SSSSSSSSSSSSSSS    SSSSSSSSSSSSSSS BBBBBBBBBBBBBBBBB   BBBBBBBBBBBBBBBBB
 SS:::::::::::::::S SS:::::::::::::::SB::::::::::::::::B  B::::::::::::::::B
S:::::SSSSSS::::::SS:::::SSSSSS::::::SB::::::BBBBBB:::::B B::::::BBBBBB:::::B
S:::::S     SSSSSSSS:::::S     SSSSSSSBB:::::B     B:::::BBB:::::B     B:::::B
S:::::S            S:::::S              B::::B     B:::::B  B::::B     B:::::B
S:::::S            S:::::S              B::::B     B:::::B  B::::B     B:::::B
 S::::SSSS          S::::SSSS           B::::BBBBBB:::::B   B::::BBBBBB:::::B
  SS::::::SSSSS      SS::::::SSSSS      B:::::::::::::BB    B:::::::::::::BB
    SSS::::::::SS      SSS::::::::SS    B::::BBBBBB:::::B   B::::BBBBBB:::::B
       SSSSSS::::S        SSSSSS::::S   B::::B     B:::::B  B::::B     B:::::B
            S:::::S            S:::::S  B::::B     B:::::B  B::::B     B:::::B
            S:::::S            S:::::S  B::::B     B:::::B  B::::B     B:::::B
SSSSSSS     S:::::SSSSSSSS     S:::::SBB:::::BBBBBB::::::BBB:::::BBBBBB::::::B
S::::::SSSSSS:::::SS::::::SSSSSS:::::SB:::::::::::::::::B B:::::::::::::::::B
S:::::::::::::::SS S:::::::::::::::SS B::::::::::::::::B  B::::::::::::::::B
 SSSSSSSSSSSSSSS    SSSSSSSSSSSSSSS   BBBBBBBBBBBBBBBBB   BBBBBBBBBBBBBBBBB

* * * * * * * * * * * * * * * * * * * * * * *                         ******
  __          __            __          __                         *  *******
 (      _ _  (  _  _  _ /  / _)_    _  / _)_ _    /               **  ********
__)(//)(-/  __)//)(/_) /) /(_)/ ()_)  /(_)/ (/((/(               ***  *********
    /                                                            ***  *********
* * * * * * * * * * * * * * * * * * * * * * *
 _     _ _      _                           ______       _     _  **  ********
| |   | | |_   (_)            _            / _____)     (_)   | |  *  *******
| |   | | | |_  _ ____   ____| |_  ____   | /  ___ _   _ _  _ | | ____******
| |   | | |  _)| |    \ / _  |  _)/ _  )  | | (___) | | | |/ || |/ _  )
| |___| | | |__| | | | ( ( | | |_( (/ /   | \____/| |_| | ( (_| ( (/ /
 \______|_|\___)_|_|_|_|\_||_|\___)____)   \_____/ \____|_|\____|\____)

===============================================================================

List of Contents:
1) Copyrights [CRTS]
2) Introduction [IRDC]
3) How to Play [HTP]
	3.1 - Controls
		3.1.1 - The Wii-Mote turned on its site
		3.1.2 - Wii-Mote and Nunchuk
		3.1.3 - Classic Controller
		3.1.4 - Gamecube Controller
	3.2 - Ground Offense
	3.3 - Aerial Offense
	3.4 - Special Attacks
	3.5 - Recovery
	3.6 - Ground and Aerial Defense
	3.7 - Taking Snapshots
4) Characters [CHCS]
	4.1 - Newcomers
	4.2 - Veterans
5) Game Modes [GMDS]
	5.1 - Solo
		5.1.1 - STADIUM
			5.1.1.1 - Multi-Man Brawl
				5.1.1.1.1 - 10-Man Brawl
				5.1.1.1.2 - 10-Man Brawl
				5.1.1.1.3 - 3-Minute Brawl
				5.1.1.1.4 - 15-Minute Brawl
				5.1.1.1.5 - Endless Brawl
				5.1.1.1.6 - Cruel Brawl
			5.1.1.2 - Home-Run Contest
			5.1.1.3 - Target Smash!!
		5.1.2 - Subspace Emmisary (Adventure Mode)
		5.1.3 - Classic
		5.1.4 - Training Mode
		5.1.5 - Events
		5.1.6 - Challenges
	5.2 - Group
		5.2.1 - Free-for-All
			5.2.1.1 - Handicap
		5.2.2 - Team Battle
			5.2.2.1 - Handicap
		5.2.3 - Coop STADIUM
		5.2.4 - Coop Adventure Mode
		5.2.5 - Coop Events
		5.2.6 - Special Brawl
		5.2.7 - Tourney
		5.2.8 - Rotation
	5.3 - Nintendo Wi-Fi Connection
		5.3.1 - With Friends
		5.3.2 - With Anyone
			5.3.2.1 - Spectator
			5.3.2.2 - Basic Brawl
			5.3.2.3 - Team Battle
6) Items [ITM]
	6.1 - Normal Items
	6.2 - Assist Trophies
	6.3 - Poke Balls
7) Stages [STG]
	7.1 - Melee Stages
	7.2 - New Stages
8) Vault [VLT]
	8.1 - Trophies & Stickers
		8.1.1 - Trophy Gallery 
		8.1.2 - Trophy Hoard 
		8.1.3 - Coin Launcher
		8.1.4 - Sticker Album
		8.1.5 - Sticker Center
	8.2 - Stage Builder
	8.3 - Album
	8.4 - Challenges
	8.5 - Replays
	8.6 - Master Pieces
	8.7 - Chronicle
9) Unlockables [UCB]
	9.1 - Characters
	9.2 - Game Modes
		8.2.1 - [Censored]-Mode
		8.2.2 - [Censored]-Mode
		8.2.3 - [Censored] Difficulties
		8.2.4 - Master Pieces
	9.3 - Stages
	9.4 - Items
	9.5 - Trophy List
	9.6 - Sticker List
10) Character Ranks overview [CRW]
	10.1 Speed
	10.2 Weight
11) Version History [VSH]
11) Credits [CRDS]

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CRTS
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Copyright 2007-2008 Patrick Sorensen (WeXzuZ)
This may not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Any copy or plagiarizing of 
this document can be counted as a federal felony without permission 
from creator or website.
This FAQ may only be shown on Gamefaqs.com and Neoseeker.com
You may link to this guide if you like,
you may quote anything here as long as you give me credit.
All trademarks and copyrights contained in this document are owned 
by their respective trademark and copyright holders.

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IRDC
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|| ** ****   || | |\ |  |  |__/ |  | |  \ |  | |     |  | |  | |\ |        ||
||           || | | \|  |  |  \ |__| |__/ |__| |___  |  | |__| | \|        ||
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Super Smash Bros. Brawl is the third installment of the Smash series.
The first one being Super Smash Bros. for the Nintendo 64 having 12 characters
counting the unlockables in too. The second game being Super Smash Bros. Melee
for the Gamecube having 25 characters inclusive unlockables. This game includes
more characters, I wont tell you the exact number here since 
I am trying to make the guide as anti-spoiler friendly as possible. 
Back on topic, the Brawl game has 3rd
party characters included and I can tell you, you wont be disappointed by these.

Since the announcement of Super Smash Bros. Brawl (short SSB:B), 
I have been wanting to make a guide of the best game ever!
This guide is named ultimate for the fact
that anyone may seek for help in this guide.
The guide is named FAQ because it doesn't have the FAQ itself =P
The guide is meant to spread out as wide as possible, which means
I wont go in depth, for that, you will have to read other guides.
Enjoy Brawling, maybe we will fight in Wi-Fi mode!

I have added a search function which is written in square brackets.
[Search letters] You just press Ctrl+B(with IEXPLORER v6) and write 
the letters in the popup box, if you have Mozilla Firefox or IE v7 use Ctrl+F

If you find any mistakes, have questions or think I should add something, 
feel free to contact me on wexzuz@hotmail.com with subject being
"Super Smash Bros. Brawl FAQ" or anything related.
I will try to reply to as many questions as possible which are serious, 
that means I wont reply to things like "Your guide SUCKS!" 
simply because it isn't a question and because it is an opinion.
In the FAR future I MIGHT translate the guide into German, but this is not SURE!

Also, not to sound intimidating, but this is the first guide I write, 
and probably the last one (Might make one for SSB 4 if Nintendo makes one ;P)

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HTP
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|| |_    _|  ||  |__| |  | | | |     |  |  |    |__] |    |__|  \_/        ||
||   |__|    ||  |  | |__| |_|_|     |  |__|    |    |___ |  |   |         ||
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This section is going to explain how to play the game.
It is meant to be used for newbies but hardcore smashers are welcome
to read this aswell.

The basic rules:
Smash Bros is a brawling, battling, action-packed video game
that features a varied roster of characters for 4 players simultanoeus Brawls.
If you hit an opponent, his or her damage meter builds up messed in % (per cent)
The higher the damage the farther an opponent flies each time he/she gets hit.
Sooner or later your foe will be flying like a rocket.
As soon as you fly off the screen in any direction, you loose a "Stock". 
In timed game mode, you earn points when you knock an opponent out, 
while the opponent looses a point.  
In time mode, you can choose in intervals of minutes,
where infinite is the highest, while in Stock, you can choose up to 99 stocks.
"If you had to call it something, I'd say it's almost like a sport." -Sakurai

===============================================================================
	3.1 - Controls

The game is compatible with 4 different controltypes, which are as following:
	1 - The Wii-Remote turned on its site
	2 - The Wii-Remote + the Nunchuk
	3 - Classic Controller
	4 - Gamecube controller

Before you continue reading, read this important **NOTICE** first:
In SSB:B you are able to choose how YOU want to control. This means
that the following controls are the preset ones. As soon as you have
added a Name in the Options Menu, you will be able to change controls and
rumble functions.

You can enter a name of 5 letters, and with this you can change rumble settings
aswell as controls, dont like the shield button on R? Change it for a B!
When you play in any game mode, choose your name instead of changing favorite
control shemes each time you play.

I will explain the preset controls in the order listed above.

--------------------------------------------------------------------------------

		3.1.1 - The Wii-Remote turned on its site

Moving:
You move with the D-Pad. "How" you might ask?
Well here you go:
Up  = Jump
Left/Right  = Walk left/right
Left/Right twice = Dash left/right
Down = Crouch
Down (tab) = Drop through platform
Down+Left/right = Crawl left/right

Taunt:
You taunt with the A button, there are 3 different taunts for each character.

A = Up Taunt
A+Side = Side Taunt
A+Down = Down Taunt

(Thank you for correcting me, Matheus)

Shield:
Shielding is used to block for attacks, but watch out for the size of your
shield. If it breaks you wont be able to move for some time.

On the ground:
B = Shield
B+left/right = Dodge left/right
B+down = Spot dodge
B+2 button = Grab enemy
B+2 button (wielding an item) = Throw item

In the air:
B = Air dodge (you dodge with the speed of your current momentum which means
				no wavedashing)
B+2 button (wielding an item) = Throw item

Basic moves:
These attacks are usually performed fast according to their level.
There are weak attacks, strong attacks and Smash attacks in this group.
Legend: "+" means you press the button a little bit after the directional input
whereas "&" means you press the buttons at the same time

2 button = Weak attack
2 button (held down/rapidly) = Combo weak attack
2 button+direction = Strong attack
2 button&direction = Smash Attack
2 button+1 button+direction = Smash Attack

- button/A+B = grab

Special moves:
These are the moves that are special to the controlled character. 
E.g. Mario using his fireball from his classic NES game etc. 
There are 4 special moves depending on the
direction you pick: neutral, up, sideways and down.

1 button = Neutral special
1 button+up = Up Special
1 button+left/right = Side Special
1 button+down = Down Special

--------------------------------------------------------------------------------

		3.1.2 - The Wii-Remote + the Nunchuk

Moving:
You move with the Analogue stick this time. Not a big change in style though.
Smash means you have to knock the stick to the edge (no violence).
When shaking the Wii-Remote you can use your smash attacks, this is the only
time you will be using the Wii's moving remote abilities.

Smash Up/Up on D-Pad = Jump
c = Jump
Left/Right = Walk left/right
Smash Left/Right = Dash left/right
Down = Crouch
Smash Down = Drop through platform
Diagonal left/right = Crawl

Taunt:
You taunt with the 1 and 2 buttons this time.
1 = Up taunt
2 = Down taunt
1 & 2 simultaniously = Side taunt

Shield on the ground:
Z/Down on D-Pad = Shield
Z/Down-Dpad+left/right = Dodge left/right
Z/Down-Dpad+down on stick = Spot dodge
Z/Down-Dpad+A button = Grab enemy
Z/Down-Dpad+A button (wielding an item) = Throw item

In the air:
Z/Down-Dpad = Air dodge (you dodge with the speed of your current momentum 
		which means, no wavedashing)
Z/Down-Dpad+A button (wielding an item) = Throw item

Basic moves:
These attacks are usually performed fast according to their level.
There are weak attacks, strong attacks and Smash attacks in this group.
Legend: "+" means you press the button a little bit after the first button,
whereas "&" means you press the buttons at the same time

A button = Weak attack
A button (held down/repetatly) = Combo weak attack
A button+direction = Strong attack
Shake in direction = Smash Attack in given direction shooked
A button smash+direction = Smash attack

Special moves:

B button = Neutral (usually firing moves)
B button+up = Recovery moves
B button+left/right = forward going attacks in either direction.
B button+down = change of model or even reflection.

--------------------------------------------------------------------------------

		3.1.3 - Classic Controller

Moving:
You move with the left Analogue-stick.
Smash means you have to knock the stick to the edge (no violence again)

Smash Up/x/y = Jump
Left/Right = Walk left/right
Smash Left/Right = Dash left/right
Down = Crouch
Smash Down = Drop through platform
Diagonal left/right = Crawl

Taunt:
You taunt with the D-Pad
Up = Up taunt
Down = Down taunt
left/right = Side taunt

On the ground:
L/R buttons = Shield
L/R+left/right = Dodge left/right
L/R+down = Spot dodge
ZR/ZL button = Grab enemy
ZR/ZL+a button (wielding an item) = Throw item

In the air:
ZR/ZL = Air dodge
ZR/ZL+a button (wielding an item) = Throw item

Basic moves:
These attacks are usually performed fast according to their level.
There are weak attacks, strong attacks and Smash attacks in this group.
Legend: "+" means you press the button a little bit after the first button,
whereas "&" means you press the buttons at the same time

a button = Weak attack
a button (held down/repetatly) = Combo weak attack
a button+direction = Strong attack
a button+smashdirection = Smash Attack in given direction

Special moves:

b button = Neutral (usually firing moves)
b button+up = Recovery moves
b button+left/right = forward going attacks in either direction.
b button+down = change of model or even reflection.

--------------------------------------------------------------------------------

		3.1.4 - GameCube Controller

Moving:
You move with the Analogue-stick again. Not a big change in style though.
As always, smash means you have to knock the stick to the edge (no violence)

Smash Up = Jump
Left/Right = Walk left/right
Smash Left/Right = Dash left/right
Down = Crouch
Smash Down = Drop through platform
Diagonal left/right = Crawl

Taunt:
You taunt with the D-Pad here
Up = Up taunt
Down = Down taunt
left/right = Side taunt

On the ground:
L/R Trigger = Shield (You actually have to press the button all the way down)
L/R+left/right = Dodge left/right
L/R+down = Spot dodge
L/R+A button = Grab enemy
L/R+A button (wielding an item) = Throw item

In the air:
L/R = Air dodge
L/R+A button (wielding an item) = Throw item

Basic moves:
These attacks are usually performed fast according to their level.
There are weak attacks, strong attacks and Smash attacks in this group.
Legend: "+" means you press the button a little bit after the first button,
whereas "&" means you press the buttons at the same time

A button = Weak attack
A button (held down/repeatatly) = Combo weak attack
A button+direction = Strong attack
A button+smashdirection = Smash Attack in given direction

Special moves:

B button = Neutral (usually firing moves)
B button+up = Recovery moves
B button+left/right = forward going attacks in either direction.
B button+down = change of model or even reflection.

