Super Smash Bros. Brawl FAQ for the Nintendo Wii
Version 1.0
Copyright 2008 Banjo2553

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                |
Introduction    |
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----------------

Welcome to my Super Smash Bros. Brawl (SSBB for short) FAQ. This'll teach you
anything you need to know about the game, including how to unlock the many
pieces of content hidden within the game. Use CTRL + F to find what you're
looking for. Alright, feel free to browse my FAQ, but beware that this contains 
spoilers of the game! Since this is such a huge FAQ, I will provide tags in
brackets for each section, making it easy to jump to the section you want.
Simply press Ctrl + F, then input the tag (including brackets) of the section
you want to warp to.)

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Table of Contents
I. Legal Notices [Lgl]
II. Version History [Vers]
III. How to Play
  a. Basics [Hw2Bsc]
  b. Techniques [Hw2Tch]
  c. Advanced Techniques [Hw2AdvTch]
  d. Control Types [Hw2Ctrl]
    1. Gamecube Controls
    2. Classic Controller Controls
    3. Wiimote + Nunchuk Controls
    4. Sideways Wiimote Controls
IV. Solo Mode [Sol]
  a. Classic Mode
  b. All-Star Mode
  c. Adventure Mode [SolAdv]
    1. Features
    2. Enemies [AdvEnmy]
    3. Enemy Locations [AdvEnmyLoc]
    4. Walkthrough [AdvWalk]
  d. Event Mode [SolEvnt]
    1. Solo Events
    2. Co-op Events
  e. Stadium [SolStdm]
    1. Break the Targets
    2. Home-Run Contest
    3. Multi-Man Brawl
    4. Boss Battle Mode
  f. Training 
V. Group Mode [Grp]
  a. Brawl
  b. Rules
  c. Special Brawl
  d. Tourney
  e. Rotation
  f. Names
VI. Nintendo WiFi Connection Mode [WFC]
  a. With Friends
  b. With Anyone
  c. Options
VII. Misc. Modes [Msc]
  a. Vault
  b. Options
  c. Data
VIII. Characters [Char]
  1. Mario [CharMar]
  2. Luigi [CharLui]
  3. Peach [CharPea]
  4. Bowser [CharBow]
  5. Donkey Kong [CharDK]
  6. Diddy Kong [CharDid]
  7. Yoshi [CharYosh]
  8. Wario [CharWar]
  9. Link [CharLink]
  10. Zelda [CharZel]
  11. Sheik [CharShe]
  12. Ganondorf [CharGan]
  13. Toon Link [CharToon]
  14. Samus [CharSam]
  15. Zero Suit Samus [CharZSS]
  16. Pit [CharPit]
  17. Ice Climbers [CharIC]
  18. R.O.B. [CharROB]
  19. Kirby [CharKir]
  20. Meta Knight [CharMet]
  21. King Dedede [CharD3]
  22. Olimar [CharOli]
  23. Fox [CharFox]
  24. Falco [CharFal]
  25. Wolf [CharWolf]
  26. Captain Falcon [CharFalc]
  27. Pikachu [CharPika]
  28. Pokémon Trainer [CharTrain]
  29. Lucario [CharLuc]
  30: Jigglypuff [CharJiggly]
  31. Marth [CharMart]
  32. Ike [CharIke]
  33. Ness [CharNes]
  34. Lucas [CharLucas]
  35. Mr. Game & Watch [CharG&W]
  36. Snake [CharSnake]
  37. Sonic [CharSonic]
IX. Stages [Stg]
X. Item Compendium [Itm]
XI. Pokédex [Pok]
XII. Assist Trophy List [AsTrphy]
XIII. Collector's Guide to Stickers [Stckr]
  a. Ways to Collect Stickers
  b. Sticker List
XIV. Collectable Trophies List [Trphy]
XV. Challenges List [Chal]
XVI. Secrets [Sec]
  a. Characters
  b. Stages
  c. Miscellaneous
XVII. My Music Track List [Musc]
XVIII. Frequently Asked Questions [FAQ]
XIX. Credits [Cred]

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                |
Legal Notices   |
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---------------- [Lgl]

The words in this FAQ are copyrighted. Do not copy this FAQ and claim it as
your own, or else you'll meet severe penalties. ONLY GameFAQs is allowed to
host this FAQ, no exceptions. Nothing personal, it just gets confusing to keep
track of which FAQ is up-to-date and which is not, so I will decline any
requests to put my FAQ on your site. Again, nothing personal.

My e-mail address is gmaster2647@gmail.com . You can email me for questions,
comments, or even suggestions, just make sure your emails are coherent. I will 
not accept spam or hate mail, as they will get deleted. I will also delete any 
emails that are not coherent. In other words, do not use l33t internet speak 
or chatroom shortened words. Also, one last note, before asking a question
about Brawl through an email, check this guide to make sure your question isn't
already answered. I've broken down the game as much as I can in this guide, so 
it should be easy to navigate. Also be sure to check out Frequently Asked
Questions section, your question might be quickly answered there, too.

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                |
Version History |
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---------------- [Vers]

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Version 5.0
5/13/08

This FAQ was birthed. Pretty much all stuff is here, which includes the basics, 
the techniques, and a few advanced techs. All the modes are covered and each 
character has their comprehensive moveset covered. Important secrets are shown 
as well, for how to unlock characters, stages, event matches, etc. KO
percentages and Attributes for each character have not yet been done yet,
though Mario and Luigi both have the KO percentages list. I will update the
characters daily.

