SSSS U   U PPPP  EEEEE RRRR        SSSS M   M   A    SSSS H   H
      S     U   U P   P E     R   R      S     MM MM  A A  S     H   H
       SSS  U   U PPPP  EEEEE RRRR        SSS  M M M AAAAA  SSS  HHHHH
          S U   U P     E     R   R          S M   M A   A     S H   H
      SSSS   UUU  P     EEEEE R   R      SSSS  M   M A   A SSSS  H   H

      BBBB  RRRR   OOO   SSSS            BBBB  RRRR    A   W   W L
      B   B R   R O   O S                B   B R   R  A A  W   W L
      BBBB  RRRR  O   O  SSS             BBBB  RRRR  AAAAA W W W L
      B   B R   R O   O     S  ..        B   B R   R A   A WW WW L
      BBBB  R   R  OOO  SSSS   ..        BBBB  R   R A   A W   W LLLLL

            FFFFF   A    QQQ             V   V 111         77777 55555
            F      A A  Q   Q            V   V   1             7 5    
            FFFFF AAAAA Q   Q            V   V   1             7 5555
            F     A   A Q  QQ             V V    1    ..       7     5
            F     A   A  QQQQ              V   11111  ..       7 5555

W---------------W      [spoiler]                                              W
|SPOILER WARNING|-------------------------------------------------------------|
W---------------W                                                             W

Okedoke, you've found yourself a complete (...well, it will be eventually) FAQ
on Super Smash Bros. Brawl. The fact is, because it's in-depth, you WILL see
spoilers. Turn away now if you want to find things out for yourself! It's not
my fault if you see something secret that you wanted to stay that way.

T-----------------T      [tbl o c]                                            T
|TABLE OF CONTENTS|-----------------------------------------------------------|
T-----------------T                                                           T

Note: To find a section quickly, do a Find operation (Ctrl+F/Option+F) and type
in the section's seven-digit square-brackets code (such as [tbl o c]).

Note 2: If I'm aware that a section is incomplete, it will be marked as such.
Also, whole sections listed in the Table Of Contents may not yet exist simply
because I haven't gotten there yet. I do have a life other than gaming, you
know!

W......Spoiler Warning................................................[spoiler]
T......Table of Contents..............................................[tbl o c]
V......Version History................................................[version]
1......Intro to Smash Bros. Brawl.....................................[intrdcn]
 a......SSB64 and Melee...............................................[64,SSBM]
 b......Controls......................................................[control]
 c......Moves and Maneuvers...........................................[maneuvr]
  i.....Standard Moves................................................[standrd]
  ii....Intermediate Maneuvers........................................[intrmdt]
  iii...Advanced Techniques...........................................[advance]
2......Characters.....................................................[ chars ]
 a......Mario.........................................................[char:Ma]
 b......Luigi.........................................................[char:Lg]
 c......Peach.........................................................[char:Pc]
 d......Bowser........................................................[char:Bw]
 e......Yoshi.........................................................[char:Ys]
 f......Wario.........................................................[char:Wa]
 g......Donkey Kong...................................................[char:DK]
 h......Diddy Kong....................................................[char:Di]
 i......Link..........................................................[char:Lk]
 j......Toon Link.....................................................[char:TL]
 k......Zelda.........................................................[char:Zd]
 l......Sheik.........................................................[char:Sh]
 m......Ganondorf.....................................................[char:Gn]
 n......Samus.........................................................[char:Sm]
 o......Zero Suit Samus...............................................[char:ZS]
 p......Kirby.........................................................[char:Kb]
 q......Meta Knight...................................................[char:MK]
 r......King Dedede...................................................[char:Dd]
 s......Fox...........................................................[char:Fx]
 t......Falco.........................................................[char:Fc]
 u......Wolf..........................................................[char:Wf]
 v......Pikachu.......................................................[char:Pk]
 w......Jigglypuff....................................................[char:Jp]
 x......Pokemon Trainer...............................................[char:PT]
  i.....Squirtle......................................................[char:Sq]
  ii....Ivysaur.......................................................[char:Iv]
  iii...Charizard.....................................................[char:Cz]
 y......Lucario.......................................................[char:Lc]
 z......Captain Falcon................................................[char:CF]
 aa.....Ness..........................................................[char:Ns]
 bb.....Lucas.........................................................[char:Lu]
 cc.....Ice Climbers..................................................[char:IC]
 dd.....Marth.........................................................[char:Mh]
 ee.....Ike...........................................................[char:Ik]
 ff.....Mr. Game & Watch..............................................[char:GW]
 gg.....Pit...........................................................[char:Pt]
 hh.....Olimar........................................................[char:Ol]
 ii.....R.O.B.........................................................[char:RB]
 jj.....Sonic.........................................................[char:Sn]
 kk.....Snake.........................................................[char:Sk]
3......Stages.........................................................[stages!]
 a......Battlefield...................................................[bttlfld]
 b......Final Destination.............................................[fnldstn]
 c......Mario Bros....................................................[mariobr]
 d......Mushroomy Kingdom.............................................[mushrmy]
 e......Mario Circuit.................................................[circuit]
 f......Rainbow Cruise (Past Stage)...................................[rnbwcrz]
 g......Luigi's Mansion...............................................[mansion]
 h......Delfino Plaza.................................................[delplaz]
 i......Yoshi's Island (Past Stage)...................................[yshipst]
 j......Yoshi's Island................................................[yisland]
 k......WarioWare.....................................................[wriowre]
 l......75m...........................................................[75meter]
 m......Jungle Japes (Past Stage).....................................[jngljps]
 n......Rumble Falls..................................................[rumblez]
 o......Hyrule Temple (Past Stage)....................................[htemple]
 p......Pirate Ship...................................................[wwocean]
 q......Bridge of Eldin...............................................[boeldin]
 r......Brinstar (Past Stage).........................................[brinstr]
 s......Norfair.......................................................[norfair]
 t......Frigate Orpheon...............................................[orpheon]
 u......Green Greens (Past Stage).....................................[grngrns]
 v......Battleship Halberd............................................[halberd]
 w......Corneria (Past Stage).........................................[cornria]
 x......Lylat Cruise..................................................[lylatcz]
 y......Pokemon Stadium (Past Stage)..................................[pkmnstd]
 z......Pokemon Stadium 2.............................................[pkmnst2]
 aa.....Spear Pillar..................................................[sprpllr]
 bb.....Big Blue (Past Stage).........................................[bigblue]
 cc.....Port Town Aero Dive...........................................[aerodiv]
 dd.....Onett (Past Stage)............................................[ onett ]
 ee.....New Pork City.................................................[newpork]
 ff.....The Summit....................................................[desumit]
 gg.....Castle Siege..................................................[cstlsge]
 hh.....Flat Zone 2...................................................[fltzon2]
 ii.....Skyworld......................................................[skywrld]
 jj.....Distant Planet................................................[displan]
 kk.....Green Hill Zone...............................................[grnhlzn]
 ll.....Shadow Moses Island...........................................[sdmoses]
 mm.....Smashville....................................................[smshvle]
 nn.....Hanenbow......................................................[elctrpk]
 oo.....PictoChat.....................................................[pictoct]
4......Items..........................................................[ items ]
 a......Carriers......................................................[carrier]
 b......Whackers......................................................[whacker]
 c......Shooters......................................................[shooter]
 d......Throwers......................................................[thrower]
 e......Status/Healing................................................[statush]
 f......Others........................................................[therest]
 g......Pokemon.......................................................[pokemon]
 h......Assist Trophies...............................................[assists]
 i......Collectables..................................................[collect]
5......Game Modes.....................................................[g modes]
 a......Classic.......................................................[classic]
 b......Adventure: Subspace Emissary..................................[sbspemy]
 c......All-Star......................................................[allstar]
 d......Events........................................................[events*]
  i.....Single-Player Events..........................................[1events]
  ii....Co-Op Events..................................................[2events]
 e......Stadium.......................................................[stadium]
  i.....Break the Targets.............................................[targets]
  ii....Multi-Man Brawl...............................................[multimn]
  iii...Home-Run Contest..............................................[homerun]
  iv....Boss Battles..................................................[bosses!]
 f......Multiplayer...................................................[versus!]
 g......Wi-Fi.........................................................[ wi-fi ]
6......Other Features.................................................[feature]
 a......Snapshots.....................................................[snpshot]
 b......Stage Builder.................................................[builder]
 c......The Vault.....................................................[ vault ]
  i.....Trophies......................................................[trophys]
  ii....Stickers......................................................[sticker]
  iii...Coin Launcher.................................................[coinlch]
 d......Options/Setup.................................................[options]
7......Contact Me.....................................................[e-mail!]
8......Contributors...................................................[contrib]
C......Copyright Stuff................................................[c-right]

V---------------V      [version]                                              V
|VERSION HISTORY|-------------------------------------------------------------|
V---------------V                                                             V

v1.00 (10/03/08): First version! Expect a lot of missing or incomplete
sections.

v1.10 (12/03/08): Re-ordered the characters to fit more with the official
order. Now, they're ordered by the Original 8 (Yoshi and Wario in with the
Marioverse), then the SSB64 unlockables, new franchises represented in SSBM,
new franchises in Brawl, and finally guest characters. Re-ordered the stages in
a similar way. Small errors fixed. Added the Contributors section because I
have some now.

v1.15 (13/03/08): Added the Special Traits section to each applicable
character. Also added some Pokes and ATs and some small things.

v1.20 (17/03/08): Added some stage descriptions and other stuff.

v1.30 (22/03/08): Added all Pokes and some ATs. General proofreading and error
correcting. Gave permission to GamesRadar/CheatPlanet to use the FAQ.

v1.45 (31/03/08): Added Mario's, Luigi's, and Peach's standard attacks. This
may take a while. Added some actual content to Classic. Added Events 1-14. (Why
did I stop there? I don't know.) General stuff added.

v1.55 (13/04/08): Added more stuff for Classic and some All-Star info. Added
all Events and some Subspace stuff. Added Bowser's moveset.

v1.75 (13/07/08): DELAY! I've been busy with the thing we call life (yes, it
sucks) so this update is a big sucker. Added the bunch of trivia that the DOJO
website put up as its final update. Added a crapload of Subspace stuff; I'm
actually playing through it again a writing a walkthrough. It won't be as in-
depth as a decicated SE FAQ, though. Added Yoshi's moveset. Various fixes.
Added some more stats to characters. If you sent something in during this
massive delay, I probably won't have e-mailed you a reply.

1--------------------------1      [intrdcn]                                   1
|INTRO TO SMASH BROS. BRAWL|--------------------------------------------------|
1--------------------------1                                                  1

So, you've gone to the store, pointed into the glass case, paid the money,
ripped off the plastic during the drive home, and are now just itching to get
into the fray, right? Have no fear, as I will divulge to you the (rather
simple) game controls, as well as your objectives and a little bit of history.
Are you ready? Well you better be.

A+++++++++++++++A      [64,SSBM]                                              A
+SSB64 AND MELEE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A+++++++++++++++A                                                             A

Back in the SNES days, an idea for a different kind of fighting game was thrown
around Nintendo. This game would be like a normal fighting game except that
instead of health bars, combatants would only be knocked out from being hit
outside the ring. But with the success of Super Mario Kart, a sports game using
previously-established characters (the Mario crew in this case), the game's
developers asked for permission to use various Nintendo characters. Also, the
game grew too complex for a SNES, so it was pushed back to the N64. In 1999,
Super Smash Bros. was released. Although a low-budget Japan-only title to begin
with, its massive popularity prompted a worldwide release, and it only grew
from there.

Obviously, the game was destined for a sequel. A mere two years later, it
happened. Super Smash Bros. Melee for GameCube was released in the late stages
of 2001, and it broke all records. Even today, it's the highest-selling
GameCube game of all time, and its graphics and sound quality have few rivals.

How could you top such a game? Blow it out of the water. So in early 2008,
Super Smash Bros. Brawl made its debut after over two or three years of hype,
fuss and bother. Does it top the two predeccessors? You decide.

B++++++++B      [control]                                                     B
+CONTROLS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
B++++++++B                                                                    B

It's not much fun owning a game if you don't know how to play it, right? Well,
here's a big table full of just that kind of information. Why a table, you ask?
Because SSBB supports four control schemes!

+------------+-------------+------------------+----------------+-------------+
|            |  GameCube   |Classic Controller|    Nunchuk     |   Wiimote   |
+------------+-------------+------------------+----------------+-------------+
|  Movement  |Control Stick|    Left Stick    | Control Stick  |    D-pad    |
+------------+-------------+------------------+----------------+-------------+
|   Attack   |      A      |        a         |       A        |      2      |
+------------+-------------+------------------+----------------+-------------+
|Smash Attack|  Stick + A  |    LStick + a    |   Stick + A    |D-pad + 1 + 2|
|Stick-Smash |   C-Stick   |      RStick      |     Waggle     |             |
+------------+-------------+------------------+----------------+-------------+
|Spec. Attack| (Stick +) B |   (LStick +) b   |  (Stick +) B   | (D-pad +) 1 |
+------------+-------------+------------------+----------------+-------------+
| Stick-Jump |Stick (tap ^)|  LStick (tap ^)  | Stick (tap ^)  |    D-up     |
|Button-Jump |   X or Y    |      x or y      |   C or D-up    |    D-up     |
+------------+-------------+------------------+----------------+-------------+
|Shield/Dodge|   L or R    |      l or r      |  Z or D-down   |      B      |
+------------+-------------+------------------+----------------+-------------+
| Grab/Throw |Z or (L/R)+A | z1/z2 or (l/r)+a | Z+A,D-side,A+B |    -,B+2    |
+------------+-------------+------------------+----------------+-------------+
|   Pause    |    Start    |        +         |       +        |      +      |
+------------+-------------+------------------+----------------+-------------+
|   Taunt    |    D-pad    |      D-pad       |      1,2       |      A      |
+------------+-------------+------------------+----------------+-------------+

Because the GameCube controller stays mostly unchanged from Melee, the rest of
the guide will assume its control. Just head back up here if you get confused.