===============================================================================
	3.2 - Ground Offense

Standard Attacks:
There's a variety of attacks in Smash Bros.
and they all involve some combination of strength and direction.
Let me start here by talking about strength.
Standard attacks, if you just press the attack button you'll perform a standard
attack, usually speedy.
Some characters will perform a combo attack when pressing
the button repeatedly or just while holding the attack button.

Strong attacks:
When you tilt the stick in a direction and press the attack button, you
will do a stronger attack in that direction. Usually giving longer range.

Smash attacks:
If you tap the analogue stick plus the attack button you will do a smash attack.
These attacks are chargeable. The neam for the smash attack is derived from
the game's name, you can assume they're pretty important.

Juggling:
Attacking your opponent in the air where he/she does not touch the ground.
This technique is good for making damage but the KO point might be stolen
if you are playing a Free-for-All match.

Tripping:
Down Tilt basic attacks may or may not make the opponent trip.
What is a trip you may wonder? The name says it all, if you hit with a certain
attack, or if you mess your timing up, your character will trip which will
make them fall on their back. Press shield or left/right to regain control.

Grabbing:
Using your grab button lets your character reach out for the enemy.
This can be done out of the shield, which means it will do the grab
immediatly after the shield is ended. Grabs are good to stop your
enemy with and has the best priority of all offensives.

Pivot Grabbing:
Slightly different than grabbing.
You start a dash, turn around and press grab.
This will make a faster grab animation,
and will give you a much larger grab range on top of that.
===============================================================================
	3.3 - Aerial Offense

Spike attacks:
Spike attack is a downward attack which usually leads to an easy KO.
A spike is NOT cancelable.

Meteors:
Sounds much like a spike attack since this one is meant to send your foe
downwards, a meteorattack is cancelable. You can cancel this with your secondary
jump or your recovery move. Needs timing to cancel a meteor.

Juggling:
Characters like Meta Knight and others with multiple jumps,
are able to juggle in the air.
Takes time to master but when mastered, your foe will be asking for mercy.
Other characters can juggle to, it is not necessary to have multiple jumps.

Footstool Jump:
The Meteor attack of all characters.
When you both are in the air, and you are the
upper one, use your jump button to jump on your opponents head!
Of course this can be canceled, but the technique is pretty funnny.
===============================================================================
	3.4 - Special Attacks

Four Special move types:
The actions that really define the personality of each character
are their special moves!
In Brawl, you can do four different moves with just one button and different
directional tilts on the Control Stick.

To enjoy more of the depth of special moves, try holding the button down 
longer to charge up attacks, rapidly pressing the button repeatedly, 
or tilting the Control Stick while doing the moves. 
You might also want to try them in midair.

<Standard special moves>
Many of these are basic attacks, like shooting a fireball.

<Side special moves>
These are bold attacks that launch in the direction you tilt the stick. 

<Up special moves>
These are crucial. They’re used to do high jumps and for recovering when 
you’re falling off the stage into the death. 

<Down special moves>
Many of these do unusual things, like reflect enemy attacks or
transforming into something.

Final Smash:
The Final Smash is a secret skill that can be performed but once.
and only after obtaining an item called the Smash Ball, 
which is a precious item, indeed.
The basic gist of it? I suppose you could say it’s kind of like
a powerful and personalized hammer. You can look forward to experiencing
the glowing personality behind each of the many Final Smashes!
The Smash Ball may appear multiple times in a match.
To open the ball you have to attack it,
use powerfull or combo attacks to open it!
Once you opened it you will have the trademark flaming aura around you.
To use your Final Smash, press the special move button (e.g. Press 1 button)
If you are attacked too much, you may drop the Ball and you will have to beat
it once again.

Moving and Shooting:
This time, you can walk and even jump while shooting weapons
like the Super Scope and the Fire Flower.
===============================================================================
	3.5 - Recovery

Tether Recovery:
You know that Zero Suit Samus has a Plasma Whip, right? 
But you may not know that she can use it for recovery.
Use your Grapling Hook,
Plasma Whip or anything related to make a Tether Recovery.

Gliding:
Characters like Pit, Meta Knight and the Pokémon Trainer’s Charizard
are envied at first glance for their wings.
They can use those wings to sail through sky like gliders.
First do a midair jump, if you continue holding the jump button,
you'll start gliding.
At the peak of your midair jump,
you can also rapidly tilt the Control Stick backward
to forward to link the jump to a glide.
Tilt the stick down or forward to angle down.
Tilt the stick up or back to aim high.
Since it’s glider-style flight, you fly based on how you’re angled. 
You can control both your angle and your speed by
pitching your "nose" up or down. The speed is determined on
your current angle, where downwards is speedier.
You can't change direction so watch out! Also if you stall out in midair
or get attacked your flight will get cancelled.
Cancel the glide by pressing jump or attack.

Mid-Air Jumps:
These are the jumps you can do in mid-air (hence the name).
Some characters like Kirby have more than one, and all of them may be used
after an attack or an air dodge.

Horizontal/Vertical Recovery move:
Usually, you use your UpSpecial move to make your recovery upwards. That is not
always the case though. To recover horizontal, FrontSpecial moves are what
you are looking for. Some moves are chargeable and some are even moveable.¨

Swimming:
Not exactly a recovery move but the water
can actually save you from a KO downwards.
When you land in water you will be given a short swimming time,
even Sonic can swim.
===============================================================================
	3.6 - Ground and Aerial Defense

Shielding:
Once you know how to attack, the next thing you have to think
about is avoiding enemy attacks. 
That’s where the shield button comes in handy.
Shielding against attacks is a top priority. Because if you don’t get attacked,
you may win.
However, the more attacks your shield takes, the smaller it gets.
It may break after some time and if it does, you lose consciousness.

Power Shielding:
I gave this a section for itself as it indeed is
nothing like an ordinary shield.
If you time your shield at the EXACT moment you are being hit, you will do a so
called Power Shield.
A Power Shield will NEVER break and that is why it is different
from the ordinary shield.

Dodging:
But more important than guarding is dodging.
You just tap the Control Stick in a direction while holding the shield button.
Tap the control stick down to do a sidestep dodge.
Tap it backward to do a backward-roll dodge.
And tap forward to do a forward-roll dodge and get behind your opponent.
If you can do these moves, your enemies will have a hard time
landing their attacks and even grabs.
And they make you momentarily invincible, so using them proactively is OK.
Use these moves as much as you can even before you get used to them. 
Sometimes things become clearer that way.
You can airdodge too and make a jump right after,
the new thing is, the air dodge is not controllable but it is based on momentum.
You can airdodge after an airdodge, attack and do what you want.

Ukemi:
Ukemi, also known as Teching, is an immediate recovery from the floor. 
If you are thrown or attacked you will end up laying on your back,
but if you press the shield button before landing,
you will do a tech. You may use the directional keys to tech in the given
direction. You can walljump tech and roof tech too.
===============================================================================
	3.7 - Taking Snapshots

When you pause the screen in Smash, you can change camera view, zoom in and out.
But what we needed in Melee is now in Brawl. You may take a screenshot
by pausing. You may submit snapshots to Nintendo too or send these snapshots
to your friends.
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This one is one of the most important parts of the game. Imagine SSBB without
any characters. Anyways, this is meant to describe the characters with an
analysis on the following all messed in stars where five is best:
Weight (the higher the rating, the harder it is to hit this character out)
Size (the physical size of a character,
the smaller, the more evasive the character)
Jump height (how high you can jump, can decide if you survive, or not)
Jump-count (After floor jump and NOT counting recovery moves)
Power (this is the strength to make an enemy fly)
Speed is simply the running speed
Attack speed, tells of the combo ability 
These are the abilities:
Wall Jump says what it is, but wall cling, is the ability
to stick to a wall and jump later. Gliding is a unique ability, can only be done
by characters with wings.
Other special abilities is written specially
in the "Ability" section of the character,
the main potential of the given character will be written first,
the secondary will be written after that, etc.
Also included here is their special moves (messed in damage),
franchise with symbol, Final Smash and their homestage (if they have one)
(stages are descriped in a section for them selves).
All attack damages is the maximum possible. If the attack is a multihitter,
the FULL damage taken from ALL attacks is written.

===============================================================================
4.1 - Veterans:
These are the characters from both Super Smash Bros. (64) and Super Smash Bros.
Melee.
There is quite a lot of veterans that you might know of here.
--------------------------------------------------------------------------------

Mario (Mushroom-symbol, Mario franchise):
With his familiar red cap marked with an "M", blue overalls and bushy mustache, 
the world-famous Mario is about to set foot
in a Smash Bros. game for the third time.
This character is a good All-Around'er and a good choice for beginners.
A hero who can has the bragging rights of having a good balance
between offence and defence.

Weight:***
Size:***
Jump height:***
Jump count: 1
Power:***
Speed: *** 
Attack speed:***

Ability: All Around, Reflect
Disadvantage: Lacks a category in which he is mastered

Wall Jump: Yes
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Punch (3%), interrupting move which stops some slower attacks
A, A = Punch (2%)
A, A, A = Kick (4%)
Up Tilt = Uppercut (7%) combo starter
Forward Tilt = Roundhouse Kick (8%)
Down Tilt = Sweep Kick (5%)
Dash Attack = Sliding Kick (9%)

Smash Attacks:
Up Smash = Headbutt (14%-19%) Star KO move
Side Smash = Fire Punch (17%-23%) Side KO
Down Smash = Spinning Sweep Kick (15%-21%) Edgeguarding move

Aerial Attacks:
Neutral Air = Kick (10%)
Up Air = Somersault Kick (11%) Combo attack in the air
Forward Air = Downward Punch (12%) Spike Attack
Down Air = Mario Tornado (12%)
Back Air = Drop Kick (12%) cleaning-your-back move

Throws:
Up Throw = Vertical Toss (8%)
Forward Throw = Spinning Throw (9%)
Backward Throw = Spinning Toss (12%) May damage nearby enemies
Down Throw = Down Toss (6%)

Special Moves:
B = Fire Ball (5%) shoots a fireball, good distraction move
B+left/right = Cape (5%) reflects shots, 
	items and turns opponent around so they face the  opposite direction.
B+Down = FLUDD (0%) this has little knockback, good edgeguard technique. 
	You can charge this attack up, even while shielding.
B+up = Super Jump (12%) Combo-get-out-of-the-way-move.

Taunts:	Up) Grows and shrinks as if he got a mushroom and got touched.
	Side) Takes of his hat and turns around whimsically.
	Down) Jumps up and spins around himself and falls on his rearend.

On-Screen Appearance: Mario appears out of a pipe happily. Saying "Let'sa go"

Alternate Costumes: Fire Mario, Brown Mario,
	Wario's classic costume, Blue, Green.

Final Smash:
<Mario Finale>
Mario charges up, and fires a HUGE fire barrage in his facing direction.
The explosions grows vertically while it travels. This is best used when
you are near an edge facing away from it. Can be fired midair as well.

Home Stage:
Delfino Plaza

--------------------------------------------------------------------------------

Link (Triforce-symbol, Legend of Zelda Franchise):
The hero of The Legend of Zelda series. 
The design of this particular Link comes from Twilight Princess.
Link wields the Master Sword and a diverse arsenal of equipment. 
Use all of his weapons to adapt to the ebb and flow of battle. 
His new boomerang attracts enemies and items towards,
Link which is a good setup for a combo and has a good range.

Weight:****
Size:***½
Jump height:**
Jump count: 1
Power:***½
Speed:**
Attack speed: ***

Ability: Tether recovery
Disadvantage: Rather bad jump height

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Slash (4%) interrupting move
A, A = Second Slash (3%)
A, A, A = Third Slash (5%)
Up Tilt = Upwards Slash (9%) combo starter
Forward Tilt = Walking Sword Slash (13%)
Down Tilt = Low Sword Strike (12%) edgeguarder
Dash Attack = Downwards Strike (12%)

Smash Attacks:
Up Smash = Triple Sword Slash (17%-23%) Combo starter
Side Smash = Power Strike (14%-21%) Killer move, BUT! if you press A again, 
	Link will do a yet stronger move (17%-23%)
Down Smash = Sweeper Slash (14%-23%) Edgeguarder

Aerial Attacks:
Neutral Air = Kick (10%)
Up Air = Upwards Sword Slash (15%)
Forward Air = 360 degree Slash (21%) KO move and damage dealer
Down Air = Falling Sword Stab (22%) cleaning the floor of enemies
Back Air = Double Kick (11%)
Grab Air = Hookshot Slam (10%) range attack from the Hook

Throws:
Up Throw = Upwards Throw (7%)
Forward Throw = Side Toss (7%)
Backward Throw = Backside Toss (7%)
Down Throw = Ground Pound (7%)

Special Moves:
B = Gale Boomerang (7%) throws a boomerang,
	but when it returns it is a whirlwind.
	Pulls opponents and items towards Link.
B+left/right = Hero's Bow (4%-12%) chargable attack.
B+down = Bomb (10%), this is annoying if you are getting spammed,
	can now kill in Sudden Death
B+up = Spin Attack (12%-19%) chargeable recovery attack.

Taunts:	1) Twirls his sword twice and sheaths it.	
	2) HEY LISTEN!!, you guessed it.. Navy appears.
	3) The mysterious pose from Smash 64
On-Screen Appearance: Appears out of a tornado.

Alternate Costumes: Dark Link, Red-, Blue-, Yellow- Tunik

Final Smash:
<Triforce Slash>
Link catches his nearest enemy in a Triforce trap and Slashes them.
Concluding the attack with a powerfull stab. About 67% damage and
usually an instant KO.

Home Stage:
Bridge of Eldin

--------------------------------------------------------------------------------

Kirby (Star-symbol, Kirby Franchise):
This is Kirby, Warp Star-riding citizen of Dream Land who can suck up anything. 
His copy abilities allow him to steal the powers of other characters!
He’s the only character who really hasn’t changed much from his appearance
in Super Smash Bros. Melee. He’s round, pink, and soft. He is a light character
easy to knockout, but as you may have heard, defeat fire with fire. 
(copy your enemy and own them in the face with their own B move)

Weight:**
Size:*
Jump height:*****
Jump count: 5
Power:**
Speed:**½
Attack speed: ***½

Ability: Copy ability, Multiple jumps
Disadvantage: Incredibly light, making him an easy star KO and relative KOs

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Jab (3%) Interrupting move
A, A = Jab (3%)
A, A, A = Vulcan Jab (2%) massive damage if the enemy is up against a wall
Up Tilt = Back Kick (7%) Combo starter
Forward Tilt = Roundhouse Kick (8%)
Down Tilt = Sweep Kick (6%)
Dash Attack = Breakdance  Kick (14%) Multihitter, the last hit knocking back

Smash Attacks:
Up Smash = Flip Kick (15%-21%) The Star KOer
Side Smash = Circle Kick (15%-21%) The KOer
Down Smash = Spinning Sweep Kick (14%-19%) The edgeguarder

Aerial Attacks:
Neutral Air = Spinning Sun (12%)
Up Air = Somersault Kick (10%) Good air combo attack
Forward Air = Triple Kick (12%) Hits 3 times
Down Air = Drill Kick (10%) 5 hits, and does seem to spike
Back Air = Drop Kick (12%)

Throws:
Up Throw = Air Throw (10%) My favorite throw, cannot kill yourself anymore
Forward Throw = Suplex (8%)
Backward Throw = Falling Behind (8%) cannot suicide with this either
Down Throw = Machinegun Kick (12%)

Special Moves:
B = Inhale (6% to copy, 10% spitting out), Kirby copies the enemies B attack
	and changes his outfit	press down to copy or A to spit them out.
	Taunt to drop your current Power.
B+left/right = Hammer (23%), attacks enemy twice in the air (17 and 15%)
	Good for finishing your opponent.
B+down = Stone (18%), heavy attack, a KOing move
	Now with a shockwave when you land, doing 14% damage, almost spikes
B+up = Final Cutter (15%), a 3 hit combo and the 2nd hit can Spike.