The sticker and trophy lists are also incomplete, but I'm working on them as
well.
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Version 5.1
5/14/08

Covered descriptions for all of Peach's moves and provided KO percentages for
her. Hey, I coulda done more, but today was a lazy day. Oh, and fixed a few
typos here and there.

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                |
How to Play     |
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This is the place for all knowledge on how SSBB is played.  Come here if you're
new to the Smash Bros. franchise or if you just want a refresher course.

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Basics [Hw2Bsc]

Super Smash Bros. is a fighting game series based solely on taking multiple 
Nintendo characters from their many franchises and making them face off against
each other.  Brawl is a slight exception to this rule, as a few third-party
characters have joined to face off!

The basic deal is to attack your opponent to increase their damage percentage.
The more damage an opponent has taken, the farther he'll fly from the same
attack dealt in a lower percentage.  High damage can also affect a character's
stamina, such as trying to climb up from hanging on a ledge. (He's a lot slower
in doing so.)

To win, keep attacking the opponent until he flies off the stage and eventually
off the screen, thus KO'ing the opponent if he flies far off the screen.  Some
modes have a point system for KO's.  That'll be explained later in the Game
Modes section.

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Techniques [Hw2Tch]

Techniques are various gameplay mechanics that are needed to learn in order to
gain a basic understanding of how the game works. These will be listed below
and explained in detail.

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Final Smashes

A brand new, exciting gameplay element is the Final Smash. Each character has
one, and they can only be performed with an item called a Smash Ball. When the
Smash Ball appears, it's a race to grab it! Once you have the power, your
character gains a multi-colored aura. Press the Special Attack button to 
unleash this super-powered attack! Of course, it won't activate if you try to 
do a directional Special Attack.

There are things called "Pity Final Smashes," which are given to you if you're
too far behind from the rest. They're basically free Final Smashes, and are
given to you right when you spawn back onto the stage.

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Moving and Shooting

A new feature added in Brawl is the ability to move while firing a rapid-fire 
item, such as the Super Scope. You can move forwards and backwards, and even 
jump. This is great for setting up an edgeguard.

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Recovering

As with the other Super Smash Bros. games, if you get knocked off the stage, 
your primary objective is to recover. Usually recovering is used with the 
double jump and Up special move (when applicable), but other characters have 
different recovery techniques to use along with those. These recovery 
techniques will be discussed in the characters section.

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Standard Combos

Most characters have natural combos based on simply pressing the standard 
attack button multiple times. Each is very different. Now in Brawl, all you 
have to do is hold the standard attack button to do these combos. It makes it 
a little easier for some of them.

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Footstool Jumping

A new gameplay technique for Brawl?  Sounds interesting. Basically, to do a 
Footstool Jump, jump on top of someone, and with perfect timing, jump to launch 
off from that character! It does have Meteor Smash capabilities, but it's a
rather weak Meteor Smash. (see Meteor Smashes below) You can use it 5 times 
each time when you're in the air, and each time you Footstool Jump while still 
in the air, you hop lower than the previous Footstool Jump. This can be useful
for recovery, especially if someone inexperienced tries to intercept you.

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Tether Recovery

Returning from Melee, certain characters can grab onto the ledges of stages 
from a distance. Once connected, press a button to jump up from the "Tether."  
This gives the players some advantage. The characters who can use Tether 
Recovery will be noted in their own character profiles under Recovery 
techniques. However, since Tether Recovery only hooks to a specific spot on the
ledge, you cannot Tether Recover if someone is edge-hogging. (See Advanced
Techniques)

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Gliding

A new gameplay technique exclusive only to winged characters is the ability to 
glide. With this, you can glide in one direction for as long as it's activated. 
To use it, simply hold the jump button while in a mid-air jump. (second jump in 
other words) You can also rapidly press left and right while in a mid-air jump, 
but which is easier to do? :P When gliding, you can go up or down by pressing 
up or down directions.  Like real gliding, you can stall if you go up too much. 
However, you can also only go one direction, and if you get attacked, your 
glide will be cancelled.

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Shielding and Dodging

A simple-to-learn, but VERY essential technique used for battle. Shielding is 
your main form of defense. Without defense, you can't have a good offense, 
right? So this is essential to learn. Make primary use of your shield so that 
you can build up a good offense. Of course, shield too much and it will break, 
stunning your character and rendering him motionless for many precious seconds. 
So while you should depend on shielding, don't use it too much. There are also 
certain items or moves that can either instantly break an opponent's shield or 
break it faster, so learn these moves and adjust your strategy accordingly.

Dodging is also very useful, you can completely avoid attacks with dodging. You 
can dodge by holding R and either left, down, or right. Each direction does a 
different dodge. Dodging also makes you invincible while doing it, so it's 
alright to use it proactively. You can also perform a dodge in mid-air by
simply holding the shield button. Brawl's Air Dodge works differently than in
Melee, in that this Air Dodge still keeps you going in the direction you were
moving, except with some invincibility. This means no directional air dodging
like in Melee.