Of course, knowing the controls is bunk unless you know your objective. Well,
Brawl is a fighting game, so you're trying to pulverize your enemies. Just
attacking them will do no good, however. As you're damaged, your damage
percentage rises. The higher it is, the farther you fly when you're hit. You
lose a stock when you fly off at such distance that you can't return to the
stage. Although the game type may differ, the point is the same: KO your
opponent before he KOs you!

C+++++++++++++++++++C      [maneuvr]                                          C
+MOVES AND MANEUVERS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C+++++++++++++++++++C                                                         C

Now you know what to do. You just don't know what happens. Fear not, here are
the explanations of all your abilities!

i~~~~~~~~~~~~~~i      [standrd]                                               i
$STANDARD MOVES$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
i~~~~~~~~~~~~~~i                                                              i

Standard Attack: Just attack. Fast, simple, weak.

Standard Combo: Just attack repeatedly, or hold the attack button down. There
are various combos: flurry of punches, array of kicks, or just the standard
attack repeated over again.

Tilt Attack: Hold a direction and attack. Three variations: forward tilt, up
tilt, and down tilt. Some f-tilts can be angled up or down.

Smash Attack: Tap in a direction and attack. Strong, usually slow. Most are
designed to KO. Three variations: forward smash, up smash, and down smash. Some
f-smashes can be angled up or down.

Dash Attack: Just attack while running.

Air Attack: Attack while in the air. Five different attacks are possible
depending on where the Stick is positioned: neutral, forward, back, up, and
down. Unlike ground attacks, you get different air attacks if you face the
other direction. Referred to as "nair", "fair", "bair", "uair", and "dair"
respectively.

Special Attack: Every character has four special attacks: neutral, side, up,
and down. Although everyone's are different, up-Bs usually are triple jumps.

Shield: Holding the shield button brings up a bubble that protects you from 
most attacks. Shields shrink over time, and shrink a lot when hit. When shields
shrink to nothing, they break and leave you stunned for a little while. Also,
enemies can hit your body parts that aren't covered by the shrinking shield
(this is called shieldstabbing). You cannot shield against grabs. In case
you're a Melee player, you should know that lightshieling (holding down the
Gamecube controller's L/R button partway down) is out because no other
controller has such analog buttons.

Grab: You can grab enemies and subsequently throw them. To throw, tap in the
direction you want to throw them in. You can't hold onto someone forever: the
lower someone's % is, the faster they escape grabs. You can also attack
(pummel) someone you're holding.

On The Edge: While you're hanging on the edge, you can do a few things: attack,
jump, climb, or drop. You will drop automatically after a little while, and you
get a second or two of invincibility when you first grab it. Only one person
can hang on the edge at once. Also note that all your edge moves change when
your damage percentage is 100% or higher (generally, they get slower).

Items: Pick up items with A (or whatever your standard attack button is). Some
items are used right away, such as healing items. Other items are meant to be
tossed at people, simply attack to throw. You can throw items in any direction
and at various speeds. If you're holding a clobbering item such as a Fan, your
standing attack, dash attack, f-tilt, and f-smash are all changed to accomodate
the item. Shooting items are used by attacking: you can walk and jump while
firing. To get rid of an item, throw it away with L/R (or whatever grab
button).

Heavy Items: Some items like Crates are too big to carry easily. When you're
holding one, you can only walk (slowly, depending on your character's strength)
and throw it. You can throw heavy items in any direction.

Final Smash: A super-powerful move that's only avaliable when you get a Smash
Ball (explained in the Items section). To use the Final Smash, simply do your
neutral special move. Some Final Smashes have additional controls, while others
are fire-and-forget.

Pity Final Smash: If you suck, the game gives you a free Final Smash. I think
you have to be KO'd three times in a row or something. Note that most Final
Smashes can't even KO you twice, so this isn't as unfair as it may seem. I
don't think it's possible for a character to drop a PFS, but I'm not really
sure.

Taunt: It's a taunt. Taunts don't affect the battle in any way (although they
could bug your opponents), they're just used for fun. Note that you can do
three different taunts: D-pad up (Nunchuk 1), D-pad down (Nunchuk 2), and D-pad
side (Nunchuk 1+2). You can choose your taunt with the Wiimote (taunt button A,
choose taunt with D-pad), but it's not easy.

Forced Fall: Not a technique, but something very important to know. After most
recovery moves (and certain special moves when used in the air), your character
can no longer do anything until they touch the ground or are hit (in which case
they can do their Up-B again, but not their double jump). You know you're in a
forced fall when you're flashing black.

Bubble Damage: Again, not a technique, but something you have to be aware of.
If you continuously stay off the screen (and are therefore in the magnifying
glass all the time), you'll get 1% damage a second. This is to prevent people
from staying far away all the time. Once you get to 150% damage, bubble damage
stops (for you).

ii~~~~~~~~~~~~~~~~~~~~ii      [intrmdt]                                      ii
$INTERMEDIATE MANEUVERS$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
ii~~~~~~~~~~~~~~~~~~~~ii                                                     ii

Breakfall/Tech: When you're tumbling, shield just before you hit the ground and
you'll roll to your feet. You can flip in place or roll sideways, depending on
your Stick position. You can also do this against walls and ceilings, but the
timing is harder and you can't roll. The game calls this a "ukemi" after the
martial arts technique, but expect SSB vetrans to give you a funny look if you
call it that.

Sidestep: While you're shielding, tap down and you'll do a sidestep dodge.
Short, but usually enough to offset quick attacks. Despite the animation, this
also works against attacks that come in from the foreground or background.

Airdodge: Shield in the air to do an airdodge. Unlike the previous game, you
can't airdodge in a certain direction: you simply dodge, continuing on your
current path. However, you can jump or attack after you airdodge. CPU players
love to airdodge after they get hit because it seems to reduce their momentum a
little.

Crawl: Certain characters can crawl (by moving while crouching). Crawling lets
you move towards someone shooting you, for example (if the shots go over your
crouched body).

Fastfall: Tap down when in the air to fall faster. You can't "slowfall", or
undo the fastfall before you hit the ground.

Footstool Jump: If you jump just as you come down on someone, you'll bounce
off their head while they are sent downwards. Can be used as a Meteor Smash,
but aren't very powerful. Can be done four times in one air trip with
decreasing height each time.

Glide: Characters with wings can glide once per air trip. Simply hold down the
jump button after a double jump to start gliding. You can aim up or down, but
if you aim too high or low, you stall. Attacking will also stop the glide.

Lifesteal: In a team stock match, if you lose all your lives yet a teammate of
yours has at least two left, you can press A+B (note that this is A and B
regardless of which control scheme you're using) to take one life from him/her.

Meteor Smash: Certain air attacks send the opponent downwards. These are called
Meteor Smashes.

Meteor Cancel: If you jump just after you're hit with a Meteor Smash, your
downwards momentum will instantly stop.

Out of Shield Jump: Just what it sounds like. However, you can only jump out of
your shield if you use the Control Stick(/D-pad on Wiimote). Because of the way
the game's programmed, this also allows you to do your up-smash or Up-B without
the potential lag of the shield-dropping animation.

Pivot Grab: Your grab range is massively increased if you dash, turn around,
and grab while you're turning. Because a pivot grab uses the standing grab
animation as opposed to the running grab animation, it's a boon for those with
extended grabs that are very slow and laggy while running (Yoshi, Lucas). The
timing has to be pretty exact.

Tether Recovery: Certain characters have grappling-hook type moves, such as
Link's Clawshot. They can grab onto the edge of the stage from a distance. Note
that they go for the edge, not the wall (and therefore fail if there is no
grabbable edge nearby). Some characters have Tether Recoveries as their Up-Bs.

Shorthop: If you let go of the jump button or release the Control Stick before
your character actually leaves the ground, they only jump half as high. While
this sounds bad, it allows you to do aerial attacks pretty close to the ground.
The game calls this the "small jump". No one else in the world does.

Swimming: Different characters can swim for different amounts of time. While in
the water, you can only move sideways and jump (this counts as your first jump,
you can double jump after leaving the water). The more damage you have, the
less time you have before you sink and get KO'd.

Tripping: You may have noticed that sometimes when you dash, you trip and fall
down. There's no easy way to cause tripping (except by running on ice, which
makes it more common) and it has no use whatsoever. Just something to watch out
for.

Walljump: Certain characters can jump off walls. To do this, just face the
wall, get right against it, and smash the Stick in the opposite direction. Can
be used repeatedly to "climb" vertical shafts, but each successive jump gets
less height. (Note that any character can walljump by holding Up while doing a
breakfall against a wall.)

Wallcling: Out of the characters that can walljump, some of them have the
ability to stick to walls for about two seconds before falling or jumping. Just
tap towards the wall to stick there.

iii~~~~~~~~~~~~~~~iii      [advance]                                        iii
$ADVANCED TECHNIQUES$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
iii~~~~~~~~~~~~~~~iii                                                       iii

Powershield: If you activate your shield the instant before you get hit, you'll
do a powershield. Powershielding blocks all attacks without using up shield
energy. A more technical definition of powershielding is this: shielding at the
time which causes your shield to appear overtop the incoming attack. The game
calls this a Perfect Shield for some reason. (Melee used Powershield. So
there.)

Tumble Recovery: You can tap left and right to stop yourself from tumbling in
the air. Not so useful now that airdodges can be used while tumbing and
therefore accomplish the same thing.

Eating While Reclining: For some completely unknown reason, you can eat food
while you're laying down.

Glancing Blow/Phantom Hit: It's a good thing this technique is hard to do:
moves that just barely reach the opponent will do half damage without even
causing the opponent to flinch. Indicated by a small yellow spark.

2----------2      [ chars ]                                                   2
|CHARACTERS|------------------------------------------------------------------|
2----------2                                                                  2

Obviously, the main focus of Smash Bros. is the variety of characters.

This is basically a list of each character's movesets, their costumes, their
taunts, and a small bio.

Each character has their own weight, fallspeed, and other statistics. For these
values, Mario is taken as the average (by definition).

Weight: How hard it is to knock the character away, and how far they will fly
when hit. Mario is 100%. Lighter characters will have a weight below 100%,
while heavier ones will be above 100%.

Fallspeed: How fast a character falls. Mario is 0.00. Characters that fall
faster will have a positive value, those that fall slower will have a negative
one.

Airspeed: How quickly a character can move sideways through the air. Mario is
100%. Characters that move faster through the air will have a number above
100%, slower ones will be below 100%.

For each move, I will indicate its damage and the trajectory of the opponent.
The trajectory is given in degrees: a 0 is horizontal, with a 90 being straight
up and a -90 being straight down. (Numbers such as 35b indicate that the
opponent flies past you instead of away from you.) This is mostly approximate.
(Trajectories were measured by setting a character to 999% in training mode.)

A format example from Mario's moveset:

Neutral: Punch/Punch/Kick (3%/2%/4%) (-/-/45)
F-Smash: Fire Smash (17%-23%) (30) (14%-19% if not sweetspotted)
Nair: Drop Kick (10%>) (35)
Fair: Meteor Punch (~13%) (35-80) (Meteor Smash if sweetspotted)
Dair: Mario Tornado (1%(x5)/7%) (-(x5)/75)

The neutral attacks does three hits of 3%, 2%, and 4% respectively with only
the third hit giving any considerable knockback (at a 45 degree angle). The
F-Smash does 17% when uncharged and 23% damage when fully charged (unless the
sweetspot is missed). The ">" symbol for the nair means that the attack stays
out after the initial burst. Such attacks cause the stated damage on the first
hit and cause less damage after that (depending on how long after the initial
"push" the hit is). And the fair's damage and trajectory are variable depending
on how the attack hits. (Meteor Smashes have a trajectory of -90 by definition,
but these statistics were recorded for grounded characters.) Sometimes you may
see a trajectory of (35,35b) which means that, depending on circumstances, you
may get either trajectory (with no inbetweens). Finally, the (x5) in the dair
means that the attack has more hits than I'm willing to type out, and they all
do the same damage and knockback (in this case 5 hits of 1% each).

If an attack has two seperate parts (such as most down smashes), they are
listed seperately.

One more note: If you use an attack repeatedly, the damage done goes down. Use
different attacks to reset the damage.

A+++++A      [char:Ma]                                                        A
+MARIO+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A+++++A                                                                       A

Full Name: Mario Mario
Smash Bros. Appearance: Third
Universe: Mushroom Kingdom

Ahh yes, Mario. The most recognizable character anywhere. The man who saved the
whole video gaming industry. If you think you can keep such a plumber out of a
game like Smash Bros., you're crazier than Fawful on a sugar high.

Entrance: He jumps out of a pipe.
Costumes: Red/blue (default), white/red (Fire Mario), blue/red (oldschool),
yellow/purple (Wario), black/white, green/orange
Taunts: Takes off his hat and spins around; grows and shrinks again; twirls in
the air

Weight: 100.0%, 17th heaviest
Fallspeed: 0.00, 15th slowest (Tied with Pit)
Airspeed: 100.0%, 18th fastest (Tied with Ness)
Can walljump

Standard Attacks:

Neutral: Punch/Punch/Kick (3%/2%/4%) (-/-/45)
F-Tilt: Power Kick (8%) (30)
U-Tilt: Uppercut (7%) (80b)
D-Tilt: Crouch Kick (5%) (80)
Dash: Slide Kick (9%) (70b)
U-Smash: Head Snap (14%-19%) (85)
D-Smash: Breakdance Kick (front) (15%-21%) (35)
                         (back) (12%-16%) (35)
F-Smash: Fire Smash (17%-23%) (30) (14%-19% if not sweetspotted)
Nair: Drop Kick (10%>) (35)
Fair: Meteor Punch (~13%) (35-80) (Meteor Smash if sweetspotted)
Bair: Rear Kick (12%) (35)
Uair: Flip Kick (11%) (45)
Dair: Mario Tornado (1%(x5)/7%) (-(x5)/75)
Pummel: Nosebutt (3%) (-)
F-Throw: Spin Chuck (9%) (60)
B-Throw: Spin Throw (12%) (60)
U-Throw: Vertical Hurl (8%) (90)
D-Throw: Ground Slam (6%) (85)

Special Moves:

Neutral: Fireball (5%) (-)

Mario's Fireball is his only projectile. The boiling ball bounces away from him
in the direction he's facing.

Side: Super Cape (8%) (-)

Use this to reflect projectiles and turn your opponents around. In theory, you
could use this to avoid taking any damage. Can be used to get some extra
horizontal distance on your recovery.

Up: Super Jump Punch (5%/1%(x4)/3%) (70)

With a bound, Mario soars upwards in a curved path. He can trap opponents in
the move and drag them up with him. Used as Mario's triple jump.

Down: FLUDD (0%) (-)

Originally the Mario Tornado, this is now a slightly garbage-like move. Mario
takes out his Flash Liquid Ultra Dousing Device (watergun backpack) and sprays
H2O at people. It does no damage, and the knockback isn't too great. You can
charge up your spray by holding down B, and you can even charge when shielding.
Because it doesn't cause flinching, you can use it to push recovering people
away from the stage without giving them back their triple jump. But there's
really no use for it other than that.

Final Smash: Mario Finale (2%-3% per hit) (0)

Also known as Mario Firestorm, Fire Whirl, and Flame Torrent. All of which
describe the attack better. Mario blows two spirals of fire out of his hands,
which spin and expand over the entire stage. Best used from the vertical middle
of the side of the stage. Causes tons of damage with little knockback, but can
easily drag people off the stage. Not effective on anyone standing behind you.

B+++++B      [char:Lg]                                                        B
+LUIGI+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
B+++++B                                                                       B

Full Name: Luigi Mario (that's why they're the "Mario Bros.")
Smash Bros. Appearance: Third
Universe: Mushroom Kingdom

The green machine is back for another installment of being able to beat the
daylights out of his older bro. Although known as the "eternal understudy",
Luigi has two things Mario doesn't: less body fat, and a real personality. He
drinks coffee. He's scared of ghosts. He's timid and jittery. Also, his taunts
are a racket.

Entrance: Jumps out of a pipe.
Costumes: Green/blue (default), yellow/blue, pink/red, aqua/blue, white/green
(Fire Luigi), purple/black (Waluigi)
Taunts: Scuffs his heel (this does 2% damage and sends the opponent upwards!);
does a faceplant; goes through 5 poses with no animation

Weight: 99.5%, 18th heaviest
Fallspeed: -0.32, 7th slowest (Tied with R.O.B.)
Airspeed: 78.4%, 2nd slowest
Can crawl

Special Traits: Luigi has a lack of traction, so he tends to slide around a
lot.

Standard Attacks:

Neutral: Punch/Punch/Butt (3%/2%/5%) (-/-/35)
F-Tilt: Power Kick (10%) (35)
U-Tilt: Upper Swipe (9%) (80b)
D-Tilt: Crouch Kick (9%) (90)
Dash: Frenzy Punches (1%(x6)/2%) (35(x6)/35)
U-Smash: Head Snap (15%-21%) (60b)
D-Smash: Breakdance Kick (front) (16%-22%) (60b)
                         (back) (16%-22%) (75)
F-Smash: Palm Poke (14%-19%) (60)
Nair: Drop Kick (14%>) (90)
Fair: Karate Chop (10%) (35)
Bair: Rear Kick (12%) (35)
Uair: Flip Kick (13%) (70,70b)
Dair: Drill Kick (11%) (35,35b)
Pummel: Nosebutt (3%) (-)
F-Throw: Spin Chuck (9%) (60)
B-Throw: Spin Throw (12%) (45)
U-Throw: Vertical Hurl (8%) (90)
D-Throw: Ground Slam (6%) (85)

Special Moves:

Neutral: Green Fireball (6%) (-)

Unlike Mario's Fireball, Luigi's is not affected by gravity. Other than that,
it's virtually identical.

Side: Green Missile (5%-26%) (35)

Hold down B to wind up energy. Let go to launch yourself sideways, with
distance and damage depending on how long you charged. Simple, right? Well,
there's a 1 in 8 chance that Luigi will misfire, automatically causing maximum
damage. This can be used for recovering horizontally, but watch out for SD'ing.

Up: Fire Jump Punch (25% on ground, 20% in air) (90) (1% if not sweetspotted)

Normally, when you hit someone which this move, you deal 1% damage with no
knockback. However, if they're right in your face as you press the button,
they'll be sent rocketing upwards in flames. This sweetspot has much more power
when used on the ground. As a recovery move, it only goes straight up, so you
need to use the Green Missile to make up horizontal distance first.

Down: Luigi Cyclone (2%) (15,15b,90)

Luigi spins around haphazardly, dealing a solid blow to people in his way.
While twirling on the ground, you can move sideways quite a bit. Mash the B
button during the move to rise up a fair bit - this trick can only be used once
per aerial trip. The final hit sends people upwards, but it's not good at
comboing.

Final Smash: Negative Zone (0%) (-)

What the...Luigi dances around like a drunken hobo, causing a large circle to
open up around him. This is the Negative Zone - opponents caught in it suffer
a variety of negative status effects, including but not limited to:

Attack power drop
Weight drop
Slower movement
Icy traction
Sleep
Flower
Dizziness
Uncontrollable taunting
Steady damage
Timeslow

With all this bad stuff going on, Luigi (once he's stopped dancing) has an easy
time waltzing up to people and pegging 'em with the Fire Jump Punch.

C+++++C      [char:Pc]                                                        C
+PEACH+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C+++++C                                                                       C

Full Name: Princess Peach Toadstool
Smash Bros. Appearance: Second
Universe: Mushroom Kingdom

The princess of the Mushroom Kingdom is by no means a pushover. Sure, Peach
gets kidnapped by Bowser a lot, but without the universal limits of someone in
her position, she can really dish out some pain. Who needs a plumber when
you've got a frying pan?

Entrance: Appears in some...pink hearty cloud. Yeah.
Costumes: Pink (default), yellow (Daisy), red, blue, green, white
Taunts: Spins and waggles her finger; dances a little; poses with umbrella

Weight: 96.0%, 14th lighest
Fallspeed: -0.37, 6th slowest
Airspeed: 93.8%, 16th slowest (Tied with Pikachu)

Special Traits: Peach can float (once per air trip) by holding down the jump
button for a few seconds. She can attack while floating.

Neutral: Slap/Slap (3%/3%) (-/45)
F-Tilt: Split Kick (13%) (90)
U-Tilt: Heart Stab (13%) (60)
D-Tilt: Ground Swipe (10%) (90)
Dash: Dash Push (4%/4%) (35/75)
U-Smash: Twirl Poke (15%-21%) (90)
D-Smash: Dress Spin (5% per hit-6% per hit) (35b)
F-Smash: Bludgeon (frying pan) (18%-25%) (80)
                  (tennis racket) (12-16%) (35)
                  (golf club) (15%-21%) (40)
Nair: Twirl (13%>) (40)
Fair: Crown Smack (15%) (40)
Bair: Butt Bump (14%) (40)
Uair: Upper Kick (13%) (85b)
Dair: Stomp Kicks (3%(x3)/5%) (75(x3)/75)
Pummel: Low Kick (2%) (-)
F-Throw: Big Slap (2%/8%) (-/45)
B-Throw: Butt Blast (2%/9%) (-/40)
U-Throw: Push Up (2%/6%) (-/90)
D-Throw: Butt Slam (0%/7%) (-/80b)

Special Moves:

Neutral: Toad (counterattack, 3% per hit) (45)

Peach pulls out Toad for a few seconds, holding him in front of her. Any attack
that hits the mushroom guy will be nullified, and spores will fly outwards as a
counterattack.

Side: Peach Bomber (15%) (20)

Use this move and Peach will fly sideways butt first, causing an explosion upon
contacting something. Unfortunately, the explosion is made of "pink", it's not
a real explosion like the last game.

Up: Parasol (5% on first hit, 1% after that on rise, 4% when umbrella opens, 3%
during descent) (-,-,75,85)

Causes Peach to fly upwards, poking dudes in the way with her umbrella. After
the height of the jump, it opens and Peach starts floating down slowly. You can
close and reopen the parasol (by Control Stick'ing up and down) to change your
falling speed, as well as glide pretty far with it open.

Down: Vegetable (varies) (20)

With a pook, Peach pulls a turnip out of the ground. They're weak and designed
to be annoying more than anything, but they can be thrown repeatedly and
quickly. Other people can catch them easily. And the face on the turnip
dictates the damage it does. (They're items, so a harder throw equals more
damage. The percentages up there are smash throws.) Watch for the Stichface: it
only shows up 1/58 of the time, and it will probably KO someone. Peach can also
pull Beamswords or Bob-ombs, but they're extremely rare.

Final Smash: Peach Blossom (0%,20%,40%) (-)

This Final Smash is really quite peaceful. Peach dances around and anyone in 
range goes off to dream land. Of course, like any other sleep move, you can
only succumb when grounded - if you're in the air, you're safe. Also, the
closer you are to Peach, the longer you snore - and if you're too close, you
could sustain some serious damage before you doze off! Even if not one person
dozes off, dozen of peaches rain down! At 5% a pop, Peach can dart around and
eat 'em all before the enemies realize it. Oh, and you can whack people around
if you want, too.

D++++++D      [char:Bw]                                                       D
+BOWSER++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
D++++++D                                                                      D

Full Name: King Bowser Koopa
Smash Bros. Appearance: Second
Universe: Mushroom Kingdom

He's the big bad bully of Nintendo world, and he knows it. Bowser's large and
in charge, at least until Mario comes in and screws the whole thing up. Why
does he always have to ruin all those cool evil plans? Surely they're used to
Bowser kidnapping the princess by now. It's just what he does.

Entrance: He walks out of the flames!
Costumes: Green/yellow (default), black/red, red/yellow, blue/green,
gold/black, bronze-like
Taunts: Gnashes his teeth; roars in an "I'm cool" sort of way; acts like he's
teetering on the edge

Weight: 111.1%, 1st heaviest
Fallspeed: 0.91, 7th fastest (Tied with Ganondorf)
Airspeed: 113.0%, 8th fastest (Tied with Lucas)
Can crawl

Standard Attacks:

Neutral: Double Claw (5%/5%) (-/40)
F-Tilt: Backhand Knuckle (11%) (40)
U-Tilt: Vertical Claw (12%) (80b)
D-Tilt: Claw Trip (14%/11%) (40/40)
Dash: Body Slam (11%) (85)
U-Smash: Shell Slam (front) (15%-21%) (75)
                    (top/back) (20%-28%) (90)
D-Smash: Shell Blender (2%(x6)/9%-2%(x6)/12%) (30b(x6)/75)
F-Smash: Shoulder Lunge (23%-32%) (40) (10%-14% if not sweetspotted)
Nair: Shell Spin (13%,9%) (40)
Fair: Air Claw (13%) (40)
Bair: Shell Bulge (15%>) (40)
Uair: Upper Headbutt (17%) (85)
Dair: Inverted Spin (3% per hit, 6 hits?) (35) (Meteor Smash if sweetspotted)
Pummel: Headbutt (3%) (-)
F-Throw: Big Heave (10%) (45)
B-Throw: Big Hurl (10%) (50)
U-Throw: Spike Slice (1%(x8)/2%) (-(x8)/90) (set knockback)
D-Throw: Flatten (12%) (45)

Special Moves:

Neutral: Fire Breath (2% or 1% per hit)

Hold B to roast anything in yer face. Use it too much and its range will shrink
badly. New to Brawl, Bowser can aim the flames up or down, potentially dragging
people around.

Side: Flying Slam (aka Koopa Klaw) (18%) (60)

Bowser slashes forwards, hurting people that are at a good distance and
grabbing those who are too close. Once grabbed, Bowser does a massive jump and
suplex, flattening the enemy on impact. You can fully control BOwser's
horizontal movement during the leap; it's a good way to get a cheap KO if
you're up by a stock (since they die first). However, the opponent can also
influence Bowser's flight. The less damage one of the involved characters has,
the more control they have over the move. So, even though you can get a cheap
KO, you can't get a cheap KO just because you're at 152% and they're at 9%.

Up: Whirling Fortress (11%> on ground, 10%> in air) (75-90)

A full-body shell spin. It has pretty much no startup time and hits in all
directions. When used on the ground, it does one big hit and you can move
sideways while spinning (its damage goes down as the move progresses). In the
air, it combo-hits. As a recovery move, it's mostly horizontal.

Down: Bowser Bomb (20%, initial hit 4%) (80, initial hit -)

Bowser leaps upwards at a funny angle (unless he's in the air already) and
comes crashing down, doing guess-how-much-damage to anyone below. Both the
startup time and ending lag are slow, but you can grab the edge on your way
down. If someone's in Bowser's face when he jumps upwards, they get dragged
into the air with him (and are then subjected to the rest of the move).

Final Smash: Giga Transformation

Anyone who's played SSBM will know where this one came from. In a flash of
light, Bowser turns into...Giga Bowser! He's massive! In fact, he has infinite
knockback resistance (although he can still get damaged). Feel free to use any
of your Giga-fied moves on the chickens around you before you revert. Every
move in your arsenal has gotten a nice damage increase, and most of them have
elemental side-effects as well (such as freezing people).

E+++++E      [char:Ys]                                                        E
+YOSHI+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
E+++++E                                                                       E

Full Name: Yoshi
Smash Bros. Appearance: Third
Universe: Mushroom Kingdom (Yoshi subdivision)

Part dragon, part dinosaur, Yoshi is the cute yet painful Smasher hailing from
Yoshi's Island. He began stardom on the SNES in Super Mario World, and his
fanbase exploded with the game's sequel. Ready to see what the dude can do?

Entrance: He pops out of an egg.
Costumes: Green (default), red, blue, yellow, light blue, pink
Taunts: Spins around low to the ground; waves his hands up and down; prances
around

Weight: 104.5%, 8th heaviest (Tied with Wario)
Fallspeed: -0.05, 14th slowest
Airspeed: 138.4%, 1st fastest
Can crawl

Special Traits: Yoshi's double jump gives him knockback resistance. Also, he
has the only extended grab in the game that cannot be used as a Tether
Recovery and is the only "big eater" that cannot eat items. Finally, his shield
is an egg instead of a bubble: instead of shrinking, it turns darker. The egg
allows Yoshi protection from shieldstabbing but leaves him unable to jump out
of his shield.

Standard Attacks:

Neutral: Double Kick (3%/6%) (45/40)
F-Tilt: Tail Swat (9%) (85,45)
U-Tilt: Tail Flip (11%) (85b)
D-Tilt: Tail Trip (10%) (35)
Dash: Head Ram (9%) (40)
U-Smash: Nasal Crush (16%-22%) (80)
D-Smash: Tail Sweep (front) (14%-19%) (30)
                    (back) (13%-18%) (30)
F-Smash: Noggin Flail (16%-22%) (35)
Nair: Drop Kick (12%>) (35)
Fair: Nose Pound (15%) (90) (Meteor Smash if sweetspotted)
Bair: Tail Wag (4%/3%/3%/4%) (60/60/60/60)
Uair: Vertical Sweep (13%) (90)
Dair: Foot Flurry (3% or 2% per hit, 14 hits) (90) (Meteor Smash if
sweetspotted)
Pummel: Chew (2%) (-)
F-Throw: Spit (7%) (45)
B-Throw: Spin and Spit (7%) (45)
U-Throw: Spit Up (5%) (90)
D-Throw: Spit Down (4%) (85)

Special Moves:

Neutral: Egg Lay (7%) (-)

Press B to eat the dude in front of you. He pops out as an egg. Egg'd people
take half damage and are trapped until they escape (which is faster for those
who struggle). Can be used for cheap KOs, but only against the people who don't
know that they can control the egg's aerial horizontal movement.

Side: Egg Roll (9%-12%) (85)

Yoshi pops into an egg and starts rumbling around. Although a little hard to
control (read: watch the edge), it does some good damage and is pretty fast.
You don't do damage while turning around. Although this move was near useless
in SSBM, its priority has been buffed a whole ton. It can even cancel out a
Falcon Punch!

Up: Egg Throw (8%) (75)

A unique projectile. Yoshi grabs an eggs a throws it upwards. Exactly where the
egg blows up is entirely dependant on where the Control Stick is when he tosses
it: you can make the range longer, shorter, change the height, throw them
slightly behind you...it's very variable and versatile. Plus, it gives Yoshi a
slight aerial boost (which can be used five or so times).

Down: Ground Pound (the game calls it Yoshi Bomb, the rest of the universe
doesn't) (4%/15%, stars do 4%) (-/80, stars are 45)

Yoshi jumps into the air (if he's not airborne already) and slams downwards.
Anything between the drop point and the ground below is bashed. When Yoshi hits
the ground, stars pop out either side of the impact site. These stars have
extremely high priority and therefore prevent counterattacks while Yoshi gets
up. Yoshi can also knock people upwards at the start of the move (similar to
Bowser) if he starts it on the ground.

Final Smash: Super Dragon (8% for ram, 17% for fireball, 6% per hit for fire
breath) (40 for ram, 70 for fireball, 40 for fire breath)

And the rash of stupid naming continues. Really, Yoshi's only 19% dragon. Who
cares, because a Smash Ball will let him behave like one. First, he grows wings
which give him free movement. Then he starts spewing fire everywhere. Press B
to belch a massive magma ball, while hanging around for a moment will spew a
stream of fire. Even touching him causes some damage.

F+++++F      [char:Wa]                                                        F
+WARIO+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
F+++++F                                                                       F

***SECTION INCOMPLETE***

Full Name: Wario
Smash Bros. Appearance: First
Universe: Mushroom Kingdom (Wario subdivision)

It's-a him, Wario! The round mound of pound has made himself famous with his
five secs-a-pop minigame collections and his angry intentions towards his light
side counterpart, Mario. Now he's in Smash Bros, ready to really throw his
weight around.

Entrance: Rinds his bike in.
Costumes: Yellow/blue/pink (default)
Alternate costume set (Overalls Wario): Yellow/purple (default), red/blue,
light blue/pink, green/brown, white/purple
Taunts: Three-finger "W" salute; shakes his butt at the camera; plays with his
jaw

Weight: 104.5%, 8th heaviest (Tied with Yoshi)
Fallspeed: 0.30, 17th fastest
Airspeed: 127.1%, 3rd fastest
Can crawl

Special Moves:

Neutral: Chomp

Wario opens his mouth and eats whatever's in front of him. If it's an enemy, he
chews a few times and then spits him out. If it's a projectile, then it stays
in his mouth until he either spits it out (press B) or he swallows it. This
move can also eat items (explosives will hurt).

Side: Wario Bike

VROOM! Wario hops on his road hog and starts zooming around, running people 
over. Use the Stick to steer, press back to do a wheelie, and use A to jump
off. (You can even taunt while riding.) It's not that simple once you get off
the motorcycle, however: people can pick it up and throw it around! You can
only use the move when you're close to it, or it falls off the screen or gets
broken (and the pieces can be thrown around). It's also possible to ride a
motorbike that "belongs" to another Wario. Or you could eat it to make things
easier.

Up: Corkscrew

A standard helicopter-type recovery move. The difference is that Wario gets
quite a bit of vertical distance with it, as opposed to most other heavies that
get mostly horizontal. You can input a bit extra sideways movement if you're
quick with the stick at the beginning.

Down: Wario Waft

A fart attack. Need I say more? Actually, yes. Use this repeatedly and you'll
produce a pitiful little poot that will do a total of 0% damage and knock the
opponent down. Wait a little while and it'll do some damage. If you can wait a
full two minutes (approx.), Wario will flash brown as a signal of destruction.
Using the move when fully charged causes Wario to fly upwards about two Yoshi
double jumps high and blowing away anyone nearby.

Final Smash: Wario-Man

This is a transformation FS, turning Wario into Wario-Man! Just like Giga
Bowser, his moveset gets increased power and priority. Some of his air moves
even cause him to fly! (Unlike Giga Bowser, you're completely invincible.) The
main thing with Wario-Man is his supreme speed. His attacks come out at least
twice as fast, and using the Wario Bike will likely result in an SD.

G+++++++++++G      [char:DK]                                                  G
+DONKEY KONG+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
G+++++++++++G                                                                 G

***SECTION INCOMPLETE***

Full Name: Donkey Kong
Smash Bros. Appearance: Third
Universe: Mushroom Kingdom (Jungle offshoot)

DK! Donkey Kong! ... Okay, that's enough of the DK Rap. But it's true - he's
bigger, faster, and stronger in this game than the last two. This ape's been on
friendly terms with the Mushroom Kingdom peoples for a while, but every now and
then he really needs to vent, yaknow?

Entrance: He pops out of a barrel.
Costumes: Brown (default), red, blue, green, white
Taunts: Beats his chest; shakes his fur around; looks to the camera and poses
"I didn't do it!"

Weight: 109.1%, 2nd heaviest
Fallspeed: 0.20, 20th slowest/20th fastest
Airspeed: 115.1%, 6th fastest (Tied with Sonic)

Special Traits: DK is able to run and jump while carrying a crate or something.

Special Moves:

Neutral: Giant Punch

Press B to start winding up a huge haymaker. If you want to release the guff
early, press B again. If you want to pause and resume charging later, shield.
Your charge will being where it left off. Once you're fully charged, jump in
and press B to unleash the power. DK's head will smoke when he's fully charged.
Avoid getting hit while charging - your charge will be reset to zero. Note
this: if the incoming punch is fully charged (as in, fully charged and being
released), DK can't be flinched.


Side: Headbutt

DK uses his head (for once) and pounds people into the ground. While they're in
the dirt you get a free hit. Obviously, this move doesn't work properly when
used in the air - it becomes a Meteor Smash instead.

Up: Spinning Kong

Spins you around a few times. As a recovery move it gets pretty good horizontal
distance but not much vertical. As an attack - well it doesn't do jack, really.
Decent power but not anything exceptional.

Down: Hand Slap

Press down and start mashin' B to quake any dudes on the ground nearby. You
can't use this move in the air (no duh), and you're projectile bait when using
it, but it really puts the hurt on anyone in yer face.





Final Smash: Konga Beat

DK grabs his Bongos and starts playin'. Music waves will damage nearby foes.
You can go ahead and pound, but your range increases greatly (it can even cover
the stage) if you match the beat of the music that comes with the move by
pressing A. Clarification: Even though you may want to press A to the MUSIC,
you have to match the BEAT. Even if the range is ick, you're invincible.
Although you're also immovable, so don't try this on a scrolling stage. Its
real power is as an edgeguard: no one can stay in the air long enough to avoid
the whole attack.

H++++++++++H      [char:Di]                                                   H
+DIDDY KONG++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
H++++++++++H                                                                  H

***SECTION INCOMPLETE***

Full Name: Diddy Kong
Smash Bros. Appearance: First
Universe: Mushroom Kindom (Jungle offshoot)

Forget that crap about being DK's nephew, ok? Diddy is a monkey. DK's an ape.
Not possible! But then again, Diddy's pretty impossible himself. He's pretty
popular with his crazy antics and funky moves. Just watch the bananas fly!

Entrance: He pops out of a barrel too.
Costumes: Red (default)
Taunts: Does a pose and shakes his head; dances around and claps his hands;
flips hat onto head

Weight: 97.5%, 17th lightest
Fallspeed: 0.55, 10th fastest
Airspeed: 85.6%, 7th slowest
Can walljump and wallcling
Can crawl

Special Moves:

Neutral: Peanut Popgun

It's a gun. It shoots peanuts. What else do you need to know? Well, I guess
that the longer you charge, the farther and flatter (trajectory) the peanuts
fly. But don't charge it up too much, or you'll blow your gun up. Even then,
people can grab slow peanuts right out of the air. But hey, sometimes you can
eat the peanuts once they hit something! (They're hard to see.)

Side: Monkey Flip

Diddy jumps forward and latches onto someone's face. He then gives 'em some
guff and jumps off. Since it's a grab attack, it ignores shields. If you press
B again before he grabs, he launches into a kick instead of a grab while he
keeps moving sideways. Can be used as a horizontal recovery somewhat, although
you can't use it twice without landing.

Up: Rocketbarrel Boost

Diddy puts on a barrel backpack and flies skyward. Not too far, and only
straight up. Don't worry, though. If you charge up before releasing, then you
can both choose your launch angle and fly higher! Just watch out for attackers,
they might knock the barrels off you. Good thing the knocked-off barrels have a
chance of flying through the air and nailing 'em.

Down: Banana Peel

Diddy throws a banana peel on the ground. That is all. You can only have 2
peels out at once.

Final Smash: Rocketbarrel Barrage

At first, it's hard to control this high-octane attack. You fly around with
your barrels, shooting explosive peanuts in the direction opposite the way
you're going. At the end, the barrels blow up. Once you learn to control your
flight and shooting at the same time, you've got an attack that's very hard to
avoid. Oh, and you can still eat the peanuts (much more common than usual).

I++++I      [char:Lk]                                                         I
+LINK++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
I++++I                                                                        I

***SECTION INCOMPLETE***

Full Name: Link
Smash Bros. Appearance: Third
Universe: Hyrule

It's good ol' Link. This incarnation is the Hero of Twilight. He beats stuff up
a lot, so he's a good choice for battle. This Triforce-toting tunic guy can
really deal some ouchies with the Master Sword.

Entrance: Appears in a whirlwind. Warp Whistle?
Costumes: Green (default), red, blue, Dark Link
Taunts: Twirls and sheaths his sword; releases a fairy; dumb-looking pose (N64)

Weight: 103.0%, 12th heaviest (Tied with C. Falcon)
Fallspeed: 0.46, 12th fastest
Airspeed: 83.9%, 6th slowest

Special Traits: Link's shield protects him from projectiles if it happens to be
in line when he's standing still or crouching.

Special Moves:

Neutral: Hero's Bow

Link grabs his bow and fires an arrow. It's fast. The longer you hold down the
button, the farther the arrow flies. Pretty simple. If you want, you can hold
the arrow in place forever while you wait for an opening.

Side: Gale Boomerang

It's the 'Rang! Link chucks the item sideways (maybe with some up/down,
depending on your Stick position) and it flies out and back. It does some
damage and also tries to pull opponents with it. Obviously, lighter characters
are more subject to the wind.

Up: Spin Attack

Link spins in a circle and smites anything in range. In the air, you get some
wobble and height, as well as a different hit pattern: instead of one big hit,
it becomes a bunch of small ones with a finisher. It can also be charged
(ground only).

Down: Bomb

Link pulls out a bomb. It's lit, so chuck it. It can be caught and thrown
around, but it will blow up. Don't let it blow up while you're still holding
it. Cause that would stink.

Extended Grab: Clawshot

The ultra-cool Clawshot is used to grasp people and pull them into your face.
It's not just a grab, as it also allows tether recoveries.

Final Smash: Triforce Slash

Link points the Triforce mark on his hand towards the opponent. If there's
anyone in that horizontal line of sight, they're trapped in a Triforce. Link
proceeds to rush over and smack the crap out of them, concluding with a massive
finisher. Almost an instant KO when used towards the edge of the stage. Because
of Link's dash, this can even save you when you're off the stage. Oh yeah, if
there's no one in your line of sight (or they're out of range) when you press
da button, the attack fails. As do you.

J+++++++++J      [char:TL]                                                    J
+TOON LINK+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
J+++++++++J                                                                   J

***SECTION INCOMPLETE***

Full Name: Link (the "Toon" is a distinguisher)
Smash Bros. Appearance: First
Universe: Hyrule

Dumb name, I know. Anyway, this is the Link who's the Hero of Winds. His first
heroic escapade involved sailing the 49 seas and saving that darn Zelda. Next
he found fame in the Minish Cap, and then he played around with the Phantom
Hourglass. (Does 4SA count? Didn't think so.) Technically, he's just Young Link
in a different time period. With a bigger head. And a fear of water.

Entrance: Appears in a bomb explosion.
Costumes: Green (default), red, blue, purple, black (Dark Link), green/yellow/
brown (original Zelda colours)
Taunts: Twirls the Wind Waker around; makes random sword slashes; sheaths sword
and looks around

Weight: 97.0%, 15th lightest (Tied with Ice Climbers)
Fallspeed: -0.16, 11th slowest (Tied with Ivysaur)
Airspeed: 96.9%, 18th slowest (Tied with Ike)
Can walljump

Special Traits: Like Link, Toon Link's shield can block projectiles while
standing or crouching.

Special Moves:

Neutral: Hero's Bow

By the way, Toon Link is a clone of Link. So he has the same special moves.
Although his arrows travel a lot slower.

Side: Boomerang

TL's 'Rang doesn't have wind power, so it doesn't pull people in on the
backswing.

Up: Spin Attack

Like Young Link from SSBM, using this on the ground hits people a bunch of
times like a blender.

Down: Bomb

You may have noticed I haven't explained TL much. Do I really need to? He's
just a clone, after all. At least they kept the toon art style with the
explosions.

Final Smash: Triforce Slash

It's the same. End.

K+++++K      [char:Zd]                                                        K
+ZELDA+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
K+++++K                                                                       K

***SECTION INCOMPLETE***

Full Name: Princess Zelda
Smash Bros. Appearance: Second
Universe: Hyrule

Despite the series being named after her, Zelda doesn't show up very often.
Usually it's at the end whien Link saves her, or you meet her in the middle
or in disguise before she's captured. She's playable even less often. But by no
means does that imply that she's unplayable!

Entrance: Some magical warp. What did you expect?
Costumes: Purple (default), pink/blonde (OoT), deep red, black/white
Taunts: Plays with fire; makes sparks above; waves to dudes in front of her

Weight: 93.5%, 11th lightest (Tied with Sheik)
Fallspeed: -0.26, 9th slowest
Airspeed: 103.4%, 15th fastest

Special Moves:

Neutral: Nayru's Love

Press B to create a crystal around Zelda. The crystal then breaks and flings
shards around, hurting nearby dudes. This all happens in about a second. Also,
both the crystal and its shards reflect projectiles. Unlike other reflectors,
you can't hold this one in place, so timing is crucial.

Side: Din's Fire

A ball of incindiary magic travels sideways as you hold B. It does no damage
until you let go of the button, at which point it explodes. You can direct it
up or down, but you can't make it go faster or slower. For some reason, this
causes a forced fall once complete. Probably because using it in the air allows
you to fall slower.

Up: Farore's Wind

A teleportation-type recovery move. Zelda vanishes and reappears quite a long
way away in the direction the Control Stick was pointed. The move can't travel
through anything you can't travel through normally. You can damage people if
they're touching you when you activate the move (and when you reappear), but
never use it for that purpose.

Down: Transform

This makes Zelda turn into Sheik. More on that later. The actual transformation
takes about four seconds (or however long it takes for the Wii to load Sheik),
and you can't be hit during the middle (although people can tap you at the
start to cancel it, or charge up a big one for the end and punish you).

Final Smash: Light Arrow

SMITE! Zelda pulls out a bow, aims, and shishkabobs everything in her line of
sight. This is one of the few "pierce" attacks, as in it will pierce your
shield. Speaking of piercing, walls are no obstacle, and the attack's range is
seemingly infinite. Also, when it hits someone, the camera zooms in on them one
at a time for maximum pain humiliation. Note that the attack weakens as it hits
more people.

L+++++L      [char:Sh]                                                        L
+SHEIK+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L+++++L                                                                       L

***SECTION INCOMPLETE***

Full Name: Sheik
Smash Bros. Appearance: Second
Universe: Hyrule

Sheik was an unknown in the story of Ocarina of Time. He was a Sheikiah who
taught Link warp songs, made stereotypical monologues, and vanished in various
ways once his work there was done. Near the end of the game, Sheik was revealed
to not only be female, but to be Zelda in disguise. She was a pretty big fan
favorite after that.

Entrance: Some magical warp.
Costumes: Blue (default), black
Taunts: Makes a silly pose (SSBM); plays with chain; does a one-armed handstand

Weight: 93.5%, 11th lightest (Tied with Zelda)
Fallspeed: 2.21, 2nd fastest
Airspeed: 88.0%, 9th slowest
Can walljump and wallcling
Can crawl

Special Moves:

Neutral: Needle Storm

Press B to load up sum needlez. Press it again to let fly, stinging anyone in
front of you. If you're in the air, the spindles fly down at a 45 degree angle
instead. You can prep five needles at once, and if you save up that many it'll
automatically save the charge for later.

Side: Chain

A metal whip flies sideways. Use the Stick to waggle it around. Let go of B to
reel it in and finish the move. It's useful as an edgeguard because it has
decent priority, but it's not too good otherwise. Can be used as a Tether
Recovery, but since Sheik doesn't need to, it's more of a novelty.

Up: Vanish

Just like Zelda, Sheik's recovery is a teleportaion move. Sheik uses a smoke
bomb and reappears further up (or whatever direction you're pointing). There
are two main differences between the two Up-Bs: Shiek's does more damage at the
start, and it doesn't go as far.

Down: Transform

Turns you back into Zelda. See Zelda's Transform for specifics.

Final Smash: Light Arrow

I'm not really sure why, but Sheik shares the same Final Smash as Zelda.
They're not completely the same though; Sheik KOs people in a different
direction (that is, horizontal). Because of this, Sheik's Light Arrow is
deadlier when there's a clear path to the edge, with the tradeoff being the
lack of ability to avoid walls that may be in the way.

M+++++++++M      [char:Gn]                                                    M
+GANONDORF+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
M+++++++++M                                                                   M

***SECTION INCOMPLETE***

Full Name: Ganondorf Dragmire (don't ask)
Smash Bros. Apperance: Second
Universe: Hyrule

Ganondorf is the self-proclaimed King of Evil. He spends his days wandering
around in eternal punishment, concocting new plans to conquer Hyrule (and
escape said eternal punishment). Also, he can use the Triforce of Power to turn
into a big pig. 'Nuff said? Yeah.

Entrance: Some dark energy portal.
Costumes: Black (default), black/white hair
Taunts: Punches a fist into the other hand; spins around and laughs; shows off
sword

Weight: 105.6%, 6th heaviest
Fallspeed: 0.91, 7th fastest (Tied with Bowser)
Airspeed: 89.7%, 11th slowest

Special Moves:

Neutral: Warlock Punch

G-dorf loads up a big one and nukes those in his face. Kinda like the good ole
Falcon Punch. If your enemy sneaks around behind you, you can turn around
(once) during the early windup. (This makes the punch a little slower and more
powerful.)

Side: Flame Choke

With a quick dash forwards, Ganondorf grabs some poor sap in front of him,
grabs his ear, and injects some dark energy into his skull. This causes the
opponent to lie down directly in front of the Dorf, which could be useful for
combos. If it connects in the air, Ganondorf instead does a kamikaze drop,
thundering downwards with the opponent beneath him. (Risky to try because the
move causes a forced fall anyway.)

Up: Dark Dive

This move sends you upwards in a predictable curve. The first person to get in
the way gets electrocuted and launched away. If the move connects like this,
you get to use it again. If it doesn't, it's just like a regular Up+B. People
that are just too far away to get grabbed instead get a bit of dark damage.

Down: Wizard's Foot

If you're standing on the ground when you use this, Ganondorf is sent straight
forwards with his foot sticking out, causing a decent about of pain. When used
in the air, the trajectory is angled steeply downwards instead.

Final Smash: Beast Ganon

The Triforce of Power comes into play here, turning Ganondorf into the
aforementioned big pig. If anyone is standing nearby when the beast appears,
they get driven into the ground. The sight of Mr. Ugly can even paralyze
people. Ganon then roars sideways off the screen, taking anyone in the way with
him. Ganondorf then reappears standing in the same spot where he started the
move.

N+++++N      [char:Sm]                                                        N
+SAMUS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
N+++++N                                                                       N

***SECTION INCOMPLETE***

Full Name: Samus Aran
Smash Bros. Appearance: Third
Universe: Metroid

Good ol' Samus. Metroid exterminator extrordinaire, Ms. Aran is a powerful
bounty hunter who runs around shooting stuff and collecting powerups identical
to those she lost at the start of the adventure until the planet blows up.
Yeah, that's about it.

Entrance: Uses a Save Station as a warp device.
Costumes: Orange (default), dark blue/red/yellow (Gravity Suit), blue/yellow
(Fusion-esque)
Taunts: Struts cannon around; salutes; makes some purple energy appear

Weight: 105.1%, 7th heaviest
Fallspeed: -0.54, 2nd slowest
Airspeed: 101.7%, 16th fastest
Can walljump

Special Moves:

Neutral: Charge Shot

Press B to initiate the winding up of a big ball of energy (unless you're in
the air, in which case you launch a shot instantly). You can stop charging by
shielding (or firing), and when you charge again you pick up where you left
off. Once fully charged, you stop charging (duh) and Samus's arm cannon starts
blinking. Press B once more to send a ball of punishing power. Your charge is
dumped if you're hit while charging.

Side: Missile

Samus shootz sum missilz. There are actually two kinds of missiles: homing
missiles that fire when you tilt and fast (more powerful) missiles that fire
when you smash.

Up: Screw Attack

The almighty Screw Attack. This move involves you spinning into the air,
trapping nearby opponents and damaging them until the move ends.

Down: Bomb

Samus rolls up and lays a bomb, which then blows up. Bombs don't do much
damage, but can be laid somewhat quickly. Also, Samus doesn't take damage from
her own bombs - instead, she bounces into the air a little. Because your
airspeed slows while laying bombs, laying two bombs when recovering from the
side gives you a good vertical boost.

Extended Grab: Grappling Beam

It's a beam. It grapples stuff (like other people or the edge). Got it?

Final Smash: Zero Laser

Read and remember. The Zero Laser will get whoever's hit into the painhouse
easy. But after the attack, Samus is gone and Zero-Suit Samus is in. As a
directional Final Smash, aim is crucial if you don't want to waste the move.
That being said, you can angle the beam up and down slightly.

O+++++++++++++++O      [char:ZS]                                              O
+ZERO SUIT SAMUS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
O+++++++++++++++O                                                             O

***SECTION INCOMPLETE***

Full Name: Samus Aran
Smash Bros. Appearance: First
Universe: Metroid

No it's not a glitch. No, you didn't just complete a Metroid game with 100%
quickly. It's Samus after her Final Smash. Without the Power Suit, Samus
becomes faster and more agile while losing power and weight. And she has a gun
that doubles as a lightwhip.

Entrance: Just appears from Power Suit. (Hold L/R with GC or Classic, hold Z
with Nunchuk, or hold - with Wiimote to start as ZSS)
Costumes: Light blue (default), dark blue, red, black
Taunts: Spins around and stretches; throws gun up and catches it; flails the
whip around

Weight: 91.4%, 8th lightest
Fallspeed: 0.44, 13th fastest
Airspeed: 107.2%, 13th fastest
Can walljump
Can crawl

Special Moves:

Neutral: Paralyzer

Taser time! This move shoots a projectile that stuns people. It doesn't last
for very long (think of the unfairness!), although you can charge it up to last
longer.

Side: Plasma Whip

This pokes people in front of you. Not much else, really. The tip does the most
damage.

Up: Plasma Wire

This move damages people above you, not much other than that (although it has a
greater range than your up-smash). Also a Tether Recovery (duh). When used on
the ground, the last hit pulls people downwards for some reason.

Down: Flip Jump

This hardly does any damage, but that's besides the point. It's designed to get
you out of a tight spot. Press B during the jump to counterattack.

Extended Grab: Plasma Grapple

I don't know if it's really called that, but whatever.

Final Smash: Power Suit Samus

*@#%! Did they grab random people off the street when they named these moves?!
Idiots. Anyway, this turns you back into Samus. Its range is zippo, but anyone
too close will get a decent amount of airtime (if not a KO).

P+++++P      [char:Kb]                                                        P
+KIRBY+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
P+++++P                                                                       P

***SECTION INCOMPLETE***

Full Name: Kirby
Smash Bros. Appearance: Third
Universe: Dreamland

Guess who! It's the pink puffball with punch! The Kirbster's vacuum-like
appetite and versatile copycat abilities make him a handful in the ring. He was
just unfair in the original SSB, and toned way too far down for Melee. Happy
balance this time? We'll see.

Entrance: Comes in riding a Warpstar.
Costumes: Pink (default), red, green, blue, yellow, grayscale
Taunts: Waves and says "Hiiiii!"; does a Kirby dance; does a spinning kick

Weight: 89.9%, 4th lightest
Fallspeed: -0.44, 4th slowest
Airspeed: 88.7%, 10th slowest

Special Traits: Taunting causes Kirby to drop his current power.

Special Moves:

Neutral: Inhale/Copy

Kirby's trademark ability. The puffball will suck in anyone in front of him.
You can hold down the button to continuously suck until you let go or grab
someone. Once there's a dude in yer mouth, you can press A to spit them out (it
does 10% to the dude spit as well as hitting anyone in the way for damage that
depends on the spit dude's weight) or press Down or B to copy their neutral B.
Kirby then dons a hat that indicates whose power he owns. You can then use the
other character's neutral B exactly the same way they would. Just like Wario,
Kirby can also eat items (explosives will hurt a little, but they won't blow
you away).

Side: Hammer

Kirby brings out a hammer and bashes those in his face. Hitting people with the
head does much more damage than the handle, so range is crucial. Oddly, Kirby
decided to make the hammer swing the same way in the air as well (unlike almost
every other Kirby game, where he swung it vertically). The hammer hits twice in
the air.

Up: Final Cutter

This move flings Kirby upwards and slams him downwards, with him holding a
sword which forces others to do the same. As a recovery move, it gets good
vertical but not much horizontal, and Kirby falls very fast once the height of
the jump is reached. When he hits the ground, a small shockwave is sent out
forwards that hugs the ground.

Down: Stone

Kirby turns into a heavy object and slams downwards. It does good damage and
makes Kirby partly invincile while stoned (except for grabs), although you have
to watch for slopes the rock will slide down.


Final Smash: Cook Kirby

If you've played the GBA Kirby games, you know what's gonna happen. First, a
large pot appears. Kirby puts on a chef's hat and pulls out a frying pan and a
pancake flipper. Then the painful part: He claps them together! Well, it
actually sucks everyone too close into the pot. Then Kirby cooks the whole
mixture. Once done, some items pop out, followed by your victims...err, dinner
guests. And they fly pretty high. If any nearby items are sucked into the pot,
you will get more items out of the pot once the move is complete.

Q+++++++++++Q      [char:MK]                                                  Q
+META KNIGHT+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Q+++++++++++Q                                                                 Q

***SECTION INCOMPLETE***

Full Name: Sir Meta Knight
Smash Bros. Appearance: First
Universe: Dreamland

Who is Meta Knight, really? Friend or foe? Does he know of Kirby's past like he
sometimes claims to? There's definately something behind that mask, because he
keeps running away when it falls off. Anyway, Meta Knight is superb at what he
does, and that's swordfighting. And being cool. (Yes, that is his real voice.)

Entrance: He teleports in.
Costumes: Purple (default), pinkish, red, green, white/yellow, Dark Meta Knight
(blue)
Taunts: Spins around in his cape; pokes his sword around; poses wings

Weight: 90.4%, 5th lightest (Tied with Pikachu)
Fallspeed: 0.68, 9th fastest
Airspeed: 80.5%, 5th slowest
Can glide

Special Moves:

Neutral: Mach Tornado

Easy to use and cheap. Simply press B to spin around, damaging whatever's in
the way. While spinning, you can freely control your movement. Because of this,
the move is considered a recovery move, putting you into a forced fall when
it's done. Mash B repeatedly to both rise and keep the move going for longer.

Side: Drill Rush

Anyone standing beside you gets minced in about eight slices. During the move
you can aim up or down. Just be careful, because this counts as a recovery
move: that is, you can't do anything after this move until you land. As a
safety feature, if the move ends in the air, you get pushed backwards a little
(so you don't SD if you fly off the stage).

Up: Shuttle Loop

Yes, you do a loop. Up, around, forwards with a glide at the end. Recovery
move. Short description.

Down: Dimensional Cape

When you use this move, Meta Knight vanishes only to reappear a second later.
Used for teleporting, just aim your direction with the Stick. If you hold the
button while warping, you'll counterattack as soon as you reappear. As with the
rest of MK's special moves, this move causes a forced fall.

Final Smash: Galaxia Darkness

Meta Knight swipes his cape forwards. If you don't hit anyone, the move ends
and you've wasted the Smash Ball. Then people are legally allowed to laugh at
you. But if you do hit someone, the screen goes black and anyone close to you
gets blown away (while the person/people you've caped cannot escape). Not only
that, but everyone else on the screen gets struck with a small hit before the
caped people are injured. Really and all-or-nothing attack.

WARNING!: Meta Knight's teammates will get hit with the small location-
independant hit, regardless of whether Team Attack is on or off.

R+++++++++++R      [char:Dd]                                                  R
+KING DEDEDE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R+++++++++++R                                                                 R

***SECTION INCOMPLETE***

Full Name: King Dedede the First (presumably)
Smash Bros. Appearance: First
Universe: Dreamland

Dedede is not evil. But he can be...irritating. Really, he once stole every bit
of food in Dreamland! You could imagine what Kirby thought about that. So the
rivalry began. Oh, and Dedede's not really a king, his "subjects" never pay
attention to him. Good on them! (The only reason they follow him is because he
feeds them.)

Entrance: A Waddle Dee troop carries him in.
Costumes: Red/yellow (default), Gameboy scale, purple, icy
Taunts: Spins his hammer; raises his hammer like a torch; dances around

Weight: 107.1%, 4th heaviest
Fallspeed: 0.29, 18th fastest
Airspeed: 71.9%, 1st slowest

Special Moves:

Neutral: Inhale

Dedede sucks up anything in front of him. He can't copy people's powers like
Kirby can, so the thing to do is spit them out for large damage. Like Kirby and
Wario, he can also eat items.

Side: Waddle Dee Toss

Guess what's in Dedede's hammerspace? Well, it's mostly Waddle Dees. Once
thrown (er, tossed) they start wandering around like Mr. Saturns. Sometimes you
pull out a Waddle Doo instead, which starts zapping people. Or even a Gordo,
which obviously hurts a lot more. (The ratio of WDee:WDoo:G is about 35:10:4.)
Like Peach's veggies, you can also pull out items, such as Green Shells. You
can only have two WDs out at once; pulling out a third causes the first to
vanish early. However, you can "re-use" a WD by walking up to him and pressing
A (it doesn't matter if the WD belonged to you to start with).

Up: Super Dedede Jump

BOING! As you may have guessed, it's a monstrous jump. As a recovery move, it
goes straight up (odd for a heavyweight character). Once you stop going up, you
come down. Hard. Think of it like Yoshi's Ground Pound, but with more damage
(and lag). If you don't want to slam, you can tap down to abort the move - but
try to abort too late, and you'll just make it worse (the lag, that is). A
unique move in that, unless you abort it, you cannot grab the edge while doing
it. Also, you can't control your aerial movement: you can choose at the start
of the move whether to aim straight up or fly sideways a little, but not
anytime after that.

Down: Jet Hammer

...okay. A jet engine appears out of Dedede's hammer, which starts charging up.
You can walk around and jump while charging, but you can't save the charge - it
must be unleashed right away. It obviously does tons of damage, but if you
charge it too much, it also does some self-damage (about 1% a second) until you
release it. (Note that, like bubble damage, you don't take the 1%-per-second
damage if you're already at or over 150%.)

Final Smash: Waddle Dee Army

Dedede always likes getting others to do the work for him. In this case, it
involves copious amounts of Waddle Dees getting sent into the battle (and a few
Waddle Doos and Gordos). The Waddle Dees can move pretty fast, pushing you off
the edge if you're not careful. Dedede himself is immovable and invincible
during all this (except for the dance).

S+++S      [char:Fx]                                                          S
+FOX+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
S+++S                                                                         S

***SECTION INCOMPLETE***

Full Name: Fox McCloud
Smash Bros. Appearance: Third
Universe: Star Fox

Mr. McCloud is the leader of the good ol' Star Fox team, a group of ragtag yet
impressive space fighters who like peace and kicking bad guy butt. Fox is well
known for his speed, which you've seen firsthand if you've been to any serious
SSBM tourney.

Entrance: He drops out of an Arwing.
Costumes: White/green (default), black/white
Taunts: Makes fire; makes gesture and says "Come on!"; tosses gun and catches
it

Weight: 91.0%, 7th lightest
Fallspeed: 3.41, 1st fastest
Airspeed: 92.5%, 12th slowest (Tied with Falco, Pit, and R.O.B.)
Can walljump

Special Moves:

Neutral: Blaster

Fox starts shootin' his blaster at people for no reason. The shots have no stun
at all: they won't stop people attaking, running, and won't even affect their
stance. Because of this, it won't give back people's recovery move, so it's
great for stealing KOs or increasing the damage of a shieldstunned or sleeping
opponent.

Side: Fox Illusion

Fox jets forwards a good distance (watch for the edge), damaging stuff in the
way. Can be used for recovery, but it can't be aimed (plus it initiates a
forced fall). You can pull the emercengy brake by quickly pressing B a second
time, but the move happens so fast it's nigh-impossible.

Up: Firefox

With a fiery charge that can slightly scald those around him, Fox launches
himself through the air in whichever direction you choose. It's slow, but does
some good damage and distance.

Down: Reflector

If you hear someone say "the shine", this is what they're going on about. This
move is supposed to be used as a projectile reflector: just keep it on and
you're safe from distanced attacks. But a lot of people use it to attack: it
starts almost instantly, it always knocks people down, and you can use it in
the air to slow your descent and knock people downwards (shinespike).

Final Smash: Landmaster Tank

Fox leaps off the top of the screen. Well that's the end of-OHH SNAP. Yeah, he
comes back down with a stinkin' huge tank. Said tank can fly, do a barrel roll
(by crouching; this knocks off dudes standing on top of it), and of course it
can shoot. That is, shoot others. With a big blue lazor. Or it can just run you
over. The one problem with the tank is its true size: despite all physics, it
can fall down a Fox-sized hole.

T+++++T      [char:Fc]                                                        T
+FALCO+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
T+++++T                                                                       T

***SECTION INCOMPLETE***

Full Name: Falco Lombardi
Smash Bros. Appearance: Second
Universe: Star Fox

Falco is teh-best wingman on the Star Fox team. Sure, his past is kinda crummy,
but if you need an aerial attack, he's your guy. Just watch his ego. It's big.
Like, Texas-big.

Entrance: An Arwing.
Costumes: White/brown (default)
Taunts: Plays hacky-sack with his Reflector; stands on one leg; spins around
and punches

Weight: 91.9%, 9th lightest (Tied with Olimar)
Fallspeed: 1.23, 4th fastest
Airspeed: 92.5%, 12th slowest (Tied with Fox, Pit, and R.O.B.)
Can walljump

Special Moves:

Neutral: Blaster

Although Falco's been Luigified somewhat, he's still a clone of Fox. So his
special moves are the same. The difference with this one is that his blaster
actually makes people flinch (and it shoots slower).

Side: Falco Phantasm

It sounds nasty, but it's really just the same as Fox's (although it hits
aerial people downwards).

Up: Firebird

Since Falco's single and double jump have incredible height on them, his triple
jump gets its range gimped somewhat. It does more damage than Fox's.

Down: Reflector

The real difference between the space animals is that Falco throws his
Reflector like a boomerang, instead of holding it and shielding himself. This
means you can't hold it in place but it also increases its range. Not a bad
idea to attack with it. Although he throws the thing, this move isn't actually
a projectile - just a long-distance physical attack.

Final Smash: Landmaster

In a complete and utter case of dropping the ball, Nintendo didn't even try to
differentiate F&F through their Final Smashes. Okay, so Falco's tank does
better in the air and is more sluggish on the ground, but nobody really cares.

U++++U      [char:Wf]                                                         U
+WOLF++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
U++++U                                                                        U

***SECTION INCOMPLETE***

Full Name: Wolf O'Donell
Smash Bros. Appearance: First
Universe: Star Fox

Personally, I'm not very happy about Wolf being here. But that's of no
importance to you, right? Anyway, Wolf is the leader of the...wait for it...
Star Wolf team. They oppose the Star Fox team. NO WAI!

Entrance: A Wolfen. (Star Wolf's Arwings)
Costumes: Dark blue (default)
Taunts: Howls; does some kicks; slaps the ground and growls

Weight: 102.0%, 14th heaviest
Fallspeed: 1.84, 3rd fastest
Airspeed: 124.3%, 4th fastest (Tied with C. Falcon)
Can walljump? (I'm not entirely sure at the moment...)

Special Moves:

Neutral: Blaster

Guess what? Wolf is a clone of Fox! (agnry faic) His blaster is more like
Falco's, though. It also can't rapid-fire, and it has a claw on the actual gun
casing that damages people close enough (so they get stabbed and then shot). In
any case, the shots do less damage the farther they travel.

Side: Wolf Flash

Picture the Fox Illusion, just angled slightly upwards. The end has a Meteor
Smash on it.

Up: Fire Wolf

Somebody tell me why this is even called the "Fire Wolf" when there's no fire
involved. It's air-based.

Down: Reflector

What do you think this does? At least you're invincible during the startup.

Final Smash: Landmaster

*sigh* Nintendo may be an intelligent company, but sometimes they demonstrate
absolute stupidity. Yes, this move packs more punch and lasts for less time
than Fox's, but really. Wolf has nothing to do with Landmasters! He hates all
that is Star Fox, yet for his most powerful attack he jumps in a pallete swap
of one of their land vehicles? Sheer idiocy.

V+++++++V      [char:Pk]                                                      V
+PIKACHU+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
V+++++++V                                                                     V

***SECTION INCOMPLETE***

Full Name: Pikachu
Smash Bros. Appearance: Third
Universe: Pokemon

It's the mascot of the Pokemon series, Pikachu! Introduced in Generation I as
the 25th pocket monster, the fans chose Pikachu as their favorite, giving him
the power to represent the other 500 or so creatures. The yellow mouse is an
Electric-type and is quite fast.

Entrance: Comes out of a Pokeball.
Costumes: None (default), red hat, green bandana, blue goggles
Taunts: Waves at the camera and says "Pika pika!"; rolls around; generates some
electricity

Weight: 90.4%, 5th lightest (Tied with Meta Knight)
Fallspeed: 0.40, 14th fastest
Airspeed: 93.8%, 16th slowest (Tied with Peach)
Can walljump
Can crawl

Special Moves:

Neutral: Thunder Jolt

Pikachu lets a ball of lightning drop. It travels at a 45 degree angle when in
the air. When it hits the ground (or Pikachu starts on the ground), it becomes
a Slinky of electricity that follows the stage for a good distance.

Side: Skull Bash

Once you let go of B, Pikachu will rocket sideways, causing damage to the first
thing he hits. The longer you hold B, the farther he flies and the more damage
you deal. Also, once charged all the way, he releases instantly.

Up: Quick Attack

Pikachu flings himself in the direction you're pointing, doing slight damage to
those he passes through. If you redirect the Control Stick just after the first
leap, you can fling yourself a second time (if the difference in direction is
significant enough, as in 38 degrees). It's very useful as a recovery because
of its good distance and its great controlability.

Down: Thunder

A bolt of lightning strikes from the sky, hitting Pikachu. Pikachu is
unaffected, but everyone in the bolt's way is zapped, as well as anyone too
close to Pikachu when it hits. The most important thing to note about this move
is that the lightning cannot travel through platforms, so if Pikachu's under a
roof, it won't get to him.

Final Smash: Volt Tackle

I hope the name sounds painful, Pikachu's been practicing this painball since
Pichuhood. The Pokemon creates a sphere of electric energy around him, zapping
anything in range a whole lot. The range is small, but that's okay because
Pikachu can move around to chase down chickens. You can also press A for a
shockwave. Unfortunately, it's almost impossible to control your path (you can
even go though the stage somewhat, so be careful!).

W++++++++++W      [char:Jp]                                                   W
+JIGGLYPUFF++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
W++++++++++W                                                                  W

***SECTION INCOMPLETE***

Full Name: Jigglypuff (Purin in Japan)
Smash Bros. Appearance: Third
Universe: Pokemon

Jigglypuff is a balloon Pokemon, able to put things to sleep simply by signing.
In fact, her trademark in the TV show was to draw all over people's faces when
they dozed off. For some reason, she was hated in SSB64 and SSBM and people
wanted her out. Tough luck for them.

Entrance: A Pokeball.
Costumes: None (default), summer hat, pink/white Trainer hat, red flower
Taunts: Wobbles and says its name; spins around quickly; deflates temporarily

Weight: 84.9%, 2nd lightest
Fallspeed: -0.78, 1st slowest
Airspeed: 132.5%, 2nd fastest

Special Traits: If Jigglypuff's shield breaks, it launches her off the top of
the screen. I'm not really sure why.

Special Moves:

Neutral: Rollout

In the Pokemon games, Rollout is a Rock-type move that is used repeatedly for
double damage each hit. Here, it's a simple charge-and-let-fly attack. If not
charged, you do about 0% damage. When fully charged, it does a bunch (that is,
if you don't fly off the edge).

Side: Pound

A simple punch that does some pretty good damage. Short range, but can be used
in the air repeatedly for massive horizontal movement (and therefore recovery).

Up: Sing

This move causes anyone in Jigglypuff's range to fall asleep. (As always, you
can't sleep if you're in the air.) They can wake up instantly if they're at 0%
damage, but at KO'ing percents they doze off long enough to get a good smack
on them. Not to be used as a recovery move in any way.

Down: Rest

Here, Jigglypuff falls asleep. Anyone touching her (that is, their character
model and Jigglypuff's are overlapping) gets blown away and a flower placed on
their head. It's not as good a KO'er as it's been in the last two games, but
it's still pretty deadly if used right. Note that Jigglypuff sleeps for five
seconds regardless if the attack actually hits anyone.

Final Smash: Puff Up (aka Gigalypuff)

Jigglypuff starts inflating...and inflating...and inflating some more.
Eventually, once she's grown to over ten times her original size, she yells out
her name and shrinks again. What's the point of this? Well, you're untouchable
during the move, and it easily pushes people off the stage. Plus, when she
yells her name, people that are overlapping her get shoved away pretty hard
with some good damage.

WARNING!: This Final Smash will hurt and KO teammates, regardless of whether
Team Attack is on or off.

GLITCH!: If Jigglypuff is in her large form and the Bridge of Eldin re-appears
with her inside it, she'll remain large until KO'd.

X+++++++++++++++X      [char:PT]                                              X
+POKEMON TRAINER+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
X+++++++++++++++X                                                             X

***SECTION INCOMPLETE***

Full Name: Red (Yes, they named Trainers after games back then. Dumbos.)
Smash Bros. Appearance: First
Universe: Pokemon

He's just a Pokemon Trainer. As a Trainer, he doesn't do the fighting himself.
Instead, he leads a bunch of thugs who do the work for him. Every time one of
his fighters is KO'd, he swaps in a new one. He can also swap on the fly. But
that's enough about him, he was just a way to fit three new Pokes into the
roster while taking up only 1 spot.

Entrance: He just appears. On some stages (or some areas of stages), he doesn't
appear.
Costumes: Red (default)
Taunts: He doesn't taunt.

Special Moves:

Down: Pokemon Change

None of the Pokemon on this team have a Down-B, and here's why. This move swaps
which Pokemon you're using in a set order: Squirtle -> Ivysaur -> Charizard.
Using a Pokemon for two minutes will tire it out, making it move slower. That's
the time to switch. This can also happen if you swap too frequently. (You know
when to swap when your standing animation changes to a more exhausted pose.)
Lastly, this move is automatically used when you're KO'd; so if Charizard is
KO'd, you switch to Squirtle instantly.

Final Smash: Triple Finish

No matter which Pokemon you have out, you get the same Final Smash. First, all
three Pokemon come out. Then, Squirtle uses Hydro Pump, Ivysaur uses Solarbeam,
and Charizard uses Fire Blast - all at the same time! Basically, Solarbeam is a
trapping long-range beam attack. Hydro Pump sprays water around somewhat
randomly, hitting people who are close to the source. Fire Blast shoots pulses
of fire at regular intervals. It aims a little high, so enemies doubled up in
Solarbeam pain may be spared. The whole attack only lasts about five seconds.

i~~~~~~~~i      [char:Sq]                                                     i
$SQUIRTLE$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
i~~~~~~~~i                                                                    i

***SECTION INCOMPLETE***

Full Name: Squirtle (Zenigame in Japan)
Smash Bros. Appearance: First
Universe: Pokemon

As the first Water-type starter, Squirtle has a pretty good following. He's the
lightest and smallest of PT's Pokemon, so use him when you need to get
somewhere fast.

Entrance: A Pokeball.
Costumes: None (default)
Taunts: Balances on tail and spins around; spins around in shell; does a flip

Weight: 88.4%, 3rd lightest
Fallspeed: 1.05, 5th fastest
Airspeed: 112.0%, 10th fastest
Can walljump and wallcling
Can crawl

Special Moves:

Neutral: Water Gun

This move allows you to charge up and shoot a pulse of water. Shooting larger
pulses can push you back a bit (especially in the air). Unfortunately, just
like Mario's FLUDD, it does no damage. However, there's a little trick to this
move - tapping B twice lets loose an uncharged shot that actually does some
damage like Kirby's standing punch flurry.

Side: Withdraw

No, it's not a defensive move. The name refers to Squirtle hiding in his shell,
but only so he can propel himself sideways. A somewhat difficult move to
control, so avoid using it on smaller stages until you get the hang of it.
Squirtle is actually invincible during this move, behaving like a thrown Green
Shell. This includes stopping when jumped on - Squirtle gets stunned for a
moment when someone lands on him during this move.

Up: Waterfall

Squirtle rides a wave upwards. Really not much to it. It's kind of like Mario's
recovery move, actually. Can usually save you (when used with your double jump)
if your Withdraw flies off the edge.

ii~~~~~ii      [char:Iv]                                                     ii
$IVYSAUR$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
ii~~~~~ii                                                                    ii

***SECTION INCOMPLETE***

Full Name: Ivysaur (Fusigishu in Japan)
Smash Bros. Appearance: First
Universe: Pokemon

Ivysaur evolves from Bulbasaur, the original Grass-type starter. He's one of
the few quadrupeds in Smash Bros., so that says something for unorthodoxy. He
can also jump reasonably well for a down-to-earth kinda guy. He uses his vines
in funny ways to use items and stuff.

Entrance: A Pokeball.
Costumes: None (default)
Taunts: Flaps his leaves around; dances on front legs; flings vines around

Weight: 101.0%, 15th heaviest (Tied with Lucario)
Fallspeed: -0.16, 11th slowest (Tied with Toon Link)
Airspeed: 79.5%, 3rd slowest (Tied with Ice Climbers)
Can crawl

Special Moves:

Neutral: Bullet Seed

This move is very situational. Ivysaur starts rapid-firing seeds straight up.
You can really only hit people above you. It's very good for juggling people
above you because it shoots very fast and has no knockback.

Side: Razor Leaf

Ivysaur shoots a leaf sideways. Not terribly useful, although it doesn't stop
when it hits someone. Can be aimed up and down somewhat.

Up: Vine Whip

Doesn't do much damage. Its main application is a Tether Recovery: if you're
below the stage, use this and you'll grapple the edge. Strange how a Grass-type
is good at attaking above himself...

Extended Grab: Wrap

Because Ivysaur's Up-B is a Tether Recovery, you can't use his grab as one.
Still, it is an extended grab with a similar animation.

iii~~~~~iii      [char:Cz]                                                  iii
$CHARIZARD$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
iii~~~~~iii                                                                 iii

***SECTION INCOMPLETE***

Full Name: Charizard (Lizardon in Japan)
Smash Bros. Appearance: First...somewhat. (He's been a Pokeball Pokemon in the
past two games, but not playable.)
Universe: Pokemon

Charizard is the final form of Charmander, Generation I's Fire-type starter.
He's big and beefy while being surprisingly agile in the air - being a Flying-
type helps, I guess. He's your go-to guy for KOs.

Entrance: A Pokeball.
Costumes: None (default)
Taunts: Stomps at the camera; roars at the camera; stomps twice (at the camera)

Weight: 106.1%, 5th heaviest
Fallspeed: 0.33, 15th fastest (Tied with Sonic)
Airspeed: 105.1%, 14th fastest
Can glide

Special Moves:

Neutral: Flamethrower

This is an obvious one. Just hold the button to spew flames forwards. You'll
run out of juice, but it's a good edgeguarding tool. Like Bowser, you can aim
the flames up and down.

Side: Rock Smash

This is an interesting one. Charizard takes a rock from the ground. He
headbutts it. It blows up. The rock fragments have like 0 range but some pretty
good power. Absolutely destroys bosses, since they won't get knocked away and
will take the whole attack.

Up: Fly

Charizard winds up and rockets upwards, burning stuff in the way. Decent power,
not too good horizontal movement. Surprisingly shallow vertically.

Y+++++++Y      [char:Lc]                                                      Y
+LUCARIO+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Y+++++++Y                                                                     Y

***SECTION INCOMPLETE***

Full Name: Lucario
Smash Bros. Appearance: First
Universe: Pokemon

Lucario is a highly popular Fighting/Steel-type Pokemon from Generation IV.
Despite not being a Psychic-type, he can sense people's "auras" and track them
and stuff. For a non-lengendary, he has pretty darn good stats. In Brawl, he's
a close-combat fighter with a large range.

Entrance: A...teleportation?
Costume: None (default)
Taunts: Sticks his chest out; sticks a palm out; does that karate pose

Weight: 101.0%, 15th heaviest (Tied with Ivysaur)
Fallspeed: -0.40, 5th slowest
Airspeed: 101.0%, 17th fastest
Can walljump and wallcling
Can crawl

Special Traits: As Lucario takes more damage, his Aura-based attacks (that is,
most of them) do more damage. A real risk-reward mentality. To a lesser extent,
Lucario's current place in the match also affects his power.

Special Moves:

Neutral: Aura Sphere

Press B to wind up. Press B again to fire. Dodge while charging to save it for
later. Once fired, the ball will move forwards until it hits something or runs
out of energy. The more you've charged it up, the straighter it travels: an
uncharged shot will wobble a lot, while a full charge will be perfectly linear.
People that are too close to the sphere when it's charging will pick up a
little damage. Just like the rest of Lucario's moves, its damage goes up as
Lucario's does - and its size also grows.

Side: Force Palm

Causes Lucario to stop dead (if running) and grab people in front of him.
(There's a dual range, outside the grab range it simply does damage.) Then you
can push the grabbed person away. The non-grab range is pretty large.

Up: Extremespeed

Built as a recovery move. This launches you in your specified direction, and if
you want, you can put a little curve on the end of the dash. Does like no
damage. Lucario will wallcling automatically if you run into a wall while
zooming.

Down: Double Team

Doesn't appear to do anything to start with, but if you're attacked during the
pose, you'll teleport behind them and do a dashing strike. Dangerous to use
near the edge if you'll wind up doing the dash off the edge.

Final Smash: Aura Storm

Lucario flies into the center of the screen in a high spot and fires a beam.
Use the Control Stick to aim it around. It does damage constantly with a nice
big hit at the end. As with most Final Smashes, you can't be hit during it. Not
very useful when Lucario's at a low percentage, but it can really cause some
airtime at the other end of the spectrum.

Z++++++++++++++Z      [char:CF]                                               Z
+CAPTAIN FALCON++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Z++++++++++++++Z                                                              Z

***SECTION INCOMPLETE***

Full Name: Captain Douglas Jay Falcon
Smash Bros. Appearance: Third
Universe: F-Zero

Falcon is the most popular racer on the F-Zero circuit. Picture him as a richer
Han Solo: fast ride, "manly man", rather large ego. He also dabbles in bounty
hunting from time to time.

Entrance: Rides the Blue Falcon in.
Costumes: Blue/orange (default)
Taunts: Tenses up; makes gesture and says "C'mon!"; salutes and says "Show me
ya moves!"

Weight: 103.0%, 12th heaviest (Tied with Link)
Fallspeed: 0.92, 6th fastest
Airspeed: 124.3%, 4th fastest (Tied with Wolf)
Can walljump

Special Moves:

Neutral: Falcon Punch

Anyone who's played Smash Bros. knows this one: a massive flaming punch with a
long windup time and large KOing power. If someone dodges behind you, you get
one chance to turn around during the windup and nail any backstabbers (this
takes a smidge longer and does even more damage).

Side: Raptor Boost

Falcon dashes forwards and gives an uppercut to anything he meets. Can be used
as a combo starter. If used in the air, Falcon punches people downwards instead
and enters a forced fall.

Up: Falcon Dive

Falcon jumps upwards in an arc, and anyone in his way gets grabbed and blasted
away. If you connect with this move, you can use it repeatedly. Once you miss,
it's a forced fall for you.

Down: Falcon Kick

Not as popular on the Internet as the FLACONE PAWUNCH, but still up there. This
causes Falcon to shoot forwards burning anything in the way. If used in the
air, he shoots at a sharp downwards angle (good for juggle killing).

Final Smash: Blue Falcon

I tend to hate this move since it actually initiates a cutscene. Falcon calls
in his racecar to run someone over (assuming they're at a decent spot in front
of you). Everyone run over gets dropped on a racetrack and run over again, and
then they're teleported back to the battlefield and knocked away.

AA++AA      [char:Ns]                                                        AA
+NESS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AA++AA                                                                       AA

***SECTION INCOMPLETE***

Full Name: Ness...uh, no last name, maybe.
Smash Bros. Appearence: Third
Universe: Mother (Earthbound)

The main character in Mother 2 (Earthbound for those in non-Japanland), Ness is
a psychic kid who fights dudes with mental powers and baseball bats. (This is
in opposition to most other RPGs of the time, which all took place in fantasy
lands.) He was the "what the heck?!" character in SSB64, became a starter in
SSBM, and is back to unlockable in Brawl.

Entrance: Runs in through a portal, then shakes the soot off.
Costumes: Red/purple/yellow (default), purple/black
Taunts: Nods and says "Okay!"; points his bat; makes a light show

Weight: 98.0%, 18th lightest (Tied with Lucas and Pit)
Fallspeed: -0.12, 13th slowest
Airspeed: 100.0%, 18th fastest (Tied with Mario)

Special Moves:

Neutral: PK Flash

Simply hold down the button for a green flash to rise out of your head. Then,
you can either release the button to let it loose or wait until it times out.
When the particle asplodes, anyone in range will be hit for damage. The more
it's charged, the more pain it deals (up to a likely KO). Because it can be
directed side-to-side somewhat well, it's a dangerous edgeguarding tool. Note
that halfway through the full charge, the flash starts to drop (at full charge
it lands at your feet). It may die if you try to make it go downwards through a
platform, and it will die if you get hit while charging.

Side: PK Fire

This move jets an ember straight forwards. It blows up when it hits someone and
then drops a flame pillar on the ground, causing extra damage. When used in the
air, the spark goes at a downwards 45 degree angle instead.

Up: PK Thunder

Once you use this move, you control switches to moving a spark of ball
lightning around the screen. Ness is vulnerable while you aim the attack. You
can hit people to cause some damage, but the move's true strength (and where it
shows up as a triple jump) is ramming yourself. That's right, when you hit
Ness in the butt (or whatever), he flies in that direction doing massive
damage. It's hard to attack a missile, so it's a good anti-edgeguard. Too bad
you need a lot of room to maneuver it: if it hits something or someone, that's
it.

Down: PSI Magnet

Ness creates an energy shield. Any energy-based attacks (electric projectiles,
fire breath, etc) that hit the shield will be turned into health. The shield
can be held in place forever. When the shield is turned off, anyone nearby will
get pushed away.

Final Smash: PK Starstorm

Ness causes rain to start falling. Unfourtunately for everyone else, the rain
is made of huge meteors that plunge from top to bottom, nuking anything in the
way. Although the move has infinite vertical range, it gets very spread out on
larger stages (making it easy to dodge). Also, each star fans out a little from
the center of the screen towards the outsides (as in, they're not perfectly
vertical).

BB+++BB      [char:Lu]                                                       BB
+LUCAS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
BB+++BB                                                                      BB

***SECTION INCOMPLETE***

Full Name: Lucas...uh, I don't know?
Smash Bros. Appearance: First
Universe: Mother (Earthbound)

Not much is known about Lucas over here in the...well, anywhere that's not
Japan, really. Anyway, Lucas is Mother 3's protagonist. He's a kid with psychic
powers. And he's a clone of Ness (although Ness cloned his Final Smash).

Entrance: He...rides on a Mr. Saturn tea table? WTH?
Costumes: Yellow/red (default)
Taunts: Slips and falls on his butt; plays with his Rope Snake; plays with some
PSI power

Weight: 98.0%, 18th lightest (Tied with Ness and Pit)
Fallspeed: 0.49, 11th fastest
Airspeed: 113.0%, 8th fastest (Tied with Bowser)

Special Moves:

Neutral: PK Freeze

It's kind of like Ness' PK Flash: you hold down B to increase damage and it can
be directed (PK Freeze is actually more directable). The difference is that PK
Freeze...freezes people. Like, in ice. A very good edgeguarder.

Side: PK Fire

This move jets an ember straight forwards. It blows up when it hits someone.
Unlike Ness, Lucas shoots the spark straight both on the ground and in the air,
and he doesn't make a column of fire when it hits something. It also pushes him
back a little.

Up: PK Thunder

Basically the same as Ness', but Lucas can direct the thunder in a tighter arc.
As a tradeoff, instead of dealing the big hit when he missiles into someone, he
deals a bunch of smaller hits. Also, Lucas's PK Thunder passes through
opponents.

Down: PSI Magnet

Lucas can't shield himself from behind, but he heals more damage. Not only
that, but when he turns it off (lets go of the button), it actually deals some
damage to those who are too close!

Extended Grab: Rope Snake

In Mother 3, the Rope Snake was used to grab people. Well I think that's
description enough, except for the whole Tether Recovery thing (which should be
obvious). Seems to be the shortest of all Tether Recoveries.

Final Smash: PK Starstorm

Lucas' meteors fall straight downwards. Also, they're yellow instead of blue.

CC++++++++++CC      [char:IC]                                                CC
+ICE CLIMBERS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
CC++++++++++CC                                                               CC

***SECTION INCOMPLETE***

Full Names: Popo, Nana
Smash Bros. Appearance: Second
Universe: Infinite Glacier

These twin hikers spend their days climbing Icicle Mountain and similar summits
to gather vegetables that condors drop from the sky. Uhhh, yeah. It's a funny
story. Anyway, Popo (in the blue) and Nana (pink) appeared in SSBM and got
quite the fanbase. The first rumour about Brawl was that they were dropped.
Death to the nonbelievers!

Entrance: A condor carries them in.
Costumes: Blue/pink (default)
Taunts: Dance around; hammer swing and saying "Youp!"; leaping up and down

Weight: 97.0%, 15th lightest (Tied with Toon Link) (Note: weight of 1 Climber)
Fallspeed: 0.07, 18th slowest
Airspeed: 79.5%, 3rd slowest (Tied with Ivysaur)

Special Traits: When the Climbers are together, the trailer's actions are about
a tenth of a second behind those of the leader. If they are seperated, then the
trailer fights alone and tries to get back to the leader. If the leader is
KO'd, so is the trailer. If the trailer is KO'd, the leader must fight alone
until KO'd. KO'ing the trailer does not affect scores or stocks. The trailer
has a seperate damage percentage which is not displayed. Also, both Climbers
can grab onto the same edge at once. And finally: the Ice Climbers do not lose
traction from walking on ice.

Special Moves:

Neutral: Ice Shot

Two (or one) small chunks of ice are sent forwards. They don't do super damage
and don't last very long, and they're highly grounded. That being said, they
can move pretty fast, and they can pick up tons of speed (and distance) while
travelling down slopes. Small chance of freezing people, although it really
doesn't last for long. They also shrink as they travel, doing less damage over
more distance.

Side: Squall Hammer

Your standard helicopter-type move. Press B rapidly during the spinning to rise
for a decent horizontal recovery. If your partner gets KO'd, this is really
your only recovery move. Damage isn't too great.

Up: Belay

Popo throws Nana, who flies upwards. Popo then goes flying because of the
bungee cord. Does no damage (unless the throwing of Nana causes a collision)
and fails unless both Climbers are around. In SSBM, it was the best up-B in the
game. Not so much here; the leader doesn't get flung up as far (I guess Popo's
been putting on weight). That being said, if you're facing the edge and are
within a certain distance, the move will work as a Tether Recovery instead,
causing first the trailer and then the leader to grab the edge.

Down: Blizzard

A basic ice breath move. On the ground with both Climbers, the frosty air is
shot in both directions. In the air, both Climbers breathe in the same
direction for double punch. Can freeze people and does a good amount of damage.
It's good for blocking rushing attackers and escaping.

Final Smash: Iceberg

This moves makes a huge iceberg appear in the middle of the stage. Anyone
that's even too close to the frozen chunk will take continuous damage and may
get frozen. Even then, the rest of the stage is rendered slippery. You can
attack and break the iceberg, but it's a losing cause really. Be warned that
you can't stand on the iceberg, so if the side of the stage you end up on
doesn't have any uncovered platforms, there is a chance of death.

DD+++DD      [char:Mh]                                                       DD
+MARTH+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
DD+++DD                                                                      DD

***SECTION INCOMPLETE***

Full Name: Marth Lowell
Smash Bros. Appearance: Second
Universe: Fire Emblem

Back in the SSBM days, Marth was some nobody who came in for no reason. In
non-Japanland, anyway. The Fire Emblem series only existed in Japan at that
time, and Marth was put in SSBM to test the waters for other countries. The
test was successful, and Marth is rewarded by returning for Brawl.

Entrance: Uses some warp magic.
Costumes: Blue (default)
Taunts: Sticks sword straight up; twirls sword and says stuff; swings sword and
sheaths it

Weight: 94.4%, 13th lightest
Fallspeed: -0.25, 10th slowest
Airspeed: 111.0%, 11th fastest (Tied with Mr. G&W)

Special Traits: The tip of Marth's sword does the most damage in any case. You
can tell when you've scored a tipper by the extra freeze frames and a deeper
hit sound.

Special Moves:

Neutral: Shield Breaker

Hold B to charge, let go to unleash a massive poke. Yes, it can break a shield
when fully charged.

Side: Dancing Blade

A little complicated. Press Side+B once to swing the sword. Press B again with
good timing to swing it again. You can chain together 4 hits like this, and you
can make different swings by holding up, down, or sideways before each hit.

Up: Dolphin Slash

A fast sword slash upwards. Nothing much to it, but you can turn around during
the windup (even though it's very short).

Down: Counter

Marth gets into a defensive stance. People that hit him will do no damage and
get hit back with power equal to 1.1 times the original attack (with at least
8% damage).

Final Smash: Critical Hit

Marth does a pose with his sword and then jets forwards to KO people that are
in his line of sight. It's pretty much a OHKO (60% damage) unless the stage
gets in the way. Unlike similar Final Smashes (such as Zelda's), people are not
frozen in the incoming attack: people can easily move to get out of the way
once the attack's started. Because of this, you may want to avoid doing this
move in the air: although Marth will stop if he doesn't hit someone when he
gets to an edge on the ground, when in the air he'll charge forwards for about
two-thirds of New Pork City's length (again, if he doesn't hit anything). This
also applies to a stage like Bridge of Eldin where there aren't (usually) any
edges for Marth to stop at. Luckily, there is one more trick in this move:
press B to stop where you are and unleash the hit without needing to hit
something.

EE+EE      [char:Ik]                                                         EE
+IKE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
EE+EE                                                                        EE

***SECTION INCOMPLETE***

Full Name: Ike...argh.
Smash Bros. Appearance: First
Universe: Fire Emblem

Suceeding in sticking the then-unknown Marth and Roy in SSBM told Nintendo that
Fire Emblem could be released in non-Japanland. Ike benefits from that
decision. Like Marth and Roy, he fights with his hugistic sword (gold-
coloured!) and some fire attacks. He also has blue hair. Sheesh...

Entrance: Some warp magic.
Costumes: Blue/brown (default)
Taunts: Plants his sword and crosses his arms; swings sword and grunts; swings
sword and says stuff

Weight: 103.5%, 11th heaviest
Fallspeed: 0.28, 19th fastest
Airspeed: 96.9%, 18th slowest (tied with Toon Link)

Special Moves:

Neutral: Eruption

Pretty simple. Hold B to charge and when the time's right, release a wave of
fire along the ground. Like most of Ike's moves, it does plenty of damage and
knockback. Once fully charged, it releases right away (plus it does some self-
damage).

Side: Quick Draw

Charge this one and you'll shoot sideways (distance depends on charge). Once
fully charged, you'll hear a noise and can wait as long as you want before
releasing it. Anything else? Not really.

Up: Aether

First, Ike throws his sword upwards. Yes, he throws it. Straight up. To prevent
complications, he has infinite knockback resistance while the sword's in the
air. Then, he leaps up, catches the sword, and dives downwards with it
extended. As a recovery move, it goes straight up only - use Quick Draw if you
need any kind of horizontal distance. As an attack, it's fast and can hit
people a good distance above you.

Down: Counter

This puts Ike in a defensive posture, and if anyone hits you at that time, they
take damage instead (assuming your sword hits them). The damage done is 1.2
times the power of the attack countered (with a minimum of 10%).

Final Smash: Great Aether

Could we get some decent move-namers over here? Kthnx. Anyway, this Final Smash
is like a combination of Meta Knight's and Link's. Like Meta Knight, Ike must
hit someone with the initial slash in order for the attack to work at all. Like
Link, whoever's hit gets combo'd and dealt a finisher. The difference is all
this takes place in the air, while the finisher is a fiery slam into the ground
that can hurt anyone who's too close. If you're really unlucky, your opponent
may get caught on a platform in front of you as you plummet for the finisher.
If you're very lucky, however, the opposite can happen.

FF++++++++++++++FF      [char:GW]                                            FF
+MR. GAME & WATCH++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
FF++++++++++++++FF                                                           FF

***SECTION INCOMPLETE***

Full Name: Mr. Game & Watch
Smash Bros. Appearance: Second
Universe: Game & Watch

Like the Ice Climbers, G&W was thought to be cut from Brawl. Proved wrong they
were. The 2D man is back and wonkier than ever. His frame-by-frame movement and
beeping soundset is distinctive, and his moves all take after his over 40
games.

Entrance: Just walks in from the background. Hard to describe.
Costumes: Black (default), dark blue, ice blue, green
Taunts: Rings his bell; leans back and rings bell; jumps up

Weight: 84.4%, 1st lightest
Fallspeed: 0.01, 17th slowest
Airspeed: 111.0%, 11th fastest (Tied with Marth)

Special Moves:

Neutral: Chef

G&W takes a frying pan and flings sausages 'n' other stuff at people. They
don't do too much damage. However, people that are too close will take fire
damage from the frying pan.

Side: Judge

This move is full of randomness. G&W hits people with a hammer (bad range,
unfortunately) and what happens is determined by the number above his head:

1: 2% damage, doesn't even cause flinching, does selfdamage
2: 4% damage, nothing special
3: 6% damage, beam sound that ignores defenses
4: 8% damage, sword effect
5: 4% damage 3 times, electric effect
6: 12% damage, fire effect
7: 14% damage, causes one piece of Food to appear if you hit (if items are