Taunts:	1) The classic "Hii-" while waving
	2) Dances like the victory dance
	3) Twirls around himself like when you chose him in 64. And says "Pyu"

On-Screen Appearance: Flies down on a Warp Star

Alternate Costumes: White-, Blue-, Green-, Yellow, Red, Poop Green Skin

Final Smash
<Cook Kirby>
He puts on his hat, takes out a giant pot in which he tosses his enemies.
Let them simmer, an voila! You will have some items you can use.

Home Stage:
*Hidden Stage*

--------------------------------------------------------------------------------

Pikachu (Pokeball-symbol, Pokemon Franchise):
This is that most familiar of Pokemon.
It may be small and agile, but its electricity gives it powerful attacks.
Don't underestimate it as this mouse has a good arsenal of electrifying moves.

Weight:**½
Size:**
Jump height:**
Jump count: 1
Power:***
Speed:***
Attack speed:****

Ability: Recovery can be steered twice, directional
Disadvantage: Light weight

Wall jump: Yes
Wall Cling: No
Crawling: Yes

Basic and Tilt Attacks:
A = Headbutt (2%) interrupting move
Up Tilt = Tail Whip (7%)
Forward Tilt = Double Kick (8%)
Down Tilt = Tail Whip (7%)
Dash Attack = Tackle (7%)

Smash Attacks:
Up Smash = Iron Tail (12%-18%) Juggle starter
Side Smash = Thunder Punch (14%-20%) The KO move
Down Smash = Thunder Wave (12%-18%) Gives you space

Aerial Attacks:
Neutral Air = Spinning Tail(7%)
Up Air = Tail Slash (6%)
Forward Air =  Thunder Spinner (12%)
Down Air = Thunder Shock (14%)
Back Air = Backwards Kick (11%)

Throws:
Up Throw = Header (11%)
Forward Throw = Rolling Throw(11%)
Backward Throw = Shocking (16%)
Down Throw = Down Throw(10%)

Special Moves:
B = Thunder Bolt (9%/6%), his trademark attack, good for mind games.
B+left/right = Skull Bash (8+%) chargeable attack that lets Pikachu fly 
 		 horizontal.
B+down = Thunder (10%) Vertical move.
B+up = Quick attack (1%) After the first quick attack, you may change direction
		which lets Pikachu do quick attack again. (hence the double recovery)

Taunts:	1) The taunt from the Melee version. Like Pichu, but says Pika instead
	2) Makes some thunder around it saying "PIIiiiiii..."
	3) Says "Pika, Pikaaa" while waving.

On-Screen Appearance: Summons from a Pokeball.

Alternate Costumes: Party hat, Emerald version Bandana, Goggles, Ash' Hat,

Final Smash
<Volt Tackle>
Pikachu transforms into a ball of light.
You can now control that ball of light for a brief period.
It flies through the air wildly, so take care not to lose control.

Home Stage:
Pokemon Stadium 2

--------------------------------------------------------------------------------

Fox (Starfox-symbol, Starfox Franchise):
Fox is just one of many speed characters.
He can spam his lasers and reflect incoming shots back,
his gun is perfect for stealing a frag.
He is looking more like his Star Fox Adventure model now.
Uses speed to keep the opponent out of balance.

Weight:***
Size:***
Jump height:**
Jump count: 1
Power:**
Speed:****½
Attack speed:****½

Ability: Reflects firing arms, speedy
Disadvantage: Light weight

Basic and Tilt Attacks:
A = Punch (2%) interrupting move
A, A = Punch (2%)
A, A, A = Chun-Li Kicks (2%)
Up Tilt = High Kick (8%)
Forward Tilt = Leaned Kick (6%)
Down Tilt = Tail Sweep (9%) Combo starter
Dash Attack = Flying Kick (7%)

Smash Attacks:
Up Smash = Backflip Kick (17%-23%) Star KO
Side Smash = Spin Kick (15%-21%) Side KO
Down Smash = Split Kick (14%-19%) Edgeguard

Aerial Attacks:
Neutral Air = Karate Kick (9%)
Up Air = Somersault Kick (16%)
Forward Air = Kicks of Furry (23%)
Down Air = Drill Kick (21%)
Back Air = Reverse Kick (15%)

Throws:
Up Throw = Upward Shot (8%)
Forward Throw = Forward Toss (7%)
Backward Throw = Shot Backwards (8%)
Down Throw = Grounded and Shot (9%)

Special Moves:
B = Blaster (3%) Enemies will not flinch, but it has rapid shots which
			means, perfect weapon for stealing KOs.
B+left/right = Fox Illusion (4%) vertical fast move
B+down = Reflector (5%) This can reflect shots and items.
B+up = Fire Fox (28%) You get damaged by both the charge, and the attack
			performed right after.

Taunts:	1) Gives a shout on the spot while literally flaming.
	2) The "C'mon" from Melee
	3) Fox spins his gun, throws it in the air and catches it, gun slinger style.

Secret taunt on Corneria/Lylat Cruise:
(Smash the taunt down or QUICKLY tap D-pad Down)
	Has a conversation with the donkey, Slippy or Falco.

On-Screen Appearance: Jumps out of his Arwing

Alternate Costumes: Dark Fox(looks like Wolf), Blue,
	Red, Green, Silver, Green/White

Final Smash
<Landmaster>
Fox will jump in his lovely Landmaster Tank.
Jump to hover. Tilt down to "DO A BARREL ROLL!!!". 
And of course, fire its cannon with the attack button. The tank will start
to blink when you are running out of time.

Home Stage:
Lylat Cruise

--------------------------------------------------------------------------------

Samus (Metroid-symbol, Metroid Franchise):
The famous Samus from the Metroid series makes a comeback for Brawl.
Her arm cannon is equipped with a variety of weapons.
Mastering all of them is the first step toward victory.
She should be equipped for every situation.

Start as Zero-Suit Samus: Hold the Shield button when you have selected Samus
must be held until you choose stage.
Change into Zero-Suit Samus during gameplay: 
Press Up Taunt+Down Taunt+Up Taunt really fast.

Weight:***½
Size:****
Jump height:**
Jump count: 1
Power:***½
Speed:**½
Attack speed:**½

Ability: Tether recovery, slow falling, heavy-ish
Disadvantage: Lacks upwards sending attacks for star KOs

Wall Jump: Yes
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Punch (3%)
A, A = Cannon Punch (7%)
Up Tilt = High Kick (13%)
Forward Tilt = Leaned Kick (8%)
Down Tilt = Fiery Pound (14%)
Dash Attack = Shoulder Tackle (10%)

Smash Attacks:
Up Smash = Fire Spray (23%-32%) Combo starter
Side Smash = Cannon Plant (13%-18%) The side Killer
Down Smash = Leg Sweep (14%-21%)

Aerial Attacks:
Neutral Air = Kick (9%)
Up Air = Upsidedown Screw Attack (11%)
Forward Air = Fire Spray (18%)
Down Air = Meteor Smash (15%)
Back Air = Rearkick (14%)

Throws:
Up Throw = Upwards Throw (8%)
Forward Throw = Side Toss (8%)
Backward Throw = Back Throw (9%)
Down Throw = Ground Toss (6%)

Special Moves:
B = Charge Beam (3%-25%) Chargeable and storable attack. Good finishing move.
B+left/right = Homing Missile (5%) This one is homing, BUT! if you press:
B+Smash left/right = Super Missile (10%) the missile flies further and faster.
B+down = Bomb (9%) Lay a bomb, when it explodes, 
	Samus can make a little jump. (little recovery)
B+up = Screw Attack (13%) Combo attack.

Taunts:	1) Very fast Salute
	2) Shows off her gun which pops some technologic things out.
	3) Turns back while pointing her gun, and points forward.
On-Screen Appearance: Steps out of a portal.

Alternate Costumes: Black, Blue, Pink Suit, Golden

Final Smash
<Zero Laser>
That weapon is extremely powerful. Her opponents’ damage meters skyrocket!
...But afterward, Samus has a problem.
That really was her last trump card. She used a weapon so powerful, 
it destroyed her Power Suit.
Now it’s time for Zero Suit Samus(newcomer section) to show what she can do.
You can throw the pieces of her suit that end up on the ground.

Home Stage:
Norfair

--------------------------------------------------------------------------------

Zelda (Triforce-symbol, The Legend of Zelda Franchise):
Just like Link, Zelda’s design has also changed.
She has a slightly more subdued color scheme.
Her movement capabilities are not that good,
but her magic adds power to her physical attacks. 
There’s a reason why her hands and feet glow, after all.

Weight:**
Size:***½
Jump height:****
Jump count: 1
Power:***
Speed:*½
Attack speed:**

Ability: Reflect, Huge recovering move
Disadvantage: Light and slow at once

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Punch (6%)
Up Tilt = Magic Hand (11%)
Forward Tilt = Side Punch (13%)
Down Tilt = Heels (7%) May trip the enemy
Dash Attack = Charge (12%)

Smash Attacks:
Up Smash = Powerfull Upwards Magic (15%-20%)
Side Smash = Magic Push (17%-23%)
Down Smash = Charged Kick (12%-16%)

Aerial Attacks:
Neutral Air = Twirl (13%)
Up Air = Fire Explosion (15%)
Forward Air = Aerial Kick (20%)
Down Air = Stomp (16%)
Back Air = Rear Kick (20%)

Throws:
Up Throw = Upward Toss (11%)
Forward Throw = Side Throw (12%)
Backward Throw = Rear Throw (11%)
Down Throw = Ground Pound (10%)

Special Moves:
B = Nayru's Love (10%), this attack reflects incoming shots and attacks aswell.
B+left/right = Din's Fire (16%), can be directed, hold B to gain distance
	release B to make it explode
B+down = Transform, transforms Zelda into her alter ego, Sheik
B+up = Farore's Wind (6%), very good recovery move,
	covers a lot of air and is aimable.

Taunts:	1) Does some magic above her
	2) Holds a magic ball
	3) Waves
On-Screen Appearance: Is already on stage,
	holding a magicball which grows and slowly fades.

Alternate Costumes: Dark Zelda, Red, Green, Blonde Zelda, Blue


Sheik (Triforce-symbol, The Legend of Zelda Franchise):
Of course Sheik's appearance has changed, but only by a small margin.
She has some upgrading here and there, including a dagger.
Because of the light clothing and no more dress, she is able to move way
faster than before. She is very agile and good at comboing.

Weight:***
Size:***½
Jump height:***
Jump count: 1
Power:**
Speed:****
Attack speed:****

Ability: Combo, speed
Disadvantage: Few KO moves

Wall Jump: Yes
Wall Cling: Yes
Crawling: Yes

Basic and Tilt Attacks:
A = Slash (3%)
A, A = 2nd Slash (3%)
A, A, A = Rapid Slash (2%)
Up Tilt = High Kick (13%) Juggling move
Forward Tilt = Twirling Kick (6%)
Down Tilt = Sweeping Kick (8%)
Dash Attack = Penetrate (10%)

Smash Attacks:
Up Smash = Karate Thrust (18%-22%) Can KO into stars
Side Smash = Double Kick (15%-21%) Can KO at higher percents
Down Smash = Breakdance (22%-28%)

Aerial Attacks:
Neutral Air = Kick (14%)
Up Air = Upside down Kick (12%)
Forward Air = Slap (9%) Does not kill like in Melee
Down Air = Falling Kick (12%) Pauses before starting the move
Back Air = Rearkick (10%)

Throws:
Up Throw = Kicked up (6%)
Forward Throw = Front Throw (7%)
Backward Throw = Rear Throw (7%)
Down Throw = Ground Kick (6%)

Special Moves:
B = Needle Storm (3%),
	This chargable attack shoots needles at foes at lightning speed.
B+left/right = Chain (5%), This one is steerable, and good at multihitting.
B+down = Transform, transforms Sheik back into Zelda
B+up = Vanish (15%), A decent recovery move, isn't as good as Zelda's
	Because of the floatiness of Sheik you could change into Zelda BEFORE
	using the Up B move

Taunts:	1) Stands on one hand
	2) Draws a chain
	3) Stands ninjastyle while grumpling "hmph"

On-Screen Appearance: Transforms from Zelda into Sheik

Alternate Costumes: Dark Sheik, Red, Green, Melee Sheik, Blue

Final Smash
<Light Arrow>
Zelda or Sheik, share the same Final Smash. The almighty light arrow!
This attack pierces straight throw enemies.
Zelda's arrow does have a vertical knockback,
while Sheik's has downwards knockback.

Home Stage:
Bridge of Eldin

--------------------------------------------------------------------------------

Bowser (Mushroom-symbol, Mario Franchise):
The biggest and the heaviest of fighters,
Bowser has a slightly different flavor this time.
His fire breath is faster, he has more range, he is heavier.
He has got some buffs which makes him more playable this time around.
This monster switched speed for sheer strength

Weight:*****
Size:*****
Jump height:*
Jump count: 1
Power:****½
Speed:**
Attack speed:*

Ability: Heavy weight, Incredible strength
Disadvantage: His speed and vertical recovery is rather bad

Wall Jump: No
Wall Cling: No
Crawling: Yes

Basic and Tilt Attacks:
A = Claw (5%)
A, A = Claw (5%)
Up Tilt = Upwards Claw (12%)
Forward Tilt = Big Claw (11%)
Down Tilt = Double Slash (25%)
Dash Attack = Body Check (11%)

Smash Attacks:
Up Smash = Shield Attack (15%-21%), killer move
Side Smash = Horn Attack (33%-46%), simply THE killer move
Down Smash = Whirling Shield (21%-29%)

Aerial Attacks:
Neutral Air = Whirling Shield Air (13%)
Up Air = Upwards Slash (17%)
Forward Air = Claw Attack (13%)
Down Air = Drilling Shield (15%)
Back Air = Spiking Shield (15%)

Throws:
Up Throw = Whirling Spikes (10%)
Forward Throw = Front Throw(10%)
Backward Throw = Back Throw(10%)
Down Throw = Body Slam (12%)

Special Moves:
B = Fire Breath (2% each flame) his trademark move, faster startup than Melee.
B+left/right = Flying Slam (18%) grabs an enemy and flies up,
	steer the direction where you want
B+down = Bowser Bomb (20%) Killer move, laggy afterwards
B+up = Whirling Fortress (22%) Combo attack,
	this doesn't win much vertical distance
	but horizontal you might count on this move.

Taunts:	1) Normal Melee taunt (Roar!!)
	2) Bites the air making chomping noises.
	3) Dancing Bowser o_O"

On-Screen Appearance: Materializes from fire!

Alternate Costumes: Brownish skin/Redish Shield, Silver Blingbling, 
	Black/Silver/Silver Green/Blue/Black, Orange/Red/Black, 
	Dark Brown/Black/Black

Final Smash
<Giga Bowser Transformation>
You can control Giga Bowser from Super Smash Bros. Melee!
This guy is HUGE! He doesnt flinch very much. If you see this
guy coming, you better get running already. All of his attacks are buffed,
that means that e.g. his horns make an explosion, his whirling fortress makes
your opponent freeze etc. You steer this guy for about 20 seconds.
Fun fact: Giga Bowser can crawl too.