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Disjointed Hitboxes

This is something you'll have to learn about if you wish to get better and have
safer fighting, especially when intercepting recoveries. First off, I will
explain hitboxes. A hitbox, essentially, is something that covers an entire
character. There are different kinds of hitboxes, but when not attacking, your
character is surrounded with what I call a "neutral hitbox." When you attack,
certain hitboxes for your character change to an "offensive hitbox," which if
those hitboxes come into contact with another character, the opposing character
gets hit. Likewise, if your "neutral hitbox" is hit with an attack, your
character gets hit. Of course, there's also what I call a "defensive hitbox"
which basically covers the whole character during frames of invincibility or
super armor. This way, the character will either not take damage at all, or
simply not flinch from attacks.

Got the gist of what hitboxes are? If you do, continue reading. A "disjointed
hitbox" is an attack that, when executed, will not let you get damaged if
another person comes into contact with that hitbox with their own attack.
Prime examples for this are projectiles and swords. Many of Ness's and Lucas's
attacks also have disjointed hitboxes, since they use PK energy to attack.

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Grabbing

A technique that should be used is grabs. Grabs are one of the best attacking
techniques: it's fast, easy to execute, and sets up for some combos. To grab,
either press the assigned grab button, or shield and press the standard attack
button at the same time. Shield grabs are more beneficial, as you can avoid an
incoming attack and grab the opponent immediately afterwards. While your hold
is on an opponent, you can attack by pressing the standard attack button, or
throw in any of the four directions. As said before, make grabs a priority, as
you can set up some great combos with these. You can also grab while someone is
shielding, so use that as an opportunity!

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Stale-Move Negation

This is something that all move-spammers should know. This has been a tradition
in Smash Bros., but happens a lot quicker in Brawl. Basically, if you use the
same attack over and over, the damage and knockback dealt will decrease over
time. So if you spam your Forward Smash through the whole fight, it will prove
ineffective with minimum damage and knockback after a minute or so. The only
way to prevent Stale-Move Negation is to use all your moves in a variegated
manner. Simply, do not spam a certain move, because even though it seems
effective at first, it soon won't be.

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Glancing Blow

Something to notice in Brawl is that if you perform an attack and it hits, but
just barely grazes the opponent, you'll hear a "chik" and the opponent will not
flinch and take minimal damage. It's interesting to know, so make sure you
aren't too far from the opponent if you want to do some real damage with your
attacks.

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Swimming

A new feature in Brawl, you can actually swim in water! Some stages have water
that can you can swim around in. In actuality, you're swimming on the surface
of water by moving left and right. After a while, you'll start to sink, so make
sure you use your swimming time to jump back to shore. The stamina system
mentioned in Basics also takes its effect in swimming, as the higher damage you
take, the less time you can stay afloat.

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Tripping

In this game, characters can randomly trip. They can trip randomly if they
dash, and the frequency increases as characters take damage. Tripping acts just
as if a character slipped on a Banana Peel item. However, during a trip, the
character is invulnerable for a brief period until he lands. You can
immediately roll to the side to get back on your feet, so you won't be helpless
when you do trip. Other than damage, tripping is fairly uncommon, so don't
worry about it. Also, characters can trip if they are hit with a ground attack
that aims for the legs.

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Eating While Down

So you get sent flying from an attack and happen to land near some food. Why
get up when there's food there? Just press A and you'll scoop up the food items
and eat them while you're flat on your back or stomach. I'm sure you can pick
up other items while you're down as well. This technique was not in Melee, so I
thought it would be notable to add this in here.

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Breaking Reflectors

Certain characters have certain moves that can reflect projectiles. These
reflector-type moves will be discussed in the Characters section, but when a
projectile is reflected, that projectile's power will increase. A Reflector can
also break and give shield stun if it reflects a projectile far too powerful,
so be careful if you get into a Reflector volleyball fight with a projectile.

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Meteor Smashes

Meteor Smashes are certain aerial moves that can send the opponent straight
downward. Take Mario's forward aerial for example. It has two properties: If
you hit the opponent as the attack starts, that opponent flies upward. However,
if you hit the opponent as Mario's fist goes down, Meteor Smash! Best used to
intercept opponents when they're trying to recover. Don't forget to recover
yourself after using one though...

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Dropping through Platforms

While a fairly simple technique, and probably one of the most obvious, it is
often overlooked and can be a good way to avoid an opponent. To drop through a 
platform, simply tap down on the directional stick/pad. The actual falling is a 
bit slow, but you can also fall through platforms while jumping by just holding 
that direction down. Keep in mind this may not work for all platforms, and you 
cannot drop through the stage itself.

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Wall Jumps, Wall Clings, and Crawls

These techniques are exclusive to some characters. A Wall Jump is simply
jumping toward a wall, then jump again while pressing an opposite direction.
All characters can wall jump after performing a Ukemi off a wall, though. Some
characters can Wall Cling, which is simply them holding on to a wall until a
Wall Jump is performed. Crawling is another technique exclusive to some
characters, and can be used to dodge low air-borne blows or pass through an
enemy's defenses. To Crawl, simply crouch, and press a diagonal direction (left
or right while holding down) and your character will move around while
crouching, usually on all fours. You can use your down strong attack (tilt)
freely while Crawling.

