)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Magic] Attack + 27
Usable by: Peach, Zelda
------------------
Zelda (Zelda: Ocarina of Time)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Flame] Resistance + 18
Usable by: Link, Zelda, Ganondorf, Toon Link
------------------
Zero Suit Samus (Metroid: Zero Mission)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Leg] Attack + 9
Usable by: Samus, Zero Suit Samus
------------------
Zinger (DK: King of Swing)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: [Slash] Resistance + 5
Usable by: N/A
------------------
Zora (Zelda: Ocarina of Time)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Launch Resistance + 31
Usable by: N/A
------------------
Zora Link (Zelda: Majora's Mask)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Effect: Swim Time + 60
Usable by: N/A
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Collectable |
Trophies List |
|
----------------- [Trphy]
Want an extensive list of trophies? Well I've got 'em here, I'll list them in
the order the game lists them in default, (by series, left to right) and how to
get them. Most of the trophies are gotten through the Coin Launcher, or by
picking them up in certain single-player modes like Subspace Emissary. I will
list these trophies as "random." Also, the trophies that have to be caught with
a Trophy Stand, you'll have to finish the stage where you got that trophy
before you actually have it, if you haven't finished the stage. If you have
finished the stage already, you can just exit the level at any time to keep
the trophy.
--------------
Super Smash Bros.:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Smash Ball - Random
Assist Trophy - Random
Stickers - Collect all Stickers
CDs - Random
Rolling Crates - Random
Blast Box - Clear Target Smash level 2 with all characters
Sandbag - Use every character in Home-Run Contest
Food - Random
Timer - Play 30 hours of brawls
Beam Sword - Random
Home-Run Bat - Hit 1,500 ft. in Home-Run Contest
Fan - Random
Ray Gun - Random
Cracker Launcher - Get 1,000 or more KOs in brawls
Motion-Sensor Bomb - Random
Gooey Bomb - Random
Smoke Ball - Random
Bumper - Hit 15,000 ft. combined with all fighters' Home-Run Contest records
Team Healer - Random
Crates - Random
Barrels - Random
Capsule - Random
Party Ball - Score 500 total combined KOs in brawls
Smash Coins - Play 10 or more Coin matches
Red Alloy - Defeat 5 enemies in Cruel Brawl
Blue Alloy - Clear 100-Man Brawl with all characters
Yellow Alloy - Defeat 100 enemies in Endless Brawl
Green Alloy - Endure a 15-Minute Brawl
--------------
The Subspace Emissary:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Primid - Capture one with a Trophy Stand
Sword Primid - Capture one with a Trophy Stand
Boom Primid - Capture one with a Trophy Stand
Scope Primid - Capture one with a Trophy Stand
Big Primid - Capture one with a Trophy Stand
Metal Primid - Capture one with a Trophy Stand
Fire Primid - Capture one with a Trophy Stand
Glire - Capture one with a Trophy Stand
Glice - Capture one with a Trophy Stand
Glunder - Capture one with a Trophy Stand
Poppant - Capture one with a Trophy Stand
Bytan - Capture one with a Trophy Stand
Roader - Capture one with a Trophy Stand
Bombed - Capture one with a Trophy Stand
Greap - Capture one with a Trophy Stand
Bucculus - Capture one with a Trophy Stand
Towtow - Capture one with a Trophy Stand
Floow - Capture one with a Trophy Stand
Auroros - Capture one with a Trophy Stand
Buckot - Capture one with a Trophy Stand
Jyk - Clear Boss Battles with 20 characters
Gamyga - Capture one with a Trophy Stand
Feyesh - Capture one with a Trophy Stand
Trowlon - Capture one with a Trophy Stand
Roturret - Capture one with a Trophy Stand
Spaak - Capture one with a Trophy Stand
Puppit - Capture one with a Trophy Stand
Shaydas - Capture one with a Trophy Stand
Mites - Capture one with a Trophy Stand
Shellpod - Capture one with a Trophy Stand
Shellpod (No Armor) - Capture one with a Trophy Stand
Nagagog - Capture one with a Trophy Stand
Cymul - Capture one with a Trophy Stand
Ticken - Capture one with a Trophy Stand
Armight - Capture one with a Trophy Stand
Borboras - Capture one with a Trophy Stand
Autolance - Capture one with a Trophy Stand
Armank - Capture one with a Trophy Stand
R.O.B. Sentry - Capture one with a Trophy Stand
R.O.B. Launcher - Capture one with a Trophy Stand
R.O.B. Blaster - Capture one with a Trophy Stand
Mizzo - Random
Galleom - Capture it with a Trophy Stand (Boss)
Galleom (Tank Form) - Clear Boss Battles on Intense difficulty
Duon - Capture it with a Trophy Stand (Boss)
Tabuu - Capture him with a Trophy Stand (Boss)
Tabuu (Wings) - Clear Boss Battles with all characters
Master Hand - Clear Classic with 20 characters
Crazy Hand - Clear Classic on Intense difficulty
Dark Cannon - Clear Boss Battles on Hard difficulty
Cargo - Random
Shadow Bugs - Clear Boss Battles on Normal difficulty
Ancient Minister - Clear The Subspace Emissary
Subspace Gunship - Clear Boss Battles with 10 characters
Subspace Bomb - Clear Boss Battles on Easy difficulty
Trophy Stand - Random
Stock Ball - Random
Key - Random
--------------
Mario:
¯¯¯¯¯
Mario - Clear Classic Mode with Mario
Mario Finale - Clear All-Star Mode with Mario
Bowser - Clear Classic Mode with Bowser
Giga Bowser - Clear All-Star Mode with Bowser
Peach - Clear Classic Mode with Peach
Peach Blossom - Clear All-Star Mode with Peach
Luigi - Clear Classic Mode with Luigi
Negative Zone - Clear All-Star Mode with Luigi
Striker Mario - Clear Classic on Very Hard difficulty
Striker Daisy - Random
Paper Mario - Clear Classic with all characters
Paper Luigi - Random
Paper Bowser - Random
Paper Peach - Random
Wedding Bowser - Random
Wedding Peach - Random
Goomba - Capture one with a Trophy Stand
Koopa Troopa (Green) - Capture one with a Trophy Stand
Koopa Troopa (Red) - Capture one with a Trophy Stand
Koopa Paratroopa (Green) - Capture one with a Trophy Stand
Koopa Troopa (Red) - Capture one with a Trophy Stand
Koopa Paratroopa (Red) - Capture one with a Trophy Stand
Bullet Bill - Capture one with a Trophy Stand
Giant Goomba - Capture one with a Trophy Stand
Piranha Plant - Random
Lakitu & Spinies - Random
Hammer Bro - Capture one with a Trophy Stand
Petey Piranha - Capture him with a Trophy Stand (Boss)
Buzzy Beetle - Random
Shy Guy - Hit 30,000 ft. combined with all fighters' Home-Run Contest records
Boo - Random
Cheep Cheep - Random
Blooper - Random
Toad - Random
Toadette - Random
Toadsworth - Random
Goombella - Random
Fracktail - Random
Wiggler - Random
Dry Bones - Random
Chain Chomp - Random
Perry - Random
Bowser Jr. - Random
Birdo - Clear All-Star on Hard difficulty
Kritter (Goalie) - Random
Ballyhoo & Big Top - Unlock 75 or more hidden songs
F.L.U.D.D. - Random
Poltergust 3000 - Random
Luigi's Mansion - Random
Ghosts - Random
Super Mushroom - Random
Poison Mushroom - Random
Starman - Random
Metal Box - Random
Lightning - Random
Golden Hammer - Hit 45,000 ft. combined with all fighters' Home-Run Contest
records
Fire Flower - Random
Bob-omb - Random
Freezie - Random
Hothead - Random
Green Shell - Random
Banana Peel - Get 10 max combos in Training
Soccer Ball - Random
Waluigi - Random
Shellcreepers - Random
Sidesteppers - Random
--------------
Donkey Kong:
¯¯¯¯¯¯¯¯¯¯¯
Donkey Kong - Clear Classic Mode with DK
Konga Beat - Clear All-Star Mode with DK
Diddy Kong - Clear Classic Mode with Diddy
Rocketbarrel Barrage - Clear All-Star Mode with Diddy
Hammer - Random
Spring - Random
Dixie Kong - Random
Funky Kong - Random
Candy Kong - Random
Lanky Kong - Random
Wrinkly Kong - Random
Rambi - Random
Enguarde - Random
Kritter - Random
Tiny Kong - Random
Cranky Kong - Random
Squitter - Random
Expresso - Random
King K. Rool - Clear Target Smash level 4 with all characters
Kass - Random
Kip - Random
Kalypso - Random
Kludge - Random
Helibird - Random
Turret Tusk - Random
Xananab - Hit 24,000 ft. combined with all fighters' Home-Run Contest records
Peanut Popgun - Clear Target Smash level 2
Rocketbarrel Pack - Clear Target Smash level 4
--------------
The Legend of Zelda:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Link - Clear Classic Mode with Link
Triforce Slash (Link) - Clear All-Star Mode with Link
Zelda - Clear Classic Mode with Zelda
Light Arrow (Zelda) - Clear All-Star Mode with Zelda
Sheik - Clear Classic Mode with Sheik
Light Arrow (Sheik) - Clear All-Star Mode with Sheik
Ganondorf - Clear Classic Mode with Ganondorf
Beast Ganon - Clear All-Star Mode with Ganondorf
Toon Link - Clear Classic Mode with Toon Link
Triforce Slash (Toon Link) - Clear All-Star Mode with Toon Link
Heart Container - Random
Bunny Hood - Random
Deku Nuts - Random
Tingle - Random
Wolf Link - Random
Robed Zelda (With Hood) - Random
Midna - Random
Ilia - Random
Malo - Random
Zant - Random
King Bulbin - Random
Agitha - Random
Darknut - Random
Bulbin - Random
Ooccoo & Son - Random
Shadow Beast - Random
Yeta - Random
Ashei - Random
Darbus - Random
Ralis - Random
Goron - Random
Zora - Random
Sages - Random
Outset Link - Clear Target Smash level 5 with 10 characters
Zelda (Wind Waker) - Random
Ganondorf (Wind Waker) - Random
Medli - Random
Aryll - Random
Tetra - Random
Helmaroc King - Random
Salvatore - Random
Link's Grandma - Random
Valoo - Random
Pigs - Random
Great Fairy - Random
King of Red Lions - Random
Pirate Ship - Random
--------------
Metroid:
¯¯¯¯¯¯¯
Samus - Clear Classic Mode with Samus
Zero Laser - Clear All-Star Mode with Samus
Zero Suit Samus - Clear Classic Mode with Zero Suit Samus
Power Suit Samus - Clear All-Star Mode with Zero Suit Samus
Screw Attack - Random
Metroid - Random
Samus (Fusion Suit) - Random
Samus (Power Suit) - Random
Samus (Varia Suit) - Random
Samus (Gravity Suit) - Random
Samus (Dark Suit) - Random
Dark Samus - Random
Ridley - Capture him with a Trophy Stand (Boss)
Meta Ridley - Capture him with a Trophy Stand (Boss)
Kanden - Random
Spire - Random
Weavel - Random
Noxus - Random
Trace - Random
Sylux - Random
Luminoth - Random
Sheegoth - Random
Space Pirate - Random
Parasite Queen - Random
Metroid Prime (Core) - Random
Metroid Prime (Exo) - Random
Gunship - Random
--------------
Yoshi's Island:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Yoshi - Clear Classic Mode with Yoshi
Super Dragon - Clear All-Star Mode with Yoshi
Baby Mario - Random
Baby Peach - Get 500 different trophies
--------------
Kirby Super Star:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Kirby - Clear Classic Mode with Kirby
Cook Kirby - Clear All-Star Mode with Kirby
Meta Knight - Clear Classic Mode with Meta Knight
Galaxia Darkness - Clear All-Star Mode with Meta Knight
King Dedede - Clear Classic Mode with King Dedede
Waddle Dee Army - Clear All-Star Mode with King Dedede
Maxim Tomato - Random
Dragoon - Random
Warpstar - Random
Superspicy Curry - Random
Star Rod - Random
Knuckle Joe - Random
Beam Kirby - Random
Needle Kirby - Random
Sword Kirby - Random
Sleep Kirby - Random
Wing Kirby - Random
Fighter Kirby - Random
Fire Kirby - Random
Ice Kirby - Random
Plasma Kirby - Random
Tornado Kirby - Random
Waddle Dee - Random
Waddle Doo - Random
Gordo - Random
Dyna Blade - Clear All-Star on Very Hard difficulty
Blade Knight - Random
Bonkers - Random
Bronto Burt - Random
Cappy - Random
Golem - Random
Kracko - Random
Scarfies - Random
Sir Kibble - Random
Walky - Unlock 50 hidden songs
Wheelie - Random
Hydra - Random
Bomber - Random
Bugzzy - Random
Combo Cannon - Clear Target Smash level 5 in under 30 seconds
Halberd - Clear the "Pink Ball Repulsion" Event
Apples - Clear Target Smash level 1
--------------
Star Fox:
¯¯¯¯¯¯¯¯
Fox - Clear Classic Mode with Fox
Landmaster (Fox) - Clear All-Star Mode with Fox
Falco - Clear Classic Mode with Falco
Landmaster (Falco) - Clear All-Star Mode with Falco
Wolf - Clear Classic Mode with Wolf
Landmaster (Wolf) - Clear All-Star Mode with Wolf
Fox (Assault) - Random
Falco (Assault) - Random
Falco (Command) - Random
Peppy Hare - Random
Slippy Toad - Random
Krystal - Random
Tricky - Random
General Pepper - Random
ROB 64 - Random
Panther Caroso - Random
Leon Powalski - Random
Arwing - Random
Great Fox - Random
Great Fox (Assault) - Random
Wolfen - Random
Smart Bomb - Random
Andross - Random
--------------
Pokémon:
¯¯¯¯¯¯¯
Pikachu - Clear Classic Mode with Pikachu
Volt Tackle - Clear All-Star Mode with Pikachu
Pokémon Trainer - Clear Classic Mode with Pokémon Trainer
Triple Finish - Clear All-Star Mode with Pokémon Trainer
Charizard - Clear Classic Mode with Pokémon Trainer (finish with Charizard)
Squirtle - Clear Classic Mode with Pokémon Trainer (finish with Squirtle)
Ivysaur - Clear Classic Mode with Pokémon Trainer (finish with Ivysaur)
Lucario - Clear Classic Mode with Lucario
Aura Storm - Clear All-Star Mode with Lucario
Jigglypuff - Clear Classic Mode with Jigglypuff
Puff Up - Clear All-Star Mode with Jigglypuff
Poké Ball - Random
Piplup - Random
Munchlax - Random
Bonsly - Random
Weavile - Random
Manaphy - Random
Torchic - Random
Gulpin - Random
Metagross - Random
Gardevoir - Random
Latias & Latios - Random
Groudon - Random
Kyogre - Random
Rayquaza - Capture it with a Trophy Stand (Boss)
Deoxys - Random
Jirachi - Random
Meowth - Random
Electrode - Random
Goldeen - Random
Staryu - Random
Snorlax - Random
Chikorita - Random
Togepi - Random
Bellossom - Random
Wobbuffet - Random
Moltres - Random
Entei - Random
Suicune - Random
Ho-Oh - Random
Lugia - Random
Mew - Random
Celebi - Random
Turtwig - Random
Chimchar - Random
Bulbasaur - Random
Charmander - Random
Cyndaquil - Random
Totodile - Random
Treecko - Random
Mudkip - Random
Starly - Random
Buneary - Random
Glaceon & Leafeon - Random
Riolu - Random
Gyarados - Random
Pichu - Clear All-Star with no continues
Plusle & Minun - Collect Final Smash trophies for all characters (Finish
All-Star Mode with all characters.)
Blaziken - Random
Mewtwo - Clear All-Star on Intense difficulty
Darkrai - Random
Dugtrio - Random
Cubone - Random
Hoppip - Random
Skarmory - Random
Drifloon - Random
Snorunt - Random
Snover - Random
Magnezone - Random
Electivire - Random
Uxie - Random
Mesprit - Random
Azelf - Random
Dialga - Random
Palkia - Random
Cresselia - Random
--------------
F-Zero:
¯¯¯¯¯¯
Captain Falcon - Clear Classic Mode with Captain Falcon
Blue Falcon - Clear All-Star Mode with Captain Falcon
Samurai Goroh - Random
Dr. Stewart - Random
Pico - Random
Jody Summer - Random
Mr. EAD - Random
The Skull - Random
Blood Falcon - Random
Black Shadow - Random
Zoda - Random
Falcon Flyer - Random
--------------
Earthbound (Mother):
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Lucas - Clear Classic Mode with Lucas
PK Starstorm (Lucas) - Clear All-Star Mode with Lucas
Ness - Clear Classic Mode with Ness
PK Starstorm (Ness) - Clear All-Star Mode with Ness
Mr. Saturn - Random
Franklin Badge - Have Ness join you in The Subspace Emissary
Jeff - Random
Porky - Capture him with a Trophy Stand (Boss)
Porky Statue - Clear Boss Battles on Very Hard difficulty
--------------
Ice Climber:
¯¯¯¯¯¯¯¯¯¯¯
Ice Climbers - Clear Classic Mode with the Ice Climbers
Iceberg - Clear All-Star Mode with the Ice Climbers\
Vegetables - Random
--------------
Fire Emblem:
¯¯¯¯¯¯¯¯¯¯¯
Ike - Clear Classic Mode with Ike
Great Aether - Clear All-Star Mode with Ike
Marth - Clear Classic Mode with Marth
Critical Hit - Clear All-Star Mode with Marth
Lyn - Random
Ashnard - Clear Target Smash level 3 with 10 characters
Elincia - Random
Black Knight - Random
Sothe - Random
--------------
Kid Icarus:
¯¯¯¯¯¯¯¯¯¯
Pit - Clear Classic Mode with Pit
Palutena's Army - Clear All-Star Mode with Pit
Palutena - Clear the "Cleaning House in Skyworld" Event
Palutena's Bow - Clear Target Smash level 1 in under 15 seconds
--------------
WarioWare:
¯¯¯¯¯¯¯¯¯
Wario - Clear Classic Mode with Wario
Wario-Man - Clear All-Star Mode with Wario
Kat & Ana - Random
Wario Bike - Clear Target Smash level 3
--------------
Pikmin:
¯¯¯¯¯¯
Pikmin & Olimar - Clear Classic Mode with Olimar
End of Day - Clear All-Star Mode with Olimar
Red Pikmin - Clear the "Sproutrage of the Flower Pikmin" Event
Blue Pikmin - Random
Yellow Pikmin - Random
White Pikmin - Random
Purple Pikmin - Random
Louie - Random
The President - Random
Hocotate Ship - Random
Onions - Random
Creeping Crysanthemum - Collect trophies for all characters. (Finish Classic
with all characters.)
Red Bulborb - Random
Empress Bulblax - Random
Careening Dirigibug - Random
Fiery Blowhog - Random
Burrowing Snagret - Random
Iridescent Flint Beetle - Random
Wollywog - Random
Swooping Snitchbug - Random
Pellets - Clear Target Smash level 2 with 10 characters
--------------
Animal Crossing:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Animal Crossing Boy - Random
Sable & Mabel - Random
Tom Nook - Collect 1,000 coins in Coin matches
Tortimer - Random
Blathers & Celeste - Random
Pelly & Phyllis - Random
Pascal - Random
Brewster - Random
Dr. Shrunk - Random
Katrina - Random
Blanca - Random
Copper & Booker - Random
Joan - Random
Saharah - Random
K.K. Slider - Collect all songs
Crazy Redd - Random
Tommy & Timmy Nook - Random
Katie & Kaitlin - Random
Wendell - Random
Kapp'n - Exceed 300 ft. combined swim distance for all characters
Gulliver - Get 2,000 or more KOs in brawls
Mr. Resetti (Feet) - Random
Pitfall - Clear 100-Man Brawl
Mr. Resetti - Random
--------------
Game & Watch:
¯¯¯¯¯¯¯¯¯¯¯¯
Mr. Game & Watch: Clear Classic Mode with Mr. Game & Watch
Octopus - Clear All-Star Mode with Mr. Game & Watch
--------------
Others:
¯¯¯¯¯¯
R.O.B. - Clear Classic Mode with R.O.B.
Diffusion Beam - Clear All-Star Mode with R.O.B.
Lip's Stick - Random
Super Scope - Clear Target Smash level 1 with all characters
Unira - Random
Nintendog - Random
Excitebikes - Collect all Masterpieces
Devil - Random
Dr. Wright - Random
Stafy - Random
Little Mac - Random
Infantry & Tanks - Random
Helirin - Random
Barbara - Random
Ray MK III - Clear Target Smash level 3 in under 20 seconds
Isaac - Random
Saki - Random
Jill - Random
Stapy - Random
Action Helirins - Random
Mokka - Random
Pyrite - Random
Putty - Random
Warrior Mecha Gauss - Random
HM Mech Rosa - Random
Musketeer Daltania - Clear Target Smash level 4 with 10 characters
Custom Robos - Random
Jameson & A.I.R.S. - Random
Chibi-Robo - Random
Telly Vision - Random
Boulder - Random
Kyle Hyde - Clear All-Star with all characters
Ashley Robbins - Play over 100 hours of brawls
Ouendan - Get 400 combined max xombos with all characters in Training
Elite Beat Agents - Random
--------------
Metal Gear Solid:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Solid Snake - Clear Classic Mode with Solid Snake
Grenade Launcher - Clear All-Star Mode with Solid Snake
Gray Fox - Clear Target Smash level 5 with all characters
Iroquois Pliskin - Random
Naked Snake - Random
Shagohad - Random
Metal Gear RAY - Random
Metal Gear REX - Random
Gekko - Random
Cypher - Random
Cardboard Box - Clear Target Smash level 4 in under 32 seconds
--------------
SONIC THE HEDGEHOG:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Sonic the Hedgehog - Clear Classic Mode with Sonic the Hedgehog
Super Sonic - Clear All-Star Mode with Sonic the Hedgehog
Shadow - Random
Tails - Exceed 30,000 ft. combined walking distance with all characters
Dr. Eggman - Get 500 different stickers
Knuckles - Random
Amy - Random
Blaze - Random
Chao - Random
Cream - Random
Jet - Random
Silver - Clear Target Smash level 3 with all characters
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Challenges List |
|
----------------- [Chal]
Yeah, here you can find all the Challenges in the game, and what each challenge
unlocks. I will list the Challenges from top to bottom.
--------------
Galleom (Tank Form) (Trophy)
How to get: Clear Boss Battles on Intense difficulty.
--------------
Ballyhoo & Big Top (Trophy)
How to get: Unlock 75 or more hidden songs.
--------------
Gulliver (Trophy)
How to get: Get 2,000 or more KOs in brawls.
--------------
Stickers (Trophy)
How to get: Collect all stickers.
--------------
Palutena's Bow (Trophy)
How to get: Clear Target Smash level 1 in under 15 seconds.
--------------
Paper Mario (Trophy)
How to get: Clear Classic with all characters.
--------------
Blue Alloy (Trophy)
How to get: Clear 100-Man Brawl with all characters.
--------------
Crazy Hand (Trophy)
How to get: Clear Classic on Intense difficulty.
--------------
Cardboard Box (Trophy)
How to get: Clear Target Smash level 4 in under 32 seconds.
--------------
Luigi's Mansion (Stage)
How to get: Use Luigi 3 times in brawls.
--------------
Edit Parts C (Stage Builder Parts)
How to get: Make 15 stages in Stage Builder.
--------------
Excite Truck (Music)
How to get: Clear Target Smash level 2 in under 19 seconds.
--------------
Clu Clu Land (Music)
How to get: Hit 1,200 ft. in Home-Run Contest.
--------------
Boo (Mario Tennis) (Sticker)
How to get: Hit 900 ft. in Home-Run Contest.
--------------
Road to Viridian City (From Pallet Town/Pewter City) (Music)
How to get: Clear the "Go! Triple Finish!" Event.
--------------
75m (Stage)
How to get: Use Donkey Kong 20 times in brawls.
--------------
Big Blue (Melee) (Stage)
How to get: Use Captain Falcon 10 times in brawls.
--------------
Multiplayer (Metroid Prime 2) (Music)
How to get: Brawl on the Frigate Orpheon stage 10 times.
--------------
Peanut Popgun (Trophy)
How to get: Clear Target Smash level 2.
--------------
"Super Mario World" (Masterpiece)
How to get: Brawl on the Yoshi's Island Melee stage 3 times.
--------------
Ryuta Ippongi (Ouendan 2) (Sticker)
How to get: Clear 100-Man Brawl in under 3 minutes, 30 seconds.
--------------
Edit Parts A (Stage Builder Parts)
How to get: Brawl on custom stages 10 times.
--------------
Pellets (Trophy)
How to get: Clear Target Smash level 2 with 10 characters.
--------------
Dark Cannon (Trophy)
How to get: Clear Boss Battles on Hard difficulty.
--------------
Gekko (Trophy)
How to get: Clear All-Star with 10 characters.
--------------
Princess Peach's Castle (Melee) (Music)
How to get: Unlock all Melee stages.
--------------
Cracker Launcher (Trophy)
How to get: Get 1,000 or more KOs in brawls.
--------------
Kyle Hyde (Trophy)
How to get: Clear All-Star with all characters.
--------------
HIS WORLD (Instrumental) (Music)
How to get: Brawl on the Green Hill Zone stage 10 times.
--------------
Outset Link (Trophy)
How to get: Clear Target Smash level 5 with 10 characters.
--------------
Kapp'n (Trophy)
How to get: Exceed 300 ft. combined swim distance for all characters.
--------------
Combo Cannon (Trophy)
How to get: Clear Target Smash level 5 in under 30 seconds.
--------------
Pirate Ship (Stage)
How to get: Unlock Toon Link.
--------------
Ouendan (Trophy)
How to get: Get 400 combined max xombos with all characters in Training.
--------------
Tal Tal Heights (Music)
How to get: Clear All-Star on Easy difficulty.
--------------
Wario Bike (Trophy)
How to get: Clear Target Smash level 3.
--------------
Subspace Bomb (Trophy)
How to get: Clear Boss Battles on Easy difficulty.
--------------
Credits (Super Smash Bros.) (Music)
How to get: Clear Classic on Hard difficulty.
--------------
Sandbag (Trophy)
How to get: Use every character in Home-Run Contest.
--------------
Ashley Robbins (Trophy)
How to get: Play over 100 hours of brawls.
--------------
Mario Bros. (Stage)
How to get: Clear the "Wario Bros." Event.
--------------
Running Chibi-Robo (Chibi-Robo) (Sticker)
How to get: Clear Classic on Easy difficulty.
--------------
Blast Box (Trophy)
How to get: Clear Target Smash level 2 with all characters.
--------------
Great Temple/Temple (Music)
How to get: Clear the "Advent of the Evil King" Event on Hard difficulty.
--------------
Pichu (Trophy)
How to get: Clear All-Star with no continues.
--------------
Icicle Mountain (Melee) (Music)
How to get: Clear Classic on Normal difficulty.
--------------
Green Greens (Melee) (Stage)
How to get: Use Kirby 20 times in brawls.
--------------
Palutena (Trophy)
How to get: Clear the "Cleaning House in Skyworld" Event.
--------------
Pokémon Center (Music)
How to get: Get 200 different stickers.
--------------
Pokémon Stadium (Melee) (Stage)
How to get: Brawl on the Pokémon Stadium 2 stage 10 times.
--------------
Ending (Metroid) (Music)
How to get: Brawl on the Norfair stage 10 times.
--------------
Flat Zone 2 (Stage)
How to get: Unlock Mr. Game & Watch.
--------------
"Zelda: Ocarina of Time" (Masterpiece)
How to get: Use Toon Link 10 times in brawls.
--------------
Franklin Badge (Trophy)
How to get: Have Ness join you in The Subspace Emissary.
--------------
Dr. Eggman (Trophy)
How to get: Get 500 different stickers.
--------------
Power-Hungry Fool (Music)
How to get: Brawl on the Castle Siege stage 10 times.
--------------
Musketeer Daltania (Trophy)
How to get: Clear Target Smash level 4 with 10 characters.
--------------
Ike's Theme (Music)
How to get: Have Ike join you in The Subspace Emissary.
--------------
Ashnard (Trophy)
How to get: Clear Target Smash level 3 with 10 characters.
--------------
Plusle & Minun (Trophy)
How to get: Collect Final Smash trophies for all characters. (Finish All-Star
Mode with all characters.)
--------------
Dyna Blade (Trophy)
How to get: Clear All-Star on Very Hard difficulty.
--------------
Jyk (Trophy)
How to get: Clear Boss Battles with 20 characters.
--------------
Striker Mario (Trophy)
How to get: Clear Classic on Very Hard difficulty.
--------------
Liquid Snake (MGS: The Twin Snakes) (Sticker)
How to get: Defeat 10 enemies in Cruel Brawl.
--------------
Menu 2 (Music)
How to get: Unlock all playable characters.
--------------
Phyllis (Animal Crossing: WW) (Sticker)
How to get: Clear All-Star on Normal difficulty.
--------------
Ancient Minister (Trophy)
How to get: Clear The Subspace Emissary.
--------------
King K. Rool (Trophy)
How to get: Clear Target Smash level 4 with all characters.
--------------
Red Alloy (Trophy)
How to get: Defeat 5 enemies in Cruel Brawl.
--------------
Song of Storms (Music)
How to get: Clear "The Pirate Airship" Event.
--------------
Stafy (Trophy)
How to get: Clear Target Smash level 1 with 10 characters.
--------------
Hidden Mountain & Forest (Music)
How to get: Clear the "Dark Link Duel" Event on Hard difficulty.
--------------
Smash Coins (Trophy)
How to get: Play 10 or more Coin matches.
--------------
Jungle Japes (Melee) (Stage)
How to get: Play Melee stages 10 times.
--------------
Super Scope (Trophy)
How to get: Clear Target Smash level 1 with all characters.
--------------
Bumper (Trophy)
How to get: Hit 15,000 ft. combined with all fighters' Home-Run Contest
records.
--------------
Hanenbow (Stage)
How to get: Clear the "Flower Blooms in the Echoes" Event.
--------------
Apples (Trophy)
How to get: Clear Target Smash level 1.
--------------
Underwater Theme (Super Mario Bros.) (Music)
How to get: Brawl on the Mushroomy Kingdom stage 10 times.
--------------
Timer (Trophy)
How to get: Play 30 hours of brawls.
--------------
King Dedede's Theme (Music)
How to get: Clear "The Hammer of the King" Event.
--------------
"Super Mario Bros. 2" (Masterpiece)
How to get: Get 5 standard brawl victories with Peach.
--------------
Pitfall (Trophy)
How to get: Clear 100-Man Brawl.
--------------
"Donkey Kong" (Masterpiece)
How to get: Exceed 10 hours of powered-on time.
--------------
Green Alloy (Trophy)
How to get: Endure a 15-Minute Brawl.
--------------
Red Pikmin (Trophy)
How to get: Clear the "Sproutrage of the Flower Pikmin" Event.
--------------
Fire Field (Music)
How to get: Clear the "Come on, Blue Falcon" Event.
--------------
Shy Guy (Trophy)
How to get: Hit 30,000 ft. combined with all fighters' Home-Run Contest
records.
--------------
Ray MK III (Trophy)
How to get: Clear Target Smash level 3 in under 20 seconds.
--------------
Walky (Trophy)
How to get: Unlock 50 hidden songs.
--------------
Shadow Bugs (Trophy)
How to get: Clear Boss Battles on Normal difficulty.
--------------
0² Battle (Music)
How to get: Collect more than 5,000 coins in Coin matches.
--------------
Excitebikes (Trophy)
How to get: Collect all Masterpieces.
--------------
Xananab (Trophy)
How to get: Hit 24,000 ft. combined with all fighters' Home-Run Contest
records.
--------------
Star Wolf (Star Fox: Assault) (Music)
How to get: Clear "The Wolf Hunts the Fox" Event on Hard difficulty.
--------------
Birdo (Trophy)
How to get: Clear All-Star on Hard difficulty.
--------------
Multi-Man Melee 1 (Melee) (Music)
How to get: Clear 100-Man Brawl in under 4 minutes.
--------------
Silver (Trophy)
How to get: Clear Target Smash level 3 with all characters.
--------------
Mewtwo (Trophy)
How to get: Clear All-Star on Intense difficulty.
--------------
Gray Fox (Trophy)
How to get: Clear Target Smash level 5 with all characters.
--------------
Creeping Crysanthemum (Trophy)
How to get: Collect trophies for all characters. (Finish Classic with all
characters.)
--------------
Subspace Gunship (Trophy)
How to get: Clear Boss Battles with 10 characters.
--------------
Green Hill Zone (Stage)
How to get: Unlock Sonic.
--------------
Porky Statue (Trophy)
How to get: Clear Boss Battles on Very Hard difficulty.
--------------
Title (3D Hot Rally) (Music)
How to get: Clear Target Smash level 5.
--------------
Home-Run Bat (Trophy)
How to get: Hit 1,500 ft. in Home-Run Contest.
--------------
Rocketbarrel Pack (Trophy)
How to get: Clear Target Smash level 4.
--------------
Tails (Trophy)
How to get: Exceed 30,000 ft. combined walking distance with all characters.
--------------
Banana Peel (Trophy)
How to get: Get 10 max combos in Training.
--------------
The Legendary Air Ride Machine (Music)
How to get: Clear the "Dragoon Strike" Event.
--------------
Frozen Hillside (Music)
How to get: Brawl on the Halberd stage 10 times.
--------------
Edit Parts B (Stage Builder Parts)
How to get: Create 5 stages in the Stage Builder.
--------------
Dream Chaser (Music)
How to get: Brawl on the Port Town Aero Dive stage 10 times.
--------------
Snake Eater (Instrumental) (Music)
How to get: Brawl on the Shadow Moses Island stage 15 times.
--------------
Halberd (Trophy)
How to get: Clear the "Pink Ball Repulsion" Event.
--------------
Main Theme (Super Mario 64) (Music)
How to get: Play 50 hours of brawls.
--------------
Yellow Alloy (Trophy)
How to get: Defeat 100 enemies in Endless Brawl.
--------------
"F-Zero" (Masterpiece)
How to get: Have Captain Falcon join you in The Subspace Emissary.
--------------
Spear Pillar (Stage)
How to get: Clear "The Aura Is With Me" Event.
--------------
Tom Nook (Trophy)
How to get: Collect 1,000 coins in Coin matches.
--------------
Master Hand (Trophy)
How to get: Clear Classic with 20 characters.
--------------
Mach Rider (Melee) (Music)
How to get: Defeat 50 enemies in Endless Brawl.
--------------
Party Ball (Trophy)
How to get: Score 500 total combined KOs in brawls.
--------------
Ai no Uta (French Version) (Music)
How to get: Hit 37,500 ft. combined with all fighters' Home-Run Contest
records.
--------------
Golden Hammer (Trophy)
How to get: Hit 45,000 ft. combined with all fighters' Home-Run Contest
records.
--------------
Baby Peach (Trophy)
How to get: Get 500 different trophies.
--------------
K.K. Slider (Trophy)
How to get: Collect all songs.
--------------
Tabuu (Wings) (Trophy)
How to get: Clear Boss Battles with all characters.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Secrets |
|
---------------- [Sec]
This will cover any and all secrets, including how to unlock hidden content.
Many of these unlockables have multiple ways of unlocking them, and I will list
them as such. For the characters, most of the unlocking methods (with the
exception of the Subspace Emissary unlock) will require that you face the
newcoming character in a match and win it before you're able to unlock him.
Keep in mind you can do any of the unlocking methods to unlock a particular
secret, but you do not have to do all the unlocking methods shown to get that
secret.
###############################################################################
Characters
--------------
Ness
¯¯¯¯
How to unlock:
- Play 5 matches in Brawl (Vs. Mode)
- Reflect 10 projectiles
- Have Ness join you in The Subspace Emissary
--------------
Marth
¯¯¯¯¯
How to unlock:
- Play 10 matches in Brawl (Vs. Mode)
- Complete Classic Mode on any difficulty
- Have Marth join your party in The Subspace Emissary
--------------
Luigi
¯¯¯¯¯
How to unlock:
- Play 22 matches in Brawl (Vs. Mode)
- Complete Classic Mode with no continues
- Have Luigi join you in The Subspace Emissary
--------------
Falco
¯¯¯¯¯
How to unlock:
- Play 50 matches in Brawl (Vs. Mode)
- Finish the 100-Man Brawl in Multi-Man Brawl
- Have Falco join you in The Subspace Emissary
--------------
Captain Falcon
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 70 matches in Brawl (Vs. Mode)
- Complete Classic Mode in normal difficulty in under 12 minutes
- Have the Falcon join your party in The Subspace Emissary
--------------
Lucario
¯¯¯¯¯¯¯
How to unlock:
- Play 100 matches in Brawl (Vs. Mode)
- Clear Target Smash!! on all 5 levels (Doing it with all characters is not
needed, but doing it in single player or co-op can satisfy this)
- Defeat him in The Subspace Emissary
--------------
Solid Snake
¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 130 matches in Brawl (Vs. Mode)
- Play 15 Brawl matches on the Shadow Moses Island stage
- Have him join your party in The Subspace Emissary
--------------
R.O.B.
¯¯¯¯¯¯
How to unlock:
- Play 160 matches in Brawl (Vs. Mode)
- Get 250 different Trophies
- Have R.O.B. join your party in The Subspace Emissary
--------------
Ganondorf
¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 200 matches in Brawl (Vs. Mode)
- Clear Classic Mode on Hard difficulty with Link or Zelda/Sheik (Continues
allowed)
- "Recollect" Link and Zelda near the end of The Subspace Emissary
--------------
Mr. Game & Watch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 250 matches in Brawl (Vs. Mode)
- Beat Target Smash!! on any level with thirty characters
- Have Mr. Game & Watch join your party in Subspace Emissary
--------------
Sonic the Hedgehog
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 300 matches in Brawl (Vs. Mode)
- Clear Classic Mode with ten characters
- Play ten hours of brawls
- Have Sonic join you in The Subspace Emissary
--------------
Jigglypuff
¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 350 matches in Brawl (Vs. Mode)
- Complete 20 solo Event Matches after finishing The Subspace Emissary
- Finish Subspace Emissary, then go back to the Swamp level. The first door you
come across after Giant Dark Diddy houses Jigglypuff. After the following
cutscene, defeat Jigglypuff in battle to unlock her.
--------------
Toon Link
¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 400 matches in Brawl (Vs. Mode)
- Beat The Subspace Emissary, then beat Classic Mode. (In that order.)
- Finish Subspace Emissary, then go back to the Forest level. The first door
you come across houses Toon Link. After the following cutscene, defeat Toon
Link in battle to unlock him.
--------------
Wolf
¯¯¯¯
How to unlock:
- Play 450 matches in Brawl (Vs. Mode)
- Finish The Subspace Emissary, then use Fox or Falco on "Boss Battles Mode"
- Finish The Subspace Emissary, then go back to The Ruins level. When you get
to the part where you have to avoid spikes as you go down a shaft on a
platform, stay on the platform until it disappears. After falling for a bit,
you should see the door at the bottom. Enter it, and after the following
cutscene, defeat Wolf in battle to unlock him.
###############################################################################
Stages
--------------
Flat Zone 2
¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock Mr. Game & Watch
--------------
Luigi's Mansion
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 3 Brawl matches as Luigi
--------------
75m
¯¯¯
How to unlock:
- Play 20 Brawl matches as Donkey Kong
--------------
Pirate Ship
¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock Toon Link
--------------
Spear Pillar
¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Clear Event #25 "The Aura is With Me"
--------------
Mario Bros.
¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Clear Event #19 "Wario Bros."
--------------
Hanenbow
¯¯¯¯¯¯¯¯
How to unlock:
- Clear Event #28 "Flower Blooms in the Echoes"
--------------
Green Hill Zone
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock Sonic the Hedgehog
--------------
Jungle Japes (Melee)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play on any Melee stage 10 times in Brawl mode
--------------
Green Greens (Melee)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 20 Brawl matches as Kirby
--------------
Pokémon Stadium (Melee)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play in Pokémon Stadium 2 10 times in Brawl mode
--------------
Big Blue (Melee)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Play 10 Brawl matches as Captain Falcon
###############################################################################
Miscellaneous (Not including trophies and other minor unlockables from the
Challenges mode)
--------------
All-Star Mode
¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock all characters
--------------
Boss Battle Mode
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Clear The Subspace Emissary and Classic Mode
--------------
Target Smash Level 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Beat Target Smash!! level 2 in Classic Mode
--------------
Target Smash Level 3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Beat Target Smash!! level 3 in Classic Mode
--------------
Target Smash Level 4
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Beat Target Smash!! level 4 in Classic Mode
--------------
Target Smash Level 5
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Beat Target Smash!! level 5 in Classic Mode
--------------
Event Matches 11-20
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Beat seven Event Matches out of Events 1-10
--------------
Event Matches 21-28
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock Ness, Marth, Luigi, Captain Falcon, Lucario, and R.O.B., then beat 18
Event Matches
--------------
Event Matches 29-40
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock all characters and beat 20 Event Matches
--------------
Event Match 41
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Clear Event Matches 1-40.
--------------
Co-op Event Matches 9-13
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock Ness, Marth, Luigi, Captain Falcon, Lucario, and R.O.B.
--------------
Co-op Event Matches 14-20
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock all characters and beat 10 Co-op Events
--------------
Co-op Event Match 21
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Clear Co-op Event Matches 1-20
--------------
Custom Robo Assist Trophy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Exceed 100 matches in Brawl (Vs. Mode)
--------------
Isaac Assist Trophy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Exceed 200 matches in Brawl (Vs. Mode)
--------------
Infantry and Tanks (Advance Wars) Assist Trophy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Exceed 300 matches in Brawl (Vs. Mode)
--------------
Barbara Bat Assist Trophy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Acquire 25 hidden songs
--------------
Gray Fox Assist Trophy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock Solid Snake
--------------
Shadow the Hedgehog Assist Trophy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock Sonic the Hedgehog
--------------
Sound Test Category - Assist Trophies 3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock all Assist Trophies
--------------
Sound Test Category - Fanfare
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock all characters
--------------
Sound Test Category - Kirby's Copy Abilities
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock all characters
--------------
Sound Test Category - Narration
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock Boss Battles and All-Star
--------------
Sound Test Category - Subspace Enemies and Bosses
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Clear The Subspace Emissary
--------------
More Rules (for Group Vs. Mode matches)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Get a total of 200 KOs combined in Brawl matches
--------------
Random Stage Choice (for Group Vs. Mode matches)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to unlock:
- Unlock all secret stages with More Rules already unlocked
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
My Music Track |
List |
|
----------------- [Musc]
Just for kicks, I've decided to list all the music tracks in the game, by
stages. This includes unlockables. I will also denote the tracks that are non-
remixed (such as the Delfino Plaza music in the Delfino Plaza stage) with an
(Original) tag. The stages are also listed in the order the game lists them.
(Left to right)
###############################################################################
Battlefield Music
--------------
Battlefield
From: Original
--------------
Menu (Super Smash Bros. Melee)
From: Super Smash Bros. Melee
--------------
Battlefield Ver. 2
From: Original
--------------
Battlefield (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Multi-Man Melee 1 (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Final Destination Music
--------------
Final Destination
From: Original
--------------
Credits (Super Smash Bros.) *UNLOCKABLE*
From: Super Smash Bros.
--------------
Opening (Super Smash Bros. Melee) *UNLOCKABLE*
From: Super Smash Bros. Melee
--------------
Final Destination (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
--------------
Vs. Giga Bowser (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Delfino Plaza Music
--------------
Delfino Plaza (Original)
From: Super Mario Sunshine
--------------
Title/Ending (Super Mario World)
From: Super Mario World
--------------
Main Theme (New Super Mario Bros.) *UNLOCKABLE*
From: New Super Mario Bros.
--------------
Ricco Harbor (Original) *UNLOCKABLE*
From: Super Mario Sunshine
--------------
Main Theme (Super Mario 64) (Original) *UNLOCKABLE*
From: Super Mario 64
###############################################################################
Luigi's Mansion Music
--------------
Luigi's Mansion Theme
From: Luigi's Mansion
--------------
Boss/Boss Fortress (Super Mario World/SMB 3) *UNLOCKABLE*
From: Super Mario World/SMB 3
--------------
Airship Theme (Super Mario Bros. 3)
From: Super Mario Bros. 3
--------------
Tetris: Type A
From: Tetris
--------------
Tetris: Type B *UNLOCKABLE*
From: Tetris
###############################################################################
Mushroomy Kingdom Music
--------------
Ground Theme (Super Mario Bros.)
From: Super Mario Bros. (plays during ground version of level)
--------------
Ground Theme 2 (Super Mario Bros.) *UNLOCKABLE*
From: Super Mario Bros. (Plays during ground version of level)
--------------
Gritzy Desert
From: Mario & Luigi: Partners in Time (plays during ground version of level)
--------------
Underground Theme (Super Mario Bros.)
From: Super Mario Bros. (plays during underground version of level)
--------------
Underwater Theme (Super Mario Bros.) *UNLOCKABLE*
From: Super Mario Bros. (plays during underground version of level)
--------------
Underground Theme (Super Mario Land) *UNLOCKABLE*
From: Super Mario Land (Plays during underground version of level)
###############################################################################
Mario Circuit Music
--------------
Mario Circuit
From: Super Mario Kart
--------------
Luigi Circuit
From: Mario Kart 64
--------------
Waluigi Pinball
From: Mario Kart DS
--------------
Rainbow Road (Original) *UNLOCKABLE*
From: Mario Kart: Double Dash!!
--------------
Mario Tennis/Mario Golf
From: Mario Tennis/Mario Golf
--------------
Excite Truck (Original) *UNLOCKABLE*
From: Excite Truck
--------------
Title (3D Hot Rally) *UNLOCKABLE*
From: Famicom Grand Prix 2: 3D Hot Rally
###############################################################################
Rumble Falls Music
--------------
Jungle Level Ver. 2
From: Donkey Kong Country
--------------
Jungle Level
From: Donkey Kong Country
--------------
King K.Rool/Ship Deck 2
From: Donkey Kong Country
--------------
Bramble Blast *UNLOCKABLE*
From: Donkey Kong Country 2
--------------
Battle for Storm Hill (Original)
From: Donkey Kong Jungle Beat
--------------
DK Jungle 1 Theme (Barrel Blast) (Original)
From: Donkey Kong: Barrel Blast
--------------
The Map Page/Bonus Level (Original)
From: Donkey Kong Country
###############################################################################
Bridge of Eldin Music
--------------
Main Theme (The Legend of Zelda)
From: The Legend of Zelda
--------------
Ocarina of Time Medley
From: The Legend of Zelda: Ocarina of Time
--------------
Title (The Legend of Zelda) *UNLOCKABLE*
From: The Legend of Zelda
--------------
The Dark World
From: The Legend of Zelda: A Link to the Past
--------------
Hidden Mountain & Forest *UNLOCKABLE*
From: The Legend of Zelda: A Link to the Past
--------------
Hyrule Field Theme
From: The Legend of Zelda: Ocarina of Time
--------------
Main Theme (Twilight Princess) (Original)
From: The Legend of Zelda: Twilight Princess
--------------
The Hidden Village (Original) *UNLOCKABLE*
From: The Legend of Zelda: Twilight Princess
--------------
Midna's Lament (Original) *UNLOCKABLE*
From: The Legend of Zelda: Twilight Princess
###############################################################################
Pirate Ship Music
--------------
Dragon Roost Island (Original)
From: The Legend of Zelda: Wind Waker
--------------
The Great Sea (Original)
From: The Legend of Zelda: Wind Waker
--------------
Tal Tal Heights *UNLOCKABLE*
From: The Legend of Zelda: Link's Awakening
--------------
Song of Storms *UNLOCKABLE*
From: The Legend of Zelda: Ocarina of Time
--------------
Gerudo Valley (Original)
From: The Legend of Zelda: Ocarina of Time
--------------
Molgera Battle (Original)
From: The Legend of Zelda: Wind Waker
--------------
Village of the Blue Maiden (Original) *UNLOCKABLE*
From: The Legend of Zelda: Four Swords Adventures
--------------
Termina Field (Original) *UNLOCKABLE*
From: The Legend of Zelda: Majora's Mask
###############################################################################
Norfair Music
--------------
Main Theme (Metroid)
From: Metroid
--------------
Ending (Metroid) *UNLOCKABLE*
From: Metroid
--------------
Norfair *UNLOCKABLE*
From: Metroid
--------------
Theme of Samus Aran, Space Warrior
From: Super Metroid
--------------
Battle Scene/Final Boss (Golden Sun) *UNLOCKABLE*
From: Golden Sun: The Lost Age
--------------
Marionation Gear
From: Chosoju Mech MG
###############################################################################
Frigate Orpheon Music
--------------
Vs. Ridley
From: Super Metroid
--------------
Vs. Parasite Queen (Original) *UNLOCKABLE*
--------------
Opening/Menu (Metroid Prime)
From: Metroid Prime
--------------
Sector 1
From: Metroid Fusion
--------------
Vs. Meta Ridley (Original)
From: Metroid Prime
--------------
Multiplayer (Metroid Prime 2) (Original) *UNLOCKABLE*
From: Metroid Prime 2: Echoes
###############################################################################
Yoshi's Island Music
--------------
Obstacle Course
From: Yoshi's Island
--------------
Ending (Yoshi's Story)
From: Yoshi's Story
--------------
Yoshi's Island
From: Yoshi's Island
--------------
Flower Field *UNLOCKABLE*
From: Yoshi Touch & Go
--------------
Wildlands
From: Yoshi's Island DS
###############################################################################
Halberd Music
--------------
Meta Knight's Revenge
From: Kirby Super Star
--------------
The Legendary Air Ride Machine *UNLOCKABLE*
From: Kirby Air Ride
--------------
Gourmet Race
From: Kirby Super Star
--------------
Butter Building
From: Kirby's Adventure
--------------
King Dedede's Theme *UNLOCKABLE*
From: Kirby Super Star
--------------
Squeak Squad Theme *UNLOCKABLE*
From: Kirby: Squeak Squad
--------------
Vs. Marx *UNLOCKABLE*
From: Kirby Super Star
--------------
0² Battle *UNLOCKABLE*
From: Kirby 64: The Crystal Shards
--------------
Boss Theme Medley
From: Kirby Series
--------------
Checker Nights (Original)
From: Kirby's Air Ride
--------------
Forest/Nature Area (Original)
From: Kirby & The Amazing Mirror
--------------
Frozen Hillside (Original) *UNLOCKABLE*
From: Kirby Air Ride
###############################################################################
Lylat Cruise Music
--------------
Space Armada
From: Star Fox
--------------
Corneria *UNLOCKABLE*
From: Star Fox
--------------
Main Theme (Star Fox)
From: Star Fox
--------------
Main Theme (Star Fox 64)
From: Star Fox 64
--------------
Area 6
From: Star Fox 64
--------------
Area 6 Ver. 2 *UNLOCKABLE*
From: Star Fox 64
--------------
Star Wolf
From: Star Fox 64
--------------
Star Wolf (Star Fox: Assault) (Original) *UNLOCKABLE*
From: Star Fox: Assault
--------------
Space Battleground (Original)
From: Star Fox: Assault
--------------
Break Through the Ice (Original) *UNLOCKABLE*
From: Star Fox: Assault
--------------
Tunnel Scene (X) *UNLOCKABLE*
From: X
###############################################################################
Pokémon Stadium 2 Music
--------------
Pokémon Main Theme
From: Pokémon
--------------
Road to Viridian City (From Pallet Town/Pewter City) *UNLOCKABLE*
From: Pokémon
--------------
Pokémon Center *UNLOCKABLE*
From: Pokémon
--------------
Pokémon Gym/Evolution
From: Pokémon
--------------
Wild Pokémon Battle! (Ruby/Sapphire)
From: Pokémon Ruby/Sapphire
###############################################################################
Spear Pillar Music
--------------
Victory Road
From: Pokémon Ruby/Sapphire
--------------
Dialga/Palkia Battle at Spear Pillar!
From: Pokémon Diamond/Pearl
--------------
Wild Pokémon Battle! (Diamond/Pearl)
From: Pokémon Diamond/Pearl
--------------
Team Galactic Battle! *UNLOCKABLE*
From: Pokémon Diamond/Pearl
--------------
Route 209 *UNLOCKABLE*
From: Pokémon Diamond/Pearl
###############################################################################
Port Town Aero Dive Music
--------------
Mute City
From: F-Zero
--------------
Fire Field *UNLOCKABLE*
From: F-Zero
--------------
White Land
From: F-Zero
--------------
Car Select (Original) *UNLOCKABLE*
From: F-Zero X
--------------
Dream Chaser (Original) *UNLOCKABLE*
From: F-Zero X
--------------
Devil's Call in Your Heart (Original)
From: F-Zero X
--------------
Climb Up! And Get The Last Chance! (Original)
From: F-Zero X
--------------
Brain Cleaner (Original)
From: F-Zero GX
--------------
Shotgun Kiss (Original)
From: F-Zero GX
--------------
Planet Colors (Original) *UNLOCKABLE*
From: F-Zero GX
--------------
Golden Forest (1080° Snowboarding) (Original) *UNLOCKABLE*
From: 1080° Snowboarding
--------------
Mach Rider (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Castle Siege Music
--------------
Fire Emblem Theme
From: Fire Emblem: Shadow Dragons and the Blade of Light
--------------
With Mila's Divine Protection (Cecila Map 1)
From: Fire Emblem Gaiden
--------------
Attack
From: Fire Emblem
--------------
Preparing to Advance
From: Fire Emblem: The Sacred Stones
--------------
Winning Road - Roy's Hope *UNLOCKABLE*
From: Fire Emblem: The Binding Blade
--------------
Shadow Dragon Medley *UNLOCKABLE*
From: Fire Emblem: Shadow Dragons and the Blade of Light
--------------
Ike's Theme (Original) *UNLOCKABLE*
From: Fire Emblem: Radiant Dawn
--------------
Against the Dark Knight (Original)
From: Fire Emblem: Path of Radiance
--------------
Crimean Army Sortie (Original)
From: Fire Emblem: Path of Radiance
--------------
Power-Hungry Fool (Original) *UNLOCKABLE*
From: Fire Emblem: Path of Radiance
--------------
Victory Is Near (Original) *UNLOCKABLE*
From: Fire Emblem: Path of Radiance
--------------
Fire Emblem (Melee) (Original)
From: Super Smash Bros. Melee
###############################################################################
WarioWare, Inc. Music
--------------
WarioWare, Inc.
From: WarioWare, Inc.: Mega Microgame$
--------------
WarioWare, Inc. Medley
From: WarioWare, Inc.: Mega Microgame$
--------------
Ashley's Song
From: WarioWare: Touched!
--------------
Ashley's Song (JP)
From: Sawaru Meido in Wario
--------------
Mike's Song *UNLOCKABLE*
From: WarioWare: Twisted!
--------------
Mike's Song (JP) *UNLOCKABLE*
From: Sawaru Meido in Wario
--------------
Mona Pizza's Song
From: WarioWare: Twisted!
--------------
Mona Pizza's Song (JP)
From: Mewaru Meido in Wario
###############################################################################
Distant Planet Music
--------------
Main Theme (Pikmin) (Original)
From: Pikmin
--------------
World Map (Pikmin 2)
From: Pikmin 2
--------------
Stage Clear/Title (Pikmin)
From: Pikmin
--------------
Forest of Hope (Original)
From: Pikmin
--------------
Ai no Uta (Original)
From: Pikmin
--------------
Ai no Uta (French Version) (Original) *UNLOCKABLE*
From: Pikmin
--------------
Tane no Uta (Original) *UNLOCKABLE*
From: Pikmin 2
--------------
Environmental Noises
From: Pikmin
--------------
Title (Big Brain Academy)
From: Big Brain Academy
###############################################################################
Smashville Music
--------------
Title (Animal Crossing)
From: Animal Crossing
--------------
Go K.K. Rider!
From: Animal Crossing
--------------
2:00 a.m. *UNLOCKABLE*
From: Animal Crossing
--------------
Town Hall and Tom Nook's Store
From: Animal Crossing: Wild World
--------------
The Roost
From: Animal Crossing: Wild World
###############################################################################
New Pork City Music
--------------
Porky's Theme
From: Mother 3
--------------
Unfounded Revenge/Smashing Song of Praise
From: Mother 3
--------------
Mother 3 Love Theme *UNLOCKABLE*
From: Mother 3
--------------
You Call This a Utopia?! *UNLOCKABLE*
From: Mother 3
--------------
Humoresque of a Little Dog
From: Mother
--------------
Snowman *UNLOCKABLE*
From: Mother
###############################################################################
Summit Music
--------------
Ice Climber
From: Ice Climber
--------------
Balloon Trip
From: Balloon Fighter
--------------
Shin Onigashima
From: Shin Onigashima
--------------
Clu Clu Land *UNLOCKABLE*
From: Clu Clu Land
--------------
Icicle Mountain (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Skyworld Music
--------------
Underworld
From: Kid Icarus
--------------
Skyworld
From: Kid Icarus
--------------
Title (Kid Icarus) *UNLOCKABLE*
From: Kid Icarus
--------------
Kid Icarus Original Medley (Original)
From: Kid Icarus
###############################################################################
75m Music
--------------
Donkey Kong
From: Donkey Kong
--------------
Opening (Donkey Kong)
From: Donkey Kong Country
--------------
25m BGM (Original)
From: Donkey Kong
###############################################################################
Mario Bros. Music
--------------
Mario Bros.
From: Mario Bros.
--------------
Gyromite *UNLOCKABLE*
From: Gyromite
--------------
Famicom Medley (Original)
From: Family Computer Series
--------------
Power-Up Music (Original)
From: Wrecking Crew
--------------
Douchuumen (Nazo no Murasamejo) (Original) *UNLOCKABLE*
From: Nazo no Murasamejo
###############################################################################
Flat Zone 2 Music
--------------
Flat Zone 2
From: Game & Watch Gallery (is actually from Brawl...Game & Watch only had
sounds)
--------------
Chill (Dr. Mario) *UNLOCKABLE*
From: Dr. Mario
--------------
Flat Zone (Melee) (Original)
From: Super Smash Bros. Melee
###############################################################################
PictoChat Music
--------------
PictoChat
From: PictoChat
--------------
Mii Channel *UNLOCKABLE*
From: Nintendo Wii
--------------
Wii Shop Channel (Original) *UNLOCKABLE*
From: Nintendo Wii
--------------
Brain Age: Train Your Brain in Minutes a Day (Original)
From: Brain Age: Train Your Brain in Minutes a Day
--------------
Opening Theme (Wii Sports) (Original)
From: Wii Sports
--------------
Charge! (Wii Play) (Original) *UNLOCKABLE*
From: Wii Play
--------------
Shaberu! DS Cooking Navi *UNLOCKABLE*
From: Shaberu! DS Cooking Navi
--------------
Lip's Theme (Panel de Pon) *UNLOCKABLE*
From: Panel de Pon
--------------
Dr. Mario (Melee) (Original)
From: Super Smash Bros. Melee
###############################################################################
Shadow Moses Island Music
--------------
MGS4 ~Theme of Love~ (Smash Bros. Brawl Version)
From: Metal Gear Solid 4: Guns of the Patriots
--------------
Encounter
From: Metal Gear Solid
--------------
Theme of Tara
From: Metal Gear (MSX2)
--------------
Battle in the Base (Original)
From: Metal Gear Solid 3: Snake Eater
--------------
Yell "Dead Cell" (Original)
From: Metal Gear Solid 2: Sons of Liberty
--------------
Cavern (Original)
From: Metal Gear Solid
--------------
Snake Eater (Instrumental) (Original) *UNLOCKABLE*
From: Metal Gear Solid 3: Snake Eater
--------------
Theme of Solid Snake (Original) *UNLOCKABLE*
From: Metal Gear 2: Solid Snake
--------------
Calling to the Night (Original) *UNLOCKABLE*
From: Metal Gear Solid: Portable Ops
###############################################################################
Green Hill Zone Music
--------------
Green Hill Zone (Original)
From: Sonic the Hedgehog (1991)
--------------
Angel Island Zone
From: Sonic the Hedgehog 3
--------------
Scrap Brain Zone (Original)
From: Sonic the Hedgehog (1991)
--------------
Emerald Hill Zone (Original)
From: Sonic the Hedgehog 2
--------------
Sonic Boom (Original)
From: Sonic CD
--------------
Super Sonic Racing (Original) *UNLOCKABLE*
From: Sonic R
--------------
Open Your Heart (Original)
From: Sonic Adventure
--------------
Live & Learn (Original)
From: Sonic Adventure 2
--------------
Sonic Heroes (Original) *UNLOCKABLE*
From: Sonic Heroes
--------------
Right There, Ride On (Original) *UNLOCKABLE*
From: Sonic Rush
--------------
HIS WORLD (Instrumental) (Original) *UNLOCKABLE*
From: Sonic the Hedgehog (2006)
--------------
Seven Rings in Hand (Original)
From: Sonic & the Secret Rings
###############################################################################
Temple (Melee) Music
--------------
Great Temple/Temple *UNLOCKABLE*
From: Zelda II: Adventure of Link
--------------
Temple (Melee) (Original)
From: Super Smash Bros. Melee
###############################################################################
Yoshi's Island (Melee) Music
--------------
Yoshi's Island (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Super Mario Bros. 3 (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Jungle Japes (Melee) Music
--------------
Jungle Japes (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Kong Jungle (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Onett (Melee) Music
--------------
Mother (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Mother 2 (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Corneria (Melee) Music
--------------
Corneria (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Venom (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Rainbow Cruise (Melee) Music
--------------
Rainbow Cruise (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Princess Peach's Castle (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Green Greens (Melee) Music
--------------
Green Greens (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Fountain of Dreams (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Big Blue (Melee) Music
--------------
Big Blue (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Mute City (Melee) (Orignal) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Brinstar (Melee) Music
--------------
Brinstar (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Brinstar Depths (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Pokémon Stadium (Melee) Music
--------------
Pokémon Stadium (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Battle Theme (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Poké Floats (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
###############################################################################
Menu Music
--------------
Menu 1
From: Original
--------------
Menu 2 *UNLOCKABLE*
From: Super Smash Bros. Melee
--------------
Menu (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
--------------
Super Smash Bros. Brawl: Main Theme
From: Original
###############################################################################
Other Music (Misc. stuff that can be listened to in Sound Test)
--------------
Online Practice Stage
From: Original
--------------
Results Display Screen
From: Original
--------------
Tournament Registration
From: Original
--------------
Tournament Grid
From: Original
--------------
Tournament Match End
From: Original
--------------
Classic: Results Screen
From: Original
--------------
All-Star Rest Area *UNLOCKABLE* (Unlock All-Star Mode to unlock this.)
From: Original
--------------
Home-Run Contest
From: Super Smash Bros. Melee
--------------
Boss Battle *UNLOCKABLE* (Unlock Boss Battles Mode to unlock this.)
From: Super Smash Bros. Melee
--------------
Trophy Gallery
From: Original
--------------
Sticker Album/Album/Chronicle
From: Original
--------------
Coin Launcher
From: Original
--------------
Stage Builder
From: Original
--------------
Target Smash!!
From: Original
--------------
Adventure Map
From: Original
--------------
Step: The Plain
From: Original
--------------
Step: The Cave
From: Original
--------------
Step: Subspace *UNLOCKABLE* (Reach the Subspace level in The Subspace Emissary)
From: Original
--------------
Step: Subspace Ver. 2 *UNLOCKABLE* (Reach the Subspace level in The Subspace
Emissary)
From: Original
--------------
Step: Subspace Ver. 3 *UNLOCKABLE* (Clear both Subspace levels in The Subspace
Emissary)
From: Original
--------------
Boss Battle Song 1
From: Original
--------------
Boss Battle Song 2 *UNLOCKABLE* (Clear The Subspace Emissary)
From: Original
--------------
Save Point
From: Original
--------------
Credits *UNLOCKABLE* (Clear The Subspace Emissary)
From: Super Smash Bros. Series
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Frequently Asked |
Questions |
|
----------------- [FAQ]
Got a question to ask? Look here first! Your question not here? Well, you're
free to ask through an email.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
|
Credits |
|
---------------- [Cred]
Nintendo: For representing an awesome fighting series.
Sakurai: For coming up with such a wonderful, ridiculous, and fun idea all at
once. Thanks for coming up with Nintendo's signature fighting game, and thanks
for sticking around to making this installment!
You: For taking the time to read this guide.
TheWertle: For giving the original 100% guide to The Subspace Emissary.
KhMalBQ: For making the Subspace Emissary Enemy Locations list, and giving me
permission to put it on this FAQ.
Mageknight: For giving tips on Zero Suit Samus.
Spazzypeanut: For giving a few tips on Olimar, and some other miscellaneous
tidbits.