Home Stage:
Mushroomy Kingdom

--------------------------------------------------------------------------------

Donkey Kong (DK-symbol, Donkey Kong Franchise):
It’s Donkey Kong, ruler of the jungle.
The original giant powerhouse makes a return.
Looks like his giant punch is still his Special Move which
gives him super armor when this is fully charged.
Don’t doubt his strength or you’ll end up with the ultimate headache.

Weight:****½
Size:****½
Jump height:*½
Jump count: 1
Power:****½
Speed:**
Attack speed: **

Ability: Heavy weight, Amazing strength, fast-ish for his weight class
Disadvantage: Bad vertical recovery

Wall Jump: Yes
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Punch (4%)
A, A = Second Punch (6%)
Up Tilt = Upwards Slap (11%)
Forward Tilt = Leaned Punch (10%)
Down Tilt = Low Slap (8%)
Dash Attack = Running Kick (11%)

Smash Attacks:
Up Smash = Clap (18%-25%) Powerfull move
Side Smash = Charged Strike (20%-29%) Killer move that you may 
	follow up with the A button to do another powerfull strike.
Down Smash = Knuckle Pound (17%-23%) Edgeguarder

Aerial Attacks:
Neutral Air = Spinner (11%)
Up Air = Headbutt (14%) juggler
Forward Air = Smash (16%) Meteor Smash move
Down Air = Meteor Smash Kick (16%) yet another meteor smash move
Back Air = Rear Kick (13%)

Throws:
Up Throw = Upwards Throw (9%)
Forward Throw = Carrier (8%) Lets you carry your opponent around.
Backward Throw = Backwards Toss (11%)
Down Throw = Ground Toss (7%)

Special Moves:
B = Giant Punch (10%-36%) This is chargeable and storable. Good finishing move.
B+left/right = Headbutt (10%) Dig you enemies in the floor.
B+down = Hand Slap (14%), combo move which continues until you stop tapping B.
B+up = Spinning Kong (35%) Combo attack, same as Bowsers attack, don't count on
 	it as a vertical recovery, but horizontal.

Taunts:	1) The usual "I didnt do anything man"-pose
	2) The "Tarzan"-taunt (hammering on his breast)
	3) He shakes his shoulders
On-Screen Appearance: Pops out of a barrel.

Alternate Costumes: Yeti DK, Green Fur, Blue Fur with Pink Tie, Red with BLue, 
	Black with yellow tie

Final Smash
<Konga Beat>
As you might expect from Donkey Kong, his Final Smash is something upbeat. 
He’s breaking out the DK Bongos.
It’s cool to just pound on them,
but why not listen to the music that’s playing? 
Press buttons in time to the beat to really get things hopping.
DK’s invulnerable while in the middle of this move, 
so take it easy and enjoy the moment.

Home Stage:
Rumble Falls

--------------------------------------------------------------------------------

Yoshi (Egg-symbol, Yoshi Franchise):
Yoshi’s back and bursting with personality!
He can launch consecutive attacks and even 
smack around enemies below him mid-flight.
Among other things, he can now use his up special move,
the Egg Toss, to increase the distance of his jump. 
That’s enough to earn him a warm welcome, isn’t it?

Weight:***
Size:***
Jump height:****
Jump count: 1
Power:**
Speed:***
Attack speed: ***

Ability: Can use recovery move multiple times, no knockback  during 2nd jump
Disadvantage: Worst shield in the game

Wall Jump: No
Wall Cling: No
Crawling: Yes

Basic and Tilt Attacks:
A = Kick (3%)
A, A = 2nd Kick (3%)
Up Tilt = Tail Swipe (11%)
Forward Tilt = Whacking the Tail (9%)
Down Tilt = Tail Sweep (10%)
Dash Attack = Headbutt (9%)

Smash Attacks:
Up Smash = Upward Headbutt (16%-22%) Juggle starter
Side Smash = Powerfull Headbutt (16%-22%) KO move
Down Smash = Powerfull Tail Sweep (14%-19%) Spacing move

Aerial Attacks:
Neutral Air = Kick (12%)
Up Air = Up Tail (13%)
Forward Air = Dunking Headbutt (16%)
Down Air = Flutter Kick (33%)
Back Air = Tail Whip (14%)

Throws:
Up Throw = Throw Up (5%)
Forward Throw = Spit out (7%)
Backward Throw = Spit behind (7%)
Down Throw = Ground Spit (4%)

Special Moves:
B = Egg Lay (7%) Lets you swallow your enemy and lay them as egg.
		In the egg, they can't flinch, only escape by
		pressing random buttons.
B+left/right = Egg roll (4-11%) Rolls in an egg, damage depends on speed
B+down = Yoshi Bomb (15%), jumps up in the air and drops down,
	stars appear which hit the enemy too.
B+up = Egg Toss (9%) This is fully aimable!
	This time he can recover multiple times	by using this move

Taunts:	1) Waves and says "Yoshi"
	2) Hunts his tail
	3) Jumps around and says "Yoshi"
On-Screen Appearance: Pops out of his Yoshi egg.

Alternate Costumes: Blue, Light Blue, Pink, Red, Yellow

Final Smash
<Super Dragon>
It’s tough to know what to call Yoshi.
Some call him a dragon, others a dinosaur.
Some people don’t know WHAT he is. But whatever you call him, 
Yoshi’s true power will be seen here!
You just got some Red Bull, 'cause you grew wings! You can spit fire
and during the move, Yoshi is invincible... 25% damage when pressing the button.
More damage is given when you hold the Attack Button down.

Home Stage:
Yoshi's Island

--------------------------------------------------------------------------------

Peach (Mushroom-symbol, Mario Franchise):
The princess of the Mushroom Kingdom, Peach is once again joining the battle! 
She’ll do what she has to, even when she’s all dressed up.
She can silence both Mario and Bowser with her floating jumps and Toad defense. 
This kind of princess has royal recovery abilities.

Weight:**
Size:***
Jump height:***
Jump count: 1
Power:**
Speed:***
Attack speed:**½

Abilities: Float in midair (jump and hold the jump button to float),
	Counter attack.
Disadvantage: Light weight, random (front smash attack and Down B)

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Slap (3%)
A, A = 2nd Slap (3%)
Up Tilt = Upward Heart (13%)
Forward Tilt = High Kick (13%)
Down Tilt = Trip Kick (10%)
Dash Attack = Pushing Hands (8%)

Smash Attacks:
Up Smash = Pirouette (15%-21%)
Side Smash = Frying Pan (18%-25%) KOer
	Tennis Racket (12%-16%) Not as good as the pan
	Golf Club (15%-21%) Slightly upwards trajectory
Down Smash = Spinning Dress (5%-14%)

Aerial Attacks:
Neutral Air = Spinning Hands (13%)
Up Air = Aerial High Kick (13%)
Forward Air = Aerial Slap (15%)
Down Air = Stomp (14%)
Back Air = Hip Shot (14%)

Throws:
Up Throw = Up Bash (8%)
Forward Throw = Ass Push (10%)
Backward Throw = Quick Toss (11%)
Down Throw = Body Slam (7%)

Special Moves:
B = Toad (12%) A counter attack, gives Peach the ability
	to counter any incoming attacks.
B+left/right = Peach Bomber (15%) Now with hearts
B+down = Vegetable (x%) draws a vegetable, or some other item..
	The damage depends on the emotion of the vegetable
B+up = Peach Parasol (12%) Combo Move, again, she floats..

Taunts:	1) Dancing and singing "lalilalila" or something like that.
	2) Melee taunt but says "Aaha"
	3) Twirls her Parasol and says "sweet"
On-Screen Appearance: Comes down on her parasol pretty fast.

Alternate Costumes: Red, White, Daisy costume, 
	Light Blue (looks like the Galaxy girl), Lime green

Final Smash
<Peach Blossom>
Somehow, Princess Peach always seems go at her own pace. 
Her Final Smash will lure you into her world.
Some sprites from Super Princess Peach appear on screen.
The closer you are to Peach, the deeper you sleep. 
And all around you is a mountain of peaches(lol)
that replenish your health when you eat them.

Home Stage:

--------------------------------------------------------------------------------

Ice Climbers (Vegetable-symbol, Ice climber Franchise):
The one in blue is Popo (Male). The one in pink is Nana(Female).
And the two of them get along great!
These two move as a pair, with Nana automatically following along. 
There’s safety in numbers protect and be protected!
If you use your Up+B move and Popo grabs the edge,
Nana will be tethered up to you.
That means, that BOTH ice climbers can hang on the edge.
Also, if Popo is grapped, Nana will attack. Or if you are launched in the air,
Nana will revenge you with a few attacks.
All attacks listed here are assumint that both Ice Climbers are together

Weight:***
Size:**
Jump height:**
Jump count: 1
Power:***
Speed:***
Attack speed:***

Ability: Incredible damage for a leightweight,
	If Popo is in trouble Nana will attack
Disadvantage: Their advantage of being two, comes to a disadvantage
	when Popo is alone all attacks are halfed in damage

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Upwards Hammer Swing (5%)
A, A = Downwards Hammer Swing (6%)
Up Tilt = Spinning Hammer (17%)
Forward Tilt = Hammer Swipe (16%)
Down Tilt = Low Hammer Swipe (11%)
Dash Attack = Falling Hammer (10%)

Smash Attacks:
Up Smash = Upperswing (20%-28%)
Side Smash = Hammer Swing (23%-30%)
Down Smash = Hammer Sweep (20%-28%)

Aerial Attacks:
Neutral Air = Swinging Climber (12%)
Up Air = Upward Thrust (17%)
Forward Air = Meteor Hammer (24%) Meteor smash
Down Air = Hammer Dive (13%)
Back Air = Rear Swing (19%)

Throws:
Up Throw = Upward Toss (6%)
Forward Throw = Slam (8%)
Backward Throw = Backside Slam (6%)
Down Throw = Ground Toss (6%)

Special Moves:
B = Ice Shot (6%), double ice is shot
B+left/right = Squall Hammer (32%), spin attack, horizontal recovery
	if you lost Nana
B+down = Blizzard (9%), freezes enemies at high percent
	If you use this in the air, the ice climbers will face the same way during
	up to 28% damage
B+up = Belay (16%), lifts the partner up and gives a good jump boost
	Use Squall Hammer if you are on your own though!

Taunts:	1) The Melee taunt
	2) Jumping happily
	3) Jumps around 360 degrees
On-Screen Appearance: Jumps off the condor.

Alternate Costumes: White, Green, Grey, Blue, Light Blue

Final Smash
<Iceberg>
This one summons an iceberg as big as the stage you are playing on.
Yes, as big as New Pork City too!
Anyways, when Nana and Popo get a smashball, they do a high-five, whereafter
an iceberg grows from teh buttom of the stage.
If your enemy is hit, they are frozen solid.
Also, the iceberg is slippery.
Gives HUGE advantage to Ice Climbers. All HAIL Ice Climbers (pun intended)

Home Stage:
The Summit

================================================================================
4.2 - Newcomers: 
New characters presented in Super Smash Bros. for the first time.

--------------------------------------------------------------------------------

Pit (Bow and arrow-symbol, Kid Icarus franchise):
The protagonist in Kid Icarus.
Pit's Sacred Bow of Palutena is actually two blades combined.
He can separate them or unite them at will for use in battle. 
The arrows Pit's bow unleashes shoot out like beams of light. 
Players can control the curves of their trajectories.

Weight:***
Size:***
Jump height:****
Jump count: 4
Power:***
Speed:***
Attack speed:***½

Ability: Glide, reflect, combo
Disadvantage: When Up B has been used once, Pit cannot use it again,
	even after being attacked, has to land to regain Up B.

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Up Slice (4%)
A, A = Down Slice (4%)
A, A, A = Up Slice (4%)
A, A, A (faster) = Whirling Blades (2%)
Up Tilt = Upwards Kick (17%)
Forward Tilt = Double Stab (12%)
Down Tilt = Crouched Stab (11%) may cause tripping
Dash Attack = Double Slice (12%)

Smash Attacks:
Up Smash = Up-Double Slash (12%-18%) Combo starter
Side Smash = Double Slash (18%-26%) Killer move
Down Smash = Sweeper Blade (12%-18%)

Aerial Attacks:
Neutral Air = Aerial Whirling Bow (13%)
Up Air = Upwards Whirling Bow (13%)
Forward Air = Front Slash (14%)
Down Air = Downwards Slash (12%)
Back Air = Penetrating Blades (15%) Killer Move
Glide Attack = Sword Swing (12%)

Throws:
Up Throw = Kicked (11%)
Forward Throw = Slive (10%)
Backward Throw = Backwardtoss (11%)
Down Throw = Dunk (6%)

Special Moves:
B = Palutena's Arrow (5%-11%) you can steer it's trajectory,
	good spamming projectile.
B+left/right = Angel Ring (1% the hit), reflects shots and combos.
	Continues on as long as you hold the B button down.
B+Down = Mirror Shield (0%), stronger shield and reflector as well
B+up = Wings of Icarus (0%) this is for pure recovery, gives Pit the ability to
	fly for about 5 seconds, to regain this ability, simply touch the stage

Taunts:	1) Swings his swords around.
	2) Lifts his arms high crossing his swords 
	3) Raises his body as if he was going to fly

On-Screen Appearance: Comes down riding down from the light of heaven.

Alternate Costumes: Fallen Angel Pit, Golden, Green, Red

Final Smash:
<Palutena's Army>
Pit preys for Palutena who sends her army of Centurions.
They do kamikaze attacks on the opponents,
very fast moving, each does 22% damage.
I suggest that Pit helps the Centurions while he is invincible.

Home Stage:
Sky World

--------------------------------------------------------------------------------

Wario (W-symbol, WarioWare Franchise):
Many fans clamored for Wario to join the fray, 
and so now he finally makes his appearance in his WarioWare costume.
It’s rumored that this unpredictable character will give birth to a
form of martial arts that other characters cannot even see.

Weight:***½
Size:***
Jump height:**
Jump count: 1
Power:****
Speed:***
Attack speed:***

Ability: Unpredictable, fast powerhouse
Disadvantage: Bad vertical recovery, HUGE charging time with Down B

Wall Jump: No
Wall Cling: No
Crawling: Yes

Basic and Tilt Attacks:
A = Punch (6%)
A, A = Uppercut (6%)
Up Tilt = High Punch (10%)
Forward Tilt = Big Punch (13%)
Down Tilt = Karate Chop (8%)
Dash Attack = Faceplanter (7%)

Smash Attacks:
Up Smash = Spinning Wario (15%-21%)
Side Smash = Shoulder Attack Wario's trademark move (19%-26%)
Down Smash = Break Dance (13%-18%)

Aerial Attacks:
Neutral Air = Spinning Wario Air (9%)
Up Air = Clap (17%)
Forward Air = Double Kick (14%)
Down Air = Up-side-down Spinner (16%)
Back Air = Falling Slam (10%)

Throws:
Up Throw = Headbutt (10%)
Forward Throw = Swinging Toss (12%)
Backward Throw = Ass Tackle (9%)
Down Throw = Ass Planter (7%)

Special Moves:
B = Chomp (19%), bites an enemy or eats items and projectiles
	over time, can eat items to recover damage as well
B+left/right = Wario Chopper (9%) jump on Wario's chopper and run over enemies.
	if he is attacked, he gets of it, you can jump up again,
	or other characters can use it as a throwable item.
	May be used as a horizontal recovery.
B+down = Wario Waft (40%) Charges over time. About 1 minute and 15 seconds
	before this attack is fully charged. Amazing jumps can be made with it.
B+up = Corkscrew (19%) Jumps up while spinning around himself

Taunts:	1) A 3 fingered "W" salute
	2) Ass dance
	3) Laughs, and shuts his mouth with his hands

On-Screen Appearance: Drives in and crashes on his bike

Alternate Costumes: Classic Overalls Wario: White blouse/Purple Overalls,
			Purple/Beige, Original Yellow/Purple, Green/Orange,
			Pink/Screaming Blue, Blue/Red (inverted mario)
	WarioWare Ware: White Blouse/Blue west, White/Black, Blue/Turqoise,
			Blue/Orange, Grey/Red, 

Final Smash
<Wario-Man>
This one lets Wario eat garlic, after he ate it all he will transform into..
WARIO-MAN!! This hero is a buffed version of Wario which lets him be faster,
stronger etc. His bike as an example is lightning fast, be careful with it.
Some attacks let him fly for a bit.

Home Stage:
WarioWare

--------------------------------------------------------------------------------

Zero-Suit Samus (Metroid-symbol, Metroid Franchise):
When Samus destroys her Power Suit, she’s left with the Zero Suit. 
What she’s lost in power and weaponry, she makes up for in speed!
Once she turns that Paralyzer in her hand into a whip,
she has quite a long reach as well! 
Not exactly the straightforward fight you thought it was, huh?

To start as Zero-Suit Samus,
hold the shield button while the game is loading for a match.
Otherwiser, press quickly Up Taunt, Down Taunt, Up Taunt.
If done correctly, Samus will come out of her suit, must be done QUICKLY!

Weight:***
Size:****
Jump height:***½
Jump count: 1
Power:**½
Speed:***½
Attack speed:***

Ability: Tether Recovery, Range, fast
Disadvantage: Light weight

Wall Jump: Yes
Wall Cling: No
Crawling: Yes

Basic and Tilt Attacks:
A = Punch (2%)
A, A = 2nd Punch (2%)
A, A, A = 3rd Punch (7%)
Up Tilt = Handstanding Kick (11%)
Forward Tilt = Walking Kick (6%)
Down Tilt = Low Kick (6%)
Dash Attack = Running Kick (7%)

Smash Attacks:
Up Smash = Whip Spiral (12%-15%) Damage-making move
Side Smash = Whip Swing (10%-14%) Hit with the Tip
Down Smash = Blaster Stun (11%-15%) Stuns the enemy for about 2 seconds

Aerial Attacks:
Neutral Air = Whip Twirl (10%)
Up Air = Somersault Kick (10%)
Forward Air = Double Kick (17%)
Down Air = Diving Kick (9%) Use it with ground underneath you!
Back Air = Rear Kick (13%)

Throws:
Up Throw = Upwards Throw (10%)
Forward Throw = Side Throw (9%)
Backward Throw = Rear Throw (6%)
Down Throw = Ground Pound (7%)

Special Moves:
B = Paralyzer (4%-6%) Chargeable attack, the longer the charge,
		the longer the paralyze!
B+left/right = Plasma Whip (16%-19%) Powerfull attack.
B+down = Flip Jump (0%),jumps very fast upwards, this will not hurt a foe
	and is only for recovery, Samus will dodge while doing this, no free fall state
B+up = Plasma Wire (15%) Both this move and the Plasma Whip move
		can be used for the Tether recovery.

Taunts:	1) Swings her whip
	2) DAnces around herself with her whip twirling around her.
	3) Throws her gun in the air, catches it and says, "Is that all?"
On-Screen Appearance: Breaks out from her suit

Alternate Costumes: Black, Blue, Pink Suit, Golden

Final Smash
<Power Suit Samus>
Zero-Suit Samus transforms into Samus again, those who are VERY close to her
will be damaged, sometimes gives an instant KO

Home Stage:
Norfair

--------------------------------------------------------------------------------

Ike (Sword-symbol, Fire Emblem Franchise):
This strong guy, wields a two-handed sword which he holds with only one hand, 
that should be proof of his magnificent strength.
This guy is slow, but as a usual balance maker, he makes that unimportant
with his strength and his super armor which he gets from some of his moves. 
This super armor makes it impossible for him to flinch, 
even if he is hit by a Final Smash!

Weight:****½
Size:****
Jump height:**
Jump count: 1
Power:*****
Speed:**
Attack speed:*

Ability: Heavy weight, counter attack, strength
Disadvantage: Bad recovery

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Jab (4%)
A, A = Roundhouse (5%)
A, A, A = Slash (7%)
Up Tilt = Parrier Punch (12%)
Forward Tilt = Leaned slas (15%)
Down Tilt = Let's Slash Legs (14%)
Dash Attack = Running Halfmoon (8%)

Smash Attacks:
Up Smash = 
Side Smash = Mega Slash (22%) One of the strongest moves in the game
Down Smash = Turning Sweep (13%, 16%) Hits on both sides

Aerial Attacks:
Neutral Air = 270 degree Slash (9%)
Up Air = Upwards Slash (14%)
Forward Air = Vertical Slash (13%) Amazing range
Down Air = Meteor Slash (16%) Can meteor enemies to death.
Back Air = Slashing Behind (14%) Comes out pretty quick compared to other moves
	made by Ike

Throws:
Up Throw = Uppercut (6%)
Forward Throw = Toekick (6%)
Backward Throw =Backwards Kick (6%)
Down Throw = Bodycheck (6%)

Special Moves:
B = Eruption (10-37%) Chargeable attack, KOs too
B+left/right = Quick Draw (9-16%),Ike can charge this
	and moves towards the enemy.
	good for horizontal recovery
B+down = Counter (>9%), this move counters any incoming attack, you have
	to use it BEFORE the incoming attack though.
	At least doing 10% damage, does 1.2x the damage of the original attack
	does never do more knockback than the incoming attack.
B+up = Aether (24%) He wont flinch during this move! Wins vertical distance.

Taunts:	1) Thrusts his sword in the ground and crosses his arms.
	2) Swings his sword and grumbles while his cape waves
	3) Swings his sword wide.

On-Screen Appearance: Appears from an unknown warp magic.

Alternate Costumes: White Blouse/Red Bandana and Cape, Green/Dark Green,
	Blue/White, Purple/Green Bandana red cape, Golden/Orange

Final Smash
<Great Aether>
Ike attacks his enemies with a fiery sword. Multiple times and finishes with
a downwards slash which explodes. Calm down boy!
Does around 70% damage.

Home Stage:
Castle Siege

--------------------------------------------------------------------------------

Pokemon Trainer (Pokeball-symbol, Pokemon Franchise):
This guy is special. He uses Pokemons to fight for him. They are water, grass
and fire types (not really). Squirtle for water, Ivysaur for grass and Charizard
for fire. I guess I will have to divide the trainer up in 3 groups.
Beware of changing Pokemons too often or using the same pokemon for too long,
else it will get exhausted over time. Squirtle will bow down being exhausted,
Ivysaurs flower will hang from his back.
Charizard will be exhausted and not hold his wings so high as usual.

A Pokemon will be fatigued after exactly 2 minutes,
if you are just standing still.
If you use any attacks or start a dash,
1 second of the two minutes is substracted.
A Pokemon will regain 2 stamina seconds if it is in the pokeball, you may use a
Pokemon that just got fatigued, but it will be exhausted sooner.
A Pokemons stamina will NEVER exceed 0 minutes (e.g. -0:01), 
so when a Pokemon is exhausted, dont get stressed.


Trainer Alternate Colours: White Hat and West, Blue, Green, Red with white hat

**NOTE** 
All attacks is the damage dealt when you Pokemon is at FULL stamina!

Squirtle
Weight:**
Size:*
Jump height:***
Jump count: 1
Power:**
Speed:***½
Attack speed:***½

Ability: Speed, Small Target
Disadvantage: Light weight

Wall Jump: No
Wall Cling: No
Crawling: Yes

Basic and Tilt Attacks:
A = Punch (3%)
A, A = Flying Kick (2%)
A, A, A = Tail Whip (3%)
Up Tilt = Headbutt (6%)
Forward Tilt = Tail Flick (6%)
Down Tilt = Rapid Spin (13%)
Dash Attack = Shield Tackle (9%)

Smash Attacks:
Up Smash = Water Pulse (16%)
Side Smash = Body Slam (14%) This move has super armor
Down Smash = Splash (11%) No, not the useless move from Pokemon..

Aerial Attacks:
Neutral Air = Water Spray (9%)
Up Air = Iron Tail (10%)
Forward Air = Double Kick (12%) Good KO move
Down Air = Spinning Squirtle (10%)
Back Air = Tail Attack (10%)

Throws:
Up Throw = Up Toss (11%)
Forward Throw = Seismic Toss (9%)
Backward Throw = Seismic Toss (10%)
Down Throw = Ground Pound (7%)

Special Moves:
B = Watergun (12%-0%), Chargable attack, if this move is NOT charged it does
	12% damage, if the move IS charged, it does NO DAMAGE. NOT A TYPO!
B+left/right = Withdraw (7%), Squirtle slides on the floor in his shell.
B+up = Waterfall (15%), innovative recovery here, sexy water effects.
	Gigantic hitbox

Taunts:	1) Backwards somersault and says "Squirtle"
	2) Dances around himself on his tail while leaking water
	3) Dances in his shield
On-Screen Appearance: Appears from a pokeball.

Alternate Costumes: White Shield, BLue Shield,
	Green Shield (shiny form), red shield

Ivysaur
Weight:**½
Size:**
Jump height:**
Jump count: 1
Power:***
Speed:***
Attack speed:**½

Ability: Tether recovery, range
Disadvantage: Poor recovery

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Whip (3%)
A, A = Whip Continued (2%)
A, A, A.... = Whip continued (2-1%)
Up Tilt = Upwards Kick (7%)
Forward Tilt = Leaf Razor (14%)
Down Tilt = Double Slap (7%)
Dash Attack = Tackle (12%)

Smash Attacks:
Up Smash = Explosion (17%) Amazing move
Side Smash = Lunging Tackle (16%) Nice hitbox, good KOer
Down Smash = Sweeping Vines (8%) 

Aerial Attacks:
Neutral Air = Rapid Spin (10%)
Up Air = Aerial Explosion (16%) The Upsmash made in the air
Forward Air = Whine Swipe (12%)
Down Air = Upsidedown Explosion (10%) Upsmash done downwards
Back Air = Whine Twirl (5%) Amazing Range

Throws:
Up Throw = Uptoss (10%)
Forward Throw = Forward Throw (8%)
Backward Throw = Rearthrow (10%)
Down Throw = Down Throw (10%)

Special Moves:
B = Bullet Seed (4%), shoots straight up in the air, no space animals wanted.
	Amazing multihitter!
B+left/right = Razor Leaf (8%) Projectile which can be angled, does not weaken
	when Ivysaur is fatigued!
B+up = Vine Whip (13%), can be used for tether recovery,
	if sweetspotted, it can KO

Taunts: 1) Shakes his body while turning his leafthing 360 degrees.
	2) Dances on his front legs
	3) Dances with his whips
On-Screen Appearance: Same as Squirtle

Alternate Costumes: White Flower thing, Blue thing, Green Thing, Red thing

Charizard
Weight:****
Size:***½
Jump height:****
Jump count: 4
Power:****
Speed:**
Attack speed:***

Ability: Glide, heavy weight
Disadvantage: Even though he can glide, his recovery lacks in vertical distance

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Claw (3%)
A, A = Claw (4%)
A, A, A = Wing (6%)
Up Tilt = Wing Attack (8%)
Forward Tilt = Fire Tail (12%) Good range
Down Tilt = Bite (12%) Even better range that the Fire tail
Dash Attack = Rising Foot (11%)

Smash Attacks:
Up Smash = Double Wing Attack (16%) Good KOer at higher percents
Side Smash = Heabutt (17%) Faster version of Bowsers Forward Smash
Down Smash = Earthquake (16%) Amazing move, looks cool too.

Aerial Attacks:
Neutral Air = Spinning 'zard (9%)
Up Air = Bite (10%) Juggling move
Forward Air = Ember (11%) Good move for gaining Space
Down Air = Stomp (14%) Meteor Smash attack
Back Air = Tail Flicker (14%) Goog range, may KO
Glide Attack = Slash (12%)

Throws:
Up Throw = Up Throw (11%)
Forward Throw = Seismic Toss (10%)
Backward Throw = Seismic Toss (10%)
Down Throw = Blaze (6%)

Special Moves:
B = Flamethrower (30%), trademark move, similar to Bowser's attack and
	varies in damage but can easily do the amount I put.
B+left/right = Rock Smash (43%) If you land this attack on a shielding enemy,
	it will break. Poor range, HUGE damage.
B+up = Fly (17%), hurls Charizard in fire while spinning around himself,
	has super armor

Taunts: 1) Roars upwards and stomps
	2) Spreads his wings and growls
	3) Stomps with both feed and roars
On-Screen Appearance: Same as Ivysaur

Alternate Costumes: White Wings, Blue wings, Vomit Green, Red Skin

All
B+down = Pokemon change, Changes the Pokemon, in this order:
Squirtle > Ivysaur > Charizard > Squirtle...

Final Smash
<Triple Finish>
Squirtle = Hydro Pump
Ivysaur = Solar Beam
Charizard = Fire Blast
These are the moves they use. Isn’t it a beautiful combination? 
A Fire-type attack, a Water-type attack, and a Grass-type attack? (Not really.)
If an opposing Pokémon gets the Smash Ball, at the very least
take care to not be standing immediately beside it. The closer you are to your
opponent, the more damage this move does.

Home Stage:
Pokemon Stadium 2

--------------------------------------------------------------------------------

Diddy Kong (DK-symbol, Donkey Kong Franchise):
Donkey Kong’s pal has joined the battle!
He scrambles around the battle, using whimsical fighting 
moves while wielding both his Rocketbarrel Boost and Peanut Pop Gun.

Weight:***
Size:***
Jump height:***
Jump count: 1
Power:**½
Speed:***½
Attack speed:***½

Ability: All-Around, speed
Disadvantage: If he is hit during his Up B,
	he has a risk of losing his Up B until
	he has landed on the stage safely,
	light weight-ish

Wall Jump: Yes
Wall Cling: Yes
Crawling: No

Basic and Tilt Attacks:
A = Slap (3%)
A, A = 2nd Slap (2%)
A, A, A = Tail Whip (2%)
Up Tilt = Upwards Swing (7%)
Forward Tilt = Extensive Slap (11%)
Down Tilt = Clap (7%)
Dash Attack = Cartwheel (9%)

Smash Attacks:
Up Smash = Somersault (16%-22%)
Side Smash = Forward Swing (18%-25%)
Down Smash = Breakdance (12%-22%)

Aerial Attacks:
Neutral Air = Kick (6%)
Up Air = Backflip (11%)
Forward Air = Drilling Kick (14%)
Down Air = Dunk (12%) Meteor Smash
Back Air = Spinning Kick (9%)

Throws:
Up Throw = Up Toss (9%)
Forward Throw = Forward Toss (11%)
Backward Throw = Rear Toss (10%)
Down Throw = Down Throw (9%)

Special Moves:
B = Peanut Popgun (5%) shoots a peanut, chargeable speed
	if the shot is charged for too long, the gun explodes.
	You can eat the Peanuts.
B+left/right = Chimp Tackle (10%) jumps on an enemy and throws him/her.
B+down = Banana Peel (4%) lays a banana, a maximum of 2 though
B+up = Rocketbarrel Boost (10%) similar to the Fire Fox,
	but if Diddy is hit, he looses his barrels
	which means he cant do a boost again before landing.
	Chargeable and steerable, incredible!

Taunts:	1) Dancing/Jumping on foot to foot happily while clapping
	2) Kung Fu pose
	3) Throws his hat in the air and catches it again with his head.

On-Screen Appearance: Pops out of a DK barrel.

Alternate Costumes: Light Blue, Yellow, Purple, Pink, Green with white Hat

Final Smash
<Rocketbarrel Barrage>
A combination og Rocketbarrel Boost and the Peanut popgun x2.
You fly around steering Diddy who aims downwards. Pretty hard
to steer in the start, when you get used to it, then its a good FS.
When time runs out, the rocketbarrels explode.
You can eat the peanuts from this attack too to regain health.

Home Stage:
Rumble Falls

--------------------------------------------------------------------------------

Meta Knight (Star-symbol, Kirby Franchise):
Meta Knights attacks are QUICK! Maybe the quickest in the game.
He does an attack right away, no lag, and ready to attack again.
He has a good potential to damage, but he has a hard time when it comes to
KOing his enemies. His Up+B, Forward smash or Down Bare the best for a KO,
and they do the job at 150%+... Balanced you say? Nope, he can just guard the
edge when the opponent is sent outside of the stage floor.

Weight:**
Size:*
Jump height:*****
Jump count: 5
Power:**
Speed:****
Attack speed:*****

Ability: Glide, Combo, Amazing recovery, Moves have good priority, small target
Disadvantage: Light weight, weak KO moves

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Slash (3%) with sword 3 times
A, A = Slash (6%) with sword 3 more times
A, A, A = (10%) Wild slashing 3 more times, combos on as you hold the A button.
	Slashes behind him too
Up Tilt = Upwards Stab (6%) Stabs the enemy, almost no knockback
Forward Tilt = Leaned Slash Forward (15%) Slashes,
	and if you keep pressing A he attacks
	three times where the last one has little upwards knockback
Down Tilt = Stab (5%) Makes the foe slip
Dash Attack = Sliding Kick (7%)

Smash Attacks:
Up Smash = High Swipes (8%-12%) Immediate triple swipe, 
	the last hit gives a decent knockback.
Side Smash = Slice (14%-18%) Made instantly, one of Meta Knight's finishers.
Down Smash = Sweep Slash (11%-14%) Sweep kicks forward, then backward, KO move

Aerial Attacks:
Neutral Air = Blade Spin (12%) Good horizontal knockback, pretty fast,
	you can do this twice in one full jump.
Up Air = Somersault Kick (12%)
Forward Air = Triple Slash (10%) Good knockback
Down Air = Low Swipe (7%) Gives sideways knockback
Back Air = Backwards Triple Slash (12%) As good as the Triple Slash,
	more damage though.
Gliding Attack = Sword Slash (12%) 

Throws:
Up Throw = High Jump Throw (10%)
Forward Throw = Body checked throw (10%) 
Backward Throw = Backdrop (16%)
Down Throw = Stomp (13%)

Special Moves:
B = Mach Tornado (10%), fully moveable move, combo attack.
	neutralizes projectiles. you can recover with this move
B+left/right = Triple Dash (30%), combo attack,
	plainly meant for rape and racking up some damage
B+down = Dimensional Cape, teleport move for mindgames,
	attack straight after with A
B+up = Shuttle Loop, recovery move that goes in a loop, switches to a glide
	anyone touching Meta Knight is punished by his sword.

Taunts:	1) Meta Knight almost vanishes by twirling his cape and reappears.
	2) He brandishes his sword at shoulder height.
	3) Spreads his wings out, almost fold and spread them again.
On-Screen Appearance: Appears out of his cape/nowhere/4th dimension

Alternate Costumes: Pink (Looks like Kirby), White/Golden,
	Green, Red, Dark Meta Knight

Final Smash
<Galaxia Darkness>
Meta Knight has to be close to his enemy to make this attack work.
He swirls his cape out in a wide sweep,
but if he swings and misses, nothing happens.
It’s a waste of the Smash Ball. Be sure to hit with that swing of the cape.
The field is swallowed by darkness, and Meta Knight slices strongly through it. 
Enemies get launched helplessly for an instant KO usually. Talk about cool.
But there is even more coolness to this move.
If there are others besides the enemy you hit with the cape...
They get cut in the darkness, too.

Home Stage:
Halberd
--------------------------------------------------------------------------------

Lucas (Mother-symbol, Mother Franchise):
The youth with the psychic powers has appeared.
He makes his anticipated debut from the Japan-only release MOTHER 3.
While he is timid in nature, he fights splendidly.

Weight:**
Size:**½
Jump height:***
Jump count: 1
Power:***
Speed:***
Attack speed:***

Ability: Absorb, Tether recovery, Reflect
Disadvantage: Lacks most in speed and weight

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Kick (3%)
A, A = (5%)
A, A, A = Kick (7%)
Up Tilt = Upside down Kick (11%)
Forward Tilt = PSI Punch (9%)
Down Tilt = Low kick (6%)
Dash Attack = PSI Shove (11%)

Smash Attacks:
Up Smash = Needle Pull (20%) extremely powerfull, but slow
Side Smash = Stick (16%) Quick attack, good knockback, small range, 
	can reflect with good timing
Down Smash = PK Barrage (18%) hits 3 times

Aerial Attacks:
Neutral Air = Spinner (8%)
Up Air = Headbutt (13%) seems to be a juggler move
Forward Air = PSI Kick (13%) Seems good for combos
Down Air = PK Stomp (21%) Can spike with the last hit out of 3 hits.
Back Air = Backwards PSI Kick (12%) May meteor your foe

Throws:
Up Throw = The Cowboy (10%)
Forward Throw = Forward Toss (10%)
Backward Throw = Backwards Throw (11%)
Down Throw = PSI Spammed (7%)

Special Moves:
B = PK Freeze (17%), freezes opponent temporarily, you can steer this move
B+left/right = PK Fire (9%), flies horizontal, also in the air
B+down = PSI Magnet (9%), absorbs energy like shots etc, and recovers %/HP
	can hurt your enemy
B+up = PK Thunder (16%, 30%), controlled thunder bolt, hit Lucas
	to recover and make the 30% damage

Taunts: 1) Has an "argument" with his Rope snake
	2) Slips on his shoes and falls
	3) Shows off his PSI magic
On-Screen Appearance: Flies in on a Mr. Saturn shaped Tea table.

Alternate Costumes: Purple, Green, Blue, Red,
	Blue with Brown Hair (looks like his twin Claus)

Final Smash
<PK Starstorm>
Lucas concentrates and says "Peeee Kaaayyyy STAARRRSTORRRM!"
Which starts the havoc.
The stars fall from the sky and is really dangerous.
This attack is most usefull on smaller maps,
and not quite as good on large map like Lucas home stage, New Pork City.
Each Star does 14% damage.

Home Stage:
New Pork City

--------------------------------------------------------------------------------

King Dedede (Star-symbol, Kirby Franchise):
The self-proclaimed king of Dream Land joins the brawl.
Mechanizing his wooden mallet, he delivers a mighty, earth-shaking blow.
He joins as a member of the heavyweight class alongside Bowser and Donkey Kong.

Weight:****½
Size:***½
Jump height:**
Jump count: 1
Power:****
Speed:**
Attack speed:**

Ability: Strength, huge vertical recovery move, range
Disadvantage: Laggy recovery move, huge start up time on some attacks

Wall Jump: No
Wall Cling: No
Crawling: No

Basic and Tilt Attacks:
A = Downwards Hammer Swing (6%)
A, A = Upwards Hammer Swing (6%)
A, A, A = Hammer Roll (3%) Rolls the hammer for faster hits
Up Tilt = Headbutt (12%) Good juggling move
Forward Tilt = Screw Hammer (12%) Screws the hammer for faster hits
Down Tilt = Sweep Kick (10%) Good edgeguard
Dash Attack = Falling Slam (16%) Dedede falls over while attacking

Smash Attacks:
Up Smash = Bodycrossing Hammer (14%) Swings the hammer across his body
Side Smash = Hammer Slammer (24%) This is incredibly strong, very good knockback
		sweet spot this for full potential
Down Smash = Hammer Sweep (14%) Sweeps the floor infront, then the rear

Aerial Attacks:
Neutral Air = Arm/Leg Attack (12%) Quick, but not so good
Up Air = Upwards Screw hammer (25%) Nice range and knockback here
Forward Air = Aerial Hammer Swing (20%) Strong attack
Down Air = Rotate Hammer (17%) Good if all attacks hit.
Back Air = Backwards Kick (13%) One of the best Aerials for Triple D

Throws:
Up Throw = Upwards Throw (10%)
Forward Throw = Fore (13%)
Backward Throw = Backwards Fore (16%)
Down Throw = Body Slam (8%)

Special Moves:
B = Inhale (10%), Inhales a foe with amazing strentgh, 
	can inhale Waddle Dees/Doos and Gordos aswell
B+left/right = Waddle Dee Toss, tosses a Waddle Dee (5%)
	Waddle Doo (7%), a Gordo (23%), or any item switched on
B+down = Jet Hammer (16%), chargeable attack, very powerfull.
B+up = Super Dedede Jump (12%), very high jump, mostly for vertical recovery, 
	can be cancelled. (Has to be canceled to grab a ledge)

Taunts: 1) Leans with his hammer
	2) Raising his hammer three times
	3) Swings his hammer while laughing
On-Screen Appearance: Is transported by his Waddle Dees

Alternate Costumes: Gameboy Black/White, Icy Blue, Purple, Green, Pink

Final Smash
<Waddle Dee Army>
King Dedede doesnt want to fight all alone,
therefore he calls his army of Waddle Dees.
They are summoned just like ordinary Waddle Dees,
but these are faster than the regular ones.

Home Stage:

--------------------------------------------------------------------------------

Pikmin & Olimar (Flower-symbol, Pikmin Franchise):
Captain Olimar is in Brawl with five colors of Pikmin in tow! He plucks Pikmin 
from the ground and they fight as his allies.
Without Pikmin, Olimar can’t even do a Smash Attack. 
And the short-lived Pikmin tend to scatter.
Theirs is a fated symbiotic relationship.


Weight:**
Size:*½
Jump height:**
Jump count: 1
Power:**
Speed:**
Attack speed:**

Ability: Tether Recovery, Advanced character
Disadvantage: Advanced character makes him hard to control,
	without his pikmin he can not do most of his attacks.

Wall Jump: No
Wall Cling: No
Crawling: No

**Note** All of Olimars attack damages depends on which Pikmin he uses.
I will list the damages like this (Red(%) Blue(%) Yellow(%) White (%)Purple(%))
I will write it like this Olimar % if Olimar is doing the damage.

Basic and Tilt Attacks:
A = Headbang (Olimar 3%)
A, A = Headbang back (Olimar 10%)
Up Tilt = Jumping Spin (Olimar 11%)
Forward Tilt = Jumping Kick (Olimar 6%)
Down Tilt = Dive Slider (Olimar 6%)
Dash Attack = Somersault (Olimar 11%)

Smash Attacks:
Up Smash = Pikmin Up, sends the next pikmin upwards (Red(15%) Blue(15%)
	Yellow(14%) White (9%)Purple(16%))
Side Smash = Forward Pikmin, sends the next pikmen straight forward
	(Red(15%) Blue(15%) Yellow(13%) White (9%)Purple(18%))
Down Smash = Double Pikmin Attack, sends two pikmen along the ground, 
	one at each side (Red(13%) Blue(12%) Yellow(11%) White (6%)Purple(15%))

Aerial Attacks:
Neutral Air = Spinning Olimar (Olimar 12%)
Up Air = Up again Pikmin (Red(24%) Blue(22%) Yellow(16%) White (9%)Purple(22%))
Forward Air = Pikmin Swing (Red(15%) Blue(13%) Yellow(12%)
	White (5%) Purple(14%))
Down Air = Pikmin Slam (Red(16%) Blue(14%) Yellow(12%) White (8%)Purple(14%))
Back Air = Turnaround Swing (Red(13%) Blue(13%) Yellow(12%)
 White (5%) Purple(13%))

Throws:
Up Throw = Hammer Slam (Red(9%) Blue(12%) Yellow(6%)
	White (11%)Purple(12%))
Forward Throw = Throw it away (Red(6%) Blue(13%) Yellow(7%)
	White (6%) Purple(7%))
Backward Throw = Falling Behind (Red(7%), Blue(14%), Yellow(9%),
	White (7%), Purple(9%))
Down Throw = Spamming Slams (Red(9%) Blue(12%) Yellow(8%) White (6%)Purple(8%))

Special Moves:
B = Pikmin Pluck, This attack just plucks some Pikmin, without them
	Olimar wont be able to do many attacks
9	Red 	Has high attack power
		Attacks imbued with incendiary properties
		Immune to Fire
9	Yellow	Larger range
		Travel in slight arcs
		Attacks imbued with electrical properties
14	Blue	Strong when thrown
		slightly more durable
15	Purple	Doesn't fly far
		Slow
		High attack
		Doesn't latch, but slams instead
4	White	Quick and light
		Does additional damage
The numbers before the Pikmin themselves is their HP, if you hit a
Pikmin with 1% attacks, the numbers do now count anymore as actual hits.
B+left/right = Pikmin Throw, throws the pikmin in front of the queue (Red(2%) 
	Blue(2%) Yellow(2%) White (6%)Purple(6%))
	All Pikmen but the purple one will latch, all hits are damage taken per hit
B+down = Pikmin Order, calls pikmin back who have seperated from Olimar,
	this attack also changes the order of your pikmin
B+up = Pikmin Chain, tether recovery, the distance is dependant on left pikmin! 
	(Red(7%) Blue(6%) Yellow(6%) White (6%)Purple(8%))

Taunts: 1) Jumps 3 times
	2) Lays down as if he is sleeping
	3) Makes a stomach dance move

On-Screen Appearance: Jumps out of his spaceship and plucks some pikmin

Alternate Costumes: Blue, Green, Black, Red, White

Final Smash
<End of Day>
If you played Pikmin games, you would know that Olimar makes sure to
return to his spaceship before the night falls. 
At night, monsters are tteeming, thus he takes of during night time. 
Represented in Brawl as a Final Smash.
Olimar's ship arrives and he immediatly jumps inside.
When Olimar is off screen, alot of monsters are attacking the foes.
The more foes, the higher the damage.
After the monsters are gone, the spaceship crashes for extra damage.

Home Stage:
Distant Planet
--------------------------------------------------------------------------------

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////////////////////////////////////////////////////////////////////////////////
GMDS
   _______________________________________________________________________
  /                                                                       \
 /            ____ ____ _  _ ____    _  _ ____ ___  ____ ____              \
||            | __ |__| |\/| |___    |\/| |  | |  \ |___ [__               ||
||	      |__] |  | |  | |___    |  | |__| |__/ |___ ___]              ||
 \                                                                         /
  \_______________________________________________________________________/

These are the game modes of solo, group and WiFi.
I have decided that I will not make an Adventure mode guide because of the
awesome Adventure guides on GameFaqs.
	
===============================================================================
	5.1 - Solo
   _________
  /  ___    \
 /  /   \    \   ____ ____ _   ___  
||  >---<    ||  |___ |  | |   |  | 
||  '   `    ||	 ___] |__| |__ |__| 
 \  `---'    /
  \_________/

===============================================================================
		5.1.1 - STADIUM
Here you will find the Target Smash! Multi-Man Brawl and Home-Run Contest.
Enjoy.


			5.1.1.1 - Home-Run Contest
Beat that sandbag up. Before the 10 seconds are out, make a home run!
The new thing is though, you play with a shield around the stage.
You will have to put some force into it to break that shield, making it possible
for even better control, combos and further distances.

Two players may coorporate to beat the bag up together.
Or compete against each other to see who is the best home-runner (?)
The last two modes can be played online aswell.

In this mode, you can collect trophies by reaching a certain distance at
once and a summed distance.
===============================================================================
			5.1.1.2 - Target Smash!

Now outdoors and changeable difficulties. Items are preset and the harder the
difficulty the harder the items will be set. Abuse the items to cut time.
You can record these Target Smashes and view them,
send them and even submit them to Nintendo.

This time you can also play this two player
which makes the records harder to beat.
===============================================================================
			5.1.1.3 - Multi-Man Brawl!
"Simply defeat all the enemies!"

Another returning mode. But this time, its not fighting polygon time, its not
fighting wire frames. Its the Power Range.... Uh.. Its the Fighting Alloy Team!
Red Alloy, who looks like a leader, is the same size as Captain Falcon. 
Same stance as well. Blue Alloy, she seems gentle with her foes,
and reminds me of Zelda in the way she moves.
Yellow Alloy, the smaller Alloy with horns,
makes him look like the villager from Animal Crossing, or Mario
Finally, the Green Alloy, who looks like Kirby.
A friend is allowed to join all the Brawls.

This game can be played with 2 players, and that means ONLINE too.

10-Man Brawl:
"Defeat 10 opponents as fast as you can."
You have to defeat 10 alloys, the best time will be saved as a record.

100-Man Brawl:
"100 enemies! Can you outlast them all?"
You have to defeat 100 alloys, the best time will be saved as a record.
Unlocks: Pitfall trophy

3-Minute Brawl:
This time, you have to survive for 3 minutes against endless amounst of alloys.
The highest kill count is recorded.

15-Minute Brawl:
This time, you have to survive for 15 minutes against endless amounst of alloys.
The highest kill count is saved.

Endless Brawl:
This goes forever. Your longest time will be recorded. Keep in mind that after
three hours, I recommend to take a break.

Cruel Brawl:
Yes, this is indeed cruel. Did you ever play level 9 Computer players?
This would be the level 10 ones.. To make it better, you have to fight
5 alloys against you who are REALLY good. After some time, a random character
will appear on stage to help the alloys. If you use Kirby you can get kills
proportional to your patience. Seriously, when the Narrator says go,
run for the edge and hug it. 
Tab back to let go of it jump away from the stage,
then towards the stage, when you are close enough use your Up B
which starts Kirby's Final Cutter.
The reason why you want to use that move is that it can spike! When an alloy is
spike he cant grab the stage since you (hopefully) just grabbed the edge.
Keep doing this and you should be fine.

Maybe if you complete some of these, you will get something good?
--------------------------------------------------------------------------------
	5.1.2 - Adventure Mode (SubSpace Emissary)


Super Smash Bros. Brawl: The Subspace Emissary,
is a robust side-scrolling action game.
More than anything, Smash Bros. is a competitive action game. 
People have been kind enough to praise its multiplayer,
but Sakurai has never been able to create
a fully fleshed out single-player game.
This time, though, they managed to create a complete side-scrolling action game.
The storyline isn’t overwrought. it’s hastened along by a bunch of quick movies.
The Adventure mode also emphasizes character development.
You’ll see many famous characters
persevering under the weight of their personal histories,
shouldering their unique burdens...
It’s really something you won’t see anywhere else.
With so many wonderful characters appearing together, it’s a dream action game.
The Adventure mode has preset characters to choose in between.
This time you can play TWO players at once in adventure!

"The Subspace Emissary" storyline introduces a force of formless enemies 
called the Subspace Army. They are ruled by their commander,
the Ancient Minister.
The enemy’s primary offensive strength is in creatures called the Primid. 
They come in many variations.
Their objective is to cut apart the world and carry it into Subspace. 
They use what are called Subspace bombs to do so.
The Robotic Operating Buddies (R.O.B.s) on either side of the
Subspace bomb are needed to detonate the device.
When a Subspace bomb explodes, a section of the world gets excised
and swallowed by Subspace.
This is a new, never-before-seen form of aggression..
but now is no time to stop and stare..
Everyone, everywhere, is beginning to move against it...

To optain a trophy you will have to weaken an enemy.
If you have a Trophy Stand and you have weakened your enemy,
you can throw the stand at the foe,
if you are lucky the enemy is transformed into a trophy, ala Pokemon.
This can also be done with bosses, but is harder than ordinary monsters.

To clear the adventure mode 100% you have to find all Orange Cubes
and enter every single door you see,
a stage is 100% cleared when it has a crown on it.


===============================================================================
		5.1.3: - Classic

The classic one player mode. You defeat a level and continue to the next.
Choose character and difficulty, then you are ready to Brawl. 
The harder the difficulty, the better the prizes.
There may be several franchises on any stage, the possible stages are the
ones that you play on following the franchise. The battle can be One vs. One
where you simply are figthing someone alone. Two vs. Two, a teamed battle with a
computer steered ally vs two computer steered characters.
Giant is against some character being huge, sometimes with 3 allies.
The Metal battles will be against a character with unlimited Metal Box time,
falls faster than usualy which you should abuse.
Multi Team Battle is against a group of that character,
in groups of 10 coming in waves of 3, if you are against a whole team,
they are usually lighter than usual.
All the different battles are always change after each other,
so that it is impossible having two metal battles after each other.

Stage 1: The Legend of Zelda franchise
Possible Stages: Bridge of Eldin, Secret stage after being unlocked
Battle: One vs. One
	Two vs. Two with the same franchise character as ally
(Unlocking one character from same
franchise is needed to have the latter one happen)

Stage 2: Donkey Kong / Yoshi franchise
Possible Stages: Rumble Falls, secret stage after being unlocked/Yoshi's Island
Battle: One vs. One
	Three vs. One Giant Yoshi, Donkey and Diddy Kong as your allies
	Two vs. Two, Donkey and Diddy Kong as foe, Yoshi as your ally
	
Stage 3: Pokemon franchise
Possible Stages: Pokemon Stadium 2, secret stage after being unlocked
Battle: One vs. One
	Two vs. Two, happens after unlocking one pokemon character
	Two vs. One Giant, Pokemon as an ally

Stage 4: Fire Emblem / Mother franchise
Possible Stages: Castle Siege / New Pork City
Battle: One vs. One
	Two vs. Two, happends after unlocking one from either franchise
	Two vs. One Giant, one from the other franchise as ally
(e.g. vs. Giant Ike, Lucas would be the ally)

Bonus Stage 1: Break the Targets
Possible Stages: Same Target Smash!!
	difficulty as the difficulty you are playing on
Battle: One vs. 10 targets

Stage 5: Kirby franchise
Possible Stages: Battleship Halberd
Battle: One vs. One
	Two vs. Two
	Two vs. One Giant Kirby character, same franchise ally
	Multi Team Battle

Stage 6: Metroid / Pikmin franchise
Possible Stages: Norfair, Frigate Orpheon / Distant Planet
Battle: One vs. One
	One vs. One Giant
	One vs. One Metal
	Multi Team Battle

Stage 7: Star Fox / F-Zero franchise
Possible Stages: Lylat Cruise / Port Town Aero Dive
Battle: One vs. One
	Two vs. Two, happens after unlocking one Star Fox and an F-Zero character
			or after unlocking two Star Fox characters.
	One vs. One Giant
	One vs. One Metal
	Multi Team Battle

Stage 8: Mario franchise
Possible Stages: Delfino Plaza, Mushroomy Kingdom, Mario Circuit, 
	secret stage after being unlocked.
Battle: One vs. One
	Two vs. Two, Mario character as ally
	One vs. One Giant
	One vs. One Metal
	Multi Team Battle

Stage 9: All retro franchises
Possible Stages: Skyworld / The Summit / Secret stage 1 / Secret stage 2
Battle: One vs. One
	One vs. One Giant where the character of the franchise for stage two will
			never be a Giant character
	One vs. Metal
	Multi Team Battle

Stage 10: WarioWare / Metal Gear / Sonic franchise
Possible Stages: WarioWare Inc. / Shadow Moses Island / Secret stage
Battle: One vs. One
	One vs. One Giant
	One vs. One Metal
	Multi Team Battle

Bonus Stage 2: Break the Targets
Possible Stages: One level higher Target Smash!!
	than the difficulty you are playing on,
	with the exeption of Intense where you simply play on Intense again.
Battle: One vs. 10 targets

Stage 11: Random
Possible Stages: Final Destination
Battle: One vs. Three, all being randomly chosen among the ones
	you haven't battlet yet.
	Free-for-all where they focus on you

Stage 12: Boss Battle
Possible Stages: Final Destination
Battle: One vs. Master Hand, the higher the difficulty setting is
	the faster he attacks and the higher his HP will be.
	Of you play on Hard or any higher difficulty,
	arriving at Stage 12 in less than 9 minutes lets you fight Crazy Hand as well.

Ending Credits: You can shoot all the pictures here, shooting them will make you
gain coins, not many but still some.

===============================================================================
		5.1.5 - Event mode

This is like in the Melee version of Smash. A preset game where you have to do
something special to accomplish your mission. This time, difficulty levels will
be choosable, which means, that now, you have to defeat all events 3 times to be
sure nothing is left back.

**NOTICE** Spoilers ahead in this section **NOTICE**

Anyways here is a guide what to think of, but don't expect anything like:
"Then you walk to steps to the right and use a
Forward smash charged for 1.27812 seconds"
that would be overdoing it, and also, the AI does not always act the same way.

[number of the event]. [name of the event]
Stage: [stage that is played on]
Play as: [Player 1]
Mission: [The task to complete the event]
How to: [Short description of how you could succeed]
Unlocks: [if it unlocks anything, it is noted here]

Single Player Event Mode:

1. Two Trouble Kings
Stage: Delfino Plaza
Play as: Mario
Mission: Knock out both Bowser and King Dedede.
How to: I suggest killing Dedede first as he has the best recovery of the two.
As soon as you have killed Dedede completely, you shouldn't have any problem
with Bowser. Use items as soon as they appear.

2. Landmaster Startup
Stage: Corneria
Play as: Fox
Mission: KO your enemies with Fox' Final Smash: Landmaster
How to: Press your special moves button as soon as the game allows it.
As soon as you did that, the Final Smash is started and you are invincible!
Just shoot the enemies down!

3. Pinkball Infiltration
Stage: Halberd
Play as: Meta Knight 
Mission: KO Kirby before the platform lands on the ship.
How to: Use your imagination, simply use every combo you have learned.
Edgeguard him, you can fly better than Kirby, abuse that!
Up+B is a wonderfull finishing move when Kirby is around 100%
Unlocks: Halberd Ship Trophy

4. Skyworld Cleanup
Stage: Skyworld
Play as: Pit
Mission: Destroy all the platforms on the stage
How to: Attack the platforms with down smash and down tilts.
The upper ones are screaming for Up airs, give them what they want.
Wario is not a big problem, but if you want, you can launch him in the air.
Unlocks: Palutena Trophy

5. Aim to be the Champion!
Stage: Pokemon Stadium 2
Play as: Pokemon Trainer - 
Mission: KO all of the Pokemon Trainer's Pokemon
How to: Be sure to use items as always. Edgeguard Squirtle and Ivysaur.
For Charizard, I suggest you juggle him upwards, or go for a side KO.

6. Bowser Bros.
Stage: Mushroomy Kingdom 1-1
Play as: Bowser
Mission: Make it to the flag of Mushroomy Kingdom 1-1 before the Marios do
How to: Dont even think of the Marios. Just keep running, incoming items are
good to keep Mario of your tail.

7. Diddy Kong Panic
Stage: Mario Circuit
Play as: Donkey Kong
Mission: KO 15 Diddy Kongs
How to: Watch out for the Shy Guys (the ones driving).
Abuse down+b and when you feel like it,
use your Up+b to rack up some damage.

8. Go! Trinity!
Stage: Pokemon Stadium 2
Play as: Pikachu
Mission: KO Squirtle, Ivysaur, and Charizard
How to: Use your combos, finish them off with down+b.
Unlocks: Route to Viridian from Palet Town/Pewter City CD

9. The Beast Lurking Below
Stage: Castle Siege
Play as: Ike
Mission: KO two Diddy Kongs - incase you reach the dungeon below, 
	you'll end up having to fight a Giant Donkey Kong
How to: Take one Diddy at a time. Use your A attacks to give damage.
Finish with a Smash attack.
Make sure to do it fast so you dont have to fight Giant Donkey Kong.

10. All Star Battle Regulars
Stage: Final Destination
Play as: Your Choice
Mission: KO these: Mario, DK, Link, Samus, Yoshi, Kirby, Fox, Pikachu
How to: As soon as you have killed a character, the next on the list appears.
So if you see a recovery item, USE IT!
Make sure to use other incoming items too.
Again, best choice would be one enemy at a time.

To get event #11-20, you have to beat at least 7 of the first ones.

11. Yoshi Rainbow
Stage: Rainbow Cruise
Play as: Ice Climbers
Mission: KO the red, pink, yellow, green, sky blue, and blue Yoshi IN THAT ORDER
How to: You HAVE to kill the Yoshis in that order to succes.
So again, damage one at a time.
Ice Climbers are good at dealing damage because they are two. 

12. Sleeptight in My Egg
Stage: Yoshi's Island
Play as: Yoshi
Mission: Capture Kirby and Pikachu in your eggs
How to: Simply capture Kirby and Pikachu in an egg each at the same time.
If you have a hard time catching them, use Down+b or any attack that makes them
use shield. When they use shield, you can still use your B move to lay an egg.

13. Dragoon Rush
Stage: Halberd
Play as: Kirby
Mission: KO three Warios with Dragoon
How to: Don't mind the Warios in the start as the Dragoon is a One-hit-KO.
As soon as you see a Dragoon part, RUN FOR IT! Pick it up.
If Wario gets one, you will have to punish him until he feels like dropping it.
Unlocks: Legendary Air Ride Machine CD

14. Let the Flower Pikmin Bloom
Stage: Distant Planet
Play as: Pikmin & Olimar
Mission: Protect your 6 Pikmin until their flowers bloom
How to: Run around, but do not stumble. You can use rolling and shielding
for easier evasion too.
Unlocks: Red Pikmin Trophy

15. Dedededede Hammer
Stage: Smashville
Play as: Dedede
Mission: Allied with two Dededes, KO a Giant Metal Dedede
How to: Use fast attacks, I suggest your A+A+A combo.
A giant Metal Dedede is REALLY heavy,
so his damage meter should AT LEAST go to 250% before you even TRY
to kill him. Use Forward Smash as a finisher
as that is Dedede's strongest killer.
Unlocks: King's Dedede's Theme CD

16. Equip the Powersuit!
Stage: Frigate Orpheon
Play as: Zero Suit Samus
Mission: Get the Smash Ball and use your FS
How to: Don't mind you opponents. But if they get the smash ball before you do,
punish them until they drop it. As soon as you have opened the smash ball,
use your special move button.

17. Some Serious Waterfall Climbing
Stage: Rumble Falls
Play as: Zelda
Mission: Make it to the top of the stage
How to: Use Zelda because of her incredible recovery distance.
Dont mind you enemies, but just jump.
If you have a hard time following the screen,
use your Up+B move to gain good distance. If you dont like Zelda,
you can still change into Sheik who can wall jump.

18. Till Death, Dark Link
Stage: Eldin Bridge
Play as: Link
Mission: KO Dark Link
How to: Watch out for the guy on his warthog and just use your A attacks
on Dark Link until he finally faints. Items are your friend too.
Unlocks: Dark Mountain Forest CD, on hard difficulty only

19. Wario Bros.
Stage: Mario Bros.
Play as: Wario
Mission: KO Mario and Luigi
How to: Take one guy at a time. I suggest taking out Luigi first because of his
good KO potential.
As soon as he is KOed, it shouldn't be hard to take Mario too.
Unlocks: Stage: Mario Bros.

20. All Star Battle Brawl 1
Stage: Battlefield
Play as: Your Choice
Mission: KO all the new characters: Wario, Meta Knight, Pit, Zero Suit Samus, 
	Pikmin & Olimar, Lucas, Diddy, Pokemon Trainer
How to: Damage one opponent at a time, run for items. Just the usual.
Unlocks: After unlocking certain characters and playing through all the Events,
	you unlock Event 21-41

To get event #21-28 you have to beat at least 18 of of the 20 events
Unlock the following character:
R.O.B.

21. Visiting Onett
Stage: Onett
Play as: Lucas
Mission: KO Ness
How to: Use your combos. If your damage is high watch out for Ness' PK Fire.
If you use your PSI Magnet you regain health.
Finish Ness with a good Smash Forward A.

22. Go! Giant Donkey!
Stage: Rumble Falls
Play as: Diddy Kong
Mission: Allied with Donkey Kong, KO Sheik and Lucario
How to: Take one at a time. starting with Lucario first because of his amazing
recovery potential.

23. Red-Hot Norfair
Stage: Norfair
Play as: Samus
Mission: Enter the capsule before your enemies do when the lava approaches.
How to: Damage all your enemies, spike them down in the lava if needed.
The higher their damage, the easier it is to go for the capsule as you can just
launch your enemies away from it.

24. Come On! Blue Falcon!
Stage: Port Town Aero Dive
Play as: Captain Falcon
Mission: KO your enemy with your Final Smash
How to: Wait for the Smash ball, open it.
You have to lure your opponents near you,
as soon as you have done that, use your Final Smash!
Unlocks: Fire Field CD

25. The Aura in Me
Stage: Mt. Coronet Spear Pillar
Play as: Lucario starting with 182% damage
Mission: KO Ness and Sheik
How to: Yes, the damage was meant serious. BUT! The damage is also an advantage!
Lucario is the only character who is effected by damage possitively.
The higher his damage meter is, the more damage he does to his enemies!
Take Ness out first as he has the best KO potential. Use all your moves,
and use items if needed.
Unlocks: stage Mt. Coronet Spear Pillar

26. Carefree Concert
Stage: Smashville
Play as: Ness
Mission: KO all Olimars
How to: Use PK fire to higher his damage-meter.
Smash forward A is a good finisher.

27. Three Giants, Giant Trouble
Stage: New Pork City
Play as: R.O.B.
Mission: KO Bowser, Donkey Kong, and Charizard
How to: Take one at a time. Start with Charizard, his glide is really annoying.
Then take Bowser because his KO potential. Now that Donkey Kong is alone
with you it's time to show him that items can fly. (That means, use items,
throw them in his face) Finish them with a Smash attack.

28. The Flower that Blooms on the Note
Stage: Elektroplankton
Play as: Peach
Mission: Hit all the leaves on the tree in the right to turn them red
How to: You just hit the leaves, dont mind the enemies here.
Unlocks: Stage, Electroplankton

To get event #29-40 you have to beat at least 25 of the 28 events
and unlock every character.

29. All Star Battle Semi-Regulars
Stage: Yoshi's Island
Play as: Your Choice
Mission: KO Luigi, Captain Falcon, Ness and Jigglypuff
How to: The usual, take items, use healers, take one out of a time.

30. Sonic Boom
Stage: Green Hill Zone
Play as: Sonic
Mission: KO 15 Sonics
How to: One at a time. Be careful, the stage gets destroyed after a while.
Sonic is the fastest character in the game, so dont fall of stage by accident
(that doesn't mean that you may do it on purpose).

31. The One I Protect
Stage: Castle Siege
Play as: Marth
Mission: Protect Zelda until she transforms
How to: Keep your enemies away, attack them all.
Use your Front B move to give damage or down B to counter.

32. Crow of the Dark Night
Stage: Lylat Cruise
Play as: Falco
Mission: KO Mr. Game & Watch
How to: Use combos to deal damage. If G&W is in the air and near the edge,
he is usually just screaming for a spike KO. Give him what he wants.
Jump and do a good Down A Aerial. Usually kills.

33. The Demon King's Descent
Stage: Hyrule Temple
Play as: Ganondorf
Mission: KO Link, Zelda, and Pit
How to: Take out that Pit first! His recovery is just ridiculous.
Seriously, take him out. As soon as you have done that, you can take any
of the others. I suggest Link because of his fast KO ability.
Unlocks: Big Temple/Temple CD, on hard difficulty only

34. All Star Battle Melee
Stage: Pokemon Stadium
Play as: Your Choice
Mission: KO 8 Melee combatants, Bowser, Peach, Zelda, Ice Climbers, 
	Marth, Mr. Game & Watch, Falco and Ganondorf
How to: As usual. Keep in mind, that this stage changes the looks. 
	You can both hear and see it when the stage is about to change. 

35. Flat Zone Visitors
Stage: Flat Zone 2
Play as: Mr. Game & Watch
Mission: KO Peach, Jigglypuff and Toon Link
How to: Take out Toon Link first, followed by Peach. 
Jigglypuff should be killed vertically.

36. High-Tech Special Forces
Stage: Shadow Moses Island
Play as: Snake
Mission: KO Samus, Captain Falcon and Wolf
How to: Snake is awesome. If you haven't played him yet,
I suggest to train with him.
Use your Down Smash A on the corners, plant a C4 on a foe if you can.
If you can´t, place it in the opposite corner of you Smash Mine.
I thnk you have the best chance if you kill Wolf as the first one. 

37. The Flying Pirate Ship
Stage: Pirate Ship
Play as: Toon Link
Mission: KO the two Yoshis when the ship is in the sky
How to: Attack the Yoshis with A moves and Up+B.
As soon as you are in the skies, go for the KOs.
Usually a Smash forward A does the job.
Unlocks: Song of Storms CD

38. Wolf on a Fox-Hunt
Stage: Lylat Cruise
Play as: Wolf
Mission: KO Fox and Falco
How to: As Falco is the KOer, take him out first. Dont use your Blaster,
it will probably just be reflected straight back at you.
Unlocks: Star Wolf (Starfox Assault) CD

39. All Star Battle Brawl 2
Stage: Sky World
Play as: Your Choice
Mission: KO the new characters, Dedede, Ike, Lucario, ROB, Toon Link,
	Snake, Sonic, Wolf
How to: The usual, all items and healers are yours. 

40. The Final Showdown
Stage: Final Destination
Play as: Your Choice
Mission: KO Bowser, Dedede, and Ganondorf
How to: This one is tough. Take out Bowser first as he is the faster of them.
Continue with Dedede ending with Ganondorf. Abuse items and all your combos.

To get the last event you have to beat every other event.

41. The Real Final Showdown
Stage: Final Destination
Play as: Your choice
Mission: KO Snake, Sonic and a Giant Mario
How to: Take out Mario first. After that, my best bet is to take out Snake
because of his strength. If you are using a heavy character, take out Sonic
as the secondary. His speed is a pain in the sitting device.
This one is really hard, but not impossible.

===============================================================================

		5.1.6 - Training Mode

This is the place to come for training. If you want to polish your techniques,
this is the place to go.
The Pause button will make a window appear with the following
to choose among:

Speed: 1/4, 2/3, 1/2, x1 and x2 speed. Sets the gamespeed to the whished state.
I recommend to use this to create new combos with your favorite character.

Item: Spawns any item at your demand. You can only spawn 1 Smash Ball at a time
the same goes with Assist Trophies.

Enemy Count: Between 1 and 3 enemies can be spawned at your wish.

Action: What do you want the enemy to do? Walk, Jump, Evade, Attack or just
let a human player control the enemy.

Damage: The damage you wish you enemy should have, ranging from 0 to 999%.

Camera: You can have a close up view if that is what you want.

Help: This is the box on the right. The box shows how much damage you made,
how many hits you landed in your last combo and the summed damage.

Quit: Do I really have to explain this one? If so, this is where you go
if you have finished your training.
===============================================================================
	5.2 - Group
   _________
  /         \
 /  __  __   \	        ____ ____ ____ _  _ ___ 
||  \ \/ /   ||		| __ |__/ |  | |  | |__]
||   >  <    ||   	|__] |  \ |__| |__| |
 \  /_/\_\   /
  \_________/
===============================================================================
	5.2.1 - Free-for-All

This is the mode I predict you will be looking for most of the times.
You fight as it states in the name, a free for all game. Up to four players
can play at a time and you will be able
to have the computer steer some characters too.
From level 1 to 9 is the difficulties against a computer, where 9
is the most difficult computer.

			5.2.1.1 - Rules
This is the section where you decide the rules.
Simply press the large bar on the top
on the character select screen to go to the rules instantly.

Stock/Time/Coin:
When you choose stocks,
you can decide how many "lives" the players are given before
they will be declared defeated.
From a number starting at 1 ending at 99
determines how many stocks you are given.
Time is point based. Everytime you kill an opponent, you gain a point and the
opponent looses a point on top of that.
So if you suicide you loose a point as well but the opponent wont gain a point.
The one with the most points after the time runs out, wins.
In case of a tie, a Sudden Death is started where the ones with the same scores
will ahve 300% damage, after some time, bombs will start dropping.
Coin is where you fight in a time limit and each time you damage a player,
that person will drop coins or bars.
Just touch these and you will gain coins, the one with the most coins wins.

Handicap: You can turn this On, Off or Automatic. A handicap determines how easy
or hard it is to KO your opponent.
In SSB:B though, handicap is not in numbers anymore but in damage per centages.
Meaning instead of a player having 5 in handicap (average handicap
in Super Smash Bros. Melee) they might have 0% handicap.
The more winning streaks a person has, the more handicap is given to him/her.

Damage Ratio: This is how much knockback will be increased or decreased.
The higher the number the larger will the knockback be. The number is
ranging from 0.5 (half knockback) to 2.0 (double knockback)

Stage Choice: How the stages are chosen, you can choose if it is your choice,
random choice or the loosers choice.
You can also decide that it goes after a set
rotation so you take turns on the choice. Lastly you can decide if the game has
to go through all the stages in a preset row.

Item Switch:
This is what seperates the casual players from the competative ones.
You can choose if items have to be dropped in a low frequence,
medium or in a high frequence or no items at all.
Also, every single item can be switched on or off.

More Rules:
You may add a time limit to your stock matches or enable/disable friendly
fire in team matches. Enable/disable damage-meter and if you want your scores
displayed in time matches is all chosen here.
===============================================================================
	5.2.2 - Team Battle
As the name states, you play in teams.
You can decide among three different colours:
Red, Blue and Green team. Just tab the "Brawl" bar and the Narrator will say
Team Battle. In team battle, you can decide to have a 2 vs. 2 match or a
1 vs. 3 match etc. Some people use team battles for training, e.g. playing 1 vs.
3 level 9 computers.
You may set the rules just like you could with the Free-for-All game mode.
When you play stock match and you lose all your stocks. You may steal a stock
from a still living partner who has more than 1 stock left.
Press start and the Narrator will say "Share Stock" which confirms that you
have shared a stock and the dead player is now revived.
===============================================================================
	5.2.3 - Coop STADIUM
The Stadium now allows two players at once or against each other.
Target Smash!! with two players should half all your records.
Home-Run contest can be against each other where you see who can launch the
Sand Bag the furthest. Or you can do it together to make him go fly
literally into the next week.
Last but not least is the Multi-man Brawl which makes unlocking stuff from here
so much easier.
===============================================================================
	5.2.4 - Coop Adventure Mode
Not that I am about to post the adventure section, but I had to make
a section of when you can play two players and what to do.
Usually when one player can decide between two characters, a secondary person
is allowed to join the Adventure. Just press start and you will summon on stage.
The camera will only follow player one, so when player two is getting behind,
he/she will be drawed towards player one, making it impossible to kill
the second player by going off screen. 
===============================================================================
	5.2.5 - Coop Events

In this wonderfull mode, a secondary player may enter the events.
The person can in the selection screen of the events, press start/+ to join.
Now you will be able to defeat the Coop-Events.
There are not so many Coop-events as the ordinary Events,
but it still does own!

***NOTICE*** Spoilers ahead in this section ***NOTICE***

[number of the event]. [name of the event]
Stage: [stage that is played on]
Play as: [Player 1] and [Player 2]
Mission: [The task to complete the event]
How to: [Short description of how you could success]
Unlocks: [if it unlocks anything, it is noted here]

1. Two Trouble Kings
Stage: Delfino Plaza
Play as: Mario and Kirby
Mission: KO King Dedede and Bowser
How to: One takes Bowser, the other takes Dedede.
	
2. Master The Pokemon Tag Battle
Stage: Pokemon Stadium 2
Play as: Pokemon Trainer and Pikachu
Mission: Defeat Pokemon Trainer and Pikachu
How to: Go for the Pokeballs and as in Event 1, one takes Pikachu
the other goes for the trainer pokemons.
	
3. The Quickest, Shortest Sudden Death
Stage: WarioWare
Play as: Yoshi and King Dedede
Mission: Survive for 10 seconds with 300% damage
How to: Evade all of Pit's and Lucas' attacks and attack them if needed.
	
4. Dk's Tag Calamity
Stage: Mario Circuit
Play as: Donkey and Diddy Kong
Mission: KO all incoming enemies while being small
How to: Evade the karts and go for all items again.

5. Yoshi Squad 50
Stage: Rainbow Cruise
Play as: Meta Knight and Pit
Mission: KO 50 Yoshis before completing one lap of the stage
How to: As the screen will move, use that as an advantage.
Keep in mind that BOTH Pit and Meta Knight can glide, abuse it!
	
6. The Secret Sneaker
Stage: Port Town Aero Dive
Play as: Zelda and Zero Suit Samus
Mission: KO all invisible enemies
How to: The enemies are not completely invisible.
If you look closely, you can see a water-ish effect somewhere on the stage.
This is the enemy, go kill then all!
	
7. Dark Squad Duel
Stage: Bridge of Eldin
Play as: Link and Samus
Mission: Kill your dark forms in a 200 HP Stamina match
How to: One go for Samus, the other for Link.
	
8. All Mine!
Stage: Skyworld
Play as: Wario and Bowser
Mission: Gain 2,000 coins together
How to: Wario holds Mario while Bowser should use Firebreath.

To get event #9-15 you have to unlock the following character:
R.O.B.

9. Those That Stayed in Onett
Stage: Onett
Play as: Lucas and Ness
Mission: KO Luigi and Yoshi
How to: Again, you go for one character each.
	
10. The Cypress R.O.B.
Stage: The Summit
Play as: Lucario and Ice Climbers
Mission: Take turns on KOing R.O.B.s which grows over time.
Except the last one being small.
How to: You HAVE to take turns on KOing R.O.B. or else you will fail, keep
memorizing who is next to kill R.O.B. and help each other to make damage.
	
11. Renovation Strategy
Stage: Luigi's Mansion
Play as: Luigi and Pit
Mission: Obtain 300 gold WITHOUT damaging the mansion
How to: Do NOT attack the pillars! Else you will fail.
	
12. Come Back! Falcon Flyer
Stage: Big Blue
Play as: Captain Falcon and Pikmin and Olimar
Mission: KO Samus and Samus in under 30 seconds
How to: Try to spike Samus to the road, that should do it.
	

13. A Tender and Tough Blade
Stage: Hyrule Temple
Play as: Marth and Ike
Mission: Take turns in KOing Link, Meta Knight and Ganongdorf
How to: Help each other with the damage, but make sure that you memorize
who is next to kill.
	
14. Guardians of Darkness
Stage: New Pork City
Play as: tiny Ganondorf and Wolf
Mission: KO DK or Charizard at least one time each.
How to: Help with the damage, especially Wolf has to help Ganondorf
as he is small. Use Warlock Punch as a finisher,
and it's most effective near the edge.
	
15. Four Swords Brawl
Stage: Pirate Ship
Play as: Toon Link and Toon Link
Mission: Optain 500 coins together before the other Toon Links do it
How to: Use it