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Entrances, Taunts, and Alt. Costumes

Not really essential gameplay elements to know about, but in this Super Smash
Bros. installment, each character has both a unique stage entrance (from the
original Smash 64), three taunts, and alt. costume color changes. If you're 
feeling cocky, you can use one of the taunts after KOing someone, or during 
battle. The buttons for taunts are listed in the controls section, and all the 
characters' stage entrances, taunts, and alt. costumes are listed in their 
respective profiles in the Characters section.

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Advanced Techniques [Hw2AdvTch]

These are basically techniques to improve your performance and skill in Super
Smash Bros. Most of these take a lot of time to master, others are simple to
learn but still provide for increasing skill. There are also character-specific
techniques. To learn about those, check out the tips for each character in the
Characters section.

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Small Jump

Small Jump is a simple technique, but proves to be useful in combat. With the
Small Jump, you can perform an aerial attack and quickly land, without having 
to leave yourself open to attacks in the air. Simply tap the jump button 
lightly instead of holding it to do a Small Jump.

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Fast Fall

Fast Fall is another simple technique. With this you can get quickly back onto
land without leaving yourself open to comboing, and may even help a lot with
performing juggling combos yourself! To fast fall, simply hold down while
falling.

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Ukemi

A fancy name for a simple tech, Ukemi allows characters to stand right back on
their feet after being flown from a blow instead of landing stomach first. To 
perform, simply hold the shield button just before you come into contact with 
the ground, wall, or ceiling. Doing it on the ground lets you stand right back 
up on your feet. On the wall or ceiling, it just keeps you from ricocheting 
everywhere. This is a vital technique to master, as it can really mean the 
difference between life and death. One thing to note as well, if you press left 
or right while performing a Ukemi on the ground, you get to roll in that 
direction.

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Pivot Grab

Is someone chasing you? Want to get the drop on him? Well no problem. The Pivot
Grab allows you to grab someone behind you. Simply dash, then press the
opposite direction whilst performing a grab and you will quickly turn around
and grab your opponent. The fastest grab in the game, it's a great way to catch
someone off guard.

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Perfect Shield

The Perfect Shield is quite a powerful technique. It's easier to accomplish
than in Melee, but it still requires some work. Simply shield the moment an 
attack hits you, and your character will emit a bright flash, absorbing all 
knockback and preventing damage. You can attack right afterwards, which proves 
to be a great counterattack proposal. The Perfect Shield can also reflect 
projectiles instead of absorbing them. Since the timing is less demanding in
Brawl, this may be THE technique to master, like L-Canceling was to the
previous Smash Bros.

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Edgeguarding

One of the more advanced techniques in Brawl is edgeguarding, and it is very
essential to learn. Edgeguarding is simply that: Keep yourself to the edge of a
stage when someone is recovering, and either intercept (keep them away from the
stage by attacking) or edgehog. You can do anything to edgeguard, but 
edgehogging is hanging on the ledge to a stage when someone is trying to 
recover. You are invincible for a second or two once you start hanging on, and 
no other characters can hang onto that ledge if you're on it. Even characters 
who use Tether Recovery are foiled by edgehogging! Use this to your advantage 
if you wish to gain the advantage in battle.

Intercepting is usually done through meteor smashes or other power mid-air
attacks. Simply jump toward your enemy when he's trying to recover, and attack
to keep him from recovering! You can be a powerful opponent if you manage to
intercept AND make it back to the stage.

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Reverse Aerial Rush

This is an extremely useful advanced technique, and it's actually quite easy to
master. Simply dash in one direction, then slightly tap the Control Stick in
the other direction while jumping. If successful, when you jump, you should be
facing the opposite direction, but still have the momentum from the dash.
The usefulness in this lies in the character's back aerial attack. This is
extremely useful for characters with good back aerials, but so-so front
aerials. (Such as Mario, who I'm sure you'd rather hit with his back aerial
moreso than his front aerial.)

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Directional Influence

Directional Influence is simple, really. If you get knocked from an attack,
press a direction using the Control Stick to change your trajectory. This is
most effective if you press the direction as you get attacked or before. This
can also be more effective if you use the C-Stick as well in tandem. Using the
C-Stick as well is called "Smash Directional Influence." Directional Influence 
(most commonly shortened to "DI", or "Smash DI") is helpful in escaping attacks 
that can be never-ending, such as Pit's Angel Ring, or Fox's standard attack 
combo. Learn it well, and you'll soon find that those once inescapable combos
can actually be escaped with ease!

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E-mail me if you find some more!

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Control Types [Hw2Ctrl]

So many control styles...which one will you choose? Below lists the default
controls for each controller type, but keep in mind you can also fully
customize controls to fit your style.

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Gamecube: SSBM (Super Smash Bros. Melee) fans will find this control style 
most familiar. Most of the controls have not been changed.

Control Stick: Move, crouch, jump (navigate menus)
Start button: Pause the game (make certain menu confirmations)
D-Pad Up, Left, Right, Down: Taunts (each direction does a different taunt)
C-Stick: Quick Attack
A Button: Attack (make menu confirmations)
B Button: Special Attack (cancel menu confirmations)
Y Button: Jump
X Button: Jump
Z Button: Grab
R Button: Shield
L Button: Shield

Attacking is the main strong suit of any character. Well duh, it is a fighting 
game. Anyway, normal attacking is done with a single button, but you can do 
directional attacks by lightly pressing the Control Stick in any direction. To 
do Smash Attacks, smash the Control Stick and attack. This is the same for
Special Moves, though keep in mind only some Special Moves have "Smash Attack"
versions of them. To know which, check the character list.

Special Properties: People familiar with Melee can probably find their home
with this controller type, and will likely have an easier time winning than
with others. To explain Quick Attack further, it works the same as in Melee.
It's like a quick substitute for using directional attacks normally. It does
Smash Attacks on the ground and directional attacks in the air. To charge up
Smash Attacks with the C-Stick, simply hold Z while pressing a direction.

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Classic Controller: A classic take on Gamecube controls, choose this if want to
keep a traditional control style, but don't have any Gamecube controllers.

Left Stick: Move, crouch, jump
Right Stick: Quick Attack
D-Pad Up, Left, Right, Down: Taunts (each direction does a different taunt)
A Button: Attack
B Button: Special Attack
Y Button: Jump
X Button: Jump
L Button: Shield
R Button: Shield
Zl Button: Grab
Zr Button: Grab
+ Button (Start): Pause
- Button (Select): Grab
Home Button: Bring up Home menu

Special Properties: The Classic Controller is for those people who prefer
traditional control, but don't have a Gamecube Controller.

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Wiimote + Nunchuk: A unique way of controlling a fighter, this uses the Wiimote
and Nunchuk combination used for some Wii games.

Nunchuk Stick: Move, crouch, jump
Nunchuk C Button: Jump
Nunchuk Z Button: Shield
Wiimote D-Pad Up: Jump
Wiimote D-Pad Left, Right: Grab
Wiimote D-Pad Down: Shield
Wiimote A Button: Attack
Wiimote B Button: Special Attack
A + B: Grab
+ Button: Pause
Home Button: Bring up Home menu
- Button: N/A
1 Button: Up Taunt
2 Button: Down Taunt
1 + 2 (= 3! lol): Side Taunt

Special Properties: Wii Remote with the Nunchuk is an interesting way to play
Smash Bros., no doubt. Many buttons are duplicate actions in this default set-
up, but I'm sure you can find more usage for those buttons. For those who
really want to try something new, this is the controller for you. Also, this
controller has something special called "Shake Smash." Just shake the Wiimote
up, left, right, or down to do an instant Smash Attack. Think of Shake Smash as
this controller's version of Quick Attack.

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Sideways Wiimote: What I call the "NES Controller" position, you can use this
without the Nunchuk.

Control Pad: Move, crouch, jump
A Button: Taunt
B Button: Shield
+ Button: Pause
Home Button: Bring up Home menu
- Button: Grab
1 Button: Special Attack
2 Button: Attack

Special Properties: Moving is done with the Control Pad. If you wish to dash,
simply press the direction you want to go twice in rapid succession. Smash
Attacks can be done in one of two ways: Press a direction the 1 and 2 at the
same time, or press 2 and a direction at the same time. The Shield button is in
a rather awkward position, but to dodge, hold it and a direction on the Control
Pad; to grab someone, or to throw an item, press B and 2 at the same time. Of
course, the - Button does all those moves for you, so you don't have to worry
about that.

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                |
Solo Mode       |
                |
---------------- [Sol]

The Super Smash Bros. series contains a huge variety of modes and options to
choose from, and Brawl is no exception.  This section will detail all the
available choices in Solo play, which can be accessed at the main menu.

###############################################################################

Classic Mode

Yes, Classic Mode is back! In this, you basically fight through rounds 'til
you reach the end. Unlike in Melee though, the rounds have set themes and
situations, like giant modes, metal modes, or teams. A nice little bonus is 
that if you finish Classic Mode in under 8 minutes, on Hard difficulty, and 
without using Continues, you get to fight Master Hand's alter ego, Crazy Hand. 
Now you're fighting two Hands!

If you lose all your stocks, you will come to a Continue screen, assuming you 
have enough coins. You can continue back to the stage you died in, but there
are some risks to continuing: Your score gets cut in half, you gain a single
point (keeps track of Continues made), you forfeit a number of coins. How many
coins, you ask? Well that depends on the difficulty...

Easy - 10 coins
Normal - 20 coins
Hard - 30 coins
Very Hard - 50 coins
Intense - 100 coins

Woah! That's a lot of coins! Better stock up if you wish to go for the higher
difficulties...Although, after clearing Classic Mode, you get to play a tiny
shoot-em-up minigame, which will let you earn coins based on how many panels
you can shoot. Rack up those coins!

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All-Star Mode *UNLOCKABLE*

All-Star mode is back! In this mode, you have one stock, and your objective is
to KO every character in the game. If you are successful, congratulations! Your
damage is carried into each stage, so try not to be careless. This mode has
five difficulties (Easy, Normal, Hard, Very Hard, Intense) so choose wisely...
if you complain that you can't get through Intense, not my fault. >_>
Between each match is a rest area, where there's a set amount of health-
restoring items. You must use these in discretion, as they're gone permanently
once you use them. (Well, they are back on another playthrough of All-Star Mode
but you get my point.)

###############################################################################

Adventure Mode: The Subspace Emissary [SolAdv]

"In this world, trophies fight. They know nothing but fighting. Fighting is
the sole reason for their existance. Being turned back into a trophy, being
unable to fight, is much like death.

Those are the rules of this world. But...

When someone...or something...breaks those rules, the world will pay a terrible
price..."

For the first time ever, Smash Bros. will have a fully-fleshed out single 
player experience. Watch as each character in the Smash Bros. universe 
persevere against all odds in a fight to stop the evil robot army, who are
called the Primids, and led by a mysterious person known only as the Ancient
Minister. The Primids' job is to cut apart the world and carry it to Subspace. 
In order to do so, they use large devices called "Subspace Bombs." They are
activated with Robotic Operating Buddies (R.O.B.s).

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

Features

There are many features in the Subspace Emissary unique to it from the rest of
Brawl. Here I will detail some of the more important aspects.

-------------------------
Co-op

Yep, you heard right! Co-op is an available mode in Subspace Emissary. It works
much like the co-op system in Kirby Superstar, but if you haven't played it,
I'll describe it here.

The camera is always focused on player 1, so if player 2 leaves the screen,
he'll do a space jump to return to player 1. However, player 2 can be KO'd if
he flies off the screen after taking damage. Player 2 also has a space jump
button that he can hold to always make him be with player 1 if he can't keep up
normally.

-------------------------
Trophy Capturing

Fans of Pokémon may find this a bit familiar. Throughout the Subspace Emissary
are special items called Trophy Stands. They are shaped like coins with Smash
symbols on them. Once you pick one up, your character will hold it until you
throw it. Throwing it at enemies can transform them into collectible trophies
that once you pick up, you can view it over at the Vault in Brawl's main menu.
Of course, you will have more of a chance that the enemy will turn into a
trophy if it is first weakened with attacks.

-------------------------
Sticker Power-ups

You may realize that as you play the various modes of Super Smash Bros. Brawl,
that you acquire stickers. At first, you may think these are just for 
collection, but in actuality, they can be used to power-up your character in
and only in Subspace Emissary. To use Stickers, simply go to the stickers tab
while you're on the map screen. You'll be given the base of the trophy stand of
the current character you have. You can switch characters using L and R
(Gamecube and Classic), A and - (Sideways Wiimote), and 1 and 2 (Wiimote + 
Nunchuk). Scroll down the sticker list on the right, and choose the sticker you 
want to put on the base of the trophy stand, and your character will be powered 
up!

Different stickers have different effects. Like a sticker of Katrina from
Animal Crossing can increase your magical attacks up 13 points of damage. Of
course, the larger a sticker is, the more potent its effects will be. Keep in
mind that if there's two stickers that can increase a stat, only the one that
increases that stat the most will actually work. Like, say you have a sticker
that ups attack power by 10, yet you have another one that ups attack by 13, it
will act as if you only had the attack + 13 sticker put on, so try to save
stickers.

Also, certain stickers can only affect characters of that specific type, like a 
sticker that can increase attack strength in sword attacks, will affect a 
character who uses a sword, while it won't affect a character who doesn't have
a sword. Also keep this in mind so as to not waste stickers. Of course, if you
feel like not taking the time to pick out the stickers you want, you can choose
to randomize the stickers that you have. There's also numerous types of sorting
out the stickers. Try them all out!

Another thing I should mention is that you cannot place a sticker on top of
another, so make sure to place the stickers in as best a space-saving manner as
possible. Once you apply a sticker on the trophy stand, that sticker will turn
gray. Be careful when deciding when to apply the stickers, as if you decide
that you don't want an already-applied sticker and remove it, you lose it
forever! Well, at least until the next time you get the sticker.

Some stickers are also rare! The more rare the sticker, the more valuable it is
and the more it will power-up your character. How to get rare stickers? Well,
playing the modes in the higher difficulties help you get rare stickers!
Challenges are the key!

You can check out what a certain sticker can upgrade in the Sticker Album 
within the game, but if you want ways to get stickers and a complete list of 
Stickers and their effects, check out the "Collector's Guide to Stickers" 
section.

-------------------------
Continuing

When you lose all your stocks, you are given a menu with three choices.
"Get up" lets you continue, "Back to Map" brings you back to the map, and
"Quit" to, naturally, quit Subspace Emissary. If you continue, you start back
at the step (a section of a level seperated by doors) you died from. There are
some risks though. You lose half the stickers and trophies not collected from
orange boxes (CDs are also safe), and the amount of coins you get for beating
the stage decreases. You have these same effects if you choose to go back to
the map and start the stage over, so it's best to just trudge on.

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

Enemies [AdvEnmy]

Just like a normal 2D platformer, Subspace Emissary has many enemies to face
and dangers to avert. When you near an enemy, its name and health bar is shown
at the top left of the screen.

-------------------------
Subspace Army

These are the enemies of the Subspace Army, which are totally unique and new
enemies for Brawl instead of the generic Koopa or ReDead.

----------
Armank

Armanks are simply tanks with rather large pincer arms. Destroying the arm will
reveal the driver underneath, and it's a...green blob? Weird. Anyway, the only
way to damage/and or trophy this enemy is to hit the green blob. It is
invincible otherwise, so always destroy that arm!
----------
Armight

Armights are weird floating enemies with tentacles for arms, a helmet on their
heads, and attack by slashing and throwing spears. Beware, their tell-tale sign
of them appearing is their laugh.
----------
Auroros

This bird-like enemy shines like platinum, and swoops down towards you in an
attempt to pierce you with its sharp beak. Once they hit the ground, you can
pluck them up and throw them like lances at other enemies!
----------
Autolance

This helmeted enemy moves around with what looks like a conveyor belt and can
constantly use lances for both local and long-range combat (it can throw them).
Since its strikes are strong, an Autolance is a force to be reckoned with.
----------
Bombed

This weird enemy has a bomb for a head. When it sees a threat, it just pops its
head right off its shoulders and throws it at you. It then runs away until its
head grows back. It's like an insect, only humanoid!
----------
Borboras

A humanoid enemy. But...there's something odd about it. No, it's not the fact
that it skips...then again, that is pretty weird, but...ah yes, its head! Its
head is literally a trumpet, and it blows serious wind from its mouth, keeping
you away from it.
----------
Bucculus

Bucculus are weird creatures with insane red lips. They hide in the ground, and
when approached, will attempt to pop up and smack a big one on you so hard that
it basically sucks the life right out of you. That's one killer kiss...
----------
Buckot

These annoying, but rather easy enemies to kill, are simply robots that carry
buckets of scalding pieces of metal. Try to KO them before they attempt to
annoy you.
----------
Bytan

These spherical enemies can become a real nuisance if you don't deal with them
soon, as they reproduce in rapid numbers. They can also attack. Now, one thing
I have been wondering...why is there a hole on their backsides?
----------
Cymul

This metallic enemy has blades and constantly spins when attacked, reflecting
any projectiles thrown at it. The best way to deal with this enemy is from
above or below.
----------
Feyesh

These fish-like enemies with tentacles have one huge eye. They float around,
and wake up when you come near. They attack fiercely with their tentacles, so..
try not to get in TOO much trouble with Zero Suit Samus. ;)
----------
Floow

Floows are ghosts from Subspace formed by hatred. They constantly follow you
around and replenish their health if you don't kill them fast enough. If you
let them stay around, they'll unleash an inhuman scream that can really damage
you.
----------
Gamyga

Gamyga is an enemy in the shape of a...well, a totem pole. It sits on four
Gamyga Bases, but its main unit is its head, where it constantly shoots energy
beams at you. It doesn't want you to wear it down, does it? Oh yeah, in order
to trophy this enemy, you have to make sure that only its head is left. Even if
you aim the Trophy Stand at the head, it will just repel for some reason.
----------
Glice, Glire, Glunder

These circular enemies have a single eye on the center, and rapidly travel
along any surface. Glice are colored blue, Glires are colored red, and Glunders
are colored yellow. If you get near them, they stop, open up, and attack with
ice, fire, or electricity, depending on the color.
----------
Greap

This gigantic enemy moves forward and swings two large sickles down at the
ground. Its head is the weak point. (Which looks strangely like a Bob-omb...)
It can also jump around and spin its sickles around in a wide radius. Dude,
that's not cool...
----------
Mite

These 2D scoundrels are so small you could step on them. Their heads are simply
the Subspace Emissary logo, have white hands and feet, and come in many colors.
They are weak, but rather annoying, as they try really hard.
----------
Nagagog

This is a weird creature that looks like a tiny blue midget, but as it takes
damage, it grows larger and changes color. If its health is almost gone, you
can expect this enemy to grow to twice your size and pack some serious punch in
its attacks. They're slow though, so be quick in attacking!
----------
Poppant

This enemy has bucket trousers filled with presents and candy. If you approach
it, it'll run away in cowardice, dropping his goods. Um...yeah, I'm not gonna
say anything here.
----------
Primid

A generic enemy, a Primid is humanoid-shaped and made of Shadow Bugs. You can
even see the Shadow Bugs popping out of its back. Primids come in many types,
such as a generic Primid, who fights with melee attacks; a Sword Primid, that
fights with sword attacks; Boom Primid, which attacks with a boomerang; a Scope
Primid, who fights from a distance with a Super Scope-like weapon; and a Fire
Primid, who is red and uses fire attacks. Be careful of the Giant Primids
though...those can hurt. And Metal Primids. Ugh.
----------
Puppit

A marionette enemy, with a seemingly unknown puppeteer. These wooden-like
annoyances have large sharp claws which they use to slash you up. They also
fire lasers from their eyes.
----------
Roader

This enemy, which looks basically like a motorized unicycle of sorts, rolls
around trying to trample you over. Can't let them do that!
----------
R.O.B. Squad

Wow, this is interesting. What did we ever do to you, R.O.B.? You used to be a
good guy, now you're siding with the Ancient Minister...or so we think. At any
rate, they are enemies, and thus have to be destroyed. Some fire beams and 
others missiles, others fight melee-style.
----------
Roturret

Roturrets are enemies with two turrets that can rotate around. Since the
turrets are far apart, you can stay safe if you stay under it. That skull in
the center just begs for attention.
----------
Shaydas

This cool-looking fog-like enemy has large pincers that must be avoided. It has
a weak point, the core at its center. Strike it to damage it.
----------
Shellpod

What appear to be giant beetles at first, if the shell is broken, they end up
being weird, four-legged creatures. If you're wishing to get trophies of every
enemy, make sure to get one of both its shelled form and its unshelled form!
The shelled form is kinda hard to do though, as its health needs to be very low
just before its shell breaks, but what I did was use a projectile user, and
went to one. I fired a projectile, then when it got close to me, I rolled away.
If it attacked, fire another projectile. When it turns around, roll away behind
him. I did this and whittled his health down to as long as its picture frame on
the top left, and that was enough to trophy him. I think as long as you don't
use powerful attacks, the shell shouldn't break prematurely.
----------
Spaak

Cloud-like enemies with batteries on their backs. They start off simple, by
just firing off slow sparks of electricity. However, if they are damaged, they
turn black and become fiercer, unleashing deadly bolts of lightning. Their weak
point is the battery.
----------
Ticken

Tickens are large chicken-type enemies. But damage them enough, and they'll
break apart, revealing the little chick inside. Don't bother trying to damage 
the little chick, as it flies away.
----------
Towtow

This ram-like enemy with large horns just sits slumbering, until it is woken
up by loud noises or by getting attacked. It then charges forward, bites, uses
its horns, any kind of vicious attacking method to kill anyone who disturbed
it. Talk about an angel/devil relationship...
----------
Trowlon

This long enemy will use its trowel-like arms to lift you up and fly off with
you. Up to heaven? Nope, up to kill you. ...What does it do to you up there
anyway?

-------------------------
Koopa Army

Aside from the Subspace Army, there are also enemies you have to face that are
simply Bowser's minions. This includes Goombas, Koopas, and the like.

----------
Goomba

Ah yes, the simple, lowly Goomba. A rather simple opponent. You can attack
them, but why not try it the old-fashioned way? Jumping on their heads
eliminates them rather quickly. Be careful of the Giant Goomba though...that
one is really annoying, especially when under low ceilings.
----------
Hammer Bro.

Hammer Bro. is back. He's already an Assist Trophy, but he makes such a good 
enemy (ergo, annoying) that they brought him into this game's Adventure Mode! 
They constantly jump up and down, throwing hammers in an arc. Unlike in the 
actual Mario games though, Hammer Bros just don't seem to move around, making 
them slightly easier to deal with.
----------
Koopa Paratroopas

Airborne Koopas. Green ones tend to bounce along the ground a lot instead of
fly, while the red Paratroopas fly in a set pattern. Let it be known that the
Paratroopas, both colors, have seperate trophies from ground Koopas.
----------
Koopa Troopa

The simple green Koopa Troopa. Stomp on them, or attack them enough, and they
hide in their shells, where you are free to throw them around at other enemies.
Be careful with these though, they tend to attack if you're too close. Some
Koopa Troopas come in the red variety, so watch out for those.
----------
Bullet Bill

Where there are Koopas, there have to be Bullet Bills. These enemies are simply
large, black bullets that pretty much seem to shoot forward in a straight line.
Be careful though, some Bills home in on you...

Yes, that's all there really is to the Koopa Army...it would've been nice to
have enemies from other franchises though...like the ReDead from Zelda games,
or even the Metroid! But sadly, no...ah well.

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

Enemy Locations [AdvEnmyLoc]

You're probably wondering where in the world you can find all the Subspace
enemies so you can turn them into trophies, right? Wouldn't a list of the
levels they are in help so much? Why yes, it would. As for a few tips on 
trophying enemies, if you've already finished the level and you are just going 
back to make a trophy of an enemy or boss, once you have it, you can just pause 
and hit "Return to Map." This way, you will still have the trophy, without 
having to actually finish the level. At any rate, I provide you with a list
of all the enemy locations, special thanks to KhMalBQ for making it.

The Subspace Emissary
====================
Armank - The Wilds (West), The Subspace Bomb Factory (Both), Entrance to
Subspace

Armight - The Battlefield Fortress, The Path to the Ruins, The Ruins, The
Wilds (East), The Canyon, Battleship Halberd Interior, The Subspace Bomb
Factory (South), Subspace (East)

Auroros - The Lake, The Ruined Zoo, The Forest, The Wilds (West), Outside the
Ancient Ruins, The Subspace Bomb Factory (South), Subspace (East)

Autolance - The Battlefield Fortress, The Ruins, The Research Facility (East),
Battleship Halberd Interior, The Subspace Bomb Factory (South), Subspace (East)

Big Primid - The Wilds (West), The Research Facility (East), The Canyon, The
Subspace Bomb Factory (North), Entrance to Subspace, Subspace (West)

Bombed - The Lake Shore, The Wilds (West), Outside the Ancient Ruins,
Battleship Halberd Interior, The Subspace Bomb Factory (North), Subspace (Both)

Boom Primid - Midair Stadium, Skyworld, Sea of Clouds, The Plain, The Ruined
Zoo, The Forest, The Path to the Ruins, The Swamp, The Glacial Peak, The
Canyon, Entrance to Subspace

Borboras - The Plain, The Lake, The Ruined Zoo, The Battlefield Fortress, The
Path to the Ruins, The Ruins, The Wilds (East), The Swamp, The Subspace Bomb
Factory (North), Entrance to Subspace

Bucculus - The Lake, The Forest, The Lake Shore, The Cave, The Wilds (East),
The Glacial Peak, Subspace (East)

Buckot - The Ruined Zoo, The Battlefield Fortress, The Research Facility
(Both), The Wilds (West), Battleship Halberd Interior, Battleship Halberd
Exterior, The Subspace Bomb Factory (South)

Bytan - The Ruined Zoo, The Research Facility (West), The Ruins, The Wilds
(Both), Battