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 222 55555 000
F A A Q Q V V 2 2 5 0 00
FFFFF AAAAA Q Q V V 2 5555 0 0 0
F A A Q QQ V V 2 .. 5 00 0
F A A QQQQ V 22222 .. 5555 000
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]
d......Other Terms...................................................[ terms ]
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......Replays.......................................................[replays]
d......The Vault.....................................................[ vault ]
e......Options/Setup.................................................[options]
7......Technical Stuff................................................[technic]
8......Contact Me.....................................................[e-mail!]
9......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.
v2.00 (19/10/08): UPDATE GET! If you've actually been waiting for me to update
this the whole time, you are either crazily dedicated, can't wait to see what
other jokes I crack, or need a life. That being said, here's what you get: A
new, spiffy moveset table. Moveset data for Wario and DK. More Subspace
Emissary stuff. And sections that include my advice on playing as and against
characters.
v.2.50 (23/05/09): Well then, I'd better give this thing some sort of update in
case anyone decides to complain at how lacking some parts of the guide are. I
would have rather finished Bowser's moveset before updating this, but it's
Saturday, so I figured what the heck. Stuff done: gave Neoseeker permission to
use the FAQ, added complete hitbox documentation to Mario, Luigi, Peach, and
most of Bowser, added basic move documentation to Diddy, completed the SSE
walkthrough, and some other stuff I can't even remember.
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 Z (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. There are five categories of Final Smashes:
Directional: These Final Smashes launch an attack in a single direction,
which may or may not be controlled. This kind of Final Smash has a blind
spot, usually behind the attacker, where targets can hide.
Focused: These Final Smashes affect nearby opponents in any direction.
Targets can avoid the move by getting out of range.
Trapping: These Final Smashes attack a certain area, grab anyone inside
said area (or just a single character), and lay down an inescapable
beating. They generally have a small initial range, and will fail if there
are no targets caught.
Stage-Wide: These Final Smashes affect the whole stage, leaving no hiding
spots. However, they may be less effective on larger stages.
Transformation: These Final Smashes only affect the user, who can then
rampage around and cause damage. Some transformations buff up the
character's existing moveset while others use a different set of controls.
Pity Final Smash: If you suck, the game gives you a free Final Smash. This
happens when you get KO'd and your updated score (KOs-falls-SDs) is five points
off the leader. Note that most Final Smashes can't even KO you twice, so this
isn't as unfair as it may seem. You can't get a PFS knocked out of you.
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.
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 for some reason, probably because it stops
you from tumbling/reeling and flips you upright. (It doesn't affect your aerial
movement whatsoever.)
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).
Crouchcancel: If you're crouching, you can't get hit as far. Of course, you may
be better off just shielding if you have that kind of timing.
Fastfall: Tap down when in the air to fall faster. You can't "slowfall", or
undo the fastfall before you hit the ground. Unless you use a jump.
Directional Influence (DI): You may notice that holding the Stick left when you
get hit causes your path to go more to the left. This is DI, the practice of
altering your imminent path by holding a direction during your hitstun (see
below). Pressing multiple directions during the hitstun (hard to do except for
the really big attacks) can alter your path further. You can't change the
distance you fly, just the direction.
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, you stall. Attacking will also stop the glide. If you
glide out of your final double jump, you go into a forced fall once the glide
ends.
Item Swallow: Wario, Kirby, and Dedede can eat items (not Yoshi for some
strange reason). Eating most items causes them to vanish. Large items (those
that are hard to carry) take a bit longer to swallow, leaving a potential
vulnerability. Eating an item such as Food or a Franklin Badge will activate
it. Eating an explosive will cause some damage, but no knockback. You can also
eat projectiles that can be grabbed.
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 turn around while
running and grab at the same time. The timing has to be pretty exact.
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's website 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. You have to touch land for
your swim time to reset, so you can't jump repeatedly to avoid drowning.
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.
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. Tap away to jump and hit down to let go.
Pressing the jump button while clinging will cause you to use a double jump,
not a walljump.
iii~~~~~~~~~~~~~~~iii [advance] iii
$ADVANCED TECHNIQUES$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
iii~~~~~~~~~~~~~~~iii iii
Angling: Certain f-tilts and f-smashes can be angled up and down by pushing up
or down before the attack launches. Usually, angling up increases the damage by
2%, while angling down does 1% less damage. Angling is useful to either deal
extra damage or hit short and/or crouching enemies.
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. Hopefully nobody chokes.
D+++++++++++D [ terms ] D
+OTHER TERMS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
D+++++++++++D D
Bubble Damage: 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). Also known as "hoop damage".
Forced Fall: 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.
Freeze Frames: Notice how, after a big hit, the affected character freezes in
place for a short time before flying away? The same with the character that
attacked. These are freeze frames. I'm not sure what their purpose is, but I do
know that more powerful attacks have more of it, especially sweetspots and
electric attacks. A specification can be made between who got hit and who
served it: "hitstun" affects the attacked, while "hitlag" affects the attacker.
Glancing Blow/Phantom Hit: Moves that just barely nick the opponent will do
half damage (if even that) without even causing the opponent to flinch.
Indicated by a small yellow spark. A more technical definition: glancing blows
happen when the collision bubble of an attack is tangental to the collision
bubble of an enemy. (A tangent in this case is when two spheres are touching at
a single point and not overlapping.)
Lag: When I say "lag" in this guide, I mean the length of time between using
an attack and regaining control (so, cooldown lag). Attacks with lots of lag
can easily be punished if they miss.
Stale-Move Negation: If you use the same move over and over again, the damage
done by the move will drop. There's a bit of complex math involved, but all
you have to remember is this: the more often you connect with a move, the less
damage it does, and using other moves will increase the damage of that move
again.
Start-Up Lag: The opposite of lag: the duration between pressing the button and
getting a result (so, windup time). Moves with lots of start-up lag are hard to
hit people with. I call this "windup" often, as in "this has a slow windup".
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.
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%. Note that this is maximum speed, not best
acceleration.
For each move, I will indicate the following for each part of it:
Damage: Well this should be obvious enough. Note that charged smashes do
decimal amounts of damage (such as 23.8%); this is because a fully charged
smash deals 1.4 times its normal output.
Power: There are two values here. The first, initial knockback, is the minimum
knockback the move deals on a Mario. (In case you don't know, the highest
knockback a character took during a match is given at the results screen.) The
second value, knockback scaling, is how much the knockback increases for each
percent the Mario has. For example, for a power of 839/3.192, the move does 839
knockback on a Mario at 0%, 1017.752 knockback on a Mario at 56%, and so on.
In other words: the higher the first number, the more knockback it does, and
the higher the second number, the faster it kills you at higher damages. You'll
probably have to recover knockbacks of over 5000, and a knockback of over 6500
will most likely kill you.
KO Rating: Abbreviated as KOR. This is a value that I believe to be a good
combination of the two Power values. The formula is this: Initial knockback
times knockback scaling, divided by 1000. Moves that will probably never KO
someone have low KORs like 10, while those that can KO at below 75% have KORs
above 125. For the purposes of not overwhelming you with data, I round KORs to
the nearest tenth. You can always do the math yourself for the entire decimal.
Since there's multiplication involved, if a move has a knockback scaling of 0,
the KOR will be 0. (Obviously, such moves will never KO you if their knockback
never increases.)
Angle: The direction the target is sent flying. 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. If there is no
appreciable knockback even at 999%, a "-" is used.)
Type: This only really matters in the Subspace Emissary when you're applying
stickers. It tells you what kind of stickers will buff this move up. For
example, punching someone is an Arm attack, so applying a sticker of "[Arm]
Attack + #" will increase punching damage. Since these are hard to test, feel
free to correct me. The types are as follows:
Arm: Punches, slaps, and elbows fit here.
Leg: This is where knees and kicks go.
Head: Headbutts, mostly.
Body: Full-body rams such as Dedede's dash attack or Yoshi's Ground Pound.
Spin: Attacks that involve spinning. Sonic does a lot of this.
Tail: If you use your tail to attack, it's Tail damage.
Bite: Presumably any damage involving mouths.
Slash: Includes swords, claws, and other sharp objects.
Weapon: Hammers, swords, and other things that you wield or throw.
Throwing (written as "Throw" to save space): Grabs and chucks.
Flame ("Fire"): Any kind of fire-based attack.
Electric ("Elctrc"): This should be obvious.
Freezing ("Ice"): Whether cold energy or ice blocks, it's an ice attack.
Water: Not many of these, it's pretty much just Squirtle.
Grass: I think only Ivysaur has such attacks.
Energy: Attacks such as Fox's Blaster or Samus' Charge Shot.
Magic: Obvious enough. Only Zelda and Peach have these.
PK: The two big-headed kids use psychic attacks.
Aura: Lucario only. Duh.
Pikmin: Affects all five colours. Use Fire and Electric for extra power on Reds
and Yellows.
Darkness ("Dark"): Those purple flames you see at times. Ganondorf only, NOT
White Pikmin (that's poison).
Explosives ("Explsv"): If it blows up, it's an explosive.
Special:Direct (S:D): All B-moves that make contact with the enemy.
Special:Indirect (S:I): All B-moves that strike from a distance.
Since Final Smashes can't be used in the Subspace Emissary, it's anyone's guess
as to what type they are (especially the wonky ones like Negative Zone). So,
instead of listing a type for a Final Smash, I list the category. As you may
remember, the categories are Directional, Focused, Trapping, Stage-Wide, and
Transformation.
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: Grows and shrinks again; takes off his hat and spins around; 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: Combo Kick
H1: Damage: 3% Power: 967/0 KOR: 0 Angle: - Type: Arm
H2: Damage: 2% Power: 1035/0 KOR: 0 Angle: - Type: Arm
H3: Damage: 4% Power: 1573/13.416 KOR: 21.1 Angle: 45 Type: Leg
A standard combo attack. Mario throws a punch, a second punch, and then a kick
that creates a bit of spacing.
F-Tilt: Power Kick
Damage: 8% Power: 1036/23.686 KOR: 24.5 Angle: 30 Type: Leg
Can be angled
Mario plants a kick into those in front of him.
U-Tilt: Uppercut
Damage: 7% Power: 1859/27.684 KOR: 51.5 Angle: 80b Type: Arm
An uppercut that lifts people on both sides of you.
D-Tilt: Crouch Kick
Foot: Damage: 5% Power: 1177/13.21 KOR: 15.5 Angle: 80 Type: Leg
Leg: Damage: 7% Power: 1233/17.037 KOR: 21.0 Angle: 80 Type: Leg
Usually, you'll be hitting people with the weaker hitbox (Mario's foot). The
stronger part of the attack requires you to be extremely close to the target.
Dash: Slide Kick
Clean: Damage: 9% Power: 2667/13.04 KOR: 34.8 Angle: 80b Type: Leg
Late: Damage: 7% Power: 1670/6.39 KOR: 10.7 Angle: 70b Type: Leg
Hitting with this attack cleanly deals a bigger hit than connecting after
you've slid a distance.
U-Smash: Head Snap
Uncharged: Damage: 14% Power: 2055/34.233 KOR: 70.3 Angle: 85 Type: Head
Charged: Damage: 19.6% Power: 2505/46.194 KOR: 115.7 Angle: 85 Type: Head
Mario headbutts upwards. Hits in all directions and is good at KOs.
D-Smash: Breakdance Kick
Front:
Uncharged: Damage: 15% Power: 2176/29.513 KOR: 64.2 Angle: 35 Type: Leg
Charged: Damage: 21% Power: 2593/39.936 KOR: 103.7 Angle: 35 Type: Leg
Back:
Uncharged: Damage: 12% Power: 1876/24.94 KOR: 46.8 Angle: 35 Type: Leg
Charged: Damage: 16.8% Power: 2154/33.547 KOR: 72.3 Angle: 35 Type: Leg
Mario swings his legs around. The first hit is obviously stronger, but the rear
hit isn't by any means weak.
F-Smash: Fire Smash
Arm:
Uncharged: Damage: 14% Power: 1944/38.037 KOR: 73.4 Angle: 30 Type: Arm
Charged: Damage: 19.6% Power: 2443/51.43 KOR: 125.6 Angle: 30 Type: Arm
Fire:
Uncharged: Damage: 17% Power: 2053/40.69 KOR: 83.5 Angle: 30 Type: Fire
Charged: Damage: 23.8% Power: 2709/55.326 KOR: 149.9 Angle: 30 Type: Fire
Can be angled
Mario throws his arm forwards and causes a fiery explosion. While the arm
thrust and fire blast have similar power, the fire's extra damage makes it
always a good idea to be spaced correctly.
Nair: Drop Kick
Clean: Damage: 10% Power: 1522/28.474 KOR: 43.3 Angle: 35 Type: Leg
Late: Damage: 5% Power: 1018/14.863 KOR: 15.1 Angle: 35 Type: Leg
A standard stick-out-your-leg attack.
Fair: Meteor Punch
Mis-aimed: Damage: 12% Power: 1765/26.603 KOR: 47.0 Angle: 35-80 Type: Arm
Meteor Smash: Damage: 13% Power: 1444/26.733 KOR: 38.6 Angle: -70 Type: Arm
Mario winds up and throws his hand downwards. The enemy gets sent in the
direction Mario's fist was moving at the time, so both timing and accuracy are
needed for a Meteor Smash.
Bair: Rear Kick
Damage: 12% Power: 1270/31.593 KOR: 40.1 Angle: 35 Type: Leg
A two-footed kick. Nothing special.
Uair: Flip Kick
Damage: 11% Power: 1226/30.86 KOR: 37.8 Angle: 45 Type: Leg
An upwards leg sweep. Nothing exciting.
Dair: Mario Tornado
H1-5: Damage: 1% Power: 853/0 KOR: 0 Angle: - Type: Spin?
H6: Damage: 7% Power: 3166/17.034 KOR: 53.9 Angle: 75 Type: Spin?
Landing hit: Damage: 2% Power: 1991/0 KOR: 0 Angle: - Type: Spin?
Mario spins around. The move tries to trap opponents it hits.
Pummel: Nosebutt
Damage: 3% Power: 0/0 KOR: 0 Angle: - Type: Head
It could be a headbutt, actually. Whatever.
F-Throw: Spin Chuck
Damage: 9% Power: 2415/16.95 KOR: 40.9 Angle: 60 Type: Throw
A regular throw.
B-Throw: Spin Throw
Damage: 12% Power: 2829/20.95 KOR: 59.3 Angle: 60 Type: Throw
One of the more powerful throws, Mario spins around and lets go of the foe
behind himself.
U-Throw: Vertical Hurl
Damage: 8% Power: 2760/17.056 KOR: 47.1 Angle: 90 Type: Throw
Throws the foe upwards.
D-Throw: Ground Slam
Damage: 6% Power: 2710/9.454 KOR: 25.6 Angle: 85 Type: Throw
Throws the foe downwards, causing a vertical rebound.
Edge <100%: Quick Kick
Damage: 8% Power: 3130/0 KOR: 0 Angle: 25 Type: Leg
Mario gets up from the edge and kicks nearby dudes.
Edge 100%+: Slow Kick
Damage: 10% Power: 3130/0 KOR: 0 Angle: 25 Type: Leg
Just like the less-than-100% move, but slower and with a bit more damage.
Floor (back): Sweep Kick
Damage: 6% Power: 2926/9.453 KOR: 27.7 Angle: 40 Type: Leg
Mario breakdances. Again.
Floor (face): Double Punch
Damage: 6% Power: 2926/9.453 KOR: 27.7 Angle: 40 Type: Arm
Two punches to either side.
Floor (trip): Double Kick
Damage: 5% Power: 2262/7.97 KOR: 18.0 Angle: 40 Type: Leg
Two kicks to either side.
SPECIAL MOVES:
Neutral: Fireball
Damage: 5% Power: 454/2.477 KOR: 1.1 Angle: - Type: Fire,S:I
Energy projectile
Mario throws a boiling ball that bounces away from him in the direction he's
facing. Nothing too exciting.
Side: Super Cape
Damage: 8% Power: 826/0 KOR: 0 Angle: - Type: S:I
Reflector, reverser
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
H1: Damage: 5% Power: 3586/0 KOR: 0 Angle: - Type: Arm,S:D
H2-5: Damage: 1% Power: 4041/0 KOR: 0 Angle: - Type: Arm,S:D
H6: Damage: 3% Power: 2569/17.006 KOR: 43.7 Angle: 70 Type: Arm,S:D
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
Uncharged: Damage: 0% Power: 731/0 KOR: 0 Angle: - Type: Water,S:I
Charged: Damage: 0% Power: 1359/0 KOR: 0 Angle: - TYpe: Water,S:I
Energy projectile
Originally the Mario Tornado. 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
Damage: 2%-3% per hit, 11-ish hits Power: 925/5.864 KOR: 5.4 Angle: 30
Category: Directional
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 (mostly). 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.
Playing as Mr. Nintendo:
Mario is average in just about every way - his attacks do average damage, he's
in the middle of the weight, fallspeed, and airspeed lists (19th is technically
the middle, but close enough what with the ties), and he has a little bit of
every kind of move. While Mario's Fireball can easily be spammed, Stale-Move
Negation combined with its already low damage don't make it legitimately
useful. Mario is best when up close and personal, throwing out tilts and
smashes with the occasional throw. However, staying back a little has its
merits because the Cape, if used well, can greatly reduce the damage you take.
Plus, Mario's f-smash is best a few steps away. If your opponent likes to (or
must) recover from high in the air, consider keeping FLUDD constantly charged
to push them away. Or, since Mario has a decent vertical recovery, leap out
there and Meteor Smash 'em. As for the Mario Finale, try to throw the opponent
and then unleash it - it's a good way to make sure they get hit. Or use it on a
recovering enemy.
Playing against The Man:
Since Mario has no real weaknesses, it's fair to say he has no real strengths
either. If Mario stays back and pelts you with Fireballs, jump over to him and
land a solid blow; reflecting them won't do much good, especially if he's on an
elevated platform. Mario's recovery is mostly vertical and he's on the slow
side of the fallspeed list, so hitting him upwards is a good idea. If the Mario
you're playing loves to Cape things, mix it up a little and grab him, or (if
you're feeling lucky) attack in the wrong direction on purpose and see if he
Capes you into his face. On the other hand, if the player never Capes (perhaps
he forgets it's there), feel free to use projectiles. Since Mario's f-smash is
strongest at a distance, getting up real close weakens what it can do to you.
It's somewhat difficult to get behind Mario to avoid his Final Smash, so go
vertical instead. Once you're out of the fire range, shimmy up behind the
plumber and wind up a big one (make sure he'll be vulnerable before the attack
launches).
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; 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
H1: Damage: 3% Power: 1080/0 KOR: 0 Angle: - Type: Arm
H2: Damage: 2% Power: 1080/0 KOR: 0 Angle: - Type: Arm
H3: Damage: 5% Power: 2143/13.21 KOR: 28.3 Angle: 35 Type: Body
Luigi throws two punches and then rams the enemy with his rear. Yeah.
F-Tilt: Power Kick
Damage: 10% Power: 943/28.47 KOR: 26.8 Angle: 35 Type: Leg
Can be angled
A nice-ranged kick. Nothing notable.
U-Tilt: Upper Swipe
Damage: 9% Power: 2015/33.12 KOR: 66.7 Angle: 80b Type: Arm
Luigi claws at the sky. Oddly, this is pretty powerful.
D-Tilt: Crouch Kick
Ground hit: Damage: 9% Power: 1379/13.04 KOR: 18.0 Angle: -90 Type: Leg
Air hit: Damage: 9% Power: 1379/13.04 KOR: 18.0 Angle: 45 Type: Leg
Because this hits grounded enemies downwards, it won't do much until around
100%.
Dash: Frenzy Punches
H1-6: Damage: 1% Power: 437/5.586 KOR: 2.4 Angle: 35 Type: Arm
H7: Damage: 2% Power: 2210/9.337 KOR: 20.6 Angle: 35 Type: Arm
Luigi flails his fists while slowing down. More of an annoynace than a useful
attack.
U-Smash: Head Snap
Body (very close range):
Uncharged: Damage: 12% Power: 2106/32.586 KOR: 68.6 Angle: 60b Type: Head?
Charged: Damage: 16.8% Power: 2468/43.84 KOR: 108.2 Angle: 60b Type: Head?
Head:
Uncharged: Damage: 15% Power: 2319/39.62 KOR: 91.9 Angle: 60b Type: Head
Charged: Damage: 21% Power: 2879/53.68 KOR: 154.5 Angle: 60b Type: Head
Just like Mario, Luigi flings his head upwards and deals a solid blow to those
around him. However, if the enemy is extremely close, they won't take the best
part of the attack.
D-Smash: Breakdance Kick
Front:
Uncharged: Damage: 16% Power: 2327/34.256 KOR: 79.7 Angle: 60b Type: Leg
Charged: Damage: 22.4% Power: 2845/46.5 KOR: 132.3 Angle: 60b Type: Leg
Back:
Uncharged: Damage: 16% Power: 2327/34.256 KOR: 79.7 Angle: 75 Type: Leg
Charged: Damage: 22.4% Power: 2845/46.5 KOR: 132.3 Angle: 75 Type: Leg
While the attack itself is the same as Mario's, Luigi deals the same amount of
damage on the front and back hit. However, they send people in different
directions.
F-Smash: Palm Poke
Uncharged: Damage: 14% Power: 2181/51.35 KOR: 112.0 Angle: 60 Type: Arm
Charged: Damage: 19.6% Power: 2855/69.43 KOR: 198.2 Angle: 60 Type: Arm
Luigi winds up and juts his open hand towards the enemy fingers-first. Don't
ask me how that's supposed to not break your fingers. One of the most powerful
smash attacks, so save it for KOs.
Nair: Drop Kick
Clean: Damage: 14% Power: 1783/38.034 KOR: 67.8 Angle: 90 Type: Leg
Late: Damage: 6% Power: 1343/18.903 KOR: 25.4 Angle: 90 Type: Leg
A standard kick that does more damage during the initial thrust. The knockback
angle is weird, though.
Fair: Karate Chop
Damage: 10% Power: 1669/22.777 KOR: 38.0 Angle: 35 Type: Arm
This attack is very fast, making it easy to use multiple times in a row.
Bair: Rear Kick
Damage: 12% Power: 1385/33.253 KOR: 46.1 Angle: 35 Type: Leg
There's nothing special about this attack. A simple kick backwards.
Uair: Flip Kick
Front: Damage: 13% Power: 1066/35.644 KOR: 38.0 Angle: 70 Type: Leg
Back: Damage: 7% Power: 736/21.297 KOR: 15.7 Angle: 70 Type: Leg
This attack usually sends the enemy right into the top corner of the screen.
Note that the two parts of the attack send the opponent in different directions
(one goes left, the other right), but the angle is the same since the opponent
is moving away from you in both cases.
Dair: Drill Kick
Damage: 11% Power: 1580/30.86 KOR: 48.8 Angle: 35 Type: Leg?,Spin?
Unlike most drill kicks, this attack only hits once with good power.
Pummel: Nosebutt
Damage: 3% Power: 0/0 KOR: 0 Angle: - Type: Head
Pummels are never really interesting.
F-Throw: Spin Chuck
Damage: 9% Power: 2415/16.95 KOR: 40.9 Angle: 60 Type: Throw
A regular throw. Insignificantly more powerful than Mario's.
B-Throw: Spin Throw
Damage: 12% Power: 3171/21.614 KOR: 68.5 Angle: 45 Type: Throw
Same as Mario's but better. Wonder why...
U-Throw: Vertical Hurl
Damage: 8% Power: 2760/17.056 KOR: 47.1 Angle: 90 Type: Throw
Throws the foe upwards.
D-Throw: Ground Slam
Damage: 6% Power: 2625/5.67 KOR: 14.9 Angle: 85 Type: Throw
Throws the foe downwards, causing a vertical rebound. Never use this for KOs,
obviously.
Edge <100%: Quick Kick
Damage: 8% Power: 3130/0 KOR: 0 Angle: 25 Type: Leg
A quick pull-up from the edge, followed by a fast kick.
Edge 100%+: Slow Kick
Damage: 10% Power: 3130/0 KOR: 0 Angle: 25 Type: Leg
Just like the less-than-100% move, but slower and with a bit more damage.
Floor (back): Sweep Kick
Damage: 6% Power: 2926/9.453 KOR: 27.7 Angle: 40 Type: Leg
Luigi breakdances. Again.
Floor (face): Double Punch
Damage: 6% Power: 2926/9.453 KOR: 27.7 Angle: 40 Type: Arm
Two punches to either side.
Floor (trip): Double Kick
Damage: 5% Power: 2262/7.97 KOR: 18.0 Angle: 40 Type: Leg
Two kicks to either side.
SPECIAL MOVES:
Neutral: Green Fireball
Damage: 6% Power: 335/4.726 KOR: 1.6 Angle: - Type: Fire,S:I
Energy projectile
Unlike Mario's Fireball, Luigi's is not affected by gravity. Other than that,
it's virtually identical.
Side: Green Missile
Uncharged: Damage: 5% Power: 1177/13.21 KOR: 15.5 Angle: 35
Type: Body?,Fire,S:D
Charged: Damage: 26% Power: 2565/53.386 KOR: 136.9 Angle: 35
Type: Body?,Fire,S:D
Misfire: Damage: 25% Power: 2913/64.34 KOR: 187.4 Angle: 35
Type: Body?,Fire,S:D
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.
Also watch out for walls - if Luigi's going fast enough when he hits one, he
may get stuck.
Up: Fire Jump Punch
Miss: Damage: 1% Power: 38/0.066 KOR: 0.0 Angle: - Type: Arm,S:D
Sweetspot:
Air: Damage: 20% Power: 3077/37.717 KOR: 116.1 Angle: 90 Type: Arm,Fire,S:D
Ground: Damage: 25% Power: 3911/46.97 KOR: 183.7 Angle: 90 Type: Arm,Fire,S:D
Normally, when you hit someone which this move, you deal 1% damage with
insignificant 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. The lag upon landing after using this is also pretty bad, so
missing is a bad happening.
Down: Luigi Cyclone
Hit: Damage: 2% Power: 1003/5.603 KOR: 5.6 Angle: 15,15b
Type: Spin?,S:D
Hit (air): Damage: 2% Power: 2090/7.47 KOR: 15.6 Angle: 15,15b
Type: Spin?,S:D
Last hit: Damage: 4% Power: 2667/16.24 KOR: 43.3 Angle: 90
Type: Spin?,S:D
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
Damage: 0% Power: 0/0 KOR: 0 Angle: - Category: Focused
What the...Luigi dances around like a crazed hippie, 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 (or Luigi's attack power goes up, it's hard to tell)
Continuous damage
Icy traction
Stun (if you're stunnined in the air, you drop immediately)
Sleep
Flower
Timeslow
Uncontrollable taunting
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.
Taunt: Heel Scuff
Damage: 2% Power: 4725/0 KOR: 0 Angle: -90 Type: Leg
Luigi's down taunt is a Meteor Smash. Yessireebob.
Playing as Greeny:
While Luigi and Mario do have similarities, you can't play them the same way.
Where Mario relies on confident combos to rack up damage, Luigi is more of a
one-hit-wonder guy. Your game plan should center around setting up into one of
three moves: the f-smash, the u-smash, and the Fire Jump Punch. The f-smash is
an all-around good Smash Attack, the u-smash is fast and hits hard, and the FJP
has superb power. All three of these moves are likely to KO the enemy when used
at the right time. The Green Missile, on the other hand, isn't very useful
unless it's fully charged (its non-charged range isn't good). I usually only
use it for recovery - charge it all the way, drop to stage level to hit
bystanders, release, and then Up-B if necessary. Aside from this contrived
recovery Luigi must use, his other main problem is getting around. Although he
jumps very high, he slides around a bunch, his dash attack isn't very good, and
his airspeed is surprisingly bad. Using the Luigi Cyclone to relocate is a good
idea - it's very fast, it does damage, and it covers a lot of ground. Don't
forget to use it as a recovery as well (by mashing B) if you need to vertical
distance. Luigi's Final Smash can be used almost anytime when the opponent is
nearby - just activate it, wait to regain control, then calmly use a Fire Jump
Punch for the KO (this isn't guarenteed, so maybe don't use the FS until the
enemy has some damage). If the enemy avoids the Zone, you can try to throw him
in there, but the time between getting control back and the Zone vanishing is
pretty short.
Playing against Weegee:
As I said in the above paragraph, Luigi's two main problems are moving around
and a predictable recovery. Keeping your distance from Luigi can often
frustrate him since it's difficult for him to keep up with you (unless all he
needs to do is jump). Moving around constantly also hurts his chances of
pegging you with a Fire Jump Punch. As for hurting his recovery, simply throw
projectiles out there to interrupt his Green Missile charging, then edgehog if
you want to stop his Up-B. The Negative Zone is all the more reason to keep
away from the green guy. If the size of the stage makes it unavoidable, you can
at least keep off the ground so you can't go to sleep or start taunting. But
don't jump over a pit inside the Zone - if you get stunned, you'll drop like a
stone.
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. To float without
jumping, hold down and then the jump button (can't be done with Wiimote only).
Standard Attacks:
Neutral: Slap/Slap
H1: Damage: 3% Power: 1080/0 KOR: 0 Angle: - Type: Arm
H2: Damage: 3% Power: 1583/11.73 KOR: 18.6 Angle: 45 Type: Arm
Peach slaps the enemy twice.
F-Tilt: Split Kick
Peak: Damage: 6% Power: 2121/9.45 KOR: 20.0 Angle: 90 Type: Leg
Toe: Damage: 10% Power: 1874/24.2 KOR: 45.4 Angle: 75 Type: Leg
Foot: Damage: 11% Power: 1923/26.23 KOR: 50.4 Angle: 90 Type: Leg
Leg: Damage: 13% Power: 2033/30.3 KOR: 61.6 Angle: 85b Type: Leg
A kick that has a total of four different hitboxes: three for what part of the
leg hits, and one that hits after the kicking motion is complete.
U-Tilt: Heart Stab
Damage: 13% Power: 2679/24.95 KOR: 66.8 Angle: 60 Type: Arm?,Magic
A blast of pink energy...or something.
D-Tilt: Ground Swipe
Air hit: Damage: 10% Power: 1361/28.47 KOR: 38.7 Angle: 80 Type: Arm
Ground hit: Damage: 10% Power: 2249/22.774 KOR: 51.2 Angle: -90 Type: Arm
Peach sweeps her arm along the ground.
Dash: Dash Push
H1: Damage: 4% Power: 1285/7.064 KOR: 9.1 Angle: 35 Type: Arm
H2: Damage: 4% Power: 2409/17.65 KOR: 42.5 Angle: 75 Type: Arm
This dash does two hits, neither of them that good.
U-Smash: Twirl Poke
Edge:
Uncharged: Damage: 8% Power: 1745/23.687 KOR: 41.3 Angle: 70 Type: Spin?
Charged: Damage: 11.2% Power: 1914/31.34 KOR: 60.0 Angle: 70 Type: Spin?
Elsewhere:
Uncharged: Damage: 15% Power: 2505/40.427 KOR: 101.3 Angle: 90
Type: Arm,Spin?
Charged: Damage: 21% Power: 3076/54.777 KOR: 168.5 Angle: 90
Type: Arm,Spin?
Body:
Uncharged: Damage: 17% Power: 2675/45.21 KOR: 120.9 Angle: 75b
Type: Arm,Spin?
Charged: Damage: 23.8% Power: 3404/61.474 KOR: 209.3 Angle: 75b
Type: Arm,Spin?
Peach extends her arm upwards and spins around. The sweetspot is right in the
middle of her body, while enemies that are a bit too far away will take a weak
hit.
D-Smash: Dress Spin
Uncharged: Damage: 5% per hit Power: 1757/13.21 KOR: 23.2 Angle: 35b
Type: Leg, Spin
Charged: Damage: 7% per hit Power: 1813/17.037 KOR: 30.9 Angle: 35b
Type: Leg, Spin
Peach crouches and spins around. Does eight hits, four on each side.
F-Smash: Bludgeon
Tennis Racket:
Main Part:
Uncharged: Damage: 12% Power: 1887/19.954 KOR: 37.7 Angle: 35 Type: Weapon
Charged: Damage: 16.8% Power: 2109/26.84 KOR: 56.6 Angle: 35 Type: Weapon
Edge:
Uncharged: Damage: 13% Power: 2354/35.646 KOR: 83.9 Angle: 35 Type: Weapon
Charged: Damage: 18.2% Power: 2787/48.08 KOR: 134.0 Angle: 35 Type: Weapon
Golf Club:
Uncharged: Damage: 15% Power: 2462/28.297 KOR: 69.7 Angle: 40 Type: Weapon
Charged: Damage: 21% Power: 2861/38.343 KOR: 109.7 Angle: 40 Type: Weapon
Frying Pan:
Uncharged: Damage: 18% Power: 1972/32.37 KOR: 63.8 Angle: 80 Type: Weapon
Charged: Damage: 25.2% Power: 2526/44.08 KOR: 111.3 Angle: 80 Type: Weapon
Peach randomly takes one of three weapons - a tennis racket, a golf club, or
a flying pan. Then she uses it to smack the enemy. The weapon chosen won't be
the same twice in a row, so it's not totally random. Generally unreliable for
KOs, but you can "eliminate" a weapon by swinging.
Nair: Twirl
Clean: Damage: 13% Power: 1603/32.08 KOR: 51.4 Angle: 40 Type: Spin?
Late: Damage: 9% Power: 826/26.076 KOR: 21.5 Angle: 40 Type: Spin?
Landing: Damage: 10% Power: 878/28.47 KOR: 25.0 Angle: 40 Type: Spin?
A normal twirl, nothing special. More like a drop kick physics-wise.
Fair: Crown Smack
Damage: 15% Power: 2759/27.493 KOR: 75.9 Angle: 40 Type: Weapon
Just what it says on the can.
Bair: Butt Bump
Damage: 14% Power: 1877/30.43 KOR: 57.1 Angle: 40 Type: Body
Nothing notable.
Uair: Upper Kick
Damage: 13% Power: 1066/35.644 KOR: 38.0 Angle: 85b Type: Leg
A kick...upwards. Yeah.
Dair: Stomp Kicks
H1-H3: Damage: 3% Power: 603/3.52 KOR: 2.1 Angle: 75 Type: Leg
H4: Damage: 5% Power: 2088/19.814 KOR: 41.4 Angle: 75 Type: Leg
Four kicks below.
Pummel: Low Kick
Damage: 2% Power: 0/0 Angle: - Type: Leg
F-Throw: Big Slap
H1: Damage: 2% Power: 0/0 KOR: 0 Angle: - Type: Throw
H2: Damage: 8% Power: 2082/19.66 KOR: 40.9 Angle: 45 Type: Throw
Yes, a throw that does two hits. Chances are, though, you wouldn't have noticed
had someone not told you (or you went into Training Mode at quarter speed).
Note that, since the first hit must be taken to have the second hit tested, the
Power and KOR are slightly off.
B-Throw: Butt Blast
H1: Damage: 2% Power: 0/0 KOR: 0 Angle: - Type: Throw
H2: Damage: 9% Power: 2552/10.43 KOR: 26.6 Angle: 40 Type: Throw
U-Throw: Push Up
H1: Damage: 2% Power: 0/0 KOR: 0 Angle: - Type: Throw
H2: Damage: 6% Power: 2613/10.586 KOR: 27.7 Angle: 90 Type: Throw
D-Throw: Butt Slam
H1: Damage: 0% Power: 0/0 KOR: 0 Angle: - Type: Throw
H2: Damage: 7% Power: 2319/12.777 KOR: 29.6 Angle: 80b Type: Throw
The combo counter says 2 hits, so the first must do 0 damage. Doesn't make
sense, but hey, Peach's moveset is full of weirdness.
Edge <100%: Butt Fling
Damage: 6% Power: 3130/0 KOR: 0 Angle: - Type: Body
Edge 100%+: Slow Kick
Damage: 10% Power: 3130/0 KOR: 0 Angle: - Type: Leg
Floor (back): Sweep Kick
Damage: 6% Power: 2604/9.45 KOR: 24.6 Angle: 40 Type: Leg
Floor (face): Spin Kick
Front: Damage: 6% Power: 2604/9.45 KOR: 24.6 Angle: 40 Type: Leg
Back: Damage: 8% Power: 2644/11.843 KOR: 31.3 Angle: 40 Type: Leg
Floor (trip): Double Kick
Damage: 5% Power: 2262/7.97 KOR: 18.0 Angle: 40 Type: Leg
Special Moves:
Neutral: Toad
Damage: 3%, 6 hits Power: 2398/21.114 KOR: 50.6 Angle: 45 Type: S:I?
Counterattack
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
Damage: 15% Power: 2097/16.17 KOR: 33.9 Angle: 20 Type: Magic?,Explsv?,
S:D
Use this badly-named 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
First hit: Damage: 5% Power: 4041/0 KOR: 0 Angle: - Type: Slash?,
Weapon?,S:I
When rising: Damage: 1% Power: 2675/0 KOR: 0 Angle: - Type: Slash?,
Weapon?,S:I
On opening: Damage: 4% Power: 2699/16.946 KOR: 45.7 Angle: 75 Type: Slash?,
Weapon?,S:I
Descent: Damage: 3% Power: 1374/4.69 KOR: 6.4 Angle: 85 Type: Slash?,
Weapon?,S:I
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
Damage: varies Power: varies Angle: 20 Type: Weapon,S:I
Physical projectile, item
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.) Watch for the Stichface: it only shows up 1/58 (that's 1.72%) 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
Damage: 0%,10%,20%,40% Power: 0/0 KOR: 0 Angle: - Category: Stage-Wide
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, dozens 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.
Playing as Princess Toadstool:
Peach has a great air game, and not just because she falls slow and can float.
Her fair has a good deal of power in it, and her nair can hit people in any
direction. The only problem is that her double jump is not very good. On the
ground, Peach's d-smash does a decent amount of damage and traps people, and
her f-throw is a decent finisher. The f-smash can score KOs, but it's not very
reliable because it's random. Toad can be used to block the big hits, but the
timing is hard to learn, and using him too much becomes predictable. Aside from
that, the veggies are the big thing. The more turnips you pluck, the faster you
can work through the probability tree to find a Stichface. Vegetables can
easily be spammed, but since opponents can grab them, it's not always the best
idea. Note that Peach can use her regular air attacks while floating even if
she's holding a veggie, so you can mix up the timing quite a bit. To use
Peach's Final Smash effectively, it would be best to learn about how long
enemies sleep for. That way, you can run around recovering while knowing about
when people are going to start competing for the peaches. Of course, if you
fire the move when people aren't on the ground, it's a bit of a waste
(especially if said character can stay off the ground for the whole move).
Playing against Pink 'n' Frilly:
Peach isn't as light as you may think, but her recovery is designed for a
lightweight - mostly horizontal. That said, try to hit her over the edge and
then downwards; her double jump won't be very useful in such a case. Always try
to grab any incoming turnips. If you're not good at such things, then shield -
the projectiles will vanish on contact, preventing her from using them again.
(Dodging works too.) If you think Toad becomes predictable, than start grabbing
a little more. Defending against Peach Blossom once it's used is easy if you're
someone like Kirby. The problem comes when the Peach player's thumb is on the
button waiting for you to tap the ground between leaps. Reflexes and prediction
save the day there. Don't forget to mash buttons to wake up faster.
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/grey, 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
H1: Damage: 5% Power: 1650/0 KOR: 0 Angle: - Type: Arm,Slash
H2: Damage: 5% Power: 2277/16.51 KOR: 37.6 Angle: 40 Type: Arm,Slash
Two claw swipes. Standard stuff.
F-Tilt: Backhand Knuckle
Damage: 11% Power: 2226/25.616 KOR: 57.0 Angle: 40 Type: Arm
Bowser sticks his big fist out.
U-Tilt: Vertical Claw
Damage: 12% Power: 2740/32.256 KOR: 88.4 Angle: 80b Type: Arm,Slash
A vertical slash. It won't hit anyone in front of you, but it will tap people
behind you.
D-Tilt: Claw Trip
H1: Damage: 14% Power: 1783/38.034 KOR: 67.8 Angle: 40 Type: Arm,Slash
H2: Damage: 11% Power: 1322/30.864 KOR: 40.8 Angle: 40 Type: Arm,Slash
Two grounded swipes. Unlike most two-hit moves, the first hit is the better
one.
Dash: Body Slam
Clean: Damage: 11% Power: 4146/9.257 KOR: 38.4 Angle: 85 Type: Body
Late: Damage: 8% Power: 2810/7.106 KOR: 20.0 Angle: 85 Type: Head?
It's actualy very hard to get the late hit, so don't worry too much about it.
U-Smash: Shell Slam
Head:
Uncharged: Damage: 15% Power: 1835/36.836 KOR: 66.8 Angle: 75 Type:
Body
Charged: Damage: 21% Power: 2349/49.3 KOR: 115.8 Angle: 75 Type: Body
Body:
Uncharged: Damage: 20% Power: 2084/41.91 KOR: 87.3 Angle: 90 Type:
Body,Slash
Charged: Damage: 28% Power: 2886/57.213 KOR: 165.1 Angle: 90 Type:
Body,Slash
Landing (edge):
Uncharged: Damage: 10% Power: 2811/28.47 KOR: 80.0 Angle: 75 Type:
Body,Slash
Charged: Damage: 14% Power: 3071/38.036 KOR: 116.8 Angle: 75 Type:
Body,Slash
Landing (body):
Uncharged: Damage: 12% Power: 2931/33.254 KOR: 97.5 Angle: 75b Type:
Body,Slash
Charged: Damage: 16.8% Power: 3301/44.734 KOR: 147.7 Angle: 75b
Type: Body,Slash
Bowser hunkers down and jumps upwards. A good move for hitting those on
platforms above you.
D-Smash: Shell Blender
H1-6:
Uncharged: Damage: 2% Power: 1588/4.667 KOR: 7.4 Angle: 30b Type:
Body,Spin,Slash
Charged: Damage: 2.8% Power: 1594/5.627 KOR: 9.0 Angle: 30b Type:
Body,Spin,Slash
H7:
Uncharged: Damage: 9% Power: 2445/36.51 KOR: 89.2 Angle: 75 Type:
Body,Spin,Slash
Charged: Damage: 12.6% Power: 2742/48.563 KOR: 133.2 Angle: 75 Type:
Body,Spin,Slash
F-Smash: Shoulder Lunge
H1:
Uncharged: Damage: 10% Power: 2108/37.013 KOR: 78.0 Angle: 70 Type:
Head?,Body
Charged: Damage: 14% Power: 2446/49.45 KOR: 121.0 Angle: 70 Type:
Head?,Body
H2:
Tip:
Uncharged: Damage: 21% Power: 2156/44.37 KOR: 95.7 Angle: 60 Type:
Head?,Body
Charged: Damage: 29.4% Power: 3050/60.64 KOR: 185.0 Angle: 60 Type:
Head?,Body
Square:
Uncharged: Damage: 23% Power: 2440/48.24 KOR: 117.7 Angle: 40 Type:
Head?,Body
Charged: Damage: 32.2% Power: 3508/66.163 KOR: 232.1 Angle: 40
Type: Head?,Body
Nair: Shell Spin
Clean: Damage: 13% Power: 1497/28.517 KOR: 42.7 Angle: 40 Type:
Body,Spin
Late: Damage: 9% Power: 1305/20.863 KOR: 27.2 Angle: 40 Type:
Body,Spin
Fair: Air Claw
Damage: 13% Power: 1241/29.003 KOR: 62.1 Angle: 40 Type: Arm,Slash
Bair: Shell Bulge
Clean: Damage: 15% Power: 1815/33.554 KOR: 60.9 Angle: 40 Type:
Body,Slash
Late: Damage: 7% Power: 1863/21.296 KOR: 39.7 Angle: 40 Type:
Body,Slash
Uair: Upper Headbutt
Damage: 17% Power: 2417/42.044 KOR: 101.6 Angle: 85 Type: Head
Dair: Inverted Spin
H1-8: Damage: 3% Power: 853/0 KOR: 0 Angle: - Type: Body,Spin,Slash
H9: Damage: 3% Power: 958/11.73 KOR: 11.0 Angle: -90 Type:
Body,Spin,Spash
Landing: Damage: 2% Power: 2112/2.733 KOR: 5.8 Angle: 30 Type:
Body,Spin,Spash
Pummel: Headbutt
Damage: 3% Power: 0/0 KOR: 0 Angle: - Type: Head
F-Throw: Big Heave
Damage: 10% Power: 2317/14.234 KOR: 33.0 Angle: 45 Type: Throw
B-Throw: Big Hurl
Damage: 10% Power: 2317/14.234 KOR: 33.0 Angle: 50 Type: Throw
U-Throw: Spike Slice
H1-8: Damage: 1% Power: 0/0 KOR: 0 Angle: - Type: Throw
H9: Damage: 2% Power: 3303/0 KOR: 0 Angle: 90 Type: Throw
Like Peach's throws, the values are a bit off because the first hits cannot be
avoided.
D-Throw: Flatten
Damage: 12% Power: 2552/1.367 KOR: 3.5 Angle: 45 Type: Throw
Edge <100%: Quick Spin
Damage: 8% Power: 3130/0 KOR: 0 Angle: - Type: Body,Spin
Edge <100%: Slow Swipe
Damage: 10% Power: 3130/0 KOR: 0 Angle: - Type: Arm,Slash
Floor (back): Claw Spin
Damage: 6% Power: 2926/9.453 KOR: 27.7 Angle: - Type: Arm
Floor (face): Worm
Damage: 6% Power: 2926/9.453 KOR: 27.7 Angle: - Type: Body
Floor (trip): Floor Spin
Damage: 6% Power: 2262/7.97 KOR: 18.0 Angle: - Type: Arm
Special Moves:
Neutral: Fire Breath
Near: Damage: 2% per hit Power: 469/ KOR: ? Angle: - Type: Fire,S:I
Far: Damage: 1% per hit Power: 278/ KOR: ? Angle: - Type: Fire,S:I
Energy projectile
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)
Damage: 18% Power: 3261/ KOR: ? Angle: 60 Type: Slash,Throw?,S:D
Bowser slashes forwards, 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
Ground:
H1: Damage: 11% Power: 3003/ KOR: ? Angle: 80 Type: Spin,Slash,S:D
H2: Damage: 5% Power: 2910/ KOR: ? Angle: 90 Type: Spin,Slash,S:D
H3: Damage: 3% Power: 1918/ KOR: ? Angle: 75 Type: Spin,Slash,S:D
Air:
H1: Damage: 10% Power: 3104/ KOR: ? Angle: 80 Type: Spin,Slash,S:D
H2-6: Damage: 3% Power: 1733/ KOR: ? Angle: 80 Type: Spin,Slash,S:D
H7-12: Damage: 2% Power: 1730/ KOR: ? Angle: 80 Type: Spin,Slash,S:D
A full-body shell spin. It has pretty much no startup time and hits in all
directions. When used on the ground, you can move sideways while spinning, and
the move deals two hits (H1, then either H2 or H3 depending on the move's
duration). In the air, it combo-hits. As a recovery move, it's mostly
horizontal.
Down: Bowser Bomb
H1: Damage: 4% Power: 3130/ KOR: ? Angle: 80 Type: Body,S:D
H2: Damage: 20% Power: 2654/ KOR: ? Angle: 80 Type: Body,S:D
Bowser leaps upwards at a funny angle (unless he's in the air already) and
comes crashing down, doing scads of 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 Bowser Transformation (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, so watch your
percentage when time runs out). 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:
Moves that involve claw swiping take on a Darkness property.
Moves that involve shell spinning become electric.
The exception to the above is the d-smash, which is ice-based.
The f-smash causes an explosion.
"Ground impact" attacks (such as the dash attack) can bury people.
GLITCH!: From my testing, Giga Bowser's timer is unaffected by Training Mode's
speed change; he'll revert after the same duration regardless of whether the
speed is set to x1.5 or x1/4.
Playing as King Koopa:
Bowser plays just how you think he should: big, slow, heavy, and powerful.
Since Bowser's only projectile is short-range, the only way to fight is to get
in close. How close you need to get depends - the f-tilt (the Knuckle) goes a
long way, and his oddly fast airspeed lets him jump and pull a fair from a
decent distance. The f-smash doesn't go too far, and shouldn't be overused
since it's slow, but hits very hard and should be used as much as you think you
can get away with. Bowser's other two smash attacks are useful for clearing
people away from all sides of you. Fire Breath isn't bad as an edgeguarder, but
you could also use the d-tilt since it's more powerful. The Whirling Fortress
comes out very quickly and can be used out of your shield, and it hits pretty
hard on the ground. Use the Bowser Bomb to halt juggles, but its windup and lag
are too slow to use for most anything else. As for Giga Bowser, the best moves
to use are the d-smash and u-smash, since they hit in all directions. This
helps stop people from needling you with attacks that'll cause your % to
skyrocket.
Playing against His Chubbiness:
Since Bowser is slow, it's not a bad idea to stay away and pepper him from
afar. When that doesn't work, then go medium range. Bowser's d-smash will suck
you in, so it's not a good idea to get too close. Don't forget that the
Whirling Fortress can be done from a shield, so learn when's a good time to
grab. If you can dodge most of Bowser's air attacks, the landing lag he suffers
will let you punish him somewhat easily. Juggling Bowser will likely cause him
to Bowser Bomb, so dodge it and abuse the lag (actually, do that every time he
pulls it out). Bowser is heavy, so you need to inflict a lot of pain to remove
him from your face. Multi-hit moves are good at this since they keep him in
hitstun, plus he's a big target so all the hits can connect. When Giga Bowser
appears, you have two choices depending on the stage: attack, or run. For
small stages, it's best to damage him as much as possible so you can KO him
easily once he reverts. For large stages, evade him.
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(ish), 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 | Leg |
|F-Tilt | Tail Swat | 9% | 85,45 |Tail |
|U-Tilt | Tail Flip | 11% | 85b |Tail |
|D-Tilt | Tail Trip | 10% | 35 |Tail |
| Dash | Head Ram | 9% | 40 |Head |
|U-Smash| Nasal Crush | 16%-22% | 80 |Head |
|D-Smash|Tail Sweep (front)| 14%-19% | 30 |Tail |
| | (back) | 13%-18% | 30 |Tail |
|F-Smash| Noggin Flail | 16%-22% | 35 |Head |
| Nair | Drop Kick | 12%> | 35 | Leg |
| Fair | Nose Pound | 15% |90 (s* -90)|Head |
| Bair | Tail Wag |4%/3%/3%/4% |60/60/60/60|Tail |
| Uair | Vertical Sweep | 13% | 90 |Tail |
| Dair | Foot Flurry |(3%,2%)(x14)|90 (s* -90)| Leg |
|Pummel | Chew | 2% | - |Bite |
|F-Throw| Spit | 7% | 45 |Throw|
|B-Throw| Spin 'n' Spit | 7% | 45 |Throw|
|U-Throw| Spit Up | 5% | 90 |Throw|
|D-Throw| Spit Down | 4% | 85 |Throw|
|Edge 1 | Tail Spin | 6% | - |Tail |
|Edge 2 | Headbutt | 12% | - |Head |
+-------+------------------+------------+-----------+-----+
Special Moves:
Neutral: Egg Lay (7%) (-) (Bite?,Special:Direct?)
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. Note that in
the Subspace Emissary, you can't eat enemies. This move will do damage instead.
Side: Egg Roll (9%-12%) (85) (Body?,Spin?,Special:Direct)
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) (Weapon,Special:Indirect) (physical projectile)
A unique projectile. Yoshi grabs an eggs a throws it upwards. Exactly where the
egg blows up is somewhat dependant on where the Control Stick is when he tosses
it: you can aim the egg at predetermined points both near and far at different
heights. (This is a complete ruination of SSBM, where he could aim the egg
wherever he wanted.) It alo 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) (Body,Special:Direct,stars
may be Special:Indirect) (stars are energy projectiles)
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.
Extended Grab: Tongue Grapple
Yoshi can't actually use this as a Tether Recovery (as stated above). But it
grabs from a distance, so it's notable.
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) (Transformation)
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, which goes straight until it hits something.
Doing nothing for a moment will automatically spew a stream of fire. Even
touching Yoshi causes some damage.
Playing as the Eggster:
Yoshi is a bit of an oddball. His shield is unique, his double jump has
knockback resistance, and he is both heavy and fast at launching attacks.
Yoshi's f-smash has a lot of power behind it and comes out quickly, plus the
windup animation can move Yoshi out of the way of an incoming attack. Yoshi
also has a huge damage racker in his dair, which also acts as a Meteor Smash.
In fact, Yoshi has the fastest airspeed in the game, so much so that he can
jump as fast as he runs (almost). This can be useful since his dash attack
isn't that hot, whereas his air attacks are all good at KO'ing people in
various directions. The Egg Roll is good at attacking from a great distance,
since there's not much of a chance you'll get hurt out of it (it will clash
with a bunch of attacks, though). Yoshi's Egg Throw is extremely useful for
attacking in any direction, especially from below (it's hard for enemies to hit
you back). Ground Pounding stops most juggles and can grab the edge on the way
down. Yoshi's regular grab and dashing grab are slow and laggy, but his Pivot
Grab is very fast. Since Yoshi's shield doesn't leave body parts uncovered,
it remains a safe option in cases where most other characters would take the
hit anyway. However, not being able to u-smash out of shield - since he can't
jump out of it - is a pain, since Yoshi's u-smash is good at clearing people
out. As for the Super Dragon, the knockback angle of the fireballs makes it
easy to make an infinite chain to the upper blast line. Personally, I don't do
anything else with it.
Playing against the Superlative Smeller:
While Yoshi can launch the attack quickly, he's generally not too good at
reeling himself back in. Shielding or dodging his offense often leaves a bunch
of punishible lag. It's hard to counter the Ground Pound because of the safety
stars, so just avoid it. If you get trapped in Yoshi's Egg Lay, don't panic and
steer youself onto land. Then work your way out by button mashing. The Egg Roll
is grounded, so just jump if you can't cancel it. It's difficult to approach
Yoshi since he can toss eggs at you and grab from afar, as well as having a
powerful set of air attacks. To avoid Yoshi's FS, you must dodge. And dodge
often, since Yoshi will try to fake you out.
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), red/black/white, blue/yellow,
green/black, black/white/red, brown/blue/white
Alternate costume set (Overalls Wario): Yellow/purple (default), red/blue,
light blue/pink, green/brown, white/purple, black/white
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
Standard Attacks:
+-------+-----------------+---------------------+----------+----------------+
|Neutral| Punch/Punch | 6%/6% | 70/70 | Arm |
|F-Tilt | Power Punch | 13% | 40 | Arm |
|U-Tilt | Palm Push | 10% | 90 | Arm |
|D-Tilt | Ground Stroke | 8% | 80 | Arm |
| Dash | Dive | 7%/5% |70,70b/60b| Arm,Body? |
|U-Smash| Head Swirl |1%(x5)/10%-1%(x5)/14%| 90(x6) | Head |
|D-Smash| Body Spin | 13%>-18%> | 40 |Head?,Body?,Spin|
|F-Smash| Shoulder Ram | 19%-26% | 40 | Body |
| Nair | Wonky Spin | 9%> | 40 | Arm,Spin? |
| Fair | Drop Kick | 7%> | 40 | Leg |
| Bair | Head Poke | 10% | 40 | Head |
| Uair | High Clap | 17% | 80 | Arm |
| Dair | Body Drill | 2%(x6)/4% | -(x6)/60 | Head,Body,Spin |
|Pummel | Punch | 2% | - | Arm |
|F-Throw| Swing-a-Ding | 12% | -/50 | Throw |
|B-Throw| Butt Blast | 2%/7% | -/40 | Throw |
|U-Throw| Vertical Chuck | 4%/6% | -/90 | Throw |
|D-Throw| Gravity Pound | 4%/3% | -/45b | Throw |
|Edge 1 |Grounded Headbutt| 8% | - | Head |
|Edge 2 | Quick Punch | 10% | - | Arm |
+-------+-----------------+---------------------+----------+----------------+
Special Moves:
Neutral: Chomp (2% per chomp, 5% for throw) (45 for throw) (Bite,Special:
Direct)
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. You can chew for longer when the
enemy has low damage, but you can deal extra damage in the same length of time
by mashing B. If he eats an item, he automatically swallows it.
Side: Wario Bike (8%-10% for ram, 16%-20% for throw, 12% when thrown and
breaks) (40 for ram, - for throw) (Weapon?,Special:Indirect?)
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 (5%,1%(x10),4%) (-(x11)/80,75b) (Body?,Spin?,Special:Direct)
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 (0%-40%) (40) (Special:Indirect)
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. Be warned, this may KO you
off the top.
Final Smash: Wario-Man (Transformation)
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.
GLITCH!: Just like Giga Bowser, Wario-Man's timer is unaffected by Training
Mode's speed change.
Playing as The Round Mound of Pound:
Wario's odd body movements cause most of his attacks to have low startup or low
lag (usually not both). Use the fast-acting attacks to rack up damage and the
slower yet less laggy ones for a solid blow that's hard to punish. A good
example pair is the f-tilt and f-smash - the f-tilt happens pretty quickly,
while the f-smash is quite powerful and has a full second of ending lag.
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), black, 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.
+-------+--------------------+-------+-----------+--------+
|Neutral| Punch/Punch | 4%/6% | 40/75 | Arm |
|F-Tilt | Backhand Swat | 10% | 40 | Arm |
|U-Tilt | Overhead Swipe |9%,11% | 85b | Arm |
|D-Tilt | Low Swat | 8% | 40 | Arm |
| Dash | Sliding Kick | 11% | 45 | Leg |
|U-Smash| Vertical Clap |18%-25%| 90 | Arm |
|D-Smash|Double Pound (front)|17%-23%| 75b | Arm |
| | (back) |17%-23%| 75b | Arm |
|F-Smash| Side Clap |20%-28%| 40 | Arm |
| Nair | Arm Spin | 11%> | 40 |Arm,Spin|
| Fair | Clasped Pound | 16% |40 (s* -90)| Arm |
| Bair | Rear Kick | 13% | 40 | Leg |
| Uair | Upper Headbutt | 14% | 90 | Head |
| Dair | Power Stomp | 16% | -90 | Leg |
|Pummel | Punch | 3% | - | Arm |
|F-Throw|Cargo Carry (fthrow)| 8% | 65 | Throw |
| | (bthrow)| 8% | 65 | Throw |
| | (uthrow)| 7% | 90 | Throw |
| | (dthrow)| 6% | 0 | Throw |
|B-Throw| Rear Fling | 11% | 40 | Throw |
|U-Throw| Vertical Hurl | 9% | 90 | Throw |
|D-Throw| Ground Press | 7% | 45 | Throw |
|Edge 1 | Butt Throw | 8% | - | Body |
|Edge 2 | Slow Slap | 10% | - | Arm |
+-------+--------------------+-------+-----------+--------+
Special Moves:
Neutral: Giant Punch (10%-28%) (35) (Arm,Special:Direct)
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 (10% on ground, 14% in air) (buries on ground, -90 in air)
(Head,Special:Direct)
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 (5%> per hit on ground, 10%> per hit in air) (40) (Arm?,
Spin?,Special:Direct)
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 (14%) (85) (Arm,Special:Direct)
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 (12%-28%) (various) (Focused)
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 be careful on a scrolling stage. (The stage
will slow down for you, but not always enough.) 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 (Weapon,Special:Indirect)
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 (Throw?,Leg?,Special:Direct)
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 (Special:Direct)
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 (Transformation)
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). Be
warned that you enter a forced fall at the end of the rampage.
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 (Slash,Special:Indirect)
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 (Weapon,Special:Indirect)
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 (Spin,Slash,Special:Indirect)
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 (Explsv,Special:Indirect)
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 (Trapping)
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 (although he's nearly identical to Young Link
from SSBM)
Universe: Hyrule
Dumb name, I know. But it's better than his French name of "Link Cartoon".
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 (Slash,Special:Indirect)
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 (Weapon,Special:Indirect)
TL's 'Rang doesn't have wind power, so it doesn't pull people in on the
backswing.
Up: Spin Attack (Spin,Slash,Special:Indirect)
Like Young Link from SSBM, using this on the ground hits people a bunch of
times like a blender.
Down: Bomb (Explsv,Special:Indirect)
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.
Extended Grab: Rotary Hookshot
Yes, I made the name up. It's just a Hookshot. I call it that because you can
see the chain winding sideways around the grip. And to distinguish it from the
Hookshot, Longshot, Goldshot, Clawshot, and Tubeshot.
Final Smash: Triforce Slash (Trapping)
It may have a smaller grab range and less power, but 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 (Slash?,Magic?,Special:Indirect)
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 (Fire,Magic?,Special:Indirect)
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 (Magic?,Special:Direct?)
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). Because
the move ends once the Wii loads Sheik, it can be instant if there's another
Sheik on your team.
Final Smash: Light Arrow (Directional)
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, so much so that the third person has a chance to live. Sticking
some Ice Climbers in there drops the lethality even further.
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 (Slash,Special:Indirect)
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 (Weapon?,Special:Indirect)
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 (Explsv?,Special:Indirect?)
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 (Directional)
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 (Arm,Dark,Special:Direct)
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 (Arm?,Dark,Special:Direct)
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 (Dark,Special:Direct)
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 (Leg,Dark,Special:Direct)
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 (Directional)
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. As can be evidenced by the "Directional" just above this paragraph, some
aiming is required (although it usually amounts to "face the right way").
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 (Energy,Special:Indirect)
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 (Explsv,Special:Indirect)
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 (Elctrc?,Special:Direct)
The almighty Screw Attack. This move involves you spinning into the air,
trapping nearby opponents and damaging them until the move ends.
Down: Bomb (Explsv,Special:Indirect)
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 (Directional)
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 (Elctrc?,Special:Indirect)
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 (Fire?,Elctrc?,Special:Indirect)
This pokes people in front of you. Not much else, really. The tip does the most
damage.
Up: Plasma Wire (Elctrc?,Special:Indirect)
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. For some
reason, you can use this move repeatedly in the air.
Down: Flip Jump (Leg)
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. Hitting a
wall during the jump causes an automatic walljump. If the stage you're on
doesn't have a grabbable edge, recover with this. Note that the move causes
Samus to turn around, unless you tap the Stick backwards quickly.
Extended Grab: Plasma Grapple
I don't know if it's really called that, but whatever.
Final Smash: Power Suit Samus (Focused)
*@#%! 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 (no effect in Subspace Emissary)
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 (Weapon,Special:Indirect)
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 (Slash,Special:Indirect)
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 (Body?,Special:Direct)
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 (Trapping)
If you've played the GBA Kirby games or Super Star (Ultra), 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 (Spin?,Slash?,Special:Direct)
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 (Spin?,Slash,Special:Indirect)
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 (Slash,Special:Indirect)
Yes, you do a loop. Up, around, forwards with a glide at the end. Recovery
move. Short description.
Down: Dimensional Cape (Slash,Special:Indirect)
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 (Trapping)
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. It can be
dodged.
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 (no effect in Subspace Emissary)
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 (Weapon?,Special:Indirect)
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 (Body?,Special:Indirect)
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 (Weapon,Special:Indirect)
...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 (Stage-Wide)
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 (Energy,Special:Indirect)
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 (Slash??,Special:Direct)
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 (Body?,Fire,Special:Direct)
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 (Elctrc?,Special:Indirect)
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 (Transformation)
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 (Energy,Special:Indirect)
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 (Slash??,Special:Direct)
It sounds nasty, but it's really just the same as Fox's (although it hits
aerial people downwards).
Up: Firebird (Body?,Fire,Special:Direct)
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 (Elctrc?,Special:Indirect)
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 (Transformation)
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 (Shot: Energy,Special:Indirect Claw: Slash,Special:Direct)
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 (Slash??,Elctrc?,Special:Direct)
Picture the Fox Illusion, just angled slightly upwards. The end has a Meteor
Smash on it.
Up: Fire Wolf (Body?,Fire??,Special:Direct)
Somebody tell me why this is even called the "Fire Wolf" when there's no fire
involved. It's air-based.
Down: Reflector (Elctrc?,Special:Indirect)
What do you think this does? At least you're invincible during the startup.
Final Smash: Landmaster (Transformation)
*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 (Elctrc,Special:Indirect)
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 (Head?,Body?,Elctrc?,Special:Direct)
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 (Elctrc,Special:Direct)
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 (Elctrc,Special:Indirect)
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 (Transformation)
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 (Body?,Spin?,Special:Direct)
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 (Arm,Special:Direct)
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 (no effect in Subspace Emissary)
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 (Special:Direct)
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) (Focused)
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 (Directional)
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 (Water,Special:Indirect)
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 (Body?,Spin?,Special:Direct)
The name refers to Squirtle hiding in his shell 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 (Water,Special:Indirect)
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 (Plant?,Special:Indirect)
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 (Slash?,Plant,Special:Indirect)
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 (Plant,Special:Indirect)
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 (Fire,Special:Indirect)
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 (Weapon?,Special:Indirect)
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 (Body?,Spin?,Fire,Special:Direct)
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 (Aura,Special:Indirect)
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 (Aura,Special:Indirect)
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. Lucario will
wallcling automatically if you run into a wall while zooming.
Down: Double Team (Special:Direct)
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 (Directional)
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 (Arm,Fire,Special:Direct)
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 (Arm,Fire,Special:Direct)
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 (Special:Direct)
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 (Leg,Fire,Special:Direct)
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 (Trapping)
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 (PK,Special:Indirect)
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 (Fire,PK,Special:Indirect)
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 (Elctrc,PK,Special:Indirect)
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 (Stage-Wide)
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 (Ice,PK,Special:Indirect)
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 (Fire,PK,Special:Indirect)
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 (Elctrc,PK,Special:Indirect)
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. This prevents an untimely doom if someone leaps out to take the hit
to block your recovery.
Down: PSI Magnet (PK,Special:Indirect)
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 (Stage-Wide)
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 (Weapon,Ice,Special:Indirect)
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. If someone's too close to the Climbers, they may also get hit
with their hammers.
Side: Squall Hammer (Spin?,Weapon,Special:Indirect)
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 (Special:Direct)
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 (Ice,Special:Indirect)
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 (Stage-Wide)
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 (Slash,Special:Indirect)
Hold B to charge, let go to unleash a massive poke. Yes, it can break a shield
when fully charged.
Side: Dancing Blade (Slash,Special:Indirect)
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 (Slash,Special:Indirect)
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 (Slash,Special:Indirect)
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 (Directional)
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 famous Internet memes
Weight: 103.5%, 11th heaviest
Fallspeed: 0.28, 19th fastest
Airspeed: 96.9%, 18th slowest (tied with Toon Link)
Special Moves:
Neutral: Eruption (Slash?,Fire,Special:Indirect)
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 (Slash,Special:Indirect)
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 (Slash,Special:Indirect)
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 (Slash,Special:Indirect)
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 (Trapping)
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.
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 (Weapon,Fire,Special;Indirect)
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 (Weapon,Special:Indirect)
This move is full of randomness. G&W hits people with a hammer (bad range,
unfortunately) and a random effect happens:
+-+----+----------------------------------------+--------+
|1| 2% |Opponent doesn't flinch. 12% selfdamage.| |
|2| 4% | | |
|3| 6% |Ignores defenses? (not sure) | |
|4| 8% |Nothing special. |+ Slash |
|5|4%x3| |+ Elctrc|
|6|12% | |+ Fire |
|7|14% |If items are on, a Food appears on hit. | |
|8| 9% |Temporarily freezes opponent. |+ Ice |
|9|32% |Impact of a Home-Run Bat. | |
+-+----+----------------------------------------+--------+
Up: Fire (Special:Direct)
Causes a trampoline crew to appear, launching G&W into the air. He then unfolds
a parachute. G&W can damage people if he flies up through them. Once your
parachute is deployed, you can tap down to fold it back up. You can't open it
again, but you don't enter a forced fall: you are free to use air attacks other
than your Up+B until you land.
Down: Oil Panic (Special:Indirect)
Hold down B to hold out a bucket. G&W can catch projectiles in the bucket. Once
you've caught three, use the move again to dump the contents on people. The
damage of the attack depends on the projectiles: its power is equal to the
power of each projectile added together and then multiplied by 2.8. (This can
equal an instant KO.) You can turn around while holding the bucket out, but be
aware that projectiles that are too strong may not be caught.
Final Smash: Octopus (Transformation)
G&W turns into a large squid, hovering over the stage doing damage. It's hard
to tell, but you can fall off the stage (you can still double jump). Press A or
B to extend your tentacles, stabbing people that are ducking.
GG+GG [char:Pt] GG
+PIT+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
GG+GG GG
***SECTION INCOMPLETE***
Full Name: Pit
Smash Bros. Appearance: First
Universe: Kid Icarus
After 16+ years, the boy with wings finally makes his resurgence. Like the Ice
Climbers, Smash Bros. is his first playable appearence since the NES days. He's
gotten older over that stretch, but he's learned to turn his bow into a pair of
swords - very good for close combat. He can also fly!... for a little while.
Entrace: He floats down from above.
Costumes: White (default), gold, black
Taunts: Twirls blades and brings them together; swings blades; stretches
Weight: 98.0%, 18th lightest (Tied with Ness and Lucas)
Fallspeed: 0.00, 15th slowest (Tied with Mario)
Airspeed: 92.5%, 12th slowest (Tied with Fox, Falco, and R.O.B.)
Can glide
Special Moves:
Neutral: Palutena Arrow (Slash?,Energy?,Special:Indirect)
ZING! This is one projectile that can easily be used over and over again. Let
go of B (because you hold it to charge) to let fly with a blue streak. While
you're charging, you can aim your initial shot up or sideways. After you
release, you can then control the arrow's curvature.
Side: Angel Ring (Slash,Special:Indirect)
Once activated, mash B to continue holding out this spinning sword attack. It
does continuous damage and reflects projectiles, but can't be held in place
forever. That being said, it can easily trap opponents.
Up: Wings of Icarus
An interesting recovery move. Once you press the button, you can move around
freely. It's that easy, simple and all that other stuff. Note that, unlike
other Up-Bs, Pit can't use it again after he's hit until he lands. That's how
good it is.
Down: Mirror Shield
Hold down B to keep a shield in place that blocks attacks and reflects
projectiles. Just watch your back, it's not protected.
Final Smash: Palutena Army (Stage-Wide)
Pit calls upon a gaggle of Centurions to attack his opponents. Each soldier can
dish out one hit, and they come from all directions. Although the group as a
whole can be dodged fairly easily, Pit is not fixed in one pose: you can freely
move around and attack (and grab, hint hint).
HH++++HH [char:Ol] HH
+OLIMAR++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
HH++++HH HH
***SECTION INCOMPLETE***
Full Name: Captain Olimar (and his Pikmin)
Smash Bros. Appearance: First
Universe: Pikmin
Yepper, Olimar's in Smash Bros. Because he's a little incompetent at fighting
(plus he breathes methane), he brings Pikmin into the ring with him. Without
the little plant guys following him, he's near helpless. Because of this, he
has one of the most unique fighting styles.
Entrance: Drops in from rocket, then automatically plucks 3 Pikmin.
Costumes: Tan (default), red, light blue, yellow
Taunts: Leaps up and down; rolls head on ground; spins head around
Weight: 91.9%, 9th lightest (Tied with Falco)
Fallspeed: -0.47, 3rd slowest
Airspeed: 87.3%, 8th slowest
Special Traits: Without Pikmin, you can't do most of your moves. Even then,
there are different types of Pikmin and stuff like that. Red Pikmin have higher
attack power than most, and they can't be hurt by fire (plus they can hurt
people with fire). Yellow Pikmin have a longer attack range and can zap people.
Blue Pikmin have more health and do good damage when thrown, plus they don't
drown. Purple Pikmin are slow and heavy and have the most health, doing a lot
of damage but not grabbing onto enemies. White Pikmin are the fastest with the
lowest health and are also toxic. Pikmin follow Olimar in a line. The one at
the front of the line is the one he'll attack with next. Opponents can attack
Pikmin when they're not in Olimar's line to get rid of them. Pikmin also bloom
over time, turning their leaves into buds and finally flowers. I don't know
what this means in terms of gameplay, but it could relate to attack or health.
Finally, when Olimar is KO'd, all his Pikmin die. (Which is too bad; I would
have liked to see Pikmin running around in a panic until he returns or
something.)
Special Moves:
Neutral: Pikmin Pluck
Olimar plucks a new Pikmin from the ground. What colour you get is pretty
random, but different kinds of floors yield different colour rates. The new
Pikmin is added to your group; you can have 6 trailing behind you at once.
SPECIAL NOTE! Kirby cannot use this move properly because Pikmin are so tied
into Olimar's moveset. Instead, Kirby plucks a Pikmin and throws it
immediately, the Pikmin causing damage and instantly vanishing.
Side: Pikmin Throw (Pikmin,Special:Indirect)
This one's simple, you just chuck a Pikmin at the enemy. Pikmin latch onto the
enemy (not the purples, though) and give him a beating. Whites can do a ton of
damage this way (three times the others, to be precise), but their low health
is the tradeoff.
Up: Pikmin Chain (Pikmin,Special:Indirect)
This is a Tether Recovery. Olimar puts the Pikmin into a chain and launches it
at the edge. The more Pikmin you have, the longer this move can reach. Because
it uses all the Pikmin you have, it doesn't change the order like every other
move.
Down: Pikmin Order
Olimar blows a whistle. This causes lost Pikmin (the ones that wandered off or
are currently beating on people) to rejoin your posse. It also either orders
your Pikmin by colour or shifts a new Pikmin to the front of the line.
Final Smash: End Of Day (Stage-Wide)
Olimar summons his ship and blasts off, the camera following. Night falls and a
bunch of unseen enemies give opponents a beating. (Also, if the ship appears on
people, they get buried.) Once the beating is over, the ship falls from the sky
and blows up. The explosion does a bunch of damage, but it can't be aimed: it
always comes down on the same spot. The more opponents there are, the more
damage this attack does.
WARNING!: While this Final Smash will not actively damage team members, they
will take bubble damage since the camera follows Olimar's ship. Plus they won't
be able to see anything.
WARNING #2!: Certain custom stages which no ground in the middle (such as the
example Hole) will kill Olimar as his ship descends, since he can't aim the
landing. This counts as a KO (stupid Brawl KO rules).
II++++II [char:RB] II
+R.O.B.++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
II++++II II
***SECTION INCOMPLETE***
Full Name: Robotic Operating Buddy
Smash Bros. Appearance: First
Universe: Nintendo
What's this?! Is this the R.O.B. that was playable for some reason in Mario
Kart DS?! Yessiree! R.O.B. is Brawl's out-of-nowhere character in the same vein
as Ness and G&W from the past two games. Although some say "hes not desrving,
get owt!!1", he's the only reason stores decided to stock the NES back in 1985
(they were wary of video games because of the great crash earlier, while R.O.B.
seemed more like a toy). Now that's some deservedness!
Entrance: Appears in segments and puts himself together.
Costumes: White/red (Famicom/default), two shades of grey (NES), gold, green/
brown
Taunts: Spins head and arms around; spins arms like corkscrew; arcs head, eyes
flashing light
Weight: 104.0%, 10th heaviest
Fallspeed: -0.32, 7th slowest (Tied with Luigi)
Airspeed: 92.5%, 12th slowest (Tied with Fox, Falco, and Pit)
Special Moves:
Neutral: Robo Beam (Energy,Special:Indirect)
This move fires a beam of light straight forwards. It does some good damge and
travels a good distance. It also can be angled to bounce off surfaces. The
problem is that R.O.B. has limited laser energy, so he can't use it over and
over again. He has to wait for it to recharge. However, it you let it charge up
enough, it upgrades (for one shot) to the Super Robo Beam. You can tell how
much it's charged up by looking at the light on R.O.B.'s head. Even when not
charged, it does some damage to those right in R.O.B.'s face.
Side: Arm Rotor (Arm,Spin?,Special:Direct)
Mash B to keep this helicopter-type move spinning. It does continuous damage
and reflects projectiles.
Up: Robo Burner
Once used, you get to tilt the Stick upwards to burn some fuel and fly. It is
guarenteed to at least get you back to the stage, but your fuel needs about 1.5
seconds to recharge once you've landed. If it doesn't fill back up fully, there
may be a problem.
Down: Gyro (Slash?,Weapon,Special:Indirect)
Hold down B to charge up this top and use the move again to let it go. It's
considered an item, so it can be reflected and picked up (and then thrown). You
can only have one out at a time.
Final Smash: Diffusion Beam (Transformation)
This shoots energy from R.O.B.'s eyes continuously. It can trap opponents, and
every now and then it fires a beam that KOs people. The problem is its short
range. Luckily, you can move around freely and use all your other moves to
catch dudes in the beam.
JJ+++JJ [char:Sn] JJ
+SONIC+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
JJ+++JJ JJ
***SECTION INCOMPLETE***
Full Name: Sonic the Hedgehog
Smash Bros. Appearance: First
Universe: Sega
OMG SONIKS IN SMASH BROZ, SMASHIN UR MRIOS!!!!1!!1!1one I personally don't care
if Sonic's in SSBB or not. But hey, I'm not 100% against it. Anyway, the
superfast one played just as you would expect: fast, loose, hard to attack or
be attacked. He actually fits in realy well...but don't tell him that, he has
an ego.
Entrace: He bounces in from the camera. Boring.
Costumes: Blue (default)
Taunts: Runs in place and says "You're too slow!"; flips and crosses arms;
breakdances
Weight: 98.5%, 19th heaviest
Fallspeed: 0.33, 15th fastest (Tied with Charizard)
Airspeed: 115.1%, 6th fastest (Tied with DK)
Can walljump
Special Moves:
Neutral: Homing Attack (Spin,Special:Direct)
It's a spin attack. It homes in on people that are close enough. Watch for the
edge and just try to hit people.
Side: Spin Dash (Spin,Special:Direct)
In case you're wondering, yes, Sonic is a one-dimensional character. This
version of his omnipresent move puts him in ball form and allows you to control
his left-right movement. You can also jump while spinning. Watch for the fact
that he does a little bounce at the start of the move.
Up: Spring Jump
An interesting move. Sonic places a spring and leaps off it. After the leap, he
can still do certain air attacks. Also, if you use this on the ground, the
spring can be used by other characters - possibly useful for getting a team
member upwards quickly, especially for heavyweights.
Down: Spin Charge (Spin,Special:Direct)
Hold down the Stick and press B repeatedly, then release the Stick to roll
away. Not much to it. Somewhat hard to learn the timing.
Final Smash: Super Sonic (Transformation)
A rather boring but powerful Final Smash. Sonic becomes Super Sonic and starts
flying around the stage. He's iffy to control, but he does great damage and the
knockback he deals is dependant on which direction you swoop in from.
KK+++KK [char:Sk] KK
+SNAKE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
KK+++KK KK
***SECTION INCOMPLETE***
Full Name: Solid Snake
Smash Bros. Appearance: First
Universe: Konami
Snake? SNAAAAAAKE! (pause) Really, you can't talk about Snake without that line
(or Snakes on a Plane, for that matter). Anyway, like Sonic, Snake is a third-
party guest. He specializes in sneaking around with stealth, stealing enemy
blueprints, and destroying the base. With a BOX!!!
Entrace: Turns his cloaking device off. Looks pretty cool.
Costumes: Grey (default), red, yellow
Taunts: Hides in a box; hides in a box quickly; hides in a box slowly (when the
box pops off, it can deal damage, and people can pick up the box and instantly
throw it to deal damage)
Weight: 107.6%, 3rd heaviest
Fallspeed: 0.16, 19th slowest
Airspeed: 98.6%, 20th fastest/20th slowest
Can crawl
Special Moves:
Neutral: Hand Grenade (Weapon,Explsv,Special:Indirect)
Snake pulls out a grenade and pulls the pin. Let go of B to give it a heave.
You have three throwing strenghs, dependant on where your Stick is when he
chucks the green thing: hard (forwards), normal (neutral), and soft (back). The
grenade doesn't blow up on contact, so watch for people who throw it back. If
you don't let go of the grenade in time, there's also pain in store for you.
Side: Remote Missile (Explsv,Special:Indirect)
This move fires a missile which you can then direct with the Control Stick.
While controlling the missile, Snake is unprotected, and if he's hit, the
missile blows up. If you want to stop controlling the missile without hitting
anyone, you can shield to cancel the control (in which case the missile drops).
Up: Cypher (Weapon,Special:Indirect)
This one's a little silly, but Snake will do whatever he has to. In this case,
it involves grabbing hold of his flying reconnaissance camera. It stays out for
a good while and is left-right controllable, but it's easy to overshoot the
edge and get punished. Tap down to drop off early.
Down: C4 (Explsv,Special:Indirect)
This move places a bomb on the ground. Press Down+B again to make it go boom.
If you happen to be close enough to someone, the mine will be placed right on
them instead (this also happens if you're in front of a wall). In which case
overlapping with them will transfer the explosive (just like a Gooey Bomb).
Final Smash: Grenade Launcher (Stage-Wide)
Snake calls in a helicopter and climbs the ladder. He reappears at the front
of the screen, hanging from the copter and holding a six-shooter. This is when
you start blasting the daylights out of whoever's left on the stage. Snake gets
a reload (so, 12 big booms) if he doesn't run out of time. Once done, he jumps
back into battle.
3------3 [stages!] 3
|STAGES|----------------------------------------------------------------------|
3------3 3
You gotta take the fight somewhere. These are the places. Every stage has its
own quirks, obstacles, and music. I've sorted the stages by franchise in the
same order I sorted the characters up there. Also, I sort the stages within
franchises by game release - so you may see a Past Stage listed before a new
Brawl stage.
To describe the stages, I use these terms. Not all of these terms are
universal, so take that into account when reading other FAQs (not that you need
to!).
Solid/Hard Platform: You can't go through these things. Period. If you do, your
game is bugged (or you're using Volt Tackle).
Semisoft Platform: You can jump up (and get hit upwards) through these
platforms, but you can't drop through them. Certain main platforms have this
trait.
Soft Platform: You can jump up and drop through these platforms.
Supersoft Platform: They're like soft platforms, except you can also get hit
downwards through them.
A+++++++++++A [bttlfld] A
+BATTLEFIELD+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A+++++++++++A A
***SECTION INCOMPLETE***
Size: Medium
Origin: None
As always, Battlefield is a simple, no-hazards stage: main platform, three
platforms in the triangular arrangement we all know. This particular
Battlefield is a natural-looking stage, with a fast day-night cycle.
B+++++++++++++++++B [fnldstn] B
+FINAL DESTINATION+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
B+++++++++++++++++B B
***SECTION INCOMPLETE***
Size: Small/Medium
Origin: None
It's a simple platform with no frills. It's not all that big and has lots of
aerial room. Is there anything more to be said?
C+++++++++++C [mariobr] C
+MARIO BROS.+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C+++++++++++C C
***SECTION INCOMPLETE***
Size: Medium/Large
Origin: Mario Bros.
Full floor
Played in the original Mario Bros. arena. You know, the one with the POW
Blocks. This stage is comlpetely made up of hard platforms: you can't pass
through either side. This means that vertical KOs are essentially impossible.
Luckily, there are Shellcreepers and Sidesteppers about. Hit them the required
number of times to stun them, then grab them and chuck them as items. They
cause opponents to go flying completely sideways.
D+++++++++++++++++D [mushrmy] D
+MUSHROOMY KINGDOM+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
D+++++++++++++++++D D
***SECTION INCOMPLETE***
Size: Medium
Origin: Super Mario Bros.
Scrolls Right
A perfect rendition of World 1-1 which scrolls along at a slow pace. You can
bash the brick blocks or hit the ? Blocks to get items. Although most of the
stage has a full floor, you have to watch for the pits. This stage is also
unique in that there's a small chance (unless you hold L, R, Z, or -, in which
case it's forced) that you'll get dropped into World 1-2 instead, which has its
own music, layout, and feel.
E+++++++++++++E [circuit] E
+MARIO CIRCUIT+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
E+++++++++++++E E
***SECTION INCOMPLETE***
Size: Medium
Origin: Mario Kart series
Full floor
This stage drops you into a heated Mario Kart race with eight Shy Guys. Your
fighting taks place on the intersection of the figure-8 track, with a full
ground (you can't be KO'd off the bottom) and three platforms above. The karts
can come in fom the back (covering the ground) or from the side (blazing across
the platforms). Obviously, it hurts to get run over. You can make the racers
spin out for a second, but it's not really worth it.
F+++++++++++++++++++++++++++F [rnbwcrz] F
+RAINBOW CRUISE (PAST STAGE)+++++++++++++++++++++++++++++++++++++++++++++++++++
F+++++++++++++++++++++++++++F F
***SECTION INCOMPLETE***
Size: Small/Medium
Origin: Super Mario 64
Scrolls on a preset path
Fun fact: SM64's fifteenth course was originally called "Rainbow Cruise", but
it was changed to "Rainbow Ride" in the US for some reason. Anyway, this stage
is grabbed straight from SSBM. You start on an airship, which flies to the left
and sinks. From there the stage scrolls upwards through many platforms. When it
reaches a see-saw, it starts scrolling to the right. More platforms appear
(some are donut lifts which fall when stood on) and then there's a drop back to
the beginning.
G+++++++++++++++G [mansion] G
+LUIGI'S MANSION+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
G+++++++++++++++G G
***SECTION INCOMPLETE***
Size: Small/Medium
Origin: Luigi's Mansion
This haunted house has popped up in every Mario sports game since the game
Luigi's Mansion came out, and Brawl is no exception. Here, it's a three-tiered
set of platforms with columns supporting the top layers. You can attack and
break the columns, causing part of the building to collaspe (and the upper
platforms with it). As you work away, the whole structure will fall down,
leaving you with a Final Destination-sized platform. After a while, the mansion
rebuilds itself.
H+++++++++++++H [delplaz] H
+DELFINO PLAZA+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
H+++++++++++++H H
***SECTION INCOMPLETE***
Size: Medium
Origin: Super Mario Sunshine
This stage moves around a whole lot. It drops you off at various places: a
small island, a few rocks in the water, the main plaza itself. The stage's size
doesn't change during these transitions. You get moved from once place to
another by a floating platform - it may leave you behind, and it can also bring
smaller, soft platforms with it. Also note the large amount of water.
I+++++++++++++++++++++++++++I [yshipst] I
+YOSHI'S ISLAND (PAST STAGE)+++++++++++++++++++++++++++++++++++++++++++++++++++
I+++++++++++++++++++++++++++I I
***SECTION INCOMPLETE***
Size: Small/Medium
Origin: Super Mario World
I tend to call this stage Yoshi Valley because 1: It's kinda designed like one
and 2: There are too many "Yoshi's Island"s. Anyway, you've got a flat portion
of ground in the middle with two steep ramps on the sides. The ramp on the
right leads right to the blast line, while the one on the left has a gap
between it and the edge. In the middle are three sets of Yellow Blocks which
rotate (that is, can't be stood on) when hit. One of these sets bridges over a
gap in the ground, so be careful of accidents.
J++++++++++++++J [yisland] J
+YOSHI'S ISLAND++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
J++++++++++++++J J
***SECTION INCOMPLETE***
Size: Small
Origin: Super Mario World 2: Yoshi's Island
Finally, a stage based off Yoshi's Island instead of Yoshi's Story! (YS is a
decent game, but YI is tons better.) Anyway, this stage has a mostly flat
ground. It's a little lower in the middle. Also, there's a pretty big soft
platform in above the center - it tilts side to side every now and then. Off
the sides of the stage are spots where Support Ghosts could appear - they're
ghosts with platforms on their head, good at saving you if you miss the edge.
But nearby that same area are a couple of Shark Chomps. They mostly gaze at
you, but they could come closer with those jaws. Finally, the stage goes
through a seasonal cycle. The only difference is visually.
K+++++++++K [wriowre] K
+WARIOWARE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
K+++++++++K K
***SECTION INCOMPLETE***
Size: Small/Medium
Origin: WarioWare
This stage starts off as a simple platform with four soft platforms above it.
After a minute or two, though, it becomes a platformless full ground microgame!
You'll see a line of text that tells you what to do in order to pass the
microgame:
Sidestep: Dodge the incoming arrows.
Chisel It: Attack the statue until all the loose parts break off.
Pop It: Attack the party cones.
Don't Move: Just what it says. Note that you can still pass if you get hit by
some brat, you just have to not touch a Stick or press a button.
Stay Dry: An umbrella moves around; stay under it. The rain does damage.
Taunt: Taunt at the right time (may take a try or two to learn the timing).
Dodge (1): You'll get a warning about which side something's gonna fly in from.
Dodge (2): There will be a shadow on the ground. Hint enough?
Jump: Don't be on the ground when the guy in the background hammers the floor.
If you win a microgame (some games can be won by everyone, others can't), you
may get a bonus, such as an instant Super Mushroom or Star. If you lose, you
don't. After each microgame, the main area reappears.
L+++L [75meter] L
+75M+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L+++L L
***SECTION INCOMPLETE***
Size: Large
Origin: Donkey Kong
It's just like the original Donkey Kong, the stage with the elevators. There
are platforms everywhere, making movement somewhat difficult. And then there
are the hazards: roaming fireballs that patrol the stage and burn people. Not
only that, but the monkey himself will come out on the top of the screen and
knock people away on occasion.
M+++++++++++++++++++++++++M [jngljps] M
+JUNGLE JAPES (PAST STAGE)+++++++++++++++++++++++++++++++++++++++++++++++++++++
M+++++++++++++++++++++++++M M
***SECTION INCOMPLETE***
Size: Medium
Origin: Donkey Kong Country
The deadly river stage from SSBM. There's a main platform in the middle with
smaller platforms both above it and to each side. The main feature is the
river, which will really pull you sideways if you touch it. The bottom blast
line here is hideously high, but the top one is also very far up. Watch the
Klaptraps flowing down the river, they will likely KO you.
N++++++++++++N [rumblez] N
+RUMBLE FALLS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
N++++++++++++N N
***SECTION INCOMPLETE***
Size: Medium
Origin: Donkey Kong Jungle Beat
Scrolls Up (it speeds up every now and then)
It's from Jungle Beat. That means it's cool, right? Well, it scrolls up
constantly. Kinda like the old Icicle Mountain. There's not much to describe.
There are some platforms in mostly random formations. Oh, and ladders. You
can climb ladders with the Control Stick. There are also some buttons you can
press to move platforms around or open trapdoors which can lead to spikes.
O++++++++++++++++++++++++++O [htemple] O
+HYRULE TEMPLE (PAST STAGE)++++++++++++++++++++++++++++++++++++++++++++++++++++
O++++++++++++++++++++++++++O O
***SECTION INCOMPLETE***
Size: Very Large
Origin: Zelda II: Adventure of Link
As you may know, this stage is huge and full of platforms and solid surfaces.
Its structure is hard to describe: it's sorta got two levels with a tunnel
connecting them, and platforms everywhere. If you really wanna know, then
either play the game yourself (you do own the game, right?) or look at an SSBM
FAQ written by some nut who did up the stage in ASCII art.
P+++++++++++P [wwocean] P
+PIRATE SHIP+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
P+++++++++++P P
***SECTION INCOMPLETE***
Size: Medium/Large
Origin: The Legend of Zelda: The Wind Waker
It's Tetra's pirate ship (on a smaller scale by far). This boat cruises the
Great Sea, so the bottom blast line is hidden by water. (But the boat is
moving, and if it runs you over, it's an instant KO.) There are various things
that can happen in this stage. First, the King of Red Lions (Toon Link's boat)
will periodically come up behind the ship, adding an extra platform for a
while. The ship can also pass by cannon towers in the distance, which will
shoot bombs at you. There are also some large rocks that the ship will run
into (you'll see a "!" at the ship's front before the crash), causing it to
temporarily tip backwards as people fight on the rock. The rock will sink after
a minute or two, getting things back to normal. Finally, cyclones can pick up
the ship and hurl it through the air (removing the water safety from the
bottom), causing it to fly through the sky and land back in the ocean.
Q+++++++++++++++Q [boeldin] Q
+BRIDGE OF ELDIN+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Q+++++++++++++++Q Q
***SECTION INCOMPLETE***
Size: Large
Origin: The Legend of Zelda: Twilight Princess
Before you ask: It's from the correct (Gamecube) (non-mirrored) version of the
game. Okay, this stage is big. Not overly large, but big. And flat. There are
no platforms at all. And there are no edges - you can just walk off the stage.
To start with, that is. Every now and then King Bulbin runs his hog across the
bridge, squashing people in the way and dropping a bomb which puts a huge hole
in the bridge. After a little while, the Twilight will fix the bridge, but
until then you've got a massive gap to contend with. You can attack the pig
just before he gets to the middle if you don't want a bomb dropped.
R+++++++++++++++++++++R [brinstr] R
+BRINSTAR (PAST STAGE)+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
R+++++++++++++++++++++R R
***SECTION INCOMPLETE***
Size: Medium
Origin: Metroid
As always, watch for the rising acid here. As for layout, there's a semisoft
main platform, two side platforms, and one high in the middle. What's unusual
is that if you attack the stage enough, the main platform may split, or the
two side platforms may tilt heavily.
S+++++++S [norfair] S
+NORFAIR+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
S+++++++S S
***SECTION INCOMPLETE***
Size: Medium
Origin: Super Metroid
Think of this stage like a staircase: it has a large, solid platform on the
bottom with four platforms to the side, each pair higher than the previous one.
Suprisingly, you can grab onto even the soft platforms. Oh yeah, and there's
also lava. Red-hot lava, not the ambiguous acid stuff from before. Although the
lava does the standard stuff like rising up and down, it can also appear in
waves that take up the whole screen's height. If a wave comes in from the side,
it occupies about half the stage at once. Fire jets can also spurt in from the
background. But the biggest problem is when a lava wave comes from in back -
because it covers literally the whole stage (practiced jumpers can avoid it,
barely), a safety bunker appears. Get into the bunker to avoid taking damage
from the wave (attack the doors to open them). Obviously, there'll be a fight
to see who gets the safety.
T+++++++++++++++T [orpheon] T
+FRIGATE ORPHEON+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
T+++++++++++++++T T
***SECTION INCOMPLETE***
Size: Small/medium
Origin: Metroid Prime
The first Metroid stage to have no lava/acid in it. Took Nintendo long enough.
Anyway, this takes place inside one of Samus' first 3D stomping grounds,
Frigate Orpheon. The main platform is rather small, with two smaller platforms
above it. The higher platform is closer to the center than the lower one.
Nothing weird normally happens, although the power can go out. Oh yeah, and the
stage can flip over. A siren will be heard before the stage rotates, basically
changing the terrain into one platform with a smaller one above the dip in the
center and two lower platforms on the sides. The flip is much faster than you'd
expect, so be ready for it.
U+++++++++++++++++++++++++U [grngrns] U
+GREEN GREENS (PAST STAGE)+++++++++++++++++++++++++++++++++++++++++++++++++++++
U+++++++++++++++++++++++++U U
***SECTION INCOMPLETE***
Size: Medium
Origin: Either Kirby's Dream Land or Kirby's Adventure (I don't know)
Three platforms with Whispy Woods in the middle. Also, blocks and Bomb Blocks
litter the area between the platforms. Whispy Woods blows air and drops apples.
Is there anything else to say?
V++++++++++++++++++V [halberd] V
+BATTLESHIP HALBERD++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
V++++++++++++++++++V V
***SECTION INCOMPLETE***
Size: Small/Medium
Origin: Kirby Super Star
You get a large-ish bottom platform and a medium-sized top platform. Then you
get sent into the sky with the Halberd, Meta Knight's ship, flying around in
the background. After about a minute, the stage lands on the Halberd's deck.
Once there, the bottom platform is larger. Oh, and the ship's got weapons
pointed in your general direction. Such weapons include a massive cannon which
deals 30% damage and a flexible arm that is faster and more annoying, as well
as a cannon that fires a slow but very painful bomb down upon you. It's very
obvious where the weapons are aiming (except for the arm), so there's no excuse
for getting hit! Unless you're thrown in by your opponents, in which case you
need to return the favor next time.
W+++++++++++++++++++++W [cornria] W
+CORNERIA (PAST STAGE)+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
W+++++++++++++++++++++W W
***SECTION INCOMPLETE***
Size: Medium
Origin: Star Fox
It's the good ol' Great Fox: one large angle-y platform with a smaller engine
platform under the fin at the back. Hazards include Arwings that shoot you, as
well as the main laser cannons that will KO you.
Note that Fox and Falco can get radio calls from Star Fox if they tap the down-
taunt button for one frame.
X++++++++++++X [lylatcz] X
+LYLAT CRUISE++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
X++++++++++++X X
***SECTION INCOMPLETE***
Size: Medium
Origin: Star Fox Universe
It's a little hard to describe this stage...well, it's a main platform with
three platforms of equal height above it. But the sides of the main platform,
and the two higher platforms above those sides, are angled such that a barrel
would roll off the stage. The stage as a whole also tilts side to side a
little. By the way, you're fighting on a spaceship travelling around the Lylat
System, going through Corneria's atmosphere, space battles, an asteroid field,
and other stuff. Take note that none of this actually affects the stage, just
the background (and your attention).
Note that Fox, Falco, and Wolf can get radio calls from their space teams if
they tap the down-taunt button for one frame.
Y++++++++++++++++++++++++++++Y [pkmnstd] Y
+POKEMON STADIUM (PAST STAGE)++++++++++++++++++++++++++++++++++++++++++++++++++
Y++++++++++++++++++++++++++++Y Y
***SECTION INCOMPLETE***
Size: Medium
Origin: Pokemon Universe
This stage starts out as a large platform with two soft platforms above it on
either half. But after a little while, the stage will transform to reflect a
certain Pokemon type. When the stage is Fire, there will be a charred tree on
the left and a burning house on the right. In Water form, there're two
platforms on the right with a windmill on the left. The Rock transformation
places a bunch of platforms and has a massive wall on the left side. Finally,
the Grass change puts up some trees. None of these transformations affect the
battle other than stage layout.
Z+++++++++++++++++Z [pkmnst2] Z
+POKEMON STADIUM 2+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Z+++++++++++++++++Z Z
***SECTION INCOMPLETE***
Size: Medium
Origin: Pokemon Universe
It's called "Pokemon Stadium 2" because...well, it's just like Pokemon Stadium
the Past Stage. To start, the stage is a simple platform with two soft platform
above it. After a while, the stage transforms into a certain Pokemon type. When
the stage is Electric, the ground becomes a bunch of treadmills, making it
harder to stay on the stage. In Ice form, everything is very slippery. The
Ground transformation just changes the terrain to include a big hill. The
Flying change is the greatest: gravity is halved. Before the stage changes or
reverts, you get a warning on the huge TV screen in the background.
AA++++++++++AA [sprpllr] AA
+SPEAR PILLAR++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AA++++++++++AA AA
***SECTION INCOMPLETE***
Size: Medium/Large
Origin: Pokemon Diamond/Pearl/Platinum
On top of Mount Coronet is the Spear Pillar, a shrine to Sinnoh's legendary
Pokemon. The main level has two vertically-moving platforms above it. Below the
main level (it's a hard platform, you can't just drop or jump through the
division) is a secondary cavern-like area. While that's all well and good, the
real draw here is the Pokes that will mess with your fight. For some reason,
you'll only ever see one of them per battle (even though they vanish and
reappear constantly). While most of the Pokes can break parts of the stage and
shoot Hyper Beams everywhere (you do get a warning, albeit short), they each
have their own unique traits:
Dialga: Four-legged blue thing. Dragon/Steel type. Likes to slow down time.
Also rotates the stage (but not as much as Palkia). Every now and then, it'll
hop off its platform and stomp you.
Palkia: Two-legged dragon with Samus-like shoulders. Dragon/Water type. Does
strange things such as tilt, invert or flip the stage. (It's just an illusion:
when upside down or reflected, pushing left is still left, but it appears to be
right.)
Cresselia: A swan with a cresent moon design. Psychic type. Throws boomerang-
like crescent blades everywhere.
I've seen someone use Gravity (halving gravity for a little while) but don't
remember who it was, or if they can all do it. It's a rare effect.
BB+++++++++++++++++++BB [bigblue] BB
+BIG BLUE (PAST STAGE)+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
BB+++++++++++++++++++BB BB
***SECTION INCOMPLETE***
Size: Small/Medium
Origin: F-Zero
Even though the stage starts on the Falcon Flyer, you quickly drop down and
fight on the racecars. Falling off the cars means you're on the track, and
since the blast lines are travelling with the cars at very high speed, that's
not good.
CC+++++++++++++++++CC [aerodiv] CC
+PORT TOWN AERO DIVE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
CC+++++++++++++++++CC CC
***SECTION INCOMPLETE***
Size: Medium
Origin: F-Zero
A platform drops you off at various points around a racetrack. There are cars
on said track that will plow you down if you don't get outta the way. At each
stop there is a different stage layout that you'll have to learn, and it
doesn't stop at every stop point there is (in other words, it will skip
points).
DD++++++++++++++++DD [ onett ] DD
+ONETT (PAST STAGE)++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
DD++++++++++++++++DD DD
***SECTION INCOMPLETE***
Size: Medium
Origin: Earthbound
Full floor
This stage is a main street in a normal town. You fight on the town's lawns and
rooftops while cars come by and run you over. ... I know I haven't been
describing the Past Stages very well, but they should be familiar enough to
you.
EE+++++++++++EE [newpork] EE
+NEW PORK CITY+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
EE+++++++++++EE EE
***SECTION INCOMPLETE***
Size: Very Large
Origin: Mother 3
New Pork City is a large city populated by the evil pigs from Mother 3.
Therefore, this stage is big. Really big. But unlike Hyrule Temple from SSBM,
this stage is all open - there are few solid surfaces. Not too many walls, most
of the upper platforms are soft. It makes for some really cool aerial battles,
that's for sure. Just be sure to avoid the Ultimate Chimera. This huge pink dog
with a rubber duck on its head (???) can and will KO you in one snap. It pops
up everywhere, but it moves slow enough for you to not get caught in its jaws.
One more thing: the camera in this stage is clastrophobic, it hates to get in
close enough for you to actually see what's going on.
FF++++++++FF [desumit] FF
+THE SUMMIT++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
FF++++++++FF FF
***SECTION INCOMPLETE***
Size: Medium
Origin: Ice Climber
A bit of a strange one. You start at the top of a mountain. The stage is made
of a rock in the middle with two platforms above it and a cavern underneath it.
After a little while, the whole stage breaks off the top of the mountain and
starts sliding down, obviously tilting. Eventually it lands in the water, where
it becomes an iceberg. The platforms and stuff don't change, but the Polar Bear
will stomp the stage into the water, shrinking your playable area. Also, watch
for the fish that will try to chomp you (it's an instant KO).
GG++++++++++GG [cstlsge] GG
+CASTLE SIEGE++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
GG++++++++++GG GG
***SECTION INCOMPLETE***
Size: Small
Origin: Fire Emblem Universe
This is a real messy stage. First, you start on the roof of a castle under
attack. The main platform is small with a ramp in the middle, and there are two
other platforms above the flat sections. After a little while, you "fall" to
inside the castle - the falling sequence is just a long, invisible platform.
Once inside, there are no gaps in the floor. There are now four platforms, but
the middle two (which are lower than the outside two) can be destroyed by
knocking down the status that support them. After a while, you "fall" again to
an underground level, featuring a plain rock which tilts from side to side.
There's a lot of aerial room here, but the platform is quite small. Finally,
you "fall" back up to the beginning.
HH+++++++++HH [fltzon2] HH
+FLAT ZONE 2+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
HH+++++++++HH HH
***SECTION INCOMPLETE***
Size: Medium
Origin: Game & Watch Series
Full floor
This stage can be very annoying. First, it starts off in Fire mode: there's a
skyscraper on the left side with people jumping out of the burning building.
Some firemen are moving a trampoline back and forth which you can use as a jump
pad. Sometimes, this mode of the stage is full of platforms instead. As time
goes by, the stage will decide to temporarily shift into another mode. Oil
Panic mode turns the stage into a three-story gas station with angry customers
moving around on the ground that can damage you. Lion mode creates a cage with
a solid ceiling and has two men with chairs moving up and down the sides of the
cage: hitting a chair guy will send you flying in the cage's direction, either
KO'ing you or causing you to bounce off the other guy (unless your % is low
enough). Finally, Chef mode has some platforms and a chef, who runs around
flinging food everywhere that will hurt you. It's possible to knock out the
chef.
II++++++II [skywrld] II
+SKYWORLD++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
II++++++II II
***SECTION INCOMPLETE***
Size: Medium
Origin: Kid Icarus
This stage is set in the clouds. There are four main platforms: one at the
bottom, two above it, and one on top. There is a smaller platform below the
main one which moves side to side. The main feature here is that all platforms
are solid - you can't drop or even jump through them. However, they can be
broken through repeated attacks, where they become supersoft platforms - you
can jump through them, drop through them, and even get hit down through them.
The hard platforms will regenerate, and when a platform is hard, you can hang
on its edges. Because you can't travel through the hard platforms, you can
often get "stuck" in the middle - even at high percents, you'll just pinball
around inside the platforms. Of course, if one breaks during this, you'll just
fly out.
JJ++++++++++++JJ [displan] JJ
+DISTANT PLANET++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
JJ++++++++++++JJ JJ
***SECTION INCOMPLETE***
Size: Medium/Large
Origin: Pikmin
Although Olimar named a few features of the planet of Pikmin, he forgot to name
the planet itself. Bummer, huh? Anyway, this stage has a hill on the left side
with a platform in the middle that has three small platforms above it. The non-
hill platforms are all bouncy and springy, so they move up and down a lot.
Also, Pellet Posies appear in various places. Knocking them down produces a
Pellet whith you can hit people with. They're more useful if you throw them at
the passing Onions, however, since they produce "real" items that way. It can
also rain, making it extremely difficult to stay on the left hill. Finally, a
Giant Red Bulborb appears every now and then in that giant blank space to the
right. He can be just another platform, but if he opens his mouth, he becomes a
death trap. Anyone who lands in his mouth is instantly KO'd.
KK+++++++++++++KK [grnhlzn] KK
+GREEN HILL ZONE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
KK+++++++++++++KK KK
***SECTION INCOMPLETE***
Size: Medium
Origin: SONIC THE HEDGEHOG (I don't know why the trophies all write Sonic's
games in all caps, okay?)
Full floor
Exactly what you think it is. The stage is basically a flat area with a half-
circle-shaped indent in the middle, and the left side is lower than the right.
A blue-ball-tipped pole appears in various places. Hitting the blue ball makes
it spin around and turn red, damaging other people until it stops. Also, the
stage's floor can be destroyed in certain spots (break out a Final Smash in
Training Mode to learn exactly where). Oh, and there's a loop in the background
that Sonic's pals run around.
LL+++++++++++++++++LL [sdmoses] LL
+SHADOW MOSES ISLAND+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
LL+++++++++++++++++LL LL
***SECTION INCOMPLETE***
Size: Medium
Origin: Metar Gear Solid Universe
Velcome to Alaska! This secret military base is familiar ground for Snake -
actually, his teammates give him info on his opponents here. The stage has a
full ground, meaning you can't be KO'd off the bottom. There are also two
"floors" made of soft platforms. But there are two huge walls that seperate the
stage into parts. The walls are destroyable, which will help if you suck at
KO'ing people upwards. The only hazard here is the spotlight - if it sees you,
then the good ol' "!" appears. Also, Metal Gears can appear. Various makes and
models will break through the back wall and observe the battle.
Note that Snake can get radio calls from his peeps if he taps the down-taunt
button for one frame.
MM++++++++MM [smshvle] MM
+SMASHVILLE++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
MM++++++++MM MM
***SECTION INCOMPLETE***
Size: Small
Origin: Animal Crossing
Yes, Animal Crossing is represented in this game. No playable characters,
though. Anyway, the stage is simple. Main platform, smaller platform above. The
smaller platform moves side to side at a decent speed, but nothing incredible
happens. Although the stage ambience does match your Wii's clock: day-night
cycle, K.K. Rider preforms Saturdays at 8pm, etc.
NN++++++NN [elctrpk] NN
+HANENBOW++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
NN++++++NN NN
Size: Medium
Origin: Electroplankton
***SECTION INCOMPLETE***
From the DS "game" Electroplankton, this is a set of petal platforms that can
be attacked to change their angle. Hanenbows and footsteps here will produce
the stage's music. Note that you can't swim in the water here.
OO+++++++OO [pictoct] OO
+PICTOCHAT+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
OO+++++++OO OO
***SECTION INCOMPLETE***
Size: Medium-Large
Origin: Nintendo DS
What the heck? Yes, this stage is based off PictoChat, the communication
software embedded in your DS. The stage's main platform (a "Now Entering" sign)
is the only constant. After a while, stuff wil start getting drawn in. I'll let
you discover all the drawings, but remember that the invisible stylus can
create platforms, walls, wind, water, fire, and various other things.
4-----4 [ items ] 4
|ITEMS|-----------------------------------------------------------------------|
4-----4 4
You've heard of items, right? I sure hope so, they're a big part of the game.
When on, they can radically alter the fight. When off...they do squat. So...
here's what they do when on!
A++++++++A [carrier] A
+CARRIERS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A++++++++A A
These items have other items inside them. Break them (or throw them at people)
to get the stuff inside. Not all containers hold items, though...some hold
explosions.
Capsule:
Small, pink capsules. They each have one item inside and are easy to throw.
Crate:
Big boxes. Most characters can't walk very fast when holding one of these
things, so dump it quickly. Or, just attack it to get the goodies. They are
sometimes themed to the stage: you'll see metal crates on sci-fi stages, for
example. Crates usually contain two or three items, but they can hold just one.
Blast Box:
A durable crate clearly marked as explosive. Pick it up and throw it around,
but be aware that it can take a lot of damage before it goes off. Unless you
use fire.
Rolling Crate:
For those who like quickly-moving objects. Instead of breaking, rolling crates
will fly across the stage when attacked. They can push you off the stage, so be
ready to jump if one comes your way. They can still be picked up and thrown. If
you feel like it, you can stand on top of them.
Barrel:
Barrels are just like crates, except they roll when you throw them sideways (or
when they appear on a hill). If you're careful, you can pick up barrels that
have stopped rolling.
Party Ball:
Activate a Party Ball by throwing it or pounding on it. When it opens, stuff
pours out. There could be a feast of food, three of an item, or even four
Bob-ombs. It's fun! Especially since it could just cut to the chase and blow
up on contact.
B++++++++B [whacker] B
+WHACKERS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
B++++++++B B
Pick these items up and you can smack dudes silly with a beating stick. The
item affects your standing attack, dash attack, f-tilt, and f-smash.
Fan:
Fans are light. Because of this, they don't do much damage. But they can be
swung very quickly and successively. Plus, Fans are superb at breaking shields:
a Smash Attack with a Fan will usually destroy a shield in one hit. When
thrown, Fans send the opponent straight up with decent power.
Beamsword:
Think lightsaber, get Beamsword. The Smashers like Star Wars, I guess. (Why
not?) The Beamsword is quite powerful and has a crazy range, and sends people a
long way when thrown.
Home-Run Bat:
Use a Smash Attack which this sucker to knock your opponent out of the park.
Obviously, you need quite the windup for such a swing, so it's hard to land the
hit. Other than that, it's an above-average whacking item.
Star Rod:
As a whacking item, the Star Rod is quite normal. But do an f-tilt or a smash
with it and it shoots a star - you get 20 shots, and they can reach a ways.
Also, this item sends people at a terrible angle when thrown - the perfect
edgeguard. (Certain characters can send multiple stars at once with a Smash
Attack.)
Lip's Stick:
Bloonk! When someone gets hit with this, whether thrown or whacked, a flower
sprouts on their head. Like being poisoned, their % rises while the flower
remains there. Consecutive hits increase the flower's size, making it last
longer. Tapping the Control Stick a lot gets the flower off faster. The stick
also spreads spores (which run out) when used, extending its range a little.
Hammer:
A little different from other whacking items. Once you grab the Hammer you
become a battering machine - you can only jump and bash, all your other
abilities are disabled. It seems powerful, and it is. Just watch for fake
hammers which break, leaving you with just the handle while your opponent can
pick up the head and kill you with it (it's even more powerful than the full
hammer).
Golden Hammer:
It's...a golden hammer. It's painful. You swing it extremely fast, and you can
even float in the air with it by mashing A. Like the ordinary Hammer, this too
has a fake: the Golden Squeaky Hammer. It does no damage (but can still float).
C++++++++C [shooter] C
+SHOOTERS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C++++++++C C
All these items are designed to hit people from a distance. Just press or hold
A to launch a volley of projectiles. You can also run and jump while shooting.
Ray Gun:
Beamsword = Star Wars, Ray Gun = Star Trek. Agree? Beh, whatever. This weapon
shoots a total of 16 lasers with infinite range and good juggling power.
Fire Flower:
It may look harmless, but this thing can turn anyone's breath into a stream of
flame. It still does fire damage when thrown after it runs out of juice.
Super Scope:
You remember this guy, right? Mash the A button to cause a ton of damage in 1%
bursts. Hold down and release to fire a huge plasma ball that can KO people
pretty easily. Unfortunately, the shots can't go through people in this game.
Cracker Launcher:
Apparently, the Smashers are allowed to play with fireworks by shooting them
out of a bazooka. You can angle the explosives up and down, and like other
shooting items, you can run and jump while firing (despite the thing's size).
It's actually somewhat of a "heavy" item, since you can't do anything other
than move and jump when you're holding it. You can avoid unnecessary
disappointment by noticing that the last shot has a different colour of smoke
and a different firing noise.
D++++++++D [thrower] D
+THROWERS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
D++++++++D D
Although you can throw any item, these items are meant to be chucked at people
to cause damage.
Bumper:
Think pinball. When you throw a Bumper, it will stick to the ground and throw
people away when they touch it with minimal (that is, 0%) damage. Bumpers can
stick in the air if they don't hit a surface in a certain amount of time, and
they act the same way. Bumpers don't care who placed them, so watch out for
your own throws.
Mr. Saturn:
He walks around, pushing other items around the stage. He doesn't cause much
damage. However, he DOES take a huge chunk out of shields, and can easily
break one in a few hits. Note that this only applies when thrown; he's harmless
when meandering.
Deku Nut:
You have to be careful with these guys. After it's thrown or it times out,
anyone in range (including the user) when it goes off are stunned as if their
shield broke. People in the air, however, don't get stunned. They get blown
away.
Pitfall:
Hit someone with this sucker and they'll be shoved into the ground, and if
they're on a soft platform, they'll go right through it. Buried characters are
basically eligible for a free hit, they aren't trapped while they get beat on.
Oh, and you can also place this item on the stage, where it becomes invisible
and activates on the next person to walk over it (except for the thrower). They
fade after a while.
Freezie:
Although hard to grab (it slides across the stage automatically, and breaks
when hit), Freezies are quite powerful. Targets will be frozen in a chunk of
ice: they are immobile and extremely heavy, but the initial hit sends them
skyward. You can cause damage while they're frozen, but any fire attack thaws
them out right away.
Smoke Ball:
Once thrown or attacked enough, these guys start spewing coloured smoke
everywhere, making it harder to see what you're doing. They bounce around while
doing this, and they also have a habit of sticking to people.
Bob-omb:
You get five seconds to pick this item up. Then, you can throw it to cause some
great damage and knockback. But after a while it lights its fuse and wanders
around, ready to go off if someone crosses its path. (While walking, it can be
reflected to reverse its heading.) It will blow up eventually if no one touches
it. Note that it's not safe to hold onto this guy as long as you want.
Banana:
Well I think you know what this does. Throw it and the next person to walk over
it gets the slip. It can be reused.
Smart Bomb:
This is the granddaddy of all explosives. It creates a massive explosion
lasting three whole seconds before blowing anyone caught in the blast to the
edge of the screen. There is a small chance that you'll find a dud, and it
won't blow up (although it may later). Like any explosive, it goes off if you
attack it.
Motion Sensor Bomb:
Once thrown, these mines stick to whatever surface they hit, bouncing off
characters. After a second (or if they're attacked) they activate. When
activated, they explode when anything comes within range. They're hard to see
(especially on metal stages) and cause a lot of pain. They don't stick around
forever for some reason.
Gooey Bomb:
Many thought this would replace the Motion Sensor Bomb. Like an MSB, it
attaches to whatever it hits. However, this also includes characters. Once it's
picked up, its timer starts. Throw it at the stage or a person to cause an
attachment. The person in peril can fob off the bomb by running past someone
else before it blows, just like a hot potato.
Unari:
Some...spiked thing. You can throw it or attack it for it to enlarge and stick
to a surface, where it damages everyone else. The original user can attack it
to cause it to be reuseable.
Pokeball:
Throw this thing and once it lands, it'll launch a Pokemon into the fight. With
few exceptions, Pokemon will attack everyone except the person who opened the
ball. Each Pokemon does its thing and then leaves, leaving opponents worse for
wear (depending on the attack).
Team Healer:
If the name didn't give it away...Throw this at people to heal them. Obviously,
you want to aim at your allies, because it heals whoever it hits including the
enemy. The more damage you have, the more you heal. You cannot throw it up in
the air to have it land on yourself. If you're not in a Team Battle, it does
8% damage to targets with no knockback.
Hothead:
A fire/electric type from the Marioverse. Once thrown, it sticks to a surface
and travels around it (it will fall off soft platforms). Because of its
elemental-ness, hitting it with a fire or electric attack will cause it to
grow and do more damage (but not last as long).
E++++++++++++++E [statush] E
+STATUS/HEALING++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
E++++++++++++++E E
These items are used instantly once picked up, and they cause various status
effects to you and (sometimes) others.
Food:
Various pieces of food, such as coffee, rice, sphagetii, and others. They heal
you for about 2%-5% each.
Maxim Tomato:
Kirby loves these things! They heal you for 50%.
Heart Container:
A full Heart Container. They heal you for 100%. They tend to fall really
slowly, so learn to grab items in the air.
Bunny Hood:
Put this on to increase your running speed! It also increases your jump height,
but also your falling speed. Basically, it makes you faster.
Super Mushroom:
This item moves along the ground and only needs to be touched. When you get it,
you grow bigger. Your bigger size gives your attacks more punch and makes you
heavier, as well as helping you jump higher. But you're a bigger target, and
it's easier to miss hitting people.
Poison Mushroom:
Touch this and you shrink. Basically the exact opposite of the Super Mushroom:
your weight, power, and jump height go down, while your evasion rises.
Metal Box:
Grab or attack this to turn into metal. Obviously, you're tons heavier, and you
can resist hitstun at low percentages. But you move a little slower and you
fall tons faster.
Lightning Bolt:
From Mario Kart. Touch this glowing thingy and everyone else will be shunk.
Sometimes it malfunctions and shrinks you instead, or causes your opponents to
get bigger.
Timer:
Grab this clock and everyone other than you will have the timeslow effect
applied: their spacetime continuum moves at half speed, while you can run
around and beat them up. Like the Lightning Bolt, it can also goof up and turn
on you, or it can slow everyone down.
Superspicy Curry:
Reminds me of that old Dairy Queen commercial. "These burgers are great!"
"Yeah, but why do we have to inhale when we talk?" "Because if you exhale,
FLAMES will shoot out of your mouth!" (fancy hand wiggle) And that's what the
Superspicy Curry does: it turns you into a flamethrower with no change to your
moveset. Also, it prevents you from walking (as in, you can only run).
Franklin Badge:
Put this badge on and you won't have to worry about projectiles for a while:
they'll automatically get reflected. Sometimes it's hard to tell who's wearing
one, so it comes as a great surprise.
Screw Attack:
Grab this item and your two jumps will get turned into Screw Attacks for a
little while. If you have more than two jumps, then it only affects the first
two.
F++++++F [therest] F
+OTHERS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
F++++++F F
These items don't really fit into any of the other categories.
Warpstar:
Grab this and you'll be whisked off-screen for a few seconds, only to come back
down with a bang. You'll land in the spot where you picked up the Warpstar, but
you can change your landing point with the Control Stick - note that you won't
see an aiming sight or anything, and you may fly straight down into nothing.
Because you come down from above, Warpstars are also a good way to "escape" to
a higher part of the screen.
Soccer Ball:
From Super Mario Strikers. Attack this thing and it'll burst into flames and
blast away, causing severe injury or worse to those in its path. Once the fire
goes out, it stops dead and falls back to the ground.
Dragoon:
From Kirby Air Ride, this item is split into three parts. Pick up a part to
stick it into storage (you can see what you have next to your damage meter).
If you're KO'd or hit enough, you can drop one or both parts you're carrying.
But when you collect all three parts, you soar off the screen. Aim with the
cursor and press A to put the immediate KO on those in your sights! (This even
comes with a slo-mo camera zoom!) Note that, unlike other items, the Dragoon
may decide right at the start of the match to never appear. Also, no Smash
Balls will appear when all three Dragoon parts are in play.
Jump Pad:
This item is used without being picked up (although you can toss it). When
facing upright, you get a huge boost when you land on it. When facing sideways,
touching it will send you flying sideways.
Assist Trophy:
Very much like Pokeballs, Assist Trophies have two main differences. One, they
are used just by grabbing them (and then standing still). Two, they don't
release Pokemon: they summon various Nintendo characters. Like Pokemon, ATs
generally won't attack the one who summoned them. You can drop an AT if people
beat on you enough before you can stand still long enough to unleash it,
Smash Ball:
Much fuss is made about the Smash Ball, and for good reason. Grabbing it
turns your neutral B into an ultra-powerful ability. But they're not easy to
get. Smash Balls float around the screen. They can't be picked up: they must be
attacked, and whoever breaks the ball gets the power. If a projectile or
Pokemon breaks the ball, then whoever fired the attack gets the ball. If you
don't use the Final Smash right away, then try to avoid being attacked - other
people can knock the Smash Ball out of you. Oh, and Smash Balls can be wasted
if they're broken by stage elements.
G+++++++G [pokemon] G
+POKEMON+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
G+++++++G G
Here's a list of the Pokemon you might get from a Pokeball, what they do, and
how to avoid them if your opponent sics them on you. Note that Pokemon marked
as "Legendary" are far more rare than others.
Meowth (#52) (Normal)
Looks like: A small tan cat.
What it does: Pay Day, which scatters coins in a certain direction. Hits in
quick succesion.
How to avoid it: Get out of its range. It can turn around, so sneaking behind
it isn't the best option.
Electrode (#101) (Electric)
Looks like: A large Pokeball with an angry face.
What it does: Waits about three seconds and then uses Explosion. KOs anyone at
40% or above (including the releaser).
How to avoid it: Run away. If you're daring, you can pick it up and throw it
within a one-second timeframe before the boom. Every now and then it'll fail to
explode. That doesn't always mean it won't just blow up a few seconds later,
though.
Goldeen (#118) (Water)
Looks like: A red and white fish.
What it does: Uses Splash.
How to avoid it: You don't. It's a dud.
Staryu (#120) (Water)
Looks like: A spinning orange starfish.
What it does: Tracks a random opponent and uses Swift. It's just like a Super
Scope.
How to avoid it: Constantly move vertically before it fires (once it shoots, it
stops moving).
Snorlax (#143) (Normal)
Looks like: A big black-and-tan bear.
What it does: Rises up the screen, grows bigger, and uses Body Slam, dropping
through the whole stage.
How to avoid it: It has infinite vertical range, so run to the side. Its cry is
pretty distinctive.
Moltres (#146) (Fire/Flying) (Legendary)
Looks like: A big orange bird.
What it does: It just sits there for a few seconds and then Flies away. Anyone
that touches it at any time is in for a KO (depending on the direction they
were touched from).
How to avoid it: Don't ever go near it. And watch for its vertical exit.
Mew (#151) (Psychic) (Legendary)
Looks like: A small pink cat in a bubble.
What it does: Flies away and drops a CD (unless you have them all, in which
case it drops some trophies or stickers).
How to avoid it. Don't. Grab the loot!
Chikorita (#152) (Grass)
Looks like: A small chartreuse plant thing.
What it does: Razor Leaf. Like Ivysaur's Side-B but rapid-fire.
How to avoid it: Get behind it or move away vertically. It has pretty good
horizontal range but doesn't last for very long.
Togepi (#175) (Normal)
Looks like: A half-hatched egg.
What it does: Metronome, which can be any of the following: Leech Seed (puts a
flower on people's heads), Powder Snow (freezes people), Spore (causes
sleeping), Magnitude (buries people), or Night Shade (causes the screen to
temporarily go black).
How to avoid it: All its status effect moves only work on people there are too
close (plus two of them only work on grounded people). Night Shade can't be
avoided, just dealt with.
Bellossom (#182) (Grass)
Looks like: A green plant with red flowers.
What it does: Uses Sleep Powder. It puts you to sleep.
How to avoid it: Don't stand near it. Especially if the unleasher has a move
like Falcon Punch.
Entei (#244) (Fire) (Legendary)
Looks like: Some big brown dog/cat with a cloud on its back.
What it does: Fire Spin. Traps everyone around him for massive damage.
How to avoid it: Since Fire Spin is so tall, it's best to not try jumping over
it. One touch will trap you for the rest of the attack. Luckily, there's not
much horizontal range to it.
Suicune (#245) (Water) (Legendary)
Looks like: A big white and light blue dog/cat.
What it does: Waits half a second, then uses Aurora Beam and kills everything
in front of it.
How to avoid it: Jump quickly. You need fast reflexes to dodge the attack.
Lugia (#249) (Psychic/Flying) (Legendary)
Looks like: A large light blue bird.
What it does. Flaps off the screen doing severe damage to anything it touches,
then reappears in the background and Aeroblasts fighters in a random pattern.
How to avoid it: The first phase is easy to avoid: don't get near it. The
second phase is tons harder to avoid because the attack moves so quickly, but
it moves around so haphazardly it may not hit you at all.
Ho-oh (#250) (Fire/Flying) (Legendary)
Looks like: A huge red bird.
What it does: Flies off the screen and uses Sacred Fire, unleashing a massive
pillar of flame on the spot it was released. People get caught in the fire,
unable to get out until it ends.
How to avoid it: Don't get anywhere near where it appeared, end of story.
Celebi (#251) (Psychic/Grass) (Legendary)
Looks like: A plant with a big head.
What it does: Drops trophies.
How to avoid it: If you do, you'll lose the trophies. Hint?
Torchic (#255) (Fire)
Looks like: A small red chick.
What it does: Fire Spin (according to Smashbros.com). Causes the nearby area to
burst into flame.
How to avoid it: It attacks quickly, so get out of its range as soon as you see
or hear it. It can do a lot of damage very quickly if you stick around.
Gardevoir (#282) (Psychic)
Looks like: Some tall green and white lady.
What it does: Light Screen (the website says Reflect, but that's for physical
attacks). Anyway, it creates a large circular area that projectiles can't enter
without being bounced away.
How to avoid it: You don't avoid it. Instead, use it as a projectile shield. I
don't think the unleasher's projectiles get reflected.
Gulpin (#316) (Poison)
Looks like: A green blob.
What it does: Uses Swallow on anyone who comes too close. Once it's got
someone, it causes damage repeatedly and then spits them out. Swallowed people
can be damaged by other people as well.
How to avoid it: It sticks around for a very long time, but it does not move.
Just stay away. If you get caught, mash buttons to escape faster (although this
doesn't lessen the damage you take).
Metagross (#376) (Steel/Psychic)
Looks like: A silver-blue quadruped with a silver X on its face.
What it does: Uses Earthquake three or so times, hitting everyone on the ground
who's too close. People even closer get stuck in the ground before the hit.
How to avoid it: Stay in the air or get away. Being 1,212.5 pounds, Metagross
can't stand on a soft platform: if there's no solid ground below him, feel free
to laugh at the guy who let him loose.
Latias/Latios (#380/381) (Dragon/Psychic) (Legendary)
Looks like: A white bird with either red or blue highlights. It doesn't matter
which comes out, it'll summon the other.
What it does: Steel Wing? Bah. Anyway, they fly across the screen at lightning
speeds, punishing things they hit. The speed they travel creates powerful air
currents.
How to avoid it: Dodge at the right time. That's about it.
Kyogre (#382) (Water) (Legendary)
Looks like: A big blue winged whale with a pattern of red lines.
What it does: Floats over the stage and uses Hydro Pump. Does some damage and
gives foes a ride. Touching the whale also does damage.
How to avoid it: Its large range can be tough to deal with, and it can move
around if it wants to. Stay on the ground to avoid most of it.
Groudon (#383) (Ground) (Legendary)
Looks like: A very large red dragon with a pattern of black lines. Too big to
miss.
What it does: Overheat. Basically, those who touch it get damaged. (And no, I
don't get why he gets firey attributes when he's a Ground-type.)
How to avoid it: Let's face it, it's so big it's almost impossible to avoid.
Luckily, it doesn't move.
Jirachi (#385) (Steel/Psychic) (Legendary)
Looks like: A fairy with a star-shaped head.
What it does: Unleashes...stickers!
How to avoid it: GRABB TEH STIKERZ!!!
Deoxys [Attack] (#386) (Psychic) (Legendary)
Looks like: A red and turquoise bundle of fibers with an alien head.
What it does: Floats upwards and then unleashes a Hyper Beam below it.
How to avoid it: It sticks around for a while, so don't try to cross the stream
for the time it's there.
Piplup (#393) (Water)
Looks like: A small blue penguin.
What it does: Uses Surf after a few seconds, taking people with it off the
edge. It will turn around if it hits a wall.
How to avoid it: Get to the other side of it or jump. It's hard to get out once
you're hit, but it's somewhat hard to actually get hit.
Bonsly (#438) (Rock)
Looks like: A potted plant.
What it does: Smashbros.com says it uses Tackle. Actually, it doesn't do
anything. However, picking it up (it's a heavy item, like Crates) and giving it
a heave will do serious damage.
How to avoid it: Throw it before anyone else can. It doesn't matter who
unleashed Bonsly, he'll damage anyone.
Munchlax (#446) (Normal)
Looks like: A small grey pine tree.
What it does: Uses Swallow. On items. (Smashbros.com says it uses Pickup, but
that's an ability, not a move.)
How to avoid it: You don't avoid it, but you need to be aware that nearby items
will be gobbled up. I don't think he eats Pokeballs, though.
Weavile (#461) (Dark/Ice)
Looks like: Some black cat with a large pink collar.
What it does: False Swipe. It dashes back and forth, causing people in its way
to get stunned.
How to avoid it: Stay in the air or move out of its range. It can dash off
platforms and start anew on a lower surface, so go to higher ground.
Manaphy (#490) (Water) (Legendary)
Looks like: A dewdrop with antennae.
What it does: Uses Heart Swap, forcing you to control your opponent's character
for a little while. It picks two random characters, summoner or not.
How to avoid it: You can't really (unless you're out of the very large range).
Just deal with it. Note that it's an SD for you if you jump your opponent's
body off the edge.
H+++++++++++++++H [assists] H
+ASSIST TROPHIES+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
H+++++++++++++++H H
***SECTION INCOMPLETE***
This is a list of all the possible Assist Trophies. Like Pokemon, you'll find
info on what they do and tips on how to avoid them if they're against you.
Hammer Bro.
Looks like: A turtle with a helmet.
What he does: He throws hammers! And jumps.
How to avoid him: Get out of his range. He does not move horizontally at all.
Lakitu
Looks like: A turtle with glasses riding a cloud.
What he does: He drops Spinies on you that walk around.
How to avoid him: Have you ever played a Mario game? If not, then hide under a
platform.
Waluigi
Looks like: A purple-and-black Luigi who's been put through a gum stretcher.
What he does: He runs at you and steps on you, slamming you into the dirt. He
can also kick you or whack you with his tennis raquet.
How to avoid him: Just get out of his face. He tends to choose his targets
regardless of who's nearby, but he's not exactly a fast guy. (Some people can't
outrun him, though.)
Kat & Ana
Look like: A pair of girls.
What they do: They soar across the stage in an X pattern, slicing enemies.
How to avoid them: The X pattern changes its angle a few times, but generally
you can stay away from the center and corners of the stage.
Tingle
Looks like: A fat midget in green tights.
What he does: Says the magic words "Kooloo-Limpah", causing a random effect to
happen. He may fly away and do nothing else, but he may cause the camera to
zoom in on someone (rendering everyone else blind), make the immediate area
extremely slippery, or drop about ten hammers (one being a Golden Hammer).
How to avoid him: There's nothing to avoid. That being said, make sure you get
a hammer before anyone else does. (Tingle's hammers can be fakes, as usual.)
Metroid
Looks like: A HUGE ball of...creature with three nuclei and four claws.
What it does: It floats around looking for BRAINZZZ. It latches on and hurts
you bad.
How to avoid it: Just stay out of its (erratic) flight path. If it gets on you,
fling your Stick around to get it off: it can do some massive damage.
Knuckle Joe
Looks like: A Waddle Dee in Naruto gear.
What he does: He runs around doing Vulcan Jab (like Kirby's neutral combo) two
or three times. Then he applies a finisher of either Smash Punch (a horizontal
projectile) or Rising Break (a jumping uppercut). The finishers will probably
KO you.
How to avoid him: Stay out of his way to start with. You can easily get trapped
in the early punching flurry, and he usually fires the finisher less than a
second after his last combo.
Andross
Looks like: A big grey blocky face. You can't miss it.
What he does: Hovers in the background and spits large tiles at people.
How to avoid him: It's hard to avoid him because he aims for people, and the
tiles cover a wide range. I would say dash to the side once he starts blowing.
Samurai Goroh
Looks like: A...thick Japanese dude.
What he does: Runs around and swings his katana (sword) everywhere.
How to avoid him: Just...get away. He's not hard to run from.
Jeff
Looks like: A blond kid with glasses.
What he does: Sets up some bottle missiles. They home in on opponents, with the
fifth one being bigger than the rest. Sometimes he fires a second volley.
How to avoid him: Trick the missiles into going downwards through a platform
(which they can't do).
Lyn
Looks like: A young woman with aqua hair and a sword.
What she does: Crouches and waits for like five seconds, the screen turning
dark. Then she flies at a random opponent and slashes them, giving a good
chance of a KO.
How to avoid her: You can't, she'll hit you no matter what (unless she aims for
someone else).
Mr. Resetti
Looks like: A mole with a pickaxe. You may not see him, but you'll see his
results.
What he does: Goes "GRAAAAHH!" and starts jabbering away. The text box covers
about half the screen (it's about 25% transparent). After over two minutes of
gabbing (or he falls off the screen c/o a scrolling stage), he leaves.
How to avoid him: You can't. However, you can attack him. This may cause an
explosion, as well as making his spiel go on for longer.
Little Mac
Looks like: A short boxer.
What he does: Runs around punching people. Some strikes have good power.
How to avoid him: He's not much different than an opponent that runs up to you
and presses A a bunch, except that he can't be hurt.
Dr. Wright
Looks like: A professor with a two-headed green afro.
What he does: Goes "neoooowhn" and causes a building to appear.
How to avoid him: It's obvious where the building's going to appear, so get
away from the zone.
Exitebikes
Looks like: A bunch of NES motorcycles.
What they do: They drop in bulk from the point where the AT was opened and dash
sideways in a pack, running people over.
How to avoid them: They're fast and hard-hitting, but also grounded. Jumping
works best if you have the reflexes.
Jill
Looks like: A wacko girl in a pink tank with a drill on the front.
What she does: Moves sideways, causing combo damage on opponents in the way.
How to avoid her: Get on another platform or behind a wall.
Stafy
Looks like: A yellow star.
What he does: He wanders around and spins a little. He sucks.
How to avoid him: Just bash him. He's one of the few ATs that can be hurt, so
use that fact liberally.
Devil
Looks like: A blue devil.
What he does: He moves the camera around so you can't see. I don't think this
affects where the blast lines are, but it does invoke bubble damage.
How to avoid him: Follow the camera as best you can.
Saki Amamiya
Looks like: A blond gender-indistinct dude with a grey thing.
What he does: Uses his Cannon Sword to both shoot and slice people.
How to avoid him: Eh, it's not that easy, since he's pretty mobile. Just stay
away and move vertically (he can only shoot sideways).
Helirin
Looks like: A large two-bladed fan.
What it does: Becomes a platform/wall/ceiling. It rotates.
How to avoid it: You can't really. But be very careful if it's "guarding" an
edge.
Barbara
Looks like: A purple punk rocker.
What she does: Plays the guitar and hurts people with sound waves.
How to avoid her: She starts the attack quickly and it traps somewhat, so just
try to move away and move for the best.
Custom Robo
Looks like: A very small robot.
What it does: Flies around and showers the stage in bullets and bombs.
How to avoid it: Get under a platform; it doesn't move up or down very much.
Issac
Looks like: A boy with a gold cape.
What he does: Uses something called Move, which throws a giant hand-shaped wall
at you.
How to avoid him: The hand only moves sideways, so go vertical.
Infantry and Tanks
Look like: A bunch of army units.
What they do: They move around and shoot people. The shots are hard to see.
How to avoid them: They're grounded, so get to a higher platform.
Nintendog
Looks like: Some dog.
What it does: Comes up to the screen and paws at it. If you're a dog owner, you
know the feeling.
How to avoid it: Just deal with the obstruction for the twenty-odd seconds it
lasts.
Shadow The Hedgehog
Looks like: Sonic with a black coat of paint.
What he does: "Chaos Control". It timeslows people.
How to avoid him: You can't really. Just deal with it.
Grey Fox
Looks like: A robot with a sword and one orange eye.
What he does: Runs around slashing people. Can also reflect projectiles.
How to avoid him: Run behind him or something. He's pretty fast.
I++++++++++++I [collect] I
+COLLECTABLES++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
I++++++++++++I I
These aren't items per se, but you do pick them up during battle. Collectables
have no effect on the battle and are added to your collection (no duh) when
picked up. Computers don't go for them, but if they get one by mistake, it
doesn't count. Collectables cannot be controlled in the Item Switch. If you're
playing online, they go to the Wii of whoever picks them up.
Sticker:
These small sheets of paper float down. There are a whole ton of stickers to
collect, and they'll rain down infinitely: you can collect copies. That said,
it's a real job to collect them all. Luckily, there are other ways to get those
stickers you're missing.
CD:
These things are worth their weight in gold. Collecting one unlocks a new music
piece for a certain stage. CDs stop appearing once you have them all or if the
only CDs you still need are for locked stages. If you see one, bolt for it
ASAP: they vanish in less than five seconds. (CDs will appear online if even
one player needs 'em.)
Trophy:
Trophies usually only appear in single player, but rare Pokemon may drop some.
Grab them to get a 3D model of something from Nintendo's history. Some trophies
can only be unlocked, you can't get them just randomly.
Trophy Stand:
These suckers only appear in the Subspace Emissary. Thunking an enemy with it
can turn it into a trophy for you to collect. Like Pokemon, enemies are easier
to catch when their health is low. You can even trophyize bosses (obviously
harder). This is easier when you have a partner, because you can't use your
standard attacks while holding the Trophy Stand. This is the only way to
collect trophies of the enemies in the Subspace Emissary. Note that it takes a
very long time to actually throw the darn thing, since your character insists
on doing a spinning windup.
5----------5 [g modes] 5
|GAME MODES|------------------------------------------------------------------|
5----------5 5
A+++++++A [classic] A
+CLASSIC+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A+++++++A A
In Classic, you are pitted against random enemies from predetermined universes
in a linear fashion. Just pick your difficulty and your stock and you're off to
do battle.
While the order of universes is not random, the battle conditions will be. You
may get a simple 1-on-1, a 2-on-2 (with a CPU ally), a 2-on-1 with the opponent
being giant (bigger than a usual Super Mushroom size change), a 1-on-1 with a
giant opponent, a 1-on-1 with a metal opponent, or a 1-on-10 battle (you fight
three at a time and they're easy to KO). I believe you will always get two
giant battles, one metal battle, two team battles, and one 2-on-2. (You won't
see a metal opponent until at least battle 6, and I don't think you'll ever get
an ally against a giant in the harder difficulties.)
Battle 1: Triforcic Universe (Link, Toon Link, Zelda/Sheik, Ganondorf)
This can be either a 1-on-1 or a 2-on-2, played on either of the two Zelda
stages (Bridge of Eldin or Pirate Ship). Nothing weird.
Battle 2: Marioverse Subdivisions (DK, Diddy, Yoshi)
If you're lucky, this will be a 1-on-1. Far more often, though, it'll be you,
DK, and Diddy against a Giant Yoshi or you and Yoshi against a team of DK and
Diddy.
Battle 3: Pokemon Universe (Pikachu, Jigglypuff, PT, Lucario)
Nothing special about this battle. It should be noted that you will get told
before the battle which of PT's Pokemon you'll face.
Battle 4: Swords and Minds (Marth, Ike, Ness, Lucas)
You will never see two people against you from different universes here: that
is, you will never face Marth and Lucas at once. And if you have an ally, he
will be from the opposite universe you're fighting against.
Break The Targets!
This is a bonus stage (dying won't affect your stock). Break all ten targets!
You'll be on the stage that corresponds to the difficulty you chose: for
example, if you chose Normal, you'll face Level 2.
Battle 5: Dreamland (Kirby, MK, Dedede)
Halberd as stage. Nothing else needs to be said.
Battle 6: Space Travellers 1 (Samus/ZSS, Olimar)
This can never be a 2-on-2 fight (although it can be a 1-on-10). Also, you may
see your metal opponent here on out.
Battle 7: Space Travellers 2 (Fox, Falco, Wolf, C. Falcon)
No odd stuff here.
Battle 8: Marioverse (Mario, Luigi, Peach, Bowser)
Pretty standard. Just hope you don't get Giant Bowser, he is NASTY.
Battle 9: Retro/Oddballs (Wario, Ice Climbers, Mr. G&W, Pit, R.O.B.)
Like #6, this can't be a 2-on-2. (In case you aren't aware, Mario Bros. is
R.O.B.'s home stage.)
Battle 10: Guests (Sonic, Snake)
Same as #6 and #9.
Break The Targets!
Another bonus stage. This time, you'll take on the stage one level higher than
your current difficulty (so on Normal you'll do Level 3).
Battle 11: Any (three characters not fought before)
Unique. The game picks three characters you haven't fought so far and puts them
against you on Final Destination. This 1-on-3 sounds bad, but the game also
decides to turn Team Attack on, allowing your opponents to hurt each other.
Battle 12: Master Hand
The final battle! Master Hand appears on Final Destination and you gotta beat
him down. MH's stamina depends on the difficulty level you're playing:
Easy: 150HP
Normal: 250HP
Hard: 300HP
Very Hard: 330HP
Intense: 360HP
Bit of an odd system...No items will appear during this fight. Also, the hand
has a variety of attacks you must avoid:
Bullet Point: Forms a gun shape and shoots you. If you have a reflector, use
it! (I'm not sure if the bullets can be absorbed).
Laser Nail: Scrunches up his fingers and shoots lasers out of them. The lasers
do 7% a hit, but only hit in front of the hand. Stay beneath him and attack as
if he's just sitting there.
Digit Drill: Spins upwards and comes down on you in a drill shape, dealing a
bunch of hits. Designed to damage, not KO. Difficult to avoid.
Palm Slap: Swipes across the stage. Hard to avoid because of the nonexistant
windup time.
Finger Walk: "Walks" across the stage and kicks you when he gets to you.
Avoidable by jumping high or hiding behind him.
Rocket Wrist: Flies off the stage and soars in from the background. Easy to
avoid as it only hits at ground level.
Drop Punch: Hovers over you for about three seconds and comes down with a
punch.
Drop Slap: Similar-looking windup to the Drop Punch, except he opens up at the
last moment, slapping the ground. Buries you. If you like dodging, be aware
that the "opening up" is just long enough to cause most dodges to end as he
comes down.
Flight Punch: Rises off the stage and punches in from the background. Should be
dodged.
Flight Slap: Rises off the stage and slaps you from the background. Doesn't
leave a lot of time for you to react.
Power Poke: Follows you with a finger extended, then gives three swift jabs.
Move sideways to avoid it, since he stops moving when he starts poking.
Grab: If he starts following you around without doing anything, he's about to
grab you. Dodge the grab. If you fail, you can still escape the grab before he
throws you (though he may be able to do damage anyway, he can pummel).
Like any boss, it may take some time to learn the attack warnings. But really,
you shouldn't have much of a problem with this guy (although he attacks faster
on higher difficulties). Unless you've reached him on Hard or higher in under 9
minutes...in which case the battle will be against both Master Hand and Crazy
Hand!
Crazy Hand is Master Hand's lefty counterpart. While he does most of the same
attacks, he likes to lay status effects on you, plus he's got some unique moves
of his own:
Spider Walk: Forms a claw-like shape and walks across the stage. Can cause some
pain. Easy to avoid if you jump.
Bomb Drop: Hovers in the middle of the stage and drops bombs. The bombs fall
straight down and then blow up, so stand to the side, jump, and use a
projectile to hit him without putting yourself in danger.
Spasms: Suddenly drops to the ground and flops all over the place (he doesn't
move sideways at all with this). Can do some huge damage if you don't avoid it
to start with.
Not only do you have to contend with both Hands at once, likely attacking while
the other is resting, they also pull off some combo moves:
Snooze Applaud: Lay sleeping gas over the stage and start clapping like mad.
Jump once to avoid the snoring and then again to avoid the squishing.
Dual Punch: Come together for a bit, then wind up and smash fists together in
the center of the stage. Very painful if not avoided.
Cross Catch: CH punches across the stage while MH catches him. Not hard to
avoid, so do it.
B++++++++++++++++++++++++++++B [sbspemy] B
+ADVENTURE: SUBSPACE EMISSARY++++++++++++++++++++++++++++++++++++++++++++++++++
B++++++++++++++++++++++++++++B B
***SECTION INCOMPLETE***
Otherwise known as Story Mode, Subspace Emissary pits you against that Ancient
Minister and those dern Primids. You need to stop them from pulling the world
apart and stuffing it into subspace. Yes, it's a nefarious plot. So you gotta
stick it to 'em.
Okay, first order of business: Learn all characters. That's right, you have
little choice of who you can choose, at least to begin with. That done, see if
you've got a friend nearby. P2 can participate as your teammate, but only as a
sidekick: if you fail, they can't pick you up. If you leave them behind, they
just Space Jump back to the center of the screen. Unless they're KO'd. But then
you wouldn't care anymore, right?
Before we kick off this game-in-a-game, let's profile some of the enemies
you'll be totally pwning:
Primid: Humanoid shadow things. Just kill them.
Beam Primid: These Primid have Beamswords. So what? Watch the range, that's
all.
Boom Primid: These Primid have boomerangs. Not much of a problem.
Scope Primid: They shoot you, either with three weak shots or a charged big
one. Simple as that. They can fire both horizontally and vertically, so watch
for any below you.
Big Primid: Just what it says on the can.
Metal Primid: A Primid of metal. They're heavy and slow and reflect
projectiles.
Fire Primid: Gee, I wonder? I don't think fire attacks hurt them.
Glire, Glice, Glunder: Tri-segmented frisbees that follow the countours of the
surface they're stuck to. The colour of the center eye is the clue to what
they'll hurt you with: Glires shoot hot stuff, Glices freeze you, and Glunders
are electrocuters.
Poppant: Black-and-white clownish things with massive red pants. They tend to
run away, dropping things out of their pants to deter you. Drop lots of food
when defeated.
Bytan: Large Pokeball-like rubber balls that can clone themselves. Don't let
them fill the screen. Some are large (as in, Giga Bowser large).
Roader: Looks like a red metal ostrich on a unicycle. Has teh road raeg. Will
try to run into you.
Bombed: It has a bomb for a head. Use fire to set it off early (as in, before
it's deployed). They will run away once they've thrown their bean until it
grows back, regardless of whether there's an edge.
Greap: Huge ball with two scythes. Do not get hit by them. Its head is its weak
point.
Bucculus: Sits in the ground with its lips showing (maybe) and latches onto any
poor sap that walks by. Does some serious damage.
Towtow: Massive wooly rams that tend to sleep until you get them angry (by
attacking any enemy around them). Then they just go nuts.
Floow: A ghost with a humanoid body. It regenerates health constantly, so hit
it hard and fast to exorsize it. Painful attack. Be extremely careful (that is,
offensive) if there are two or more around, since they can deal out astounding
damage if they attack in succession.
Auroros: Big white bird with cone-shaped beak. Dives from above to attack. Easy
to defeat when they're stuck in the ground; just pick 'em up and give 'em a
hurl.
Buckot: Dude that floats in the air and douses red-hot iron chunks on you.
Jyk: Simply put, these are traps. They either stay put or move and damage you
if you touch them. They cannot be destroyed, even by Trophy Stands. Come in
fire, electric, and water varieties (but it doesn't really matter).
Gamyga: Freaky-looking large metal flower head with a four-part yellow base.
You can't miss it. The head takes damage seperately from the body, but you can
get rid of the whole brass ring by beating on the head. The head shoots you
with fat lasers.
Feyesh: Fish that fly with a bullseye in their face. Hint hint. (It's actually
just their eye, but whatever.) They attack with electric tentacles.
Trowlon: These dudes won't attack. Instead, they slip under your feet and try
to KO you off the top of the screen.
Roturret: Stationary, rotating energy blasters. They're big and mean and
usually a decently large pain. They fire three double shots at a time, but
luckily they're like X-wings and can't hit anything between the barrels.
Spaak: Clouds with battery packs. Hit them and they get all angry and fire
bigger electric sparks. Hit the battery packs for massive damage.
Puppit: They hang from the air and take swipes at you. Also, they have laser
eyes.
Shaydas: Two-headed shadow monster that brings two massive blades to your face.
Attack its pink core when it's glowing for a likely one-hit KO.
Mite: Small stick figures that come by the truckload. A real pain in the
buttocks even though they have less depth than a sheet of tracing paper. Come
in various bold colours.
Shellpod: Large green turtle-like thing with a horn. When its health gets
really low, the shell breaks. Doesn't really mean much, although it means it's
hard to not get its health low enough for a trophyization. (You get two
trophies for it at once, by the way.)
Nagagog: Looks like a sumo wrestler. As this fatso takes damage, he enlarges
through three distinct sizes (colour coded, of course). Size equals pain, so
finish him quickly. Luckily, the sizing process costs them health. They can't
transform if you keep needling them with attacks, but you also can't damage
them during the enlargement.
Cymul: Looks like a hovering ceiling fan. It just gets in the way (and does
some good damage). Also, its shiny coating uses reflector technology - don't
use any projectiles on it.
Ticken: Tiny, cute birdies that reside in large metal bodies. Yes, it can fly,
but not exceedingly well. If they land on you, yer stuck in the dirt. Also does
a charging horn attack.
Armight: A strange floating blue thing with a yellow helmet and two swords.
It sometimes throws the swords, but it usually just slashes at you. And it has
a distinctive laugh.
Borboras: Thingus that blows gusts of air at you. Its head looks like a French
Horn somewhat.
Autolance: A tank with a lance on the front. It will either stab you or throw
the lance at you. Hit the light for massive damage (that is, once you blow the
covering off).
Armank: Looks somewhat like a construction vehicle. Attack the arm to have the
cabin open up to reveal the only part of the enemy that takes damage.
R.O.B. Sentry: Doesn't do much, really. It can blow up.
R.O.B. Launcher: A green and brown R.O.B. that shoots missiles.
R.O.B. Blaster: This version shoots beams from his eyes.
Goomba: Yes, Bowser's got some troops ready to give you some guff. Goombas are
cake, though. Landing on them is an automatic Footstool Jump (oh, and by the
way, it kills them).
Giant Goomba: It takes four or five jumps to KO this behemoth.
Koopa: These guys come in red (don't walk off edges) and green (stupid). Land
on them to produce a shell that you can throw. They pop back out later.
Paratroopa: They fly around. Hit them to knock the wings off. I don't think
this affects the trophy that appears when you grab 'em.
Hammer Bro: You know, the AT? You can hurt him this time.
Bullet Bill: They fly either straight or at you. They blow up.
Also, there are some special features you may need to know about:
Door: Just press Up to enter a door. (Therefore, to jump in front of a door,
you must button-jump.) Some doors are disguised as teleporters; they're used
the same way. Only P1 can enter doors.
Blocks: There are three types of block which look different depending on the
terrain: normal blocks can be broken, solid blocks can't, and bomb blocks cause
solid blocks to go boom in a set pattern. Sometimes you get to a half-n-half
level in which breaking one block breaks an indestructable block in the other
half.
Launch Sleigh/Launcher: Touch this and it'll zoom along on its path, flinging
you off at the end. You can jump off, which may be a good idea if it leads into
a trap. If P1 jumps on one, P2 instantly follows.
Barrel Cannon: Hop on in to get launched in the indicated direction. Most shoot
you automatically, but some need manual detonation (press A at the right time).
You become a lethal projectile while you're careening through the air once
shot, destryoing enemies and blocks in the way. P2 joins in instantly, but P1
won't follow P2.
Railcar: Hop in a railcar and it'll run along its path, killing anything in the
way. They're not guarenteed to be a safe ride, however: if you think it's going
to carry you off the screen or you see a "!", jump out of it. Same P1/P2 deal
as other "vehicles".
Trackball: Possibly the funnest feature. Attack the floating pink circle to
fling it along the indicated pathway, damaging or destroying (depending on the
strength of your attack) anything in the way (including special, otherwise-
indestructible blocks). They automatically reset once they run out of energy
(they do no damage when retreating). There are a few Giant Trackballs that have
an invisible pathway (which appears once you hit it).
Spaceshifting Wormhole: These dense purple clouds teleport more enemies into
the room. Each portal only generates one type of enemy (say, yellow Mites) and
will keep feeding them in until you break it.
Keys: If you walk up to a locked door while holding a key, or you throw the key
at the door, the path will open up. Keys do pretty good damage as a weapon, but
losing one causes it to return to its original spot.
Quark Mine: Black-and-green proximity bombs. They will often kill you, even at
low percentages. One going off will set off a chain reaction if there's a bunch
in one spot. The safest idea: projectiles. As a small warning, they turn
magenta and beep when you get too close.
One more note: I'll be doing this walkthrough on Hard difficulty, since the
number of enemies may change depending on difficulty. Using Hard (the "middle"
difficulty) gives a good idea of how many enemies you'll be facing.
Speaking of difficulty, the following things change depending on your chosen
difficulty:
Enemy health goes up, sometimes considerably.
Enemies move and attack faster. Especially noticable with Glires/Glices/
Glunders, as well as the vulnerability period of Armanks and bosses.
Enemies and obstacles do more damage and have more KO power.
Enemies are harder to flinch.
Enemies generally get smarter (such as attacking more often, or Bytans
duplicating nonstop).
More (and sometimes more dangerous) enemies appear during locked battles.
Trackballs lose energy faster.
Auroros can't be thrown as far. (On Intense, they die the instant you chuck
them, preventing you from using them against other enemies.)
Less favourable items appear.
Stock Balls may get rarer (or, in the case of Intense, not exist).
Barrel Cannons move faster, therefore being harder to control.
Autoscrolling areas scroll faster.
Moving walls, floors, and ceilings move faster.
Bomb block explosion chains move faster.
Wind speeds increase (including the wind from a Borboras), sometimes to
nonsensical levels.
Keys break easier (I think).
More, better, and rarer stickers appear.
More trophy stands appear.
Stage 1: The Subspace Shadow (Midair Stadium)
To start, Peach and Zelda are watching Mario and Kirby have a nice little
1-on-1 match. You choose who to fight as (P2 is a copy of P1, it becomes a
2-on-1). Just beat your opponent. Note that the stage is a simple platform a
bit larger than Final Destination.
A cutscene then ensuses, showing that Pit is watchin' the bout on his TV set.
(Sort of.) Your character saves the opponent from trophyization (what happens
when someone's defeated in this world) just before stuff hits the fan. The
Halberd appears and drops some Shadow Bugs on you. Mario, Kirby, Peach, and
Zelda band together and start beating them up (that's your cue). Just smack all
the Primids off the screen. Primids and other enemies will keep appearing until
the bar at the top runs out, then you're done. (Enemies: 15 Primids, 5 Boom
Primids, 6 Spaaks, 4 Sword Primids)
After you've dispatched of teh fiendz, the Ancient Minister hovers in. He drops
a Subspace Bomb and has Petey Pirahna capture the princesses and blow away
Mario. So it's Kirby (and Kirby 2, if P2 is in) against Petey. You don't really
hurt Petey; the goal is to break the cages he's holding to free a princess. He
only has two attacks:
Cage Swing: He swings a cage at you.
Super Stomp: He flies up in the air and lands somewhere.
Rage: When a cage's HP if half gone, Petey decides to attack more frequently
(marked by a red glow and a roar).
Not much of a problem. Once one cage is broken, the battle ends.
So Petey blows up, leaving Kirby and the saved princess to escape. And escape
you must, since that bomb is gonna blow. Before it does and Kirby calls in a
Warpstar for leaving the scene, Wario storms in and trophyizes the unsaved
princess, carting her off with him.
Current party members: Kirby, a princess
Note: Now you have the map screen. From the menu you can save, apply stickers,
and quit. Once that's done, use the Stick and A to select a stage to enter. The
newest stage is marked by a "!", completed stages have a green flag, and stages
in which you have collected every Orange Cube, opened every door, and collected
every loose trophy/sticker will display a flashing crown.
Stage 2: Mostly Cloudy (Skyworld)
Pit sees on his screen that the arena got kaboom'd. With some help from his
superior, he leaves his hidey-hole and jets towards lower ground. After a mini-
stage that just gives you some goodies (hit the blocks to get items, stickers,
or trophies), the Halberd pokes up through the clouds and dumps some shadow
payload in Pit's face. A sidescrolling stage with intermittent battles ensues.
First, you'll be in a "locked battle": you won't be able to explore the rest of
the stage until you clear out the enemies. You can tell you're in a locked
battle when the screen flashes purple and you hear a distinctive noise. This
locked battle is against 7 Primids (not neccesarily all at once). When you see
a white flash, the locked battle is over. Go right.
After the stairs, there will be a Spaak. Kill it and climb up the to platform
for an Orange Cube. There will be some more Spaaks around. Keep going right to
meet some Primids and Boom Primids. Once through the cloud tunnel, you'll see
a Cymul - refrain from shooting it. Once it's done, go right to enter a locked
battle with a Greap. A door will appear.
Pit then discovers Mario in a cloud. They team up to take on the next portion
of the stage.
The first part of the stage will be full of Glunders. Get past them to land on
a moving platform and see your first Zap Jyks. Past them is a Ferris wheel-type
thing with a Jyk moving around it. Go on and face some Spaaks and Glunders, as
well as some Primids and Boom Primids.
Once you see another pack of Glunders, look at the nearest vertically-moving
pillar (before the Glunders). At its lowest point, it'll reveal a door. Inside
is a bonus room that will automatically scroll upwards, challenging you to
climb quickly. You get a Blue Cube (they're technically optional) for your
trouble.
Once past the Glunders on the main track, you'll get into a locked battle with
7 Primids, 3 Boom Primids, 3 Spaaks, and a Roturret. Then hop onto the launcher
for a lesson on how they act.
Pit and Mario watch the Halberd fly away, as well as an Arwing chasing it.
Current party members: Mario, Pit; Kirby, a princess (the semicolon means that
they can't work together, they're in different places right now)
Stage 3: A Great Drop (Sea of Clouds)
The Halberd is chasing Kirby and the princess' Warpstar. It bumps and the pair
land on the battleship's roof. After a short walk, the previously seen Arwing
gets shot down, knocking the two off the ship. Then the platforming begins.
You'll first see some Primids and Boom Primids. Just before you see some
Glunders, you'll see some breakable blocks in your way. Bust them and the
enemies. A little later down the stage will be a dead end with a Blue Cube that
contains a Stock Ball - the 1UPs of this game. Make sure to get it. You'll see
a Poppant or two later down the road. After that, the stage opens up into a
large area with Feyesh and Towtows. Climb up the breakable blocks (i.e, be
careful!) to reach a door in the ceiling that contains two Blue Cubes. (Note
that when you re-enter an area, breakable blocks will not respawn but enemies
will.) More Primids, Boom Primids, and Poppants await when you progress further
down the road. Keep going for some Feyesh and enter the door.
You're at ground level now. There will be some cloud platforms that like to
phase in and out of existance, as well as a Poppant and a bunch of Spaak. Once
the path drops, you'll see your first Spaceshifting Wormhole - and it's a
locked battle, just to tell you they can be destroyed. This portal creates
yellow Mites. You only have to destroy the SW to unlock the level, but the
Mites really should be KO'd too. Notice that once the SW is gone, you may be
able to see a Blue Cube on the right of the large pillar even though the stage
goes left.
There will be more Mites as you go left, as well as some boulders that drop
from the sky. You will get a warning in the form of falling sand before a rock
plummets. Watch carefully for a Boom Primid that gets smashed by Boulder #3.
Climb all the way to the upper left for a Blue Cube. Once you get that (it's
been a Star quite frequently for me), drop down the a locked battle with an SW
(yellow Mites) and 5 Glunders. Since Glunders roll continuously, many will kill
themselves. Go right once that's done for some rolling boulder fun with some
Feyesh. You'll also see a ladder - get used to ladder physics. There may be
some more Mites down the road, but I only saw a boulder kill a bunch of things.
Once you get past the pit the boulders fall into, you'll face a Greap in a
locked battle.
Current party members: Mario, Pit; Kirby, a princess
Stage 4: Jungle Parkway Robbery (The Jungle)
You see a Hammer Bro carrying a huge load of bananas out of the jungle. Guess
what that means! Yes, DK's ticked and it's gonna hurt. The ape and Diddy set
out across the jungle.
The level is very Mario-like: you'll see various amounts of Goombas, Koopas,
and Paratroopas in the first segment. The DK part starts with the Barrel
Cannons. The third one you see will blast you downwards through otherwise
unbreakble blocks, revealing an Orange Cube. After that there's a standard
segment where you are BC'ing across a huge pit, and one mistake with the manual
cannons is likely fatal. Don't worry about enemies when being shot - it turns
you into an invincible projectile.
The second step introduces you to the Trackballs. Blast the first one you see
to get a feel for it. Keep going through the area, hitting every one you see.
However, once you get to a ladder, keep going straight up to find a hidden
door. This secret room has two Blue Cubes. Keep going forwards on the main
track (you'll have to hit the Trackball with the spiral track to make the next
platform appear). You'll eventually geto the a locked battle with 4 Goombas, 6
Hammer Bros, and 2 Bullet Bills - use the horizontal-tracked vertically-moving
Trackball to hurt everything easily. You'll get a Stock Ball at the end, as
well as another BC chasm challenge (not really).
Area 3 is a platform moving up a canyon that keep dropping Goombas and Hammer
Bros. on you. You'll also see some Bullet Bills, as well as a free trophy on
the right side. The door at the top leads to a Launch Sleigh at the top of a
waterfall. Watch the Jyks as you fall down. There will be a hidden door on the
left side - enter it for a Blue Cube and an Orange Cube. Keep on falling down
the waterfall until you get into a locked battle with 3 Goombas and 2 Giant
Goombas.
The Kongs will rejoice from finding the bananas, but Bowser spoils the party.
Diddy goes all like "you want some?!", but DK punches him away from the Dark
Cannon blast, taking it himself. Diddy flies away.
Current party members: Mario, Pit; Kirby, a princess; Diddy
Stage 5: Cross Country (The Plain)
You start with Mario and Pit in a plain. Bit of a plot hole here, eh? Ah well.
Destroy the Borboras you see, watch for Primids and Boom Primids, and beat up
the Feyesh. Next, you'll see your first Tickens. After you've pruned them, bust
down the massive breakable wall. There's a Cube of some sort above the right
part of the wall (it's off the screen, but the sound tells us it's Orange.) Go
on to find a corridor that forces you to run quickly courtesy of a moving wall.
Therefore, you must beware of the Jyks, pits, and Poppants. There's also a Blue
Cube here (just above a Jyk). The end of the hallway will drop down into
another. When you see a vertical shaft in the second hallway, make your way up
it - it may take Mario six walljumps, but it hides a room full of breakable
blocks that holds three stickers, a Heart Container, and an Orange Cube. (There
is a pit in the middle, so watch out.)
Head back onto the main path to enter a door guarded by a Borboras. The next
platform you see will take off, readying a locked battle with 4 Primids, 1 Boom
Primid, and 2 Spaaks. You then have a second locked battle against 8 Fire
Primids, and finally a third versus 2 Boom Primids, 2 Fire Primids, 2 Glunders,
and 2 Borborai. (Yes, I am forcing that pluralization to exist.) Once you're
done all that, a Heart Container will appear. Then when the platform docks, you
get yet another locked battle (ARGH!) against 2 Primids, 5 Fire Primids, 3
Spaaks, and 2 Borborai.
Once all that stuff is over, Pit and Mario meet up with and fail at hurting the
Ancient Misister. He just flies away.
Current party members: Mario, Pit; Kirby, a princess; Diddy
Stage 6: The Fur Flies In The Ozone (The Lake)
Diddy's rompin' through the jungle, having recovered from getting chucked. He
comes to a clearing at a lakeside and sees a crashed Arwing. Unfortunately,
Rayquaza pops out of the lake and shoots at the ship, causing it to catch fire.
Diddy is grabbed by the Pokemon but saved by Fox. It's a boss battle now!
Rayquaza knows the following moves:
Dragon Pulse: A blue ball of energy. Fox can easily reflect it. It can be fired
at two angles: one that blows up when it hits the ground, and one that is
horizontal and coveres the whole ground. Doesn't make much of a difference.
Note that even though it's reflectable, it's not absorbable.
Dragon Rush: Rayquaza dives under your feet. Easy to avoid, just jump.
Extremespeed: Flies into the air and comes back in from the side, doing damage.
Some characters can crouch under the attack, but jumping is better. At low
health he'll do three passes in a row.
Dig: Dives underground and pops back out. Like Extremespeed, can be done three
times in a row at low health.
Fly: Flies up and dives straight down. Like the inverse of Dig.
Iron Tail: A tail swipe. Covers a good range but is grounded.
Thunder: Forms a circular shape and drops lightning on you. The circular shape
can also do electric damage on contact. This move cannot KO you, but it can
easily deal 20%+ damage, 30%+ on higher difficulties. Shield or dodge sideways.
Glare: When you see Rayquaza's eyes shine, move. About a second later, wherever
you were at the time will explode.
Once that's over, Diddy convinces Fox to help him save DK. This level is
interesting: you need to flip between "halves" to work your way through. First,
switch sides by entering the yellow door. Break the blocks on the right,
flatten the Goombas and Paratroopas, and watch for the Hammer Bros. Under a
ramp will be a blue door (back to the first side), so take it. Go left to find
Goombas, Auroros, and an Orange Cube. Then go right and down the hole (there're
Paratroopas in the hole). Beat the Hammer Bros. and Goomba at the bottom and
use the door.
Woah...dark, eh? You may have seen a bomb block above your head before the door
closed; bust it to clear the room. Hit the Blue Cube on the upper right for a
Maxim Tomato, then move to the right and up. There will be platforms and a
ladder guarded by Hammer Bros, plus a Borboras at the top left side. Pass/kill
the Borboras, get through the Auroros and Giant Goomba, and enter the blue
door. (There's no need to go right, there's just Auroros and a Giant Goomba.)
Watch the Towtows (I suggest winding up a big one as they sleep). Break the
blocks and avoid/eliminate the third Towtow and enter the red door.
There's Bucculi around here, so watch your step! And green Mites. Do not enter
the top red door since the floor there is red-hot. Instead, go straight (past
the yellow door) and get the Blue Cube, which contains a Stock Ball. Then go
back and through the yellow door. The red door up there leads to the same fire-
floor room, so go right. There will be a dead end where you'll have a locked
battle against 6 Goombas and 1 Giant Goomba. Hit the bomb block that appears to
cause the nearby ceiling to crack. Go through the blue door to the other side,
where the crack in the ceiling is instead a full passageway. Hit the switch to
empty the fire-floor from both sides. The pit will house a Towtow on the blue-
doored side (enter a yellow door). Beat it to open a red door and enter it.
Now you're on a raft going down a river. During the ride, 2 Goombas and 3
Paratroopas will appear that you should get rid of. A Blue Cube along the way
will hold a Beamsword. The first platform you see with have a Hammer Bro. and a
Trackball to kill it with. After that, avoid the Hydro Jyk and enter the
floating red door. Use the Trackballs to collect the Blue Cube with a Stock
Ball and the Orange Cube. Back out on the raft, Bullet Bills will start
shooting at you. Then a Giant Goomba will join the party, follwed by an Orange
Cube and a second GG. Then the river ends.
You're on land now. Head right and destroy the Goombas, Koopas, and
Paratroopas. There's also some Hammer Bros. A hole in the ground will house a
Blue Cube containing two Maxims. Continue on and get in the Barrel Cannon.
Zoinks! Bowser attacks! But he's all purple...Destroy him anyway! This is a
battle against a Smasher, so it's regular Smash Bros. rules. He has one stock.
Also, for reasons unknown, your stock will be reset here to four. Oh well...
Diddy will be happy he beat Bowser. Too bad he disintegrates into Shadow Bugs.
The real Bowser shoots the Dark Cannon at Fox and Diddy, who escape.
Current party members: Mario, Pit; Kirby, a princess; Fox, Diddy
Stage 7: Dark Hits Psychic...It's Super Effective! (The Ruined Zoo)
Lucas is wandering around some decrepit old zoo somewhere. Who knows why. Some
Shadow Bugs drop from the sky but don't do much. However, once the Pig King
Statue appears, Lucas freaks and jets. In this stage, you must continue right
without getting crashed into by the invincible stone bully. There are both
breakable and unbreakable obstacles in the way as well as enemies and gates
that must have their switch hit to open. Enemies include Primids, Buckots, and
Boom Primids. You'll be nearing the end when the statue falls in the water (and
gets up again quickly). Note that the statue will kill enemies, so they're not
too big a concern.
Next, Lucas trips and cowers. Ness comes in and makes the statue go bye bye,
which causes Porky to appear in his spider robot. Time for a boss fight!
Walk: Porky can do damage just by walking into you because the robot's feet are
very pointy.
Super Dash: Porky hops and runs across the screen. Can easily KO if you don't
jump over it.
Hop Drop: A leap. Will likely hurt a lot if you let it land on you.
Speedy Jab: Does lightning-fast pokes to one side. They can suck you in. To get
out of it, move towards the robot and upwards. Does more damage than distance;
easy to avoid.
Thunder Beam: A ball of some energy appears over Porky's head, which shoots a
homing laser at you. Hard to dodge the whole attack.
Minion Bombs: Fires about six bombs that run around trying to blow you up.
Usually starts his next attack while you're dealing with them. The bombs don't
blow up until they either time out or hit you (and not any projectiles).
Thunder Drop: Hovers in the air and drops lightning on you. Can do this up to
three times in a row. It may seem that standing on top of Porky will dodge this
attack, but it doesn't work.
Once that's over, Wario appears. He tries to trophyize Ness, but he's too
dodgy. So he goes for Lucas. Ness then pushes Lucas away and takes the shot
himself. Yeah. So Lucas runs away (again) and bumps into the Pokemon Trainer.
He realeases Squirtle to attack some newly-arrived enemies.
Since the Trainer is slow, you may see an orange steak fly across the screen
now and again. That's him warping around. Anyway, start by going right and
hurting the Primids, Boom Primids, and Auroros. A little later own you'll see
some Floows - kill them immediately. Note the see-sawing platforms. Continue on
to enter a locked battle with 3 Primids, 2 Boom Primids, and 6 Floows. Go on
and enter the doorway.
You're inside some building now. Open the door with the switch and start the
locked battle with a bunch of Bytans - since they duplicate, it's impossible to
say how many you'll fight. Head up the fork to get an Orange Cube, watching out
for the Glunders. The source is a Spaceshifting Wormhole, so destroy it. If you
choose to see the lower path, there's a Hydro Jyk and a Borboras. Continue on
to a door.
You're back outside. Face the Boom Primid, then hit the Jump Pads and beat up
the Boom Primid and Tickens. Drop off the platform and turn left for a secret
room: inside is an icy room with a Blue Cube (two Maxims), an Orange Cube, and
some spikes. The platforms also drop when stood on. Get back onto the main
path. You'll see more Tickens, Floows, and some Fire Primids. You may also see
a Blue Cube floating in the middle of nowhere - eat the contents. Next up is a
locked battle against 2 Boom Primids, 4 Fire Primids, and 4 Tickens. Check
under the platform's right side after the battle for a Blue Cube. Use the Jump
Pads to get over the spikes and reach the end of the level (and some Tickens).
PT looks around and sees his work is done, so he recalls his dude and walks
away. Lucas decides to follow him.
Current party members: Mario, Pit; Kirby, a princess; Fox, Diddy; PT (Sq),
Lucas
Stage 8: Battling Battles Upon Battles (The Battlefield Fortress)
A decrepit old battlefield. Oh look, it got blown up. Poor ROBs. In the nearby
castle, Marth (and maybe Marth 2) sees this and decides to investigate.
Guess what? Go right! Beat up the invading Primids and Sword Primids. Follow
the path to come upon a room with collapsting platforms and a pair of Armights.
Beat them up and the Borboras to the side and move on to the right. You'll see
another pair of the yellow-helmeted laughers, kill them again. If you want to,
use the key to go right. Pass the Flame Jyk to find a secret room with two
Flame Jyks, and Blue Cube (Heart Container), and an Orange Cube. Get back on
the main trail and cotinue left (remember, you're going down the whole time).
You'll se a split: take the lower path for some Flame Jyks and a Stock Ball,
the upper for a bunch of Sword Primids. You'll see one more Armight and some
Sword Primids before the front door.
Hit the switch (yes you can) to open the door. You'll get attacked by Roaders.
Keep going. If you hit the obvious switch, various enemies will appear from the
sky. So don't. Later on, you'll see Spaaks and more Roaders. Enter the door.
Marth is now at the edge of the Subspace. Meta Knight appears and isn't happy
about something, so he attacks Marth. The two team up once they're attacked by
more Subspace goons. Then a battle stage ensues: 5 Primids, 7 Scope Primids, 12
Sword Primids, 5 Buckots, and 1 Greap. Note that there's a wind blowing
leftwards the whole time.
New stage. Go left once more. And there's a locked battle with 2 Primids, 1
Scope Primid, and 3 Sword Primids. Go left for yet another locked battle, this
time against 1 Autolance. You get a Stock Ball for the "accomplishment". Crack
open the next Blue Cube you see for a pair of Maxims. The screen will start
autoscrolling, so you must move at its speed. Primids, Scope Primids, Poppants,
and Autolances will try to slow you down. There will be a free trophy under a
ledge early on. Once the scrolling is over, there will be a locked battle
against 1 Primid, 2 Sword Primids, and a Greap. Move on for ANOTHER (yes, I'm
getting sick of this too) locked battle with 3 Primids, 1 Scope Primid, and 2
Autolances. That done, continue for a locked battle with 6 Feyeshes, 2 Sword
Primids, 2 Armights, and 2 Autolances. Finally you can finish the thing.
Or not. Go down as the arrow indicates and enter the Railcar. Enjoy the ride as
various enemies die. Enter the nearby door to take another dash and net a Blue
Cube and an Orange Cube. You'll have to walk back. Back on the main path,
you'll have a locked battle with 5 Sword Primids, 1 Scope Primid, and 2
Buckots. You'll hear the 1-up noise and have a Blue Cube appear - it contains a
Heart Container. Hop in the Railcar for another ride, but jump when it says to
so you can avoid dying. Jump in the next Railcar and repat the procedure. The
third Railcar in the chain has a longer ride, and you need to jump out a little
later than you think you should (otherwise you may not make it to the door on
the right). Go right some more.
Marth and Meta Knight are shown to fail at hurting the Ancient Minister. But
Ike shows up and saves the say. Now he's with you on the next leg of this
horrendously long stage.
Go right and give pain to the Primids, Buckots and Roaders. There will be a
Blue Cube, don't miss it. You'll then have a locked battle with 11 Sword
Primids, 5 Feyeshes, 4 Buckots, and 3 Nagagog. Argh. The trio of swordsters
then watch as the Ancient Minister gets away.
The scene switches to Luigi and his pathetic attempts to defend himself from
Waddle Dees. Dedede steps into him (literally) and trophyizes him. Wario shows
up and takes Luigi as the bait, which lets Dedede steal Luigi, Ness, the
captured princess, and Wario's ride. Greedy penguin...
Current party members: Mario, Pit; Kirby, a princess; Fox, Diddy; PT (Sq),
Lucas; Marth, MK, Ike
Stage 9: Green And Green In Green (The Forest)
Heyas, it's Link! He's-a grabbin' the Master Sword again. Who knows why he
keeps doing that, it just lets evil escape. He passes a sleeping Yoshi and
comes upon some bad guys (since the Halberd dropped 'em). The eggster wakes up
and joins Mr. Tunic in the battle.
Go right and fight the Primids and Boom Primids. You'll then have a locked
battle with 4 Primids and 2 Sword Primids. Advance to see Puppits. Kill them
and stuff. Watch out for Bucculi, as well. You'll see a Blue Cube, drop down
from it and kill the Boom Primids to go left to a door. There is a Flame Jyk,
a Blue Cube, and an Orange Cube in this room. Get them and move on. Keep
climbing the trees to progress and get the visible Blue Cube. You'll get to a
locked battle against 2 Boom Primids and 4 Puppits. Enter the door afterwards.
Watch the Trowlons and Auroros in the next bit. Beat the Primid guarding the
Jump Pads and use them to climb the cliff. Get the two Blue Cubes: one high and
one low. You'll then find a locked battle with 3 Tickens and 5 Puppits. Watch
the Primid and hit the bomb block. Attack the Blue Cube the bomb uncovers to
get a pair of Maxims. Do the same thing with the next bomb block to uncover an
Orange Cube, but watch the water and enemies. A third bomb block reveals the
door.
Beat up the Feyeshes and Fire Primids and pound the Trackballs. Use the two
Jump Pads to pound a route-clearing Trackball and grab the previously-protected
Orange Cube with a Stock Ball. Next, hit the one Trackball to set off a chain
reaction that will dispose of those Mites. Use the next Trackball to open a
Blue Cube but watch the pit it also opens. Defeat the Shellpods and hit the
switch to make platforms appear. Go up the gap and beat on the Trackball to
open the way. Continue right, beat on the enemies, and keep busting Trackballs.
You'll have a locked battle with 3 Fire Primids, 4 Feyeshes, and 2 Shellpods.
Link and Yoshi watch the Halberd fly away. Boringly. But we do see a cardboard
box on the Halberd.
Current party members: Mario, Pit; Kirby, a princess; Fox, Diddy; PT (Sq),
Lucas; Marth, MK, Ike; Link, Yoshi
Stage 10: Metal Gear Metroid (The Research Facility)
Zero Suit Samus is seen sneaking around some industrial-type place. And that's
all the intro you get. Bust the metal crates and go right to the door.
Watch the ROB Sentry on the right and use the elevator to go up one level. Go
right all the way through the Sentries and Blasters to find an Orange Cube.
Break it and go left and down the shaft. Injure the ROBs at the bottom and head
left. It's the elevator again. Go up to the top (three times). Kill the ROB
Blaster on the left if you must and go right.
Inside the door Samus finds a Pikachu generator of some sort. Samus frees the
captive and sets off the alarms, sending in ROBs. Kill all the ROBs in the room
and enter the door on the right. Hmm, a multi-path room. With ROBs. First, go
through the lower-right door. Go right to get into a locked battle with 4 ROB
Sentries and 2 Roturrets. Keep going right, killing the things in the way, to
find a fork. Go right to ride a Launcher which throws you into a room with some
ROBs and a Buckot. Hide under the platform with a key to avoid the Buckot
easily. Once they're dead, grab the key and heap up the upper path of the
previous fork.
Hmm, another junction. Don't go to the lower left - you'll find a bunch of
ROBs and a Roturret for no reason. Go up-right to find a ROB and a Roturret,
kill them and grab the key. Hop on the Launcher for an Orange Cube, then return
to the junction and unlock the door on the upper left. Hit the switch for the
platform to leave. If you fall down, you'll end up in the ambush of the lower-
left path described earlier. Now backtrack to the room with the moving-wheel-
platforms.
Enter the door to the right above the lower-right door. (So, middle-right.)
Hey, it's the platform from earlier. Jump on it and it starts a screen scroll.
Avoid the Zap Jyks. When the platform reaches the end, it'll embed itself in
the wall and start a locked battle with 2 Glunders. A switch then appears. The
room unlocks and produces a ton of platforms you can leave with. Do so. The
Jyks are still around!
Back in the carousel room, ride the platforms and climb the ladder at the top.
Break blocks and enemies to go all the way right to break a Blue Cube and get a
Stock Ball. Now go through the upper-left door. OH NOES! BYTANS! Kill them
quickly (although they may come in infinite amounts) and climb to the top of
the room. On the way you'll meet the third type of ROB - Launchers. They stay
put, so kill them before they shoot you. Break the Blue Cube at the top of the
room to heal, then go through the door.
Go right - GIANT BYTANS! Kill them immediately. Go up and left to find a Blue
Cube once you've dealt with them - it has a Heart Container. Then go right.
Hey, platforms that look like they appeared back in the Jyk room. And there're
Quark Mines here. Avoid them or shoot them and continue right. Locked battle
against 5 Metal Primids with Quark Mines circling the field. Once that's done,
go right. The blueish platforms will drop when you stand on them (although they
will return to their original height). Get through the area and enter the door.
Samus and Pikachu will find some sort of security system. One camera will be
looking at Samus' Power Suit. Samus gives a look of "There it is!".
Current party members: Mario, Pit; Kirby, a princess; Fox, Diddy; PT (Sq),
Lucas; Marth, MK, Ike; Link, Yoshi; Samus, Pikachu
Stage 11: Confusion And Cave-Crawling (The Lake Shore)
Kirby and the rescued princess are at some random spot. Kirby sees something
and runs off. The Bowser shows up and nabs the princess, who is copied by
waiting Shadow Bugs. What happens next depends on who exactly that princess is.
If you saved Peach:
Mario and Pit are seen running by. Subspacial Peach tries to shoot them
from a cliff with a Dark Cannon, but Link shows up and slices it. Yoshi
also runs up to join the party. Now you gotta land a beatin' on Peach.
Once she's roughed up, Mario notices that Link appears to have defeated
Peach. Being angry, the plumber and his pal the angel decide to attack.
If you saved Zelda:
Link and Yoshi are seen running by. Subspacial Zelda tries to shoot them
from a cliff with a Dark Cannon, but Pit shows up and slices it. Mario
also runs up to join the party. Now you gotta land a beatin' on Zelda.
Once she's roughed up, Link notices that Mario appears to have defeated
Zelda. Being angry, the swordsman and his pal the dino decide to attack.
The next battle is a two-on-two (with a computer-controlled ally if needed).
You can only choose between the two characters you fought the Subspacial
Smasher with, the others are your enemies. Beat them up for their
misunderstanding. Be warned that you only get one stock! (Your ally gets one as
well, and if there's no P2, your ally is a CPU player.)
The two Smashers defeated, Dedede runs by and snatches 'em up. Mario/Link sees
Peach/Zelda (the captured one) on Dedede's captued Wario Cargo. Kirby then
appears, saves the two Smashers that were just defeated, and cuts the claw off
the Cargo. Not happy, Dedede escapes. But not before Pit/Link (the one you
just defeated) shoots the Cargo and limits its mileage. Now the five heroes
must chase the penguin and his trophies of Ness and Luigi!
Go right (duh). Beat up the Bombeds and Mites if you know what's good for you.
Break the Blue Cube for a Ray Gun and watch out for Tickens. Touch the stone
platform and it'll raise into the air for a locked battle versus 9 Bombeds, 2
Spaaks, and a Greap. Next you face some Bullet Bills that fly in from offscreen
as the platform shrinks. Once you reach the ground, go right and take out the
enemies. Enter the door.
Autoscrolling area! Watch out for Bucculi along the road, as well as badly-
placed walls and Hydro Jyks. Some of the walls move, too. Don't ride the
Launch Sleigh you'll see halfway through, it'll shoot you off the screen. Just
after that are some Donut Lifts and Mites. The screen's getting faster, by the
way. Grab the Orange Cube (I think it only counts if you can take the thing
inside) and keep moving. Enter the cave with the Cargo next to it.
Once you enter the first "room", you'll fight a locked battle with 2 Shaydas.
Beat them and move down to ride a Railcar; jump out before it hits the water.
Eat the stuff in the Blue Cube above you and move right, watching the falling
platforms and the Feyesh. Climb the shaft on the right. Once you get to the
top, go left. (You maybe can't see it, but there is a left at the top.) You'll
fight a Shaydas. Break the blocks to enter a hidden door, containing nothing
but a Blue Cube and an Orange Cube. Return to the main path and go right.
Don't touch the moving slabs of red-hot iron. And don't get squished either.
Getting flattened here, spikes notwithstanding, is an instant KO. Watch the
Mites and grab the key...hey, three locked doors? The top door is the right
path, choose the wrong one and you have to either jump a pit with a low roof or
brave fire jets to get a new key. Kill the next Shaydas you see to make a door
appear, leading to a room with Donut Lifts and both Blue and Orange Cube. Back
on the main path, go right. Blow up the blocks to move on. Watch out when you
get to the third bomb chain - it also destroys the blocks over the spikes
you're standing on. Pass that to get into a locked battle with 4 Feyesh, 3
Tickens, and 3 Shaydas. Move right and enter the door. Crack open the Blue and
Orange Cubes to finish the stage and see an odd castle - and the Halberd - in
the distance.
You'll also see Ganondorf give Bowser some new orders...
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Diddy; PT (Sq),
Lucas; Marth, MK, Ike; Samus, Pikachu
Stage 12: Stone Halls Of Boredom (The Path to the Ruins)
Charizard just went towards...a mountain with a ring of smoke around it. You
have no idea how many times there has been something like that in the Zelda
series. Anyway, PT says "That's my 'zard, let's get 'im back." So you start
moving.
Go right. You'll be seeing Shellpods, so remove them. Avoid the Zap Jyks and
Boom Primids and keep going. Cross the MASSIVE SPIKES any way you can. Then
you'll have a locked battle with 1 Shellpod and 6 Puppits. Beat them up and
drop down the ledge. Some Primids get the drop on you, kill them and the blocks
on the right. Open the Blue Cube and ride up the elevator. That's a Gamyga on
the right, destroy it. There's also one on the left, do it in too. Going
further left is a waste of time, so go right. You'll se some Puppits and four
pits. Drop down the third one (the others will kill you unless you can walljump
with Squirtle) and enter the door. In this secret room, destroy as few blocks
as you can to get the treasures within. You could just use Lucas' PK Thunder
and destroy all the blocks so the goodies fall, but I'm not sure if that works.
Leave and continue right. Ooh, Donut Lifts with Zap Jyks. Bust the Orange Cube
and keep moving.
Yowzers, lava. Don't touch it or the fireballs. Also watch the Fire Primids and
fire jets as you move right - hit the switches to turn the jets off for a few
seconds. Watch out for Armights and go up at the end of the passage for an
Orange Cube. Then go down. Go left at the bottom for a Puppit and a Blue Cube
with a Stock Ball. Then go right for a locked battle with 4 Primids and 4
Glires. The doors close for this locked battle, so you can't die - but your
damage will skyrocket until you clear the fight. In the next room will be a
second sealed, locked battle with 3 Nagagogs. Good thing there are two
Trackballs to soften 'em up a bit. Grab the Heart Container that appears and
continue. Another locked battle ensues against 2 Scope Primids, 2 Fire Primids,
and 3 Glires. Keep right. A series of platforms will rise once you step on
them, setting up yet another locked battle with 4 Glires and 3 Armights. Once
that's over, move right s'more and take the elevator. Go left for a Blue Cube
and go through the door.
Hey, there's a cave here. Oh, and it's Wario! Lucas can't wait to get his
revenge on, so it's-a Wario beating-up time. The stage here forces upwards KOs,
so do that. Once the fat man is done, Lucas wonders where Ness is. Ah well.
Speaking of which, we see Dedede putting badges of some sort on the trohpies of
Luigi, Ness, and the originally-captured princess. Bowser drops in, KOs the
penguin, and snags the princess.
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Diddy; PT (Sq),
Lucas; Marth, MK, Ike; Samus, Pikachu
Stage 13: Loathing Of The Scenery (The Cave)
The group of five busts into the castle to see a pile of rubble. Since they
don't see any trophies, they move on to the hole in the wall.
Go right and watch the falling boulders. Also don't get crushed by the ceiling
just after that. Goombas. Hmm, Bowser was here. Remove them from your face and
move on. Climb the ladder for a locked battle against 5 Goombas, 4 Red
Paratroopas, and 4 Hammer Bros. Move right and watch the Koopas. Now you see a
shaft. The ceiling will plummet, so ignore the Goombas and head straight down.
The next shaft has a floor that rises - jump quickly and don't get shmushed.
After the Koopas there'll be another ceiling-dropping shaft - there's an Orange
Cube on the left side of the very bottom, so get it fast or the ceiling will
push you into the pit. But before you go down the shaft, wait for it to go down
all the way and cross the gap to find a secret door that contains a Blue and
Orange Cube. It also contains two walls that will crush you quickly.
Back at the bottom of the dropping ceiling, climb the ladder. More moving
walls. Jump through the holes in them to move on. Kill the enemies and keep
going. In the next room, grab the obvious key and get past the fire jets and
spikes to open the door.
Ooh, poisonous mist. Hit the switch to temporarily remove it. Beat up the
Paratroopas and move on. Climb the shaft with the dropping platforms and move
left at the top for a locked battle against 4 Red Paratroopas, 2 Shellpods, and
4 Glires. Keep moving left, kill the Glires, and climb the shaft. Injure the
enemies and hit the switch to remove the poison gas while watching out for
fall-when-you-step-on-them platforms. Go right at the top and watch out for
Bullet Bills and Glires. There's a fork here - the poison gas is on the top,
the switch and some Bucculi are on the bottom. Solve that conundrum and move on
to another gas-switch system - except this time the ceiling also drops. Run
through the area to find yet another patch of gas. This time, the switch is
inside the toxic stuff, so either use a projectile or take the damage. Almost
immediately you'll face a locked battle with 2 Giant Goombas. Hit the switch
again if the gas reappears. Go on, take out the Glires, and enter the next
cavern with platforms (some of them moving) and Paratroopas. Oh, and Bullet
Bills too. Move on past the Donut Lifts and either let the boulders flatten the
Hammer Bros. or do it yourself. Hit the switch to lift the ceiling.
Paragraph break. Woot. Go through the visible door above the main path to find
a small room with a Blue and Orange Cube - the Blue's platform falls away and
the floor is full of Donut Lifts, so plan carefully to avoid losing bling. Go
back to the main path, flatten the Giant Goomba, and finish the stage.
Bowser's getting away with the princess. Mario goes for the punch but Bowser
puts the princess in the way, causing Mario to injure his knuckles on the
ground. Pit shoots at the King Koopa, and his dodge causes the Dedede Brooch to
fall off (which Kirby then inspects). Bowser then boards the Koopa Klown Kar
and makes for the Halberd. Then a Subspace Bomb goes off at Dedede's castle.
Meahwhile, Ganondorf seems to get new orders from...Master Hand?
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Diddy; PT (Sq),
Lucas; Marth, MK, Ike; Samus, Pikachu
Stage 14: Great Things Of Fire (The Ruins)
Lucas and PT here. Start to the...left! Take the elevator downwards and hop in
the Railcar. It drops you in a lake, go right. If you're fast enough, you can
dodge the Borboras and Mites to enter the door before it closes; otherwise
you'll need to hit the switch on the left to open it again. More Mites and
Borborai here, as well as Flame Jyks. Watch out for the moving walls and move
on. The first Jyk guards a trophy that moves with the walls, grab it without
getting crushed. Move on and beat up the Glires. Watch the spikes - they won't
KO you instantly by landing on you, but they will hurt. Avoid the Borboras
that's bugging you and keep going. If the door's closed, hit the switch. Crack
the Blue Cube for a Stock Ball, then enter the small room. It's one of two arms
ona Ferris-wheel-type structure with Floows wandering around and a Roturret in
the middle. Grab the goodies and kill the baddies, then leave to the right.
Hurt the Floows and go down as the arrow says.
There are three switches. They cause the floor to drop. The one on the right
is the one you want, the floor it drops conceals a door. Enter it to find an
auto-scrolling hallway with Mites, fire jets, and Flame Jyks. Grab the Orange
Cube you can see above a set of breakable blocks (remember, you have to both
break the cube and collect the contents for it to count) and enter the Railcar,
jumping out as soon as it goes too far. Avoid the Fire Primids and go down with
the platform. Crystals are poking out of the walls here, don't touch them. The
platform also tilts, as well as sending in Metal Primids. Take the first door
you see (on the left) to find a room with a pair of Blue Cubes, one having
healing items. Leave the room and kill the Giant Bytans and Glires. Move right.
Hey, it's Ivysaur! PT grabs him.
Next section. Go right. The platform starts moving. Then there's a locked
battle against 2 Armights and 2 Autolances. After that, there's a second locked
battle with 2 Borborai and 2 Armights. The third locked battle comprises of 2
Armights, 4 Shaydas, and a bunch of fire jets. Once that's done, the platform
docks. Nab the Blue Cube for a healing item and move along. Switch frenzy! Hit
switch 1 to open door 1 (the one right in front of you). Hit switch 2 to open
door 2 (again, right in front of you). Switch 3 opens the next door as well,
but you may need a ranged attack to get there in time (plus there's a
Borboras). Hit switch 4 and switch 5 to go through the next two doors (if you
get stuck between them, then drop down and go through switch/door 6). Switch 7
opens a door at the top of a small shaft. Then you need to hit switches 8 and 9
in quick succession (again, if you get stuck, go back through switch/door 10,
which gives you a pair of Bunny Hoods). Watch the Bytans. Once you're through,
take out the Bytans and the Roturret. Hit the switch on the right first, it
opens a door. (If you don't you can't enter the door.) Hit the switch and race
through the spikes to grab the Blue Cube and Orange Cube, then get back to the
main path. Beat up the Towtows and Shaydas and enter the door.
A wild Charizard appears! Well, kind of. Beat him up so PT can reclaim him.
Once that's over, the group comes upon a strange, tall, circular room. Anyone
who'd played video games before knows not to walk into those...
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Diddy; PT (Sq/Iv/
Cz), Lucas; Marth, MK, Ike; Samus, Pikachu
Stage 15: Tank O' Sumthin' In The Desert (The Wilds)
Ooh, some sort of mechanical thing flying across the desert. Ike, MK, and Marth
go to investigate.
Go right and beat up the Primids and Scope Primids. Also watch for Buckots.
After that you'll see a Gamyga, destroy it. Auto-scrolling section starts. Drop
down the shaft, watching for Scope Primids, Buckots, and (worst of all)
Trowlons. There'll be some Bytans at the bottom when the scrolling stops. Move
right and hurt the Roaders, then break the Blue Cube up there. Go up and left
just after that to find a hidden door; inside it lies a pair of cubes (Blue and
Orange). Go right again. You're moving into a stiff breeze now. Crack the
rather obvious Orange Cube while busting the blocks and keep going, watching
out for Quark Mines and more Roaders. Start going upwards. Trowlons may help
you here, but don't count on it. Once at the top, the wind stops and you fight
a locked battle with an Armank. Drop down the other side of the cliff (watch
out for the spike-covering Donut Lifts). Go right to the door.
Go right and take out the Mites, Auroros, and Towtow. Keep moving to find some
moving walls. Deal with them and keep going right. Once you reach the next drop
segment, the screen will scroll again. Also, boulders will fall from the sky.
Take out the Primids at the bottom and move along to get a locked battle with
2 Big Primids. Once that's over with, go through the cavern and the Bombeds on
the right. Then there will be a set of Barrel Cannons. Use them to find your
way to a Blue Cube near the bottom of the screen, a door on the top-right of
the screen (which holds 2 Blue Cubes and an Orange Cube), and finally the
passageway on the bottom-ish-right. Enter the door at the end, grab the
healers, and go the the next door.
The swordsmen have caught up to the mysterious object, which then unfolds and
presents itself as hostile. Boss battle time!
Galleom has a variety of attacks:
Single Stomp: Stomps in front of himself. Nothing too dangerous.
Quad Stomp: A common attack, Galleom jumps four times along the screen. Easy
to dodge (that is, airdodge). Buries you.
Power Stomp: Flies into the air and lands on the other side of the battlefield.
Tremor Pound: Wind up and slams the ground, causing a shockwave. Jump to avoid
it.
Super Spin: Winds up and spins around. Can suck you in if you're too close.
Bellyflop: Stiffens up and plops on you.
Tank Charge: Folds up and runs along the bottom of the screen.
Tank Pound: Sometimes, after doing a Tank Charge, Galleom appears above you and
comes down hard. Something to watch for.
Rocket Punch: Winds up and fires an uppercut at you. Good KOing power and
surprising range.
Double Pound: Just Like DK's down-smash, Galleom pounds the ground on both
sides of him. Somewhat small range (relatively).
Missiles: Shoots four missiles in two rounds at you, which follow gravity, hit
the ground, and explode.
Tank Missiles: Folds up and shoots four straight-shooting missiles at you. Jump
or dodge, they probably won't hit the ground.
Galleom enjoys attacking twice in a row, lessening the gaps you can attack him
with. As long as you stay away from him, you should be fine.
Once beaten, the big lug flies around and crashes through the ground near
Wario('s trophy).
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Diddy; PT (Sq/Iv/
Cz), Lucas; Marth, MK, Ike; Samus, Pikachu
Stage 16: AGAIN!? (The Ruined Hall)
PT and Lucas hear some rumbling coming from the distant ceiling. Suddenly,
Galleom crashes down! And he's angry! And you gotta fight him again! The
fight's the same, so just give him another pounding. (Hint: Rock Smash!)
Now really beaten, Galleom grabs the pair and flies into the sky, getting ready
to blow a Subspace Bomb hidden in his skull. Lucas uses PK Thunder to blow his
arm off and the two fall away fom the explosion, saved from the ground by Meta
Knight. Wario('s trophy) is also seen being sucked into the Subspace.
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Diddy; Marth, MK,
PT (Sq/Iv/Cz), Lucas, Ike; Samus, Pikachu
Stage 17: Makin' Tracks (The Wilds II)
The Ancient Minister, holding yet another Subspace Bomb, sees that Galleom
blew one up himself. This reminds him of how R.O.B.s keep getting destroyed
by these things. Pit brings him out of his funk by shooting at him. He leaves
the scene again, while the five Smashers give chase.
Bust the Trackball to clear the blocks. Use the next Trackball you see in the
locked battle with 4 Feyeshes and 2 Shellpods. The stage will start scrolling.
Smack the Trackball to clear the path (watch the Bucculus), then hurt the
Borboras and Mites. Keep hitting Trackballs to clear the path or you'll die
really unfairly. When you get to two columns of Trackblocks, bust the left side
to reveal goodies. Keep moving with the screen to get into a locked battle with
4 Feyeshes and 1 Armight. The screen stops scrolling. Move right and take out
the Shellpod to come upon a set of elevators. Ride the one on the right upwards
so that the middle one follows you; drop down below it to enter a door. GIANT
TRACKALL! Wind up a haymaker and give it a smash, then grab the loot (Blue and
Orange Cubes) at the end. Return to the elevators (bust the blocks to escape
from below them) and ride the left one to the top. Watch the Feyeshes and go
right. There will be Puppits and Tickens, remove them. GIANT TRACKBALL! Cream
the Puppits with it and kill the Ticken and Shellpod before entering the door.
Hop on the floating platform. It'll start moving forwards as a wind starts up
from behind you. The platform stops; kill the Primid and Nagagogs around and
move on. There are also Trowlons and Scope Primids. Move on to the passageway,
which has falling spikes. At the end is a locked battle with 4 Primids, 3 Scope
Primids, 2 Sword Primids, and 1 Greap, as well as spikes at the right side the
wind will blow you into. Once that's over, go right to find higher winds and
more Trowlons. The screen starts scrolling again as you get to a series of
platforms that move once you step on them. Avoid getting flattened as the
second platform carries you up a shrinking shaft, then take out the Nagagog and
the Bytans (as well as the Bytan-producing Spaceshifting Wormhole). Break the
blocks overhead to escape the room and beware the Spaaks. There's an Orange
Cube on the left, so get it. Go right for two Roaders.
Mario and Link are seen chasing the Ancient Minister, who keeps shooting at
them. A bunch of ROBs then show up, getting ready to blow a Subspace Bomb. The
group tries to stop them but fail. The thing explodes and the quintet escape.
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Diddy; Marth, MK,
PT (Sq/Iv/Cz), Lucas, Ike; Samus, Pikachu
Stage 18: From Fun To Not-So-Fun (The Swamp)
Choose Fox or Diddy and get set. Stomp Bowser's goons and go right. You'll see
a huge leaf in a updraft. The leaf drops a fair bit when stood on, and the
updraft lessens gravity. Drop down to grab the Orange Cube in the alcove on the
right of the leaf, then move on. Keep killing dudes and use the swing-like
structures to cross a big gap. Then there's another big gap, with two leaves,
a swing, and updrat, and Puppits. Use the door at the other end.
More of Bowser's troops, including Bullet Bills. Beat them up and move right.
There's a downdraft over this pit, making it necessary to be careful. Use the
moving platform to cross. Then use the ladders to cross another gap, collecting
the Blue Cube down below if you think you can (it heals you). Another downdraft
and moving platform. Watch the enemies and cross. On land there's a locked
battle against 3 Hammer Bros, 4 Bullet Bills, 2 Puppits, and 2 Floows. Do not
touch the Launch Sleigh, it will kill you. Grab the Stock ball and move up once
that's over; the screen scrolls up. Use the platforms and ladders to avoid
dying. Enter the door on the left midway up the area for a Blue Cube and an
Orange Cube (way up there, use the updraft and jump left). Keep moving up with
the screen, avoiding Bullet Bills and hitting Bomb Blocks to clear the path.
Enter the door at the top.
A Dark Cannon blast comes from nowhere and hits Diddy. Bowser then shoots at
Fox but he dodges. A troop of Shadow Bugs then show up, washing over Diddy('s
trophy) and making a Subspacial Smasher out of him. Fox avoids the two-on-one
when Falco shows up and destroys the Dark Cannon, prompting Bowser to leave the
scene. But a bunch more Shadow Bugs merge with Subspacial Diddy, causing him to
get large (which Diddy is shocked at when revived). You gotta fight the giant
thing. Because's he's huge, the enemy will take a ton of damage before dying.
Plus, the stage has a full floor, and you can't grab him. It's not easy.
The fake Diddy dies and Diddy convinces Falco to join the group. Hop in the
Railcar, jumping out before it sinks in the water. Next up is a set of Launch
Sleighs that will shoot you through a bunch of Koopas and Paratroopas. At the
end of the chain is a locked battle against 4 Hammer Bros. (don't touch the
Launch Sleighs here, it makes things harder). Hop in the Barrel Cannon on the
right that just appeared and go for a ride, being aware of Hydro Jyks. Bust the
Blue Cube you'll see to heal, then get back in the barrels. Use your body as a
projectile to bust the Bomb Blocks in the way, then enter the door.
Use the Jump Pads around here to navigate around Bowser's goons. You'll see an
Orange Cube up high before the Borboras, nab it. A Blue Cube with a Stock Ball
is also in the sky. In this next area, watch for the wooden spikes and Donut
Lifts. Actually, go left at the Donut Lifts for a hidden door containing a Blue
Cube, a Heart Container, and a trophy (in that order, mind you!). Beat up/pass
through the Borboarai, Feyeshes, and Boom Primids as you leap through the air.
Jump over a large spike set and enter the door.
Move right for a platform that takes off. As it moves, beware of Bullet Bills
and Thorn Helixes that fly out of the water at you. When the platform stops at
an island, a locked battle begins against 3 Goombas, 10 Red Paratroopas, and 4
Bullet Bills. The screen starts scrolling again. The next long platform will be
constantly broken by Thorn Helixes, so keep moving. The grey platform after
that moves when you touch it and takes you to a Giant Goomba and the final
door.
The trio sees the flying ship that DK is on. It flies off to an island in the
sky. Falco calls in the Great Fox as part of a plan.
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Falco, Diddy;
Marth, MK, PT (Sq/Iv/Cz), Lucas, Ike; Samus, Pikachu
Stage 19: A Trio Of Trying Tasks (The Reasearch Facility II)
Pick the chu (or ZSS) and get a move on. Oh snap, the lights are out! Kill the
ROBs as punishment for it. Also watch the Glices. Hit the switch (or any switch
around here) for the lights to go on temporarily. Whenever the lights are on,
red walls also move. Wait for the lights to go out so you can move on. If you
turn on the lights/move the reds in this mini-room, 2 Big Primids will appear
(plus the red walls will prevent your escape until the lights go out). After
that, hit the next switch to open the red walls, move on, and wait for the
lights to extinguish so you can move again. You'll see a load of Sword Primids
and Roaders; hit the switch and drop down the ladder to avoid them. If the
lights are on, the red floor will be dropped, allowing access to a secret room
with a pair of Cubes (Blue and Orange). Move right.
Low roof, eh? Destroy the Buckot (Thunder is good here) as well as the ROBs.
Enter the room with Samus' Power Suit in it to find that they made clones of
it. And they don't like you. Now you have to fight two Subspacial Samuses on
a very large stage. Do that and Samus gets her suit back. Yayz!
Too bad you alerted a bunch of ROBs. Destroy them and move right. Break one of
the really low leftmost blocks when you get to a huge cluster of them to get a
trophy. Ooh, spike floor and ceiling. Hit the switch on the vertically-moving
platforms to get them to shortly stop. Kill more ROBs and use the door at the
end of the hall.
This area SUCKS. Hit the switch for a platform to appear. It flies along its
path as soon as you touch it, rides off the screen extremely quickly, and this
place has very little floor. *sigh* Ride the platform until you see a ledge on
the right, drop QUICKLY and go there. Kill the Cymuls, go up the ladder, hit
the switch, and take a ride until a locked battle starts (again, DROP QUICKLY).
The battle is versus 3 ROB Sentries, 2 ROB Launchers, 1 ROB Blaster, 1 Cymul,
and 1 Autolance. Grab the Stock Ball (you may need it) and drop down the right
side of the platform - there's an alcove that has a hidden door containing a
pair of Cubes (Blue and Orange). The secret room cleaned, climb the ladder and
hit the switch. Ride the platform that appears until you see a pair of
platforms; pick the one on the left. Ride that one until it goes up a shaft;
there's a platform guarded by a Cymul on the left you must ride before you die.
Almost instantly, jump to the left to grab the platform just below the start of
the shaft. Jump off it when you see a door and enter it.
You thought that was annoying? It don't stop. Take the low teleporter (use it
like a door) for a locked battle against 1 Primid, 1 Scope Primid, and 1
Roturret. Use the teleporter on the right and climb the room, attacking or
avoiding the Scope Primids and ROB Blasters. use the teleporter and kill the
ROB immediately. When the platform appears from the left (you can't grab its
edges, so watch it), ride it. Jump over the block it passes under and use the
SECOND teleporter you see. Hit the switch for the passage back at the beginning
to open. Go back and use the teleporter on the block the platform passes under,
drop down the shaft, crack open the Orange Cube, use the teleporter here, and
(finally) enter the door. Use the Blue Cube to heal up.
Samus and Pikachu enter another tall, circular room. Something large appears.
Oh noes! It's Ridley! The dragon/dinosaur/alien/thing grabs Samus and drags her
against the wall. Pikach uses Thunder to make him drop Samus and the boss fight
starts!
Ridley has a bunch of irritating moves:
Tail Scratch: Drags his tail across the stage, doing constant damage and
dragging you along. Does it twice in a row at low health.
Side Swoop: Flies across the stage sideways at your height. Does this at
various speeds from easy-to-dodge slow to predict-this-or-else fast, which
makes it hard to dodge either way since you can't predict the speed.
Background Swoop: Flies in from the background and rams you. Easy to avoid once
you learn the timing, just dodge.
Gust: Flaps his wings, hurting you only on the initial flap. Creates a wind
across the whole stage, not much else.
Pound: Flies upwards and lands on you. Move sideways to avoid it. Same startup
animation as Background Swipe; alternates between doing the two.
Claw Drag: Flies across the stage at medium speed and claws the ground.
Circle Swipe: Comes out so fast it's hard to tell what he does. Bad range.
Although Ridley hangs in the air, his tail is close enough to the ground that
you can use Smash Attacks on him (although it's pretty close to the edge as
well). However, using a Trophy Stand on him during his idle stance will
probably cause the trophy to fall off the stage before you can grab it. Try
throwing it at him as he attacks.
The duo walk outside after the grueling fight. After seeing a pair of ROBs take
a Subspace Bomb out of another building, they decide to go in and investigate.
Current party members: Mario, Yoshi, Link, Kirby, Pit; Fox, Falco, Diddy;
Marth, MK, PT (Sq/Iv/Cz), Lucas, Ike; Samus, Pikachu
Stage 20: Captain's Log: Away Mission (Outside The Ancient Ruins)
A couple dozen Pikmin are seen beating their stalks on a collossal R.O.B.
Unfortunately, it wakes up and shakes the offending veggies off itself, killing
most of them. Olimar starts thinking about what to do with the situation when
Captain Douglas Jay Falcon speeds in, uses his signature move on the ROB (KOing
it in one hit), and kills pretty much the rest of the Pikmin. While relations
are obviously initially strained, the two team up.
First, I should say: Olimar starts with three Pikmin every time he appears,
whether by respawning or entering a door. Now that's I've mentioned that, go
right. Some ROBs are there you can beat up. Drop down the floor after the big
stairs to see a Shellpod and enter a door. Grab the falling trophy before it
falls through the gap in the floor (you can try this multiple times, but the
trophy you get will change). Get back on the main path and bash the Blue Cube.
Watch for the Roaders. After a pit there'll be a Gamyga. Topple it and keep
going. Dodge the Auroros and climb the ladder to enter a locked battle against
2 Shellpods, 4 Auroros, 1 ROB Launcher, and 1 ROB Sentry (the Auroros may just
fly by and not attack). Move right and climb the breakable blocks to get to a
floating door, enter to find an Orange Cube hovering over Donut Lifts, three
stickers on the Donut Lifts, and a second Orange Cube at the back. Leave and
kill the Gamyga for a Maxim, then enter the door.
The two Captains reach the edge of the floating island. Diddy pops out of
Falco's Arwing and saves DK off the Cargo, while Falcon brings Olimar with him
on a jump down to the platform. Subspace goons show up for a fight: 7 Primids,
4 Scope Primids, 7 Sword Primids, 8 Trowlons, 5 Bombeds, 3 Shaydas, 4 Spaaks,
and 3 Metal Primids.
DK and Diddy do a little dance and the Cargo enters the floating island.
Current party members: Mario, Yoshi, Link, Kirby, Pit; DK, C. Falcon, Diddy,
Olimar; Marth, MK, PT (Sq/Iv/Cz), Lucas, Ike; Samus, Pikachu
Stage 21: Icy Ascension (The Glacial Peak)
Zonks! The Great Fox and the Halberd are doing battle above a mountain! Meta
Knight decides this is a good time to infiltrate, so he starts climbing. The
Ice Climbers show up and take it as a race to the top. (The game remembers if
the Ice Climber's partner is KO'd, so going through a door won't fix the
problem.)
Go...up! (That's new.) Beat up the Primids and climb upwards. Take out the
Shellpod at the blue flag and keep climbing, destroying the BOom Primids in the
way. Take the right turnoff at the second ladder to nab a Blue Cube, but watch
the right wall that will spike you. Light blue flag. Spikes start becmong
common, as well as Bucculi. Tickens attack at the green flag, and the platforms
above move sideways. Watch for Floows and Poppants as well. Hop in the Barrel
Cannon at the chartreuse flag; ride it and its fellows upwards to a yellow
flag. Remove the Tickens and climb s'more. Kill the crapload of Floows and
enter the door at the top.
More climbing ensues. Hop on the platform to get it moving, being watchful of
the ice spikes on the walls. Sword Primids and Floows will bug you during the
trip. Once the platform stops, the screen keeps scrolling. Use the moving walls
to climb upwards as it does, avoiding the Primids. Watch for an Orange Cube in
an alcove on the right; grab it quickly or get squished. Enter the door at the
top (you don't have to destroy the Metal Primids).
Hop in the BC. It shoots you upwards. At your peak, go right to find a door
hidden by blocks. Inside, kill the Primids and Boom Primid and grab the Blue
and Orange Cubes (the switch just tuns on the lights for a second). Hop back in
the cannon and go left time time, grabbing the ladder and climbing. Watch out
for Glices and Hydro Jyks and use the ladders to go up. At the ornage flag,
you'll face a locked battle against 5 Shaydas followed by 2 Glices. Keep
climbing and a wind starts pushing you leftwards. Enter the door on the right
(guarded by a Shaydas) for an interesting area: heal with the Blue Cube, then
grab a Metal Box from above it to be able to dive underneath the icicle in the
water. There are 3 of them, so you get 3 tries (or 2 as a Climbers). Climb the
ladder on the other side and grab the trophy, then climb the second ladder and
take the Orange Cube. Use the bomb block to leave. Back on the main path, climb
s'more. Watch the Towtows and Spaaks. Enter the door at the top.
Hey, it's Lucario. MK decides to take him on. Pick either of them and win the
fight for Lucario to join your team. The stage here is icy and has columns that
help Lucario's walljumping out.
Whoever wins revives the loser. The Halberd then swoops in and bashes the Great
Fox against the mountain, knocking the Ice Climbers down to the bottom. MK and
Lucario board the Halberd as the Great Fox limps away.
Current party members: Mario, Yoshi, Link, Kirby, Pit; DK, C. Falcon, Diddy,
Olimar; ICs, Marth, PT (Sq/Iv/Cz), Lucas, Ike; Samus, Pikachu; MK, Lucario
Stage 22: Massive Hoard! (The Canyon)
A hoard of Subspacers descend on the group of Marth, Ike, PT, Lucas, and the
ICs. However, reinforcments arrive in the form of Mario, Link, Yoshi, Kirby,
and Pit (you can only choose those five). Fight the goons! (6 Primids, 5 Boom
Primids, 4 Feyeshes, 4 Armights, 8 Big Primids, 6 Fire Primids, 6 Puppits, 10
Glires, 1 Roturret)
Current party members: Mario, Yoshi, Link, Kirby, ICs, Marth, PT (Sq/Iv/Cz),
Lucas, Ike, Pit; DK, C. Falcon, Diddy, Olimar; Samus, Pikachu; MK, Lucario
Stage 23: SNAKE ANAGRAM SNEAK (Battleship Halberd Interior)
The box is back. And Snake appears! Halberd infiltration time!
Leave the storage room and kill the Primids (various kinds). Move along the
Donut Lifts. The lower row of DOnut Lifts conceals a swtich, hit it to make a
door appear. Inside is a pair of Cubes (Blue and Orange) and a Flame Jyk. Back
on the main path, go right. The Donut Lifts in the next corridor have no ground
beneath them, so run. Kill the Scope Primid and enter the door.
Snake hears someone coming, so he hides in the box again. Meta Knight flies by.
Lucario also passes, but senses Snake's presence and discovers him. MK thinks
he's the enemy (and why not, he works for Konami). Lucairo proves otherwise and
warns the trio of enemies ahead.
Kill the various Primids in your way as you move down the corridor. You'll
enter a junction room - hit switches to open the passage in the floor. First,
go up-right. Kill the Armights and the Bytans (and their Spaceshifting
Wormhole) and hit the switch on the ceiling. Return to the junction and go
down-right. Drop down the shaft and kill the Cymuls and Scope Primids. There's
a Floow-producing Spaceshifting Wormhole, desynchronize it to make a switch
appear on the ceiling. Press it. Keep going right for a hidden door (the wall
is hollow) which contains a Fire Primid, a Glire SW, and a pair of Cubes (Blue
and Orange). Go back to the junction room and go down-left. Destroy the SW here
(it makes green Mites) to access the final switch. Whack it but keep going
down-left. Do in the Scope Primid and nab the Blue Cube at the end of the
hallway. Return to the junction and drop through the floor, going through the
door at the bottom (oh, and get the obvious Orange Cube too).
A locked battle starts instantly against 9 Sword Primids, 2 Shaydas, and an
Autolance in a badly-lit room. use the door and keep moving. Hit switches to
turn on the lights for a bit and kill the Buckot and Scope Primid. Move on and
destroy more enemies. Open the Blue Cube for a Super Scope. Kill the Scope
Primid, Roaders, and Fire Primid in the hallway to get to the door.
The next door is right here, but you gotta open six blue walls to get to it.
First, kill the Bombed to open the first. Kill the Primid after you climb the
ladder for the second. Go down and grab the Star in the Blue Cube and kill the
Nagagog (that's three). Move right, avoid the spikes, and kill the Metal Primid
above (four). Go up at the part where you went down and destroy the Cymul
(five). Finally, got left at the Cymul (go up first for an Orange Cube) and
climb the ladder for a Towtow (six). Now you can move on, just go back to the
blue walls and enter the door.
The trio enter some sort of holding chamber. Both Peach and Zelda are in cages
here. A bunch of Shadow bugs duplicate them. Now, you have to KO them in a two-
on-one. The pair do a lot of dodging and haphazard movement, so I suggest MK.
The two real princesses are freed. Snake tells the two to stay in the room as
the trio leaves.
Current party members: Mario, Yoshi, Link, Kirby, ICs, Marth, PT (Sq/Iv/Cz),
Lucas, Ike, Pit; DK, C. Falcon, Diddy, Olimar; Samus, Pikachu; MK, Lucario,
Snake
Stage 24: The Daily Stroll (Battleship Halberd Exterior)
...yeah, you knew the princesses wen't just going to stay around. Zelda turns
into Sheik here (although you can change back).
The pair jump outside. Since the ship is moving, there's a wind in your face.
Jump across the platforms to get to the door to get back inside. Kill the Mites
and projectile the Quark Mines. First, go up. Hit the two switches around here
for fire jets to destroy Quark Mines. Keep going up the left shaft to find
three Blue Cubes: Ray Gun, Heart Container, stickers. Drop down the right side
to tussle a Scope Primid, then go left. Drop to the bottom and then go right.
Kill the Mites. Ooh, a crack in the wall. Destroy a Quark Mine so it blows up
the crack (you could throw yourself into it at low damage). A trophy drops.
(Let me know if something other than the Quark Mine can blow that spot up.) Go
right to find a big room with many Quark Mines. Avoid/shoot them. Grab the Blue
Cube above the entrance, it has a Stock Ball. Snag the Blue Cube on the bottom-
right, too. Move on. Hit the switch to temporarily open the door on the other
side of the pit. Move through and enter the door. Go through the interesting
room and enter the door on the other side.
Instant locked battle with 5 Primids, 5 Scope Primids, 4 Puppits, and 1 Greap.
Move right once that's over and kill the Feyesh, then grab the Blue Cube (it
heals you). Grab the second Blue Cube for goodies and kill the Mites and
Greap as you move along. Also watch for more Quark Mines. Crack the next Blue
Cube to heal and kill the Buckot and Mites. Move slowly through the off-and-on
fire jets, hoping they kill the enemies. Once through the fire jets, there's a
crushing area the door's inside.
You're outside again, except this time the wind's pushing you forwards. There's
an Orange Cube pretty high up near the start, go and get it (remember, you have
to collect the stuff for it to count). Keep moving towards the end.
Fox arrives, trying to attack the Halberd in his Arwing. (Peach seems pretty
oblivious.) After a glancing blow, Fox decides to attack the Combo Cannon.
Since Peach and Sheik are standing pretty close to it, Sheik assumes Fox is
attacking them and fetches the pilot straight out of his cockpit. Not happy,
Fox attacks, only to be stopped cold by an out-of-nowhere tea party.
Current party members: Mario, Yoshi, Link, Kirby, ICs, Marth, PT (Sq/Iv/Cz),
Lucas, Ike, Pit; DK, C. Falcon, Diddy, Olimar; Samus, Pikachu; MK, Lucario,
Snake; Fox, Peach, Zelda
Stage 25: Battle For The Halberd (Battleship Halberd Bridge)
MK, Lucario, and Snake enter the Halberd's bridge to see a bunch of Mr. Game &
Watches running the place. Snake barges in and blows them all out the window
and near to the tea party. They all melt down into Shadow Bugs and reform into
a two-headed, four-armed robot. Lucario and Snake jump down to help as Falco
also appears. Boss battle time!
Duon is a boss of two halves. The blue side has two blades on his arms and one
on its head, while the pink side uses cannons instead. The side that's facing
you will do the attacking:
Both sides:
Swap: Turns around. Changes the attacking side.
Cyclone: Spins around quickly. Traps you. Bad range but fast.
Side Jump: Jumps to the other side of the stage. Also changes which side is
active.
Arm Charge: Wind up and zooms across the stage. Changes the active side.
Best to jump to avoid it. Is done twice at low health.
Blue side:
Tri-Slice: Rolls over to you and takes three swings. Just stand there until
it stops, then roll away.
Head Slice: Thwams its head down upon you. Fast but bad range.
Super Wave: Slashes out with both arms at the same time. Surprising range,
good KOing power.
Mine Scatter: Throws 5-8 mines that come down slowy and explode on contact.
Usually starts the next move immediately afterwards.
Pink side:
Blue Beam: Shoots a wave of reflectable, absorbable projectiles at you. Can
fire a steady stream or a larger wave of more angle but less concentration.
Energy Laser: Shoots three unreflectable, unabsorbable projectiles that are
hard to all dodge. Good at KOing.
Missiles: Fires five missiles that home in and do high damage. Try to steer
them back into Duon for extra damage.
Once Duon is done, Mr. Game & Watch's trophy comes out from the wreackage.
Peach activates him and gets him to join the group. Meanwhile, Meta Knight
regains control of his ship.
Current party members: Mario, Yoshi, Link, Kirby, ICs, Marth, PT (Sq/Iv/Cz),
Lucas, Ike, Pit; DK, C. Falcon, Diddy, Olimar; Samus, Pikachu; Fox, Peach,
Zelda, Falco, G&W, MK, Lucario, Snake
Stage 26: The Shaft Selection Stir (The Subspace Bomb Factory)
Samus and Pikachu invade their second building. Too bad they lack stealth. Move
right and disable the ROBs. Take the elevator down a step. Going left is a dead
end, so go right. Kill the ROBs and munch on the Blue Cube. Take the elevator
down another floor and go left if you want to fight 2 Shaydas and 4 Glunders
(the room being sealed). Drop another floor and go left to find a Blue Cube
(watch the Zap Jyk that may or may not be there) and a door. Behind this door
is a locked battle with 9 Sword Primids and 3 ROB Launchers. Open the Blue and
Orange Cubes that appear and leave the room. Pass the elevator, moving right,
if you want to fight a Borboras (more Zap Jyks from here to the end). Go down a
floor. Go left to beat up 2 Borborai and a Roturret. Go right to find some
Bombeds and a second elevator. If you keep going right you'll face 2 Big
Primids. Go up a floor for a door (call this "Door X", don't enter it yet). Go
up a second floor and go left. Break the crates to reveal the switch and enter
the door that appears.
Drop down and kill the Armank. A collectable appears, grab it. Leave the room
and go right (through the elevator) if you want to take on a Roturret. Go up a
floor and go right for a Borboras and a Blue Cube (and yet another Zap Jyk). Up
another floor, there are tons of ROBs to the left. Beat them up and enter the
door to earn a Blue Cube and (after some walljumping and triple jumping) an
Orange Cube. Exit and go right for a pair of Nagagogs. Once you're done with
all that (you can pick and choose), go back to Door X. Enter it and kill the
ROBs to meet a locked battle with 6 ROB Sentries and 4 ROB Blasters. Go right.
Samus and Pikachu bust into a large room with the Ancient Minister standing in
front of a ton of Subspace Bombs. But the AM isn't offensive. He just sits
there.
Current party members: Mario, Yoshi, Link, Kirby, ICs, Marth, PT (Sq/Iv/Cz),
Lucas, Ike, Pit; DK, C. Falcon, Diddy, Olimar; Samus, Pikachu; Fox, Peach,
Zelda, Falco, G&W, MK, Lucario, Snake
Stage 27: Infiltrate And Escalate (The Subspace Bomb Factory II)
Pick from the team that ambused the Cargo and entered the floating island. Then
get to work. Kill the ROBs, Cymuls, and Autolances. After the Zap Jyks and ROB
Launchers you'll get to a bomb block, whack it to both clear the path and
destroy what you're currently standing on. Now for a set of rotating platforms.
A locked battle starts against 3 ROB Launchers, 2 Metal Primids, 1 ROB Blaster,
and 1 Autolance. The screen starts scrolling right. Enter the first dor you
see (it's on a moving platform to enter a room with 2 Blue Cubes and an Orange
Cube (use the Jump Pad up top and attack blindly to break it). Move along with
the screen, avoiding Cymuls, Jyks, and spikes, and enter the door at the end.
Go right. Lots on conveyor belts here. Kill the Buckots and watch out for the
Thwomp-like spikes. Destroy the ROB and - oh, a Trilock Door. You have to bonk
three seperate switches to get this thing to open. First, break the overhead
blocks and go up. Watch the Mites. Hit the important-looking thing at the top,
it's the red switch. Then drop down to the door quickly as the ceiling drops.
For the other two switches, go down the ladder. Go left first. Win the locked
battle against 4 Floows and 1 Armight (Zap Jyks also appear) and grab the Stock
Ball. The Blue Switch is on the left. Climb the shaft on the left the Mites
came from to get to a secret room with a Blue Cube and an Orange Cube - you
have to hit the high bomb block first, though. Head back to the ladder and go
right. Kill the Buckots and ROBs (move conveyor belts here) and watch the
Poppant. The green switch is at the end. Once all three switches are pressed,
the Trilock Door opens. Go through.
Kill the various ROB by either beating them up or by knocking them into the
room's fire jets. Hit the switch on the right to kill the ROBs on it, then wait
for the jets to deactivate before you pass. Break the blocks, climb the ladder,
and hit the switch for the impassable jets on the right to get covered up. But
first, go left from where you are. Hit the switch up top to turn off the fire
jets and get passage to the Orange Cube on the left. If you can grab it
quickly, also drop down left for a Blue Cube (and another deactivation switch).
Once that's all cleaned up, go right. Kill the Giant Bytans and DO NOT step on
the Launch Sleigh (it'll thrust you through flames). Instead, avoid it and hit
the switch to turn the flames off, then rush through. Once through, you'll land
on a platform that starts moving upwards. Kill the Bytans that drop in. Once
the platform stops, a locked battle starts against 2 Primids and 2 Fire
Primids. The walls close in during the battle, so use the alcove to not die.
Once that's over, go up using the ladder and move left. More Giant Bytans. Kill
them and break the blocks to reveal a key. Take the key to the right.
The quartet bust in on Samus, Pikachu, and the Ancient Minister. Ganondorf
appears as a hologram, looks at the other Smashers in disgust, and orders all
ROBs in the room to grab Subspace Bombs. The AM finally gets tired of robots
being blown up and tells them to stop. The Dorf activates an override, causing
the ROBs to ignore the AM's orders. They start grabbing explosives. The AM
tries to prevent them from doing so, but Ganondorf orders the ROBs to attack
him. He then laughs and sends in a pack of Subspace goons to slow the Smashers
down. But the Ancient Minister jumps in to defend them, fully completing the
allegiance switch. He's a Smasher himself: R.O.B.! Defend youself against waves
of enemies! (16 Auroros, 6 Primids, 3 Scope Primids, 4 Tickens, 6 Sword
Primids, 3 Floows, 3 Nagagogs, 2 Armanks)
The Subspace Bombs are rigged to blow. All of them. The Smashers decide it's
time to leave, but first R.O.B. implents a code that causes all R.O.B.s to shut
down. DK has to carry him out. Now you must escape! The screen is scrolling
down. Avoid the enemies if you can and descend with it. You'll have to break
blocks to clear the way. After a short while, you get to a platform that moves
downwards as spiked walls close in. Take out the enemies that bug you and ride
it down. Once out of the spikes, there's a large area with platforms with the
door at the bottom. Landing on a platform takes it upwards into the fire jets
above, and you can't drop through them. Avoid the platforms and the Cymuls and
get to the door.
If you land on a platform in this column, the waiting Quark Mines will fly in
from the side. Jump them if you must. Once you get to the "funnel", the screen
scrolls down again. Avoid or take out the Mites and other enemies. There's a
Heart Container on a tough spot on the left early on, you may need to grab it.
Enter the door at the bottom and drop.
The Falcon Flyer appears and the Smashers board it. However, Meta-Ridley gives
chase. You gotta get rid of him before the island blows! M-R does the
following:
Claw Drag: Drags his claw across the stage. Does tons of damage with no
knockback.
Quick Swipe: Slashes the Flyer, then drops away for a second.
Fire Spray: Shoots fireballs all over the stage. Dodge by standing at the far
back.
Wing Slap: Smacks the Flyer, causing it to wobble. Jump to avoid.
The Drop: Flies high and pounds the Flyer below the blast line. If you're
standing on it, you're KO'd.
Drag Down: Lands on the back of the Flyer, shooting two to three large
fireballs. Drags the Flyer down below the blast line before releasing it.
Dealing a bunch of damage causes him to let go early.
Megafireball: Launches a massive ball of fire at the stage that is almsot a
one-hit KO.
M-R hovers above the stage, so ground attacks don't work. Plus, there's a wind
pushing you towards the left constantly. Finally, the more damage the guy has,
the farther away from the stage he flies. This makes getting his trophy
extremely difficult. As if that wasn't enough, you have to beat Meta-Ridley in
two minutes. If you don't have damaging air moves, you're toast.
Once the big metal thing is repelled, the Falcon Flyer escapes the Isle of
Ancients before the Subspace Bombs go off. The effect of such an explosion is
additive, so the bubble affects the entire island. The Falcon Flyer and Halberd
touch down where the third group of Smashers is at.
Current party members: Mario, DK, Link, Samus, Yoshi, Kirby, Fox, Pikachu, C.
Falcon, Peach, Zelda, Falco, IC's, Marth, G&W, Diddy, MK, PT (Sq/Iv/Cz),
Lucario, Lucas, Ike, Pit, Olimar, ROB, Snake
Stage 28: The Transuniversal Infiltration (Entrance To Subspace)
A massive battleship pokes out of the giant Subspacial Bubble that just took
the Isle of Ancients. It tests its primary weapon out on a random patch of
ocean - a long-range Subspace Bomb, in essence. Ganondorf and Bowser command
the thing. The Dorf spots a ship in the distance - it's the Halberd. He gets
the Subspace Gunship to destroy it. Although it suceeds, the Falcon Flyer, an
Arwing, Samus' Gunship, and the Hocotate Delivery Pod appear fom the wreakage
and continue their approach. After a few seconds of no one hitting anything,
Kirby streaks in on the Dragoon and pierces a hole right through the Gunship.
It starts blowing up. Bowser and Ganondorf retreat into Subspace as the five
ships follow. It's go time!
Pick your dudes and go right. The first locked battle you get into has 1
Primids, 2 Boom Primids, and 2 Floows. The screen scrolls. Various enemies and
Spaceshilfing Wormholes are in the way. There's a trophy behind a wall, grab
it. When the screen stops, you have a locked battle against three Spaceshifting
Wormholes, which produced Fire Primids, Borborai, and Metal Primids. You don't
have to destroy the enemies to move on, just the SWs. Move on and kill the
Armank in one shot - at least I did while I was writing this, and the locked
battle was over. Kill the Greap and the 3 Big Primids in the next locked
battle. The next locked battle contains an Armank and 4 Big Primids. Move on
(yes, the path temporarily becomes invisible) and enter the door.
Ganondorf is seen KO'ing Bowser with the last Dark Cannon. He then goes up to
Master Hand and says something like "See, I'm the only one still loyal to you!"
But then it's revealed that another entity, Tabuu, it's pulling the strings.
Angry at being deceived, Ganondorf attacks Tabuu, but fails and falls. His
trophy hits Master Hand as he falls, which frees the big glove and prompts him
to punch his captor, which also does nothing. The Smashers arrive on the scene,
but Tabuu pulls a dirty sneak attack and KOs every last one of them instantly.
Current party members:
Stage 29: The Aversion Of Doom (Subspace)
Dedede's castle is in Subspace. Luigi, Ness, and Dedede are laying there as
trophies. Suddenly, Ness and Luigi wake up! Ness looks at the Dedede Brooch and
postulates that Dedede put these things on them so that there would always be
someone to save the rest of them. He resuces Dedede and the three set out to
save the others.
Move right and kill the Glices, Bombeds, and Feyeshes. Samus is above the door,
rescue her by picking her trophy up. Enter the door. Kill the Towtow and climb
the swinging platforms. Watch for Poppants and enter the first door you see on
the right. Pit and Falco are in this room, save them. There's also an Orange
Cube under the Donut Lifts. Go back to the swings and go up s'more. Watch the
Trowlons. Lucas is on the upper right, grab him and enter the door.
Big Primids are around here. First, go left. Just above the Spaceshilfing
Wormhole that produces Bytans is Ike. Grab him, then land on the yellow
platform to cause a string of platforms to appear. Climb them and grab DK, then
go left. Watch for Feyeshes and Giant Bytans and use the Jump Pads to reach a
bomb block. Bash it and enter the door. Grab PT, then hit the bomb block and
rescue Pikachu - you have to be fast before the ground vanishes (it's in the
chain reaction the bomb block started). Go back to where DK was and climb the
on/off platforms to go right. Go right and grab Marth, watch out for Roaders
and Mites, and go down and left for a door behind a SW. Destroy the Quark Mines
with a projectile to free Fox, and grab Olimar as well. Leave and go right to
the door.
Follow the Donut Lifts to the right. They reappear, but Puppits will give you
pain. Break the column of blocks to advance, then hit the bomb block (which is
blocked by a Donut Lift, so you have to let it fall) to grab G&W. Enter the
door and grab Diddy quickly, since this room scrolls in a circle around its
center. Watch the Zap Jyks and SW-produced Mites. On the other side of the room
is C. Falcon and the next door. Grab Mario, then jump across the time-limited
platforms to enter the door.
The trio arrives at where Master Hand is. Dedede notices Bowser and wants
revenge, so he activates him. It's you as Dedede against Bowser. Beat him up!
Once that's done, Dedede activates Bowser again to tell him what's happened.
Bowser decides to join the group.
Current party members: Mario, Luigi, DK, Samus, Fox, Pikachu, C. Falcon, Ness,
Bowser, Falco, Marth, G&W, Diddy, Dedede, PT (Sq/Iv/Cz), Lucas, Ike, Olimar,
Pit
Stage 30: From The Other Half (Subspace II)
Kirby is lying someplace alone. Suddenly, he wakes up! It appears he ate the
Dedede Brooch that fell off the princess as Bowser took her from Dedede. Time
to rescue the other half of the Smashers!
Go up at the start to grab Peach. As you move right, avoid the Quark Mines and
Bombeds, Scope Primids, and Feyeshes. Grab Zelda after the first row of Quark
Mines and jump through the holes in the ring of them to the right. Break the
Blue Cube and move on. Pass the Quark Mines by throwing what the Blue Cube
held, then move on to beat up the Sword Primids. Crack open the Orange Cube in
the bottom right, then head up and left to blow up Quark Mines and free Meta
Knight. Break the Spaceshifting Wormhole to stop the Sword Primids and keep
going. Destroy the Scope Primid and go through the door.
Bust the blocks to go down. Free Link by hitting the bomb blocks and drop. Save
Yoshi by breaking more bomb blocks (on the left, the right has a Bucculus) and
go down s'more. Beware of more Bucculi here (you can see them through the
ground) and break the blocks on the right to catch Lucario. Drop down for a
locked battle against 4 Fire Primids, 2 Spaaks, and 1 Armight. Grab the Stock
Ball that appears and move right as the screen scrolls. Once it stops, you have
a locked battle with 4 Primids, 3 Scope Primids and 2 Autolances. Move right,
grab R.O.B., and enter the door.
Shellpods, Glires, and Tickens here. Take them all out (the Launch Sleighs
aren't needed). Bust the Trackball above the gap to claim the Ice Climbers and
grab the Orange Cube at the bottom-right of the room. Move on and smash the
Trackball (I threw the Auroros at it) to open the path and get Snake. Then you
get a locked battle with a Ticken, which appears above the pit and dies. Yeah.
Move on. CHAOS! Two Spaceshifting Wormholes that produce Bytans and a Roturret.
You technically don't have to destroy them, but I highly recommend it. Step on
the temporary platform creator and hop across to enter a battle against 5
Tickens and a Gamyga. Remove them, grab Wario, and enter the door.
Kirby comes upon Master Hand and Ganondorf. Suddenly, Bowser storms in and
beats on the trophy. Kirby just watches. Once that's over with, Kirby gets
ambushed by Dedede, who's apparently happy to see him. Link and Zelda then show
up (this part doesn't happen unless you save them both) and revive Ganondorf,
who agrees to help them out. Finally, Wario jumps in, has some fun at the
expense of Dedede, and joins the group if only because he got bored with being
a bad guy this time. All together, the Smashers climb the staircase...
Current party members: Mario, Luigi, DK, Link, Samus, Yoshi, Kirby, Fox,
Pikachu, C. Falcon, Ness, Peach, Bowser, Zelda, Ganondorf, Falco, IC's, Marth,
G&W, Wario, Diddy, MK, Dedede, PT (Sq/Iv/Cz), Lucario, Lucas, Ike, Pit, Olimar,
ROB, Snake
Stage 31: The Great Maze
The Great Maze is a collection of all previous levels, plastered together in
different orders with different enemies and events. Since there are multiple
paths, I'll dictate along the path I think is the shortest. Inside the Great
Maze are four warp points and five save points. At all nine of these locations,
you can save, heal, switch characters, or fiddle with stickers. At the warp
points, you can also go to another warp point or leave. You can also choose
which warp point to enter the maze on the map screen (only after you've found
them, of course). Also, pausing at anytime brings up a map of where you've
been. Once you're ready, enter the Great Maze!
The first thing you see will be...a Warp Point. Call this Warp 1. Land in the
Smashic symbol up there to save, warp, swap dudes, and twiddle stickers. Saving
also heals you and restores your stock to 4. When you're ready, enter the door
and get ready for a fight (all doors with battles behind them have that shadowy
glow). It's Petey Pirahna! He's just the same as before, so whup him again.
When he's toast a second time, you appear in the Midair Stadium. The door with
the circle leads to the save point. Enter the other door to get started.
You've in a cloudy area. Go left for starters. Beat up the Goombas, Koopas, and
Primids. Enter the dark door on the left. Zonks! It's Subspacial Pit! Beat him
up. You'll appear in a tall room, grab the Blue Cube and climb up. Watch the
Zap Jyks and Glunder and nab the Orange Cube. Then head back (once you beat
someone, the door leads straight to the next area without a fight in between).
Go all the way to the right. Watch the Trowlons and Scope Primids, as well as
Poppants and Giant Goombas. Enter the door.
Take the lower path. Kill the Greap and enter the dark door to fight Subspacial
Kirby. Once he's gone, you'll reappear in the same spot with no door. (While
some fights unlock passages, others just take you back where you started.) Kill
the Greap again and go back to take the upper path. Watch for Glunders and Zap
Jyks. Keep to the right to nab an Orange Cube. Stand on the purple cloud to
ride it upwards. Enter the door to battle Subspacial Link.
Move right and kill or avoid the Puppits and Shellpods. That door there is a
Save Point (#1), so heal up. Go right, destroy the Puppits, and enter the
yellow door to flip "halves". Bust the blocks and flip halves to grab an Orange
Cube, then return to the second half and move to the right to beat up on
Primids, Boom Primids, Shellpods, and Auroros. Entering the blue door floating
in the air does nothing but call up a pair of Nagagogs and Armights, so enter
the second door instead. For each of these blocks you break, the blocks on the
other side will also break. Bust all the blocks to find you have to bust some
blocks on the other side as well. Once you've worked your way to the end, get
back to the first side and enter the far-right door to tussle with Subspacial
Yoshi. Beat him and head for the last door on the second side.
use the Trackballs to cream the Roaders, Buckots, and Borborai in the area.
There's also a Gamyga to destroy. Break the Blue Cube to its left and keep
moving right for some more Trackball fun. Crunch the Orange Cube after the
Trackblocks and kill more Buckots. Enter the door at the end to face off
against Subspacial Diddy.
You've reached Warp Point 2. To go to Warp Point 1, just use the teleporter.
Once you've saved and healed, go to the door in the upper right (use the Jump
Pads). Here you'll face...Duon! Cleave him/her/it again. You end up outside the
Halberd in a stiff headwind. You may see a door below you, but that's for
later. Go to the far right door instead. Humiliate Subspacial Meta Knight. Hey,
it's the Ruined Zoo. Cross the room, beat up the Primids, Buckots, Tickens, and
Fire Primids, grab the Orange Cube you will see on the way, and enter the door
on the far left. (Kill the Roturret as well.) It's Subspacial Ness. He dies.
You reappear in the same spot. Now, go right and enter the first door you see
(under the tiled structure). Go down the ladder and bust the crates. Watch for
Feyesh and move left, killing the Scope Primids as well. Also watch for spikes,
falling platforms, and Bytans. Once you see a Metal Primid, go up and go to the
Save Point (if you can't hit the switch to open the gate, climb up the other
side instead). That done, enter the door on the left.
Beat up the Towtows, Primids, and Auroros are you travel to the far left side
of the room. About halfway through is a Gamyga, just after some Flame Jyks. At
the end are some Quark Mines. Enter the door to lay a beating on Porky once
more. Hey, you're back in a previous room. Use the map to return to Warp #2.
Once back at Warp #2, go to the upper-right door once more. However, go to the
door just below you this time. You're inside the Halberd again. Kill the
baddies and go down the ladder with the aim of getting to the bottom-left
corner. Once there, you fight Subspacial Snake. Remove him from existance. You
return to the same spot. Navigate the room once more to get into the bottom-
right corner. Grab the Orange Cube when you get there before using the door.
Move right past the elevator to get to Save Point 3. Use it, then head down the
elevator. After one floor, kill the Fire Primids on either side. Take the right
path (the left is locked) and drop down. An alcove on the left of the shaft
holds the key. Nab it and drop to the bottom, where some Primids and a Scope
Primid await you. Take the elevator up the the locked door and unlock it,
unleashing the Bytans. Kill them all and bust the Bomb Block to drop down the
shaft. Whack the second bomb block to clear the path back to the elevator,
which you don't have to do unless you want to escape. Head into the door to
flatten Subspacial Mr. Game & Watch.
Ah darn, another dead end. Looking at the map, the only place to go is Warp #2
(again). So head back there. Once there, take the lower-right door. (Save
first, of course.) Drop down the ladder and kill the Mites. Then take the next
ladder down - you have to slip between the Quark Mines as the ladder moves
sideways. There's two ladders to descend this way. Eradicate Subspacial C.
Falcon at the bottom. You appear in a long room. Watch overhead for Tickens.
Not long after that, there's a huge pinwheel of Quark Mines. A single
projectile destroys the whole thing. A flock of Auroros appears over the next
pit you see, and a Gamyga also pops up at the other side. Enter the door to
squish Subspacial Olimar.
Now you have to head back to Warp 2 again. But it'll be the last time. Once
there, take the lower-left door. A room with leaves and an updraft. Cross the
chasm and avoid the Cymuls. Hammer Bros. are on the other side, remove them.
The second pit has Paratroopas and no wind. When you get to the fork at the end
(watch for Bytans and BUcculi), tak the upper path. Clobber Subspacial DK. Ooh,
this room is pretty. Notice how a bunch of characters just vanished yet there's
still a crapload there. The ones that left are the ones you've beaten already.
Once they're all doomed, the pathway will clear. For now, leave. Back in the
jungle, go the the door below you. You fight Subspacial Samus. Win.
This room is very large. The first door you want to go through is the one in
the upper right, so keep high and move right, destroying enemies in the way.
You'll notice a locked door on your way by, remember where it is. Just after
that are red platforms that rise when stood on; the ceiling is red-hot. The key
is at the end of this hallway, but faint Subspacial Pikachu first. Once the
Poke is done, grab the key and unlock the door. Take the elevator down (watch
for Cymuls) and go left (past the Big Primids) for Save Point 4. Use it. Then
go to the door on the right (past the elevator).
Oh, another Trilock Door. Hit the red switch to start with, then go to the
door on the lower left. Beat up the Scope Primids and cross the waterlogged
room. Above the tons of Bytans is a Blue Cube and the blue switch, but they're
behind a locked door. Keep going left for the key, which is inside a crate
guarded by Feyeshes. Use the key to hit the Blue Cube and blue switch, then
head back to the Trilock Door. Go right this time. Conveyor belts, Buckots, and
Spaceshifting Wormholes spawning Mites. (If you can't see the SWs, they're
hiding behind walls on the conveyor line.) Move on, killing the Scope Primids
and Borborai, and move up once the path turns that way. There's another hidden
SW producing Mites up there, as well as an Orange Cube across the shaft from it
(also hiding behind something). At the top of the room is the green switch and
Subspacial R.O.B. Head back down the shaft. At the bottom, go right for an
Orange Cube (and another hidden SW making Mites). Once that's over with, enter
the Trilock Door to fight Ridley!
This is Warp #3. Save and head to the lower-left (hit the switch to turn off
the toxic gas). Hey, fire. Get rid of the Glires and Goombas. Go up right away
for an easy Orange Cube, then get ready to go all the way across the room. More
of Bowser's goons will slow you up, have the fire jets destroy them. Enter the
far left door above the lava pit for a duel with Subspacial Bowser. Defeat him
and head back across the whole fire room (yeah, it sucks). When you get back to
the first door, drop down the shaft and enter the door. Hop in the Railcar.
Jump out when you need to and get in the second Railcar. He, three Giant Bytans
just bit the dust. Make that thirteen. Escape the Railcar at the end of the run
and pulverize Subspacial Dedede.
Go up and left to destroy Shellpods, Puppits, and Feyeshes. The Jump Pads will
hurt you, so don't step on them. Go more left for a Cymul and more Feyeshes,
then go up and left when the logs end for an Orange Cube. Drop down from there
and go under the logs for a tilt with Subspacial Falco. You appear in a blank
room with two Heart Containers (which you may need by now) and an Orange Cube.
Also, bust the blocks for some loot (AFTER you grab the HCs). Go back to the
main path and go further left. Enter the door in the top-left corner.
A pair of arrows say "go both left and right". You can't do both, so go right
first by hopping in the Barrel Cannon. Use the cannons to avoid the Hydro Jyks
and cross the water. If you touch the Launch Sleigh at the end, jump
immediately to not die. Enter the door to KO Subspacial Fox. When he's done,
hop in the barrel to the left to instantly return to the middle of the room
(taking 3% bubble damage in the proccess). Next, travel left. Get rid of the
Hammer Bros. and hop in the Launch Sleigh to get thrown into some Poppants and
Buckots. Keep going left, destroy the Autolance, avoid the Railcar, and enter
the door to come to blows with Meta Ridley.
Hey, you're back at Warp 3. Cross the room and enter the upper-left door. It's
Subspacial Mario. He loses. Move left and kill the Big Primids and Buckots.
Beware of falling boulders and climb up the cliff. Go left and take out the
Auroros, then the Hammer Bros. and Gamyga. (Lots of moving floors around here.)
Watch for Bucculi and enter the door on the left. There's a wind in your face.
Fight it and move left. Watch for Trowlons, Sword Primids, and Bombeds, kill
the Roturret, and keep moving left. Go through the Sword Primids and Scope
Primids and don't get spiked by the dropping ceilings. Enter the door. There
are Floows and Armights here. Whack the Trackball to make it bust a path (the
track reamins invisible until you smack it). Watch for Bucculi and keep
moving left until you see Galleom. Then destroy him again.
Weclome to Warp 4. This is a large room, and unlike other Warp rooms, it's got
enemies. Tons of Floows, to be precise. Anyway, start by going to the door on
the middle-left of the room. Do this by going left, going up a floor in the
elevator, avoid Floows, and entering the door. Watch for fire jets, Scope
Primids, Mites, and Shaydas as you move left. There are also Roaders. At the
end of the hallway you show up the Subspacial Pokemon Trainer (one life only,
leads with Charizard). The next room has closing doors (so look for switches)
and moving walls. And Borborai and Mites. There's a trophy near the ceiling
that moves with the walls, so grab it. Ignore the door in the middle of the
room, it just leads back to Warp 4. Avoid the spiked ceilings and move onto the
carosel-like thing. Just like before, it has a Roturret in the middle plus an
inane amount of Floows. There are two Blue Cubes at the top of its rotation.
When you're done what that crap, go right for Subspacial Zelda/Sheik.
More moving scenery. Avoid the Zap Jyks as you move to the right. After that is
an Armank, clear it. Hop on the Launch Sleigh is the Jyks aren't in your way
and beat upon Subspacial Peach. When she's deleted, head back to Warp 4.
Once back at Warp 4, use elevators to make your way to and through the door on
the upper-left of the room (you'll have to bust some bomb blocks in the way).
Roll over Subspacial Wario. You'll appear in the middle of a room, go right
first. Go up the elevator and beat up the Roturrets, then keep going right.
Watch for Puppits and Borborai as you jump the pits. Drop down the third pit
for a bout with Subspacial Luigi. You'll stay in the same room, so now go to
the left. Using the Launch Sleigh near the Roturrets helps a lot, but watch for
a bunch of Mites after the fling. (If you don't take the Launch Sleigh, then
use the Jump Pads down below where Puppits are.) The next room has a wind that
pushes you to the left. Climb up the various tilting and non-tilting platforms,
destroying enemies in the way, to reach the top of the room. You'll see a
floating Orange Cube along the way on the left. Once you get to the ceiling,
hit the bomb block to climb higher. Do it on the next roof (no wind up here) to
access more enemies (including a Big Primid) and Rayquaza. Destroy him again.
Hey, you're back at Warp 1! Check the map to discover you made a loop.
NOTE: No matter what path you take, once you make a loop back to Warp 1, all
the locations of unbeaten Subspacial Smashers and bosses appear on the map.
Go back to Warp 4. (Just use the bottom-left teleporter at Warp 1.) Once there,
go up a floor in the elevator and go right to enter the top-right door. Bash
Subspacial Lucas' face in. Hey, it's the mountain again. Use the Barrel Cannon
to leap upwards (go left for the ladder, right for a Scope Primid) and kill the
Tickens. Climb upwards and kill the Glices while avoiding the Hydro Jyks. Move
on up and kill the Feyeshes while climbing the moving platforms. A wind starts
up. Keep climbing, ignore the first door you see, destroy any Feyeshes or
Spaaks in the way, and enter the door at the very top. Knock Subspacial Lucario
off the summit. Look, it's Warp 1 again. Swell. Go back down the moutain a bit
to enter the door you ignored earlier. Melt the Subspacial Ice Climbers and go
right in the following room. Destroy the Spaceshifting Wormhole if you must (it
makes red Mites), get rid of the Towtow, and press right. Another SW making
Mites. Desynchronize it and kill the Fire Primid below. Drop down and use the
fifth and last save point. Go to the left and kill the Autolance, watching out
for the Barrel Cannon and Launch Sleigh that only exist to throw you into
spikes. Get past them, kill the Borborai and Fire Primid, and use the Barrel
Cannon to smack the Trackball way up high. The path cleared, mortally wound
Subspacial Ike. When he's cooked, head back to Save Point 5. Hurry and rush to
the right before the spikes come down and enter the door.
Kill the Big Primids and Armights. A locked door is to the right, kill the
Borboras in front of it for now and go left. Heyz, it's the key. Don't grab it
yet, though. First go up-right, through the Borboras, and defeat the Metal
Primids. Don't use the Launch Sleigh (it flings you backwards) and turn up the
stairs. Get to the door at the end to atomize Subspacial Marth. Once he's gone,
return through the room, grab the key, and open the locked door. (A Barrel
Cannon appears to make this easier.) Finally, lay in to Subspacial Ganondorf.
If you've been following this walkthrough, everyone should be deafeated by now.
Enter the door in the middle of the room.
Tabuu tries to instantly KO everyone again, but Sonic leaps in and distracts
him. Pick your 6 dudes and get ready!
Tabuu warps around the stage constantly, making him difficult to hit. However,
he attacks in a semi-predictable order: he selects a move from group A, then a
move from group B, a move from group C, and finally uses a group D move. While
the first three attacks are random, he always uses the two group D moves in
alternation (that is, he never picks them twice in a row). Here they are:
Group A:
Grass Cutter: Forms a pink blade and swipes the ground with it. Easy to avoid,
just jump.
Shark Blade: Hangs in the air, produces a large blade, and flies horizontally
across the stage. Easy to avoid, just air dodge.
Golden Brackets: Take a pair of "brackets" and sweeps them along the stage.
If they grab you, you get thrown into the ground for a likely one-hit KO.
Very hard to dodge.
Group B:
Chain of Light: Takes a yellow rope, quickly grabs you, flings you around a
bit, and slam you into the ground. Very powerful attack, almost no time to
dodge.
Quark Glitter: Shines five or six points of light a cross the stage, which
quickly explode. KOs often.
Electro Field: Generates an electric field around himself that expands and
then shrinks. Not hard to avoid. Projectile bait.
Fury Swipes: Appears right in your face and slashes at you. Traps easily.
Dupli Fling: Sends copies of himself in all directions. High KO power. Explode
on contact with the ground, meaning you can dodge the thing itself but still
get hit by its shrapnel.
Group C:
Dragon Laser: Uses a large cannon-like device to shoot a beam along the
ground. Jump to avoid, but it lasts a while.
Bullet Rain: Appears near you and showers you with needles. Fires a large
KOing fireball at the end. The move sweeps while being used, so the only safe
spot is behind the enemy.
Triblade: Throws a spinning blade along the ground that acts like a boomerang
and makes two passes. Jump over it.
Group D:
Off Waves: A series of three stage-covering rings that do huge damage and an
instant KO. Sidestep dodging is the only way to reliably avoid them. Or, you
can use a mid-match character swapping move.
Giant Laser: Grows huge, appears at the side of the stage, and shoots a pair
of giant lasers across the stage, similar to Master Hand. Very easy to avoid;
just get right on the edge of the stage and wail at 'im.
Other:
Explosive Teleport: Sometimes, Tabuu decides to cause damage when he
teleports. This does significant knockback, so keep away if you can tell he's
doing it. I believe this happens more often at lower health, but I'm not sure.
After a move, Tabuu will warp to a spot and sit there for a few seconds. That's
your time to beat him up.
C++++++++C [allstar] C
+ALL-STAR++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C++++++++C C
In this mode, you pick your character and must defeat every character in the
game with one life and only three chances to recover damage. Sound hard? Well,
it is.
Here's how it works: After every battle, you'll get dropped off at the Rest
Station. Here you'll see a billboard of who you'll face in the next battle, as
well as three 0% Heart Containers. While most HCs only replenish 100% damage,
these guys will reset your damage to 0%. The catch, of course, is that you only
get three throughout the whole challenge (5 in co-op mode). Step into the light
in the middle of the room to move on to the next battle.
The order in which you face your opponents is decided based on the order of
release of each universe in Smash Bros. (Japan-wise). This is the order:
Battle 1: Mr. Game & Watch
Battle 2: Mario, Luigi, Peach, Bowser
Battle 3: DK, Diddy
Battle 4: Ice Climbers
Battle 5: R.O.B.
Battle 6: Link, Toon Link, Zelda/Sheik, Ganondorf
Battle 7: Samus/ZSS
Battle 8: Pit
Battle 9: Snake
Battle 10: Ness, Lucas
Battle 11: Marth, Ike
Battle 12: Yoshi
Battle 13: C. Falcon
Battle 14: Sonic
Battle 15: Kirby, Meta Knight, Dedede
Battle 16: Fox, Falco, Wolf
Battle 17: Wario
Battle 18: Pikachu, Jigglypuff, Pokemon Trainer, Lucario
Battle 19: Olimar (2 in co-op)
Note that you can face either Zelda or Sheik, but not both. Same with Samus and
ZSS. But you must face all three of PT's Pokemon.
Although the battles are predetermined, the stages (a random stage from the
universe that's not a Past Stage) and the order of characters (you only ever
fight two people at a time) are not.
D++++++D [events*] D
+EVENTS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
D++++++D D
Yep, Event Mode is back. These matches have specific, preset conditions you
have to fight through to win. Maybe you have to beat your opponent in a certain
way, or maybe your damage meter is inflated, or maybe you're hit with facing 5
dudes at once. Also, you often have no choice over your character. There are
two sets of Events this time, one for a single player and one (shorter) for
co-op play. And the final change to this mode is that you can set the relative
difficulty level at Easy, Normal, or Hard. Don't think that Event 40 on Easy is
necessarily easier than Event 1 on Hard, but there is a difference, and your
scores are saved seperately for each difficulty.
i~~~~~~~~~~~~~~~~~~~~i [1events] i
$SINGLE-PLAYER EVENTS$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
i~~~~~~~~~~~~~~~~~~~~i i
Some call these the "standard" set of events, since Event Mode is technically a
single-player mode.
Event 1: Two Trouble Kings
You: Mario (1 stock)
Enemy: Bowser (1), Dedede (1)
Stage: Delfino Plaza
SSBM players will recognize the name (SSBMev1 Trouble King, SSBMev42 Trouble
King 2). In any case, this event has no funny circumstances, although you are
playing a two-on-one.
Event 2: Landmaster Ignition
You: Fox (1)
Enemy: Meta Knight, Sheik
Stage: Corneria
Get as many KOs with Fox's Landmaster as you can. (You don't need to break any
Smash Balls, you're permanently ready for it.) Simple as that.
Event 3: Pink Ball Repulsion
You: Meta Knight (2)
Enemy: Kirby (1)
Stage: Battleship Halberd
Just KO kirby before the platform lands on the Halberd. Easy.
Event 4: Cleaning House in Skyworld
You: Pit (1)
Enemy: Wario (3)
Stage: Skyworld
The first "objective" event. You need to destroy all the breakable platforms.
Once you do, you win. Wario can help out, but he can also be a bother, so just
ignore him.
Event 5: Become The Champion!
You: Pokemon Trainer (3)
Enemy: Pokemon Trainer (3)
Stage: Pokemon Stadium 2
This is just a normal fight.
Event 6: Super Bowser Bros.
You: Bowser (1)
Enemy: Mario, Mario, Mario
Stage: Mushroomy Kingdom
Your high score is measured in KOs here, but the goal is to survive one lap of
the scrolling-faster-than-usual stage. The difficulty level you choose will
affect exactly how fast the stage moves.
Event 7: Diddy Kong Panic
You: DK (1)
Enemy: Diddy x 15 (1 each)
Stage: Mario Circuit
The heck? You'll be taking on three Diddys at a time, each one having eaten two
Poison Mushrooms before the fight. Use low attacks and go for items; the brats
are hard to hit since DK is so big.
Event 8: Go! Triple Finish!
You: Pikachu (2)
Enemy: Squirtle (1), Ivysaur (1), Charizard (1)
Stage: Pokemon Stadium
Yes, it's a 3-on-1. Not as bad as it sounds, since like most early Events, the
enemy's weights have been lowered a bit.
Event 9: The Monster Beneath The Earth
You: Ike (1)
Enemy: Diddy (1), Diddy (1)[, DK (1)]
Stage: Castle Siege
You'll only see the two Diddys when the match starts. They tend to run away and
shoot peanuts and other irritating things, since Ike is slow. KO the Diddys and
you win. But if you don't KO them before the stage gets down to the lava-filled
dungeon, a colossal DK appears, and you'll have to beat him too.
Event 10: All-Star Battle Regulars
You: Choose (2)
Enemy: Mario (1), DK (1), Link (1), Samus (1), Yoshi (1), Kirby (1), Fox (1),
Pikachu (1)
Stage: Final Destination
Two at a time, you must defeat the Original Eight. You get two lives to take
off eight stocks, and you can choose your character.
Event 11: Yoshi's Rainbow
You: Ice Climbers (1)
Enemy: Yoshi x 6 (1 each)
Stage: Rainbow Cruise
If you KO the Yoshis in the wrong order, you fail the event. The order is this:
red, pink, yellow, green, light blue, blue. You face two at a time. The Yoshis
are pretty darn smart, and will either bunch up or have the target run away
while the non-target attacks you. A throwback to the Yoshi Rainbow bonus in
SSB64 (50,000!), which you get if you KO the 18 Yoshis in the order they
appear.
Event 12: Sleeping In The Eggs
You: Yoshi (1)
Enemy: Kirby, Pikachu
Stage: Yoshi's Island
I don't like this event because it's boring. You just have to put Kirby and
Pikachu in eggs at the same time (using the Neutral B).
Event 13: Dragoon Strike
You: Kirby (1)
Enemy: Wario (1), Wario (1), Wario (1)
Stage: Battleship Halberd
Just collect the Dragoon parts and kill the Warios. They don't do much except
get in the way, so this should be cake. KO'ing them in any way that doesn't
involve the Dragoon does not count, so don't bother.
Event 14: Sproutage of the Flower Pikmin
You: Olimar (1)
Enemy: Pikachu, Pokemon Trainer
Stage: Distant Planet
You clear the event where there are six flower Pikmin on the stage. So, pick
six Pikmin to start the event and then dodge everything until your dudes bloom.
Avoid attacking with Pikmin, since they can be hurt when they're out of the
line. They only way to outright fail is to be KO'd.
Event 15: The Hammer of the King
You: Dedede (1), Dedede (A1), Dedede (A1)
Enemy: Dedede (1)
Stage: Smashville
Confused? You see, you're Dedede with two Dedede computer allies. And your
enemy (who's also Dedede) is both giant and metal.
Event 16: Power Suit ON!
You: Zero Suit Samus (2)
Enemy: ZSS (2), ZSS (2)
Stage: Frigate Orpheon
You win this event by using your Final Smash. It doesn't matter if an enemy
gets one off first (although it may be detrimental to your high score), and
KO'ing them is not necessary.
Event 17: Super Waterfall Climb
You: Zelda (1)
Enemy: Ice Climbers, Ice Climbers
Stage: Rumble Falls
Just like Super Bowser Bros., you need to survive one lap of the stage. Thing
is, it's vertical this time. And you're Zelda, who's not known for her jumping
ability. While your high score is measured in KOs, I recommend you ignore the
enemies completely. And the difficulty level determines what kind of blindingly
fast the stage moves at: on Easy and Normal, you have enough time to turn into
Sheik to make it easier, but on Hard there's no chance to.
Event 18: Dark Link Duel
You: Link (200HP)
Enemy: Link (200HP)
Stage: Bridge of Eldin
Dark Link has never been less than annoying in the Zelda series, and this is no
exception. In case you haven't figured it out by now, this is a Stamina match.
The stage hazard is also turned off here, so the only goal is to deal 200
damage to the opponent as fast a possible. Of course, if you can get off a
cheap throw and side blast line KO, that's fine.
Event 19: Wario Bros.
You: Wario (2)
Enemy: Mario (2), Luigi (2)
Stage: Mario Bros.
Just a normal battle here.
Event 20: All-Star Battle X 1
You: Choose (2)
Enemy: Wario (1), Meta Knight (1), Pit (1), ZSS (1), Olimar (1), Lucas (1),
Diddy (1), Pokemon Trainer (1)
Stage: Battlefield
PT counts as a single fighter here, just so ya know. Otherwise it's the same as
Event 10.
Event 21: Visit to Onett
You: Lucas (2)
Enemy: Ness (2)
Stage: Onett
A simple battle. Need I say more?
Event 22: Monkeys Unite!
You: Diddy (2), DK (A2)
Enemy: Sheik (2), Lucario (2)
Stage: Rumble Falls
Just a note: Your DK ally is a giant. Doesn't make him any more useful.
Event 23: Molten Norfair
You: Samus (2)
Enemy: Fox, C. Falcon
Stage: Norfair
Everyone starts with 300% damage and the goal is to enter the safety capsule
when the lava wave appears. Since the lava will KO you at 300%, not to metion
the enemies, you need to dodge well and protect yourself when inside the
capsule.
Event 24: Come On, Blue Falcon
You: C. Falcon
Enemy: R.O.B. (1), R.O.B. (1)
Stage: Port Town Aero Dive
You need to use your Final Smash to KO the R.O.B.s before the stage makes one
lap around the racetrack. The Final Smash will likely KO the R.O.B.s in one
hit, so don't worry too much about racking up damage - KO'ing them in a way
that doesn't involve the Blue Falcon doesn't count (as in, he'll just come back
with 0%).
Event 25: The Aura is With Me
You: Lucario (1)
Enemy: Ness (1), Sheik (1)
Stage: Spear Pillar
Just for fun, you start at 182%. While this makes Lucario much stronger (which
is the point of the event), this also makes it very dangerous to do anything
but go on the offensive.
Event 26: The Slow and Easy Life
You: Ness (1)
Enemy: Olimar (1), Olimar (1), Olimar (1)
Stage: Smashville
The three Olimars are tiny, and you get a 2:14 time limit (because you're
trying to enjoy K.K. Slider's show which takes 2:14 or something).
Event 27: Three-Beast Carnage
You: R.O.B. (1)
Enemy: Bowser (1), Charizard (1), DK (1)
Stage: New Pork City
It's a small R.O.B. versus three MASSIVE beasts. Luckily for you, they can hit
each other.
Event 28: Flower Blooms in the Echoes
You: Peach (1)
Enemy: Olimar (1)
Stage: Hanenbow
The point here is to attack the right tree's leaves until they're all red.
Since you're Peach, the d-smash is the best option. Don't worry about Olimar,
you can still win the event if he gets KO'd.
Event 29: All-Star Semifinal Regulars
You: Choose (2)
Enemy: Luigi (1), C. Falcon (1), Ness (1), Jigglypuff (1)
Stage: Yoshi's Island (Past Stage)
The third All-Star match. The small stage makes up for the lack of opponents.
Event 30: Sonic Boom
You: Sonic (2)
Enemy: Sonic x 15 (1 each)
Stage: Green Hill Zone
Argh! Sonics everywhere! Good thing they kinda suck. As does the music.
Event 31: The Ultimate Bodyguard
You: Marth (1), Zelda (A1)
Enemy: Ganondorf (2), Ganondorf (2)
Stage: Castle Siege
Your ally Zelda is a dimwit. All she ever does is sit there and crouch. So you
gotta protect her (you lose if she's KO'd). Luckily, if you get to the
underground area of the stage, she turns into Sheik and helps out.
Event 32: Bird in Darkest Night
You: Falco (2)
Enemy: Mr. G&W (2)
Stage: Brinstar (Past Stage)
The lights go out often for this event, leaving you only able to see characters
and items. The stage (and acid, hint hint) become invisible while the lights
are down. Otherwise, it's a normal fight.
Event 33: Advent of the Evil King
You: Ganondorf (2)
Enemy: Link (1), Zelda (1), Pit (1)
Stage: Hyrule Temple
"The king of evil wants the Triforce." No duh. Too bad he's got a 1-on-3 to
contend with. When your damage gets high, go hide in the caverns.
Event 34: All-Star Battle Melee
You: Choose (2)
Enemy: Bowser (1), Peach (1), Zelda (1), Ice Climbers (1), Marth (1), G&W (1),
Falco (1), Ganondorf (1)
Stage: Pokemon Stadium (Past Stage)
The fourth all-star battle, containing the eight Melee newcomers that were
allowed to return for Brawl.
Event 35: The Visitor to Flat Zone
You: Mr. G&W (1)
Enemy: Peach (1), Toon Link (1), Jigglypuff (1)
Stage: Flat Zone 2
A standard battle. Note that your opponents are all coloured black just for
kicks.
Event 36: High-Tech Special Forces
You: Snake (2)
Enemy: C. Falcon (1), Samus (1), Wolf (1)
Stage: Shadow Moses Island
Normal battle. Enough for ya?
Event 37: The Pirate Airship
You: Toon Link (2)
Enemy: Yoshi (1), Yoshi (1)
Stage: Pirate Ship
The ship here will be constantly flung around the sky. KOing the Yoshis only
counts if they're KO'd when the ship is in the air.
Event 38: The Wolf Hunts the Fox
You: Wolf (2)
Enemy: Fox (1), Falco (1)
Stage: Lylat Cruise
A normal battle. Boring.
Event 39: All-Star Battle x 2
You: Choose (2)
Enemy: Dedede (1), Ike (1), Lucario (1), R.O.B. (1), Toon Link (1), Snake (1),
Sonic (1), Wolf (1)
Stage: Skyworld
The final all-star battle, and definately the most annoying.
Event 40: The Final Battle
You: Choose (2)
Enemy: Bowser (1), Dedede (1), Ganondorf (1)
Stage: Final Destination
A normal battle. It's not really that hard.
Event 41: The FINAL Final Battle
You: Choose (2)
Enemy: Mario (2), Snake (2), Sonic (2)
Stage: Final Destination
Despite the Mario being giant, this is a very anticlimatic standard battle.
ii~~~~~~~~~~ii [2events] ii
$CO-OP EVENTS$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
ii~~~~~~~~~~ii ii
There aren't as many 2-player events, and some are carbon copies of the
single-player events, but there are some that are quite different and
interesting.
Event 1: Two Trouble Kings
Player 1: Mario (2)
Player 2: Kirby (2)
Enemy: Bowser (1), Dedede (1)
Stage: Delfino Plaza
For all intents and purposes, this is just like the single-player version. The
only difference is P2 being Kirby.
Event 2: Master the Pokemon Tag Battle
Player 1: Pokemon Trainer (3)
Player 2: Pikachu (1)
Enemy: Pokemon Trainer (3), Pikachu (1)
Stage: Pokemon Stadium 2
A little unfair to P2, but hey, at least the teams are equal. No frills here.
Event 3: Fastest, Shortest, Sudden Death
Player 1: Yoshi (1)
Player 2: Dedede (1)
Enemy: Lucas, Pit
Stage: WarioWare
As the title suggests, this is played in Super Sudden Death mode. The goal is
to KO as many dudes as possible in ten seconds. Sounds easy, but it IS Sudden
Death, so you can be hit off easily yourself.
Event 4: The DK Tag Calamity
Player 1: DK
Player 2: Diddy
Enemy: DK (1), Diddy x 4 (1 each)
Stage: Mario Circuit
Here, the players and tiny and the enemies are not (the DK is actually large).
Lightning appears often here to even it out. Just make sure you get it.
Event 5: The Yoshi Team of 50
Player 1: Meta Knight (2)
Player 2: Pit (2)
Enemy: Yoshi x 50 (1 each)
Stage: Rainbow Cruise
This is highly annoying. The stage scolls slower than normal, since you need to
KO all 50 Yoshis before one lap is over. You get 4 minutes on Easy, 3 on
Medium, and 2 on Hard. It doesn't help that it takes so long to load the
Yoshis. Why are most events involving Yoshis as enemies annoying...?
Event 6: Unwanted Suitors
Player 1: Zelda (2)
Player 2: ZSS (2)
Enemy: Falcon (2), Luigi (2)
Stage: Port Town Aero Dive
A normal battle with one exception - your enemies are invisible! While this
does make the battle a touch harder than usual, the incoming cars don't need to
see, and you'll still be able to see their shield, dust clouds, and other such
effects.
Event 7: Battle of the Dark Sides
Player 1: Link (200HP)
Player 2: Samus (200HP)
Enemies: Link (200HP), Samus (200HP)
Stage: Bridge of Eldin
For all intents and purposes, this is just the same as Dark Link Duel up there
in the single-player events.
Event 8: All MINE!
Player 1: Wario (1)
Player 2: Bowser (1)
Enemies: Mario, Luigi
Stage: Skyworld
This one's a Coin match. The goal is to collect a total of 2,000 coins between
you. Since Bowser is a big guy, he'll be able to pick up a lot of loot. Just
make sure to not die.
Event 9: Those Who Stayed in Onett
Player 1: Lucas (2)
Player 2: Ness (2)
Enemies: Luigi (2), Yoshi (2)
Stage: Onett
This one is simple, standard, and boring.
Event 10: The R.O.B.'s of Tomorrow
Player 1: Lucario (2)
Player 2: Ice Climbers (2)
Enemies: R.O.B. x 5 (1 each)
Stage: The Summit
You will fight one R.O.B. at a time until you've KO'd five. The catch is that
each R.O.B. is bigger than the last: the first one is tiny, but the fourth is
massive. The fifth R.O.B. is just as small as the first, but he has the attack
power of a giant.
Event 11: The Great Remodeling Battle
Player 1: Luigi (1)
Player 2: Peach (1)
Enemies: Ike (1), Marth (1)
Stage: Luigi's Mansion
It's a Coin battle, and the objective here is to get 300 of them. Simple,
right? Here's the catch: if any part of the stage is broken, you lose. You can
nip the pillars a bit, but if any break, it's curtains. Because of this, it's
best to take the battle (and the enemies) to the roof, where the pillars aren't
in the way.
Event 12: Come Back! Falcon Flyer
Player 1: Falcon (1)
Player 2: Olimar (1)
Enemies: Samus (1), Samus (1)
Stage: Big Blue
A normal battle...with a very short timer. You have to KO both Samuses before
the Falcon Flyer leaves the screen, which takes about thirty seconds.
Event 13: Blades of the Quick and Mighty
Player 1: Marth (1)
Player 2: Ike (1)
Enemies: Link (1), MK (1), Ganondorf (1)
Stage: Hyrule Temple
Nothing special about this one at all.
Event 14: The Dark Guardians
Player 1: Ganondorf (1)
Player 2: Wolf (1)
Enemies: Charizard (1), DK (1)
Stage: New Pork City
Completely ordinary, save for the fact that your two enemies are very large.
Event 15: Four Swords Brawl
Player 1: Toon Link (1)
Player 2: Toon Link (1)
Enemies: Toon Link, Toon Link
Stage: Pirate Ship
Hey look, another coin battle. The goal is 500 monies this time. Yawn.
Event 16: Jigglypuff's Great Comback
Player 1: Jigglypuff (1)
Player 2: Mr. G&W (1)
Enemies: Lucas (1), Ness (1)
Stage: Castle Siege
Now THIS is what Events are all about. Both Jigglypuff and G&W start small,
with Lucas and Ness being giant. However, when the stage drops down to its
second tier, the enemies shrink, while Jigglypuff grows. And when the stage
drops again, the enemies shrink once more while Jigglypuff gets even bigger!
At this point, a win is very likely unless you find you're running out of time.
Event 17: Sonic and Mario
Player 1: Sonic (2)
Player 2: Mario (2)
Enemies: Sonic x 3 (1 each), Mario x 3 (1 each)
Stage: Green Hill Zone
Pretty standard by any standard.
Event 18: The New Weapon of Shadow Moses
Player 1: Snake (1)
Player 2: R.O.B. (1)
Enemies: R.O.B. (2), R.O.B. (2)
Stage: Shadow Moses Island
This event presents a challenge if only because you only have half the lives of
your enemies.
Event 19: Shadow of Andross
Player 1: Fox (1)
Player 2: Falco (2)
Enemies: Wolf (1)
Stage: Lylat Cruise
Not only must you face Wolf in battle, but Andross is in the background
throughout the match spitting tiles at you. You have to keep moving to avoid
them and attack Wolf at the same time.
Event 20: The Final Battle for Two
Player 1: Choose (2)
Player 2: Choose (2)
Enemies: Wario (1), Dedede (1), Wolf (1), MK (1), Ganondorf (1), Bowser (1)
Stage: Final Destination
There's no gimmick here, so just fight hard. Of course, don't let your ally die
either.
Event 21: The True All-Star Battle
Player 1: Choose (1)
Player 2: Choose (1)
Enemies: All Brawlers (1 each)
Stage: Battlefield
Yikes. You gotta make 35 KOs with only one life each. It sounds bad, but your
opponents are a decent amount lighter than normal, and the loading time between
each challenger gives recuperation time. Just make sure your partner is as good
as you are.
E+++++++E [stadium] E
+STADIUM+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
E+++++++E E
Some specialist modes await in this section. Although designed for a single
player, all can be done with a second.
i~~~~~~~~~~~~~~~~~i [targets] i
$BREAK THE TARGETS$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
i~~~~~~~~~~~~~~~~~i i
In this mode you pick your character and get plopped into an arena where the
goal is to attack and break each of the ten targets as fast as possible.
Before I say anything else: They screwed up this mode bad. While both SSB64 and
SSBM gave each character their own target stage, Brawl makes everyone do the
same stages (there are five total). Not only that, but stages 2, 3, and 5 give
you items. So yeah.
Stage 1: A small, closed-in area with few obstacles and very large targets.
Some characters can hit the target just to the left right off the bat, which
speeds things up a lot.
Stage 2: A mostly horizontal stage with a Deku Nut, a Rolling Crate, a
Beamsword, and a Cracker Launcher.
Stage 3: This stage has a Launch Sleigh at the start, as well as a Blast Box, a
Smart Bomb, and a Ray Gun.
Stage 4: An icy stage. Because of that, you can't grab edges.
Stage 5: A sparse stage with a Cracker Launcher and a Beamsword. The targets
here are really small.
ii~~~~~~~~~~~~~ii [multimn] ii
$MULTI-MAN BRAWL$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ii~~~~~~~~~~~~~ii ii
The general theme here is to KO as many dudes as possible under different
conditions. But the opponents you face will be different from other characters:
they're the Alloys.
Red Alloy: Looks somewhat like a bodybuilder. Fights like Captain Falcon.
Blue Alloy: Looks like the Female Wireframe from SSBM, somewhat. Fights like
Zelda.
Yellow Alloy: Looks like a Geolyte from Meteos: chibi-ish, round head, horns.
Fights like Mario.
Green Alloy: Looks a little like Kirby. Fights like...guess who.
Alloys fight with non-special attacks only, and they're usually light enough to
blow them away in a single hit. Plus they can't use items or grab the edge for
some reason. Which is good, because you usually have to KO absurd numbers of
them quickly. (Note that every now and then at predetermined intervals, you
will get a Smasher as an enemy.) Here are the main rulesets:
10-Man Brawl: You win by KOing 10 Alloys. Expect a time of about 20-30 seconds.
The 10th dude is your character (so, if you're Mario, you'll face Mario as your
10th KO).
100-Man Brawl: You win by KOing 100 Alloys. This can cause some frustration,
and it's not very easy to complete. You'll face Smashers as your 25th, 50th,
75th, and 100th KOs (with the 100th being your character).
3-Minute Brawl: You win by surviving for 3 minutes. It doesn't matter how many
KOs you make, you'll still win. The high score is measured in KOs though. You
get a Smasher every 25 KOs.
15-Minute Brawl: You win by surviving for 15 minutes. This really causes
headaches, and the more dudes you KO, the harder they get. You get a Smasher
every 25 KOs. Here's a tip for this mode: KO all the Alloys except the one in
the Player 2 slot. Smashers can only appear in the P2 slot, so this will mean
there'll be only one Alloy on the stage. Then just avoid it. Even better, keep
it grabbed. Alloys are so weak you can keep a hold of them for a very long
time, and pummeling makes it even easier.
Endless Brawl: You can't win. You just KO dudes until you're KO'd, and the
number of KOs you get is the high score. You get a Smasher every 25 KOs.
Cruel Brawl: This is basically Endless with two changes: there are no items,
and the Alloys are extremely difficult to KO and can KO you easily. KOing even
5 dudes is very hard.
iii~~~~~~~~~~~~iii [homerun] iii
$HOME-RUN CONTEST$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
iii~~~~~~~~~~~~iii iii
In this mode, you get a platform, a Sandbag, and a Home-Run Bat. The point is
to inflict as much damage as possible on the Sandbag in ten seconds and still
get off a homerun swing, trying to send the sack as far as possible. A few
character-nonspecific pointers:
1. There is a blast shield around the platform that keeps the Sandbag on the
platform until you intend to blast it, The shield drops when there's one second
left. But if you bang the bag around too much, the shield will break.
2. Certain characters have attacks that may be better to use than the Home-Run
Bat - it depends what percentage Sandbag is at.
3. You can't grab Sandbag, so no infinite grab combos...or any grab attack,
really. (This prompts Olimar to only bring Purple Pikmin.)
iv~~~~~~~~~~iv [bosses!] iv
$BOSS BATTLES$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$
iv~~~~~~~~~~iv iv
Are you man/woman/etc enough to plow through all ten bosses in the game with
only one life and three 0% Heart Containers? It's All-Star mode with bosses!
And just like All-Star Mode, the bosses have been toned down a bit in the
easier difficulties (especially Tabuu, considering you neede 6 dudes to get him
in the Subspace Emissary). The difficulty setting affects the speed and attack
power of the bosses, while the enemies also get harder as you progress. In
random order, you face:
Master Hand
Crazy Hand
Petey
Rayquaza
Porky
Ridley
Galleom
Duon
Meta-Ridley
Tabuu (always last)
No items at all appear in this mode (that includes Trophy Stands, so...yes, you
do have to catch Meta-Ridley after that looong Subspace Bomb Factory level).
F+++++++++++F [versus!] F
+MULTIPLAYER+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
F+++++++++++F F
This is arguably the crux of the game. Anywhere from one to four people can
choose their character, pick a stage, and let loose. Truthfully, there's not
much to say about this mode. But here are some options you can alter:
Teams: You can easily turn a free-for-all into a 2-on-2, 2-on-1, 3-on-1, or
even a 2-on-1-on-1 fight. There are three teams avaliable: red, blue, and
green. An important option is that of team attack: if turned on, team members
will be able to hurt each other. Also, even if team attack is off, things like
Bob-ombs and Motion Sensor Bombs can still hurt teammates. If you KO a team
member, it's called an SD. This is also the only way you can cause Team Healers
to work properly.
Handicaps: In previous games, you could make your characters heavier or lighter
to even the playing field. This time, a handicap changes your starting
percentage. For example, if you're super good and you play a newbie, you could
set your handicap at 80% to give them a chance. This basically makes it so that
at the start of the match, and every time you're KO'd, your percentage starts
at 80% instead of 0%. You can set any multiple of 10 for your handicap. The
game also has an auto handicap function: when you win a match, your handicap
percentage rises.
G+++++G [ wi-fi ] G
+WI-FI+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
G+++++G G
Just as it says on the can, you can play SSBB online. You'll need Friend Codes
to get the most out of it, but you can just jump in and beat people up if you
want to.
A note about disconnecting: If a player quits, then their character immediately
flips to computer control.
If you don't feel like (or are bad at) playing, then you can hop into Spectator
Mode to see a constant stream of pre-recorded matches. What happens is this: if
the Wiis of all the players in a match are set to send matches to Nintendo, the
match is avaliable for watching. Those who go into Spectator Mode are sent a
match to watch. You can bet coins on the matches, and even if you lose, you get
some stickers.
A word on lag. Until humans can discover how to transmit information faster
than the speed of light, a game like Smash Bros. - where frame-by-frame
commands are crucial - cannot be played online without lag. There are two types
of lag online. Input lag is the fact that it takes a split second between your
button press and your character doing something. Not sure why they did that,
but it makes Smash Bros. online more of a prediction-based game than its
offline counterpart. Transmission lag is when the system has to freeze the game
until it gets required information from the other players. Very annoying and
impossible to avoid.
6--------------6 [feature] 6
|OTHER FEATURES|--------------------------------------------------------------|
6--------------6 6
Guess what? We're not done yet! That's right, there's still more content this
massive game has to offer! Since these things don't really fit in elsewhere,
they get their own section. Be sure to at least try them all!
A+++++++++A [snpshot] A
+SNAPSHOTS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A+++++++++A A
In previous games, you could simply rotate the camera around your character
while the game is paused. And Camera Mode was limited to a certain special
battle. But this time, you can pull out your virtual camera and take a picture
at any time while the game's paused.
Once you've taken a snapshot, you can save it to your Wii or an SD card. Shots
usually take up 1 Wii Block. You can send snapshots to other people, as well.
Because you can save onto SD cards, you can then have fun with the pictures on
the Wii's Photo Channel, or stick them on your computer, or even print them!
(Once you download the bin2jpg program floating around the Internet.)
B+++++++++++++B [builder] B
+STAGE BUILDER+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
B+++++++++++++B B
Welcome to the Stage Builder! This mini-application allows you to create an
almost infinite amount of stages. Here are the basic steps for making your own
locations:
1. Select a size. You can pick small, medium, and large sizes.
2. Choose a theme. This can affect what parts you can use.
3. Build stuff!
4. Test the stage.
5. Name and save.
Stages you made can be saved to your Wii or an SD card, and you can save as
many as you want. And one more thing - you can send stages to Nintendo! Every
day, a "Stage Of The Day" will be sent to you. These stages are picked from the
masses of stages sent to Nintendo. Each daily stage is a one-off, so if you
miss it, you lose.
C+++++++C [replays] C
+REPLAYS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C+++++++C C
If a match is less than three minutes long, you can save its replay. Basically,
you can watch the match again later or send it to other Wiis. Replays are 2 to
3 blocks big.
You can save replays of multiplayer matches, Break The Targets, Multi-Man
Brawls, or Home-Run Contests. This applies whether you're online or offline.
The cool thing about replays is that you can pause during them and take
snapshots. So if something crazy happens online, you can save its replay and
look at it in-depth later. However, you can't "rewind" the replay.
Like snapshots, you can send replays to Nintendo. However, the Replay of the
Day can only be a Break the Targets or a Home-Run Contest.
D+++++++++D [ vault ] D
+THE VAULT+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
D+++++++++D D
Accessed from the main menu, the Vault is where your trophies and stickers are
stored. This is also where you can see your Snapshots and custom stages.
E+++++++++++++E [options] E
+OPTIONS/SETUP+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
E+++++++++++++E E
This game can be customized. Here's a big ol' list of what you can modify to
your liking:
Custom Controls:
A simple yet powerful addition. This feature lets you tell any button to do
anything in any control scheme. Play Nunchuk and don't want grabbing on A+B?
Done. Wanna switch your Control Stick and C-stick? You can. Sick of stick-
jumping? Turn it off and rely on button-jumping. Wanna trigger a Smash Attack
in Nunchuk mode by shaking the Wiimote? You can. Each player name can save one
of each of the different controller's button maps. And you can even save the
setting onto your Wiimote and take them elsewhere.
Widescreen:
Every game and their dog has this nowadays. You don't need to know any
technical babble here, though: just switch displays until the provided circle
is...circular (as opposed to stretched or squished).
7---------------7 [technic] 7
|TECHNICAL STUFF|-------------------------------------------------------------|
7---------------7 7
I'm a stats guy. Here, I'll put in a bunch of info that the casual player may
not care about, but the more precise and technical types will.
STALE-MOVE NEGATION PHYSICS
You know how your attacks get weaker if you overuse them, right? Well, here are
the numbers of how it works.
The game remembers the last nine moves that connected with something, be it an
enemy, a part of the stage, and so on. The amount of damage a move does depends
on how many times it's on the list and how recent those occurences are.
If a move is completely "fresh" (that is, it's not in the 9-move list), it will
do 1.05 times its regular damage. (In essence, when you're not in Training
Mode, a move will NEVER do the exact damage it's supposed to.) As for non-fresh
moves, the list looks like this:
[0.10][0.09][0.08][0.07][0.06][0.05][0.04][0.03][0.02]
This list determines how weak a move gets. The best way to explain it is by
example. Let's say that you used Mario's forward smash as your second-most,
fourth-most, and seventh-most recent moves. And you use it again. (Remember,
none of this counts if the move doesn't connect with anything.) As you use the
move, the list looks like this:
[ ][!][ ][!][ ][ ][!][ ][ ]
The "!"s mark where the f-smash is in the list, with other moves ignored.
Compare that with the list of numbers up there.
[0.10][0.09][0.08][0.07][0.06][0.05][0.04][0.03][0.02]
[ ][ !! ][ ][ !! ][ ][ ][ !! ][ ][ ]
Now the math comes in. For each "box" that matches the move just used, the
corresponding number is subtracted from 1. Then the next number is subtracted
from that. In this example, the number is:
1 - 0.09 - 0.07 - 0.04 = 0.8
So, the number is 0.8. So in this situation, Mario's f-smash would do only 0.8
times its regular damage. Let's say it's sweetspotted and fully charged.
Normally, it would do 23.8% damage. But in this case, it would only do 19.04%.
(And yes, the game actually does count decimals. The percentages you see on-
screen are truncated, that is, the decimal is cut off without rounding.)
Notice how, while there is an effect for how recent you've used the move, the
effect is a lot stronger the more the move is used.
Just to note, here's how a move's damage changes as you use it ten times in a
row, and then use other moves to freshen it up:
1.05 0.90 0.81 0.73 0.66 0.60 0.55 0.51 0.48 0.46
0.56 0.65 0.73 0.80 0.86 0.91 0.95 0.98 1.05
8----------8 [e-mail!] 8
|CONTACT ME|------------------------------------------------------------------|
8----------8 8
Before I give you my e-mail, I'll first make you read my e-mail guidelines:
1. Don't be stupid. It really should go without saying, but when I get an
e-mail saying nothing but "y0sh1 sux!!!1", I tend to treat you like a Goomba.
2. Don't repeat things. If my guide says "Don't touch that!", then don't e-mail
me telling me "Don't touch that!".
3. Don't ask for my Friend Code or anything. If you want it that bad, then
tough.
4. Don't badger me if you think I missed your message. I will get back to you
within a week, but expect around 2-3 days. Also, I may not always send a reply:
I do have a life, and it's not 100% full of Internet talk. Plus I'm not a
people person.
5. Put "FAQ" in the subject somewhere, such as "SSBB FAQ" or "Idea for Brawl
FAQ". This will allow my e-mail system to sort your message into the correct
folder, eliminating the risk of the spambot zapping you.
Okay, now that I can sue you if you break the rules, here's the address:
toomai_glittershine [?] yahoo [*] ca
I think your brain can figure out what symbols need to replace the [?] and [*].
Spambots probably can't, and I hate spambots.
Oh! Just a warning: I seem to be having trouble sending e-mails to Hotmail
and MSN accounts. I'm getting a "rejected by Windows Live Hotmail" message. Any
ideas?
9------------9 [contrib] 9
|CONTRIBUTORS|----------------------------------------------------------------|
9------------9 9
If you e-mail me and your suggestions are put in the guide somehow, you'll show
up here. (But if I put something in and you e-mail me on the same subject
before I update the guide, you may not be.) I hate spambots as much as you do,
so if you don't provide a name other than an e-mail, you'll be listed as
[anonymous]. If you want your name or Internet alias up here, then just tell me
what it is. Here comes the list!
[anonymous] said on 11/03/08 that you shouldn't be called "stupid" for calling
a breakfall/tech a "ukemi". That was selfish of me.
"Alex" said on 11/03/08 that the Peach Blossom does damage if you're too close
(something I never noticed), and also that Puff Up will damage if opponents are
too close (something I noticed but hadn't yet put in the FAQ).
Skyler Jankiewicz said on 11/03/08 multiple things about the Ice Climbers, such
as Belay doing a bit of damage if Nana hits someone head-on. He also said a day
later (12/03/08) that Lucas' PSI Magnet can hurt people when it's deactivated.
Jake Marshall said on 12/03/08 that I was doing Sonic's Down-B wrong. That
explains why I can't play him well.
Lei Zhang said on 17/03/08 that Marth's last name is Lowell. One of those
things that's not necessary, but fun to have all the same.
Rhody Tobin said on 20/03/08 that the Ice Climbers have no traction problems on
ice. Something I already knew but forgot to put in.
Dave Bernard said on 10/07/08 that I made a typo in the Controls section by
showing "A" instead of "B" in the Nunchuk column.
C---------------C [c-right] C
|COPYRIGHT STUFF|-------------------------------------------------------------|
C---------------C C
This FAQ is copyright Toomai Glittershine. Feel free to print it out, but do
not under any circumstances claim it as yours or make any money off it.
The following websites are allowed to host this guide. If you see it anywhere
else, tell me right away and I'll send in the hounds:
GameFAQs
GamesRadar/CheatPlanet
Neoseeker
The most recent version of this guide will be on GameFAQs. I recommend you
check there before e-mailing me something, as your question may have been
adressed already.
That is all.
E E------------E
|----------------------------------------------------------------|END OF GUIDE|
E E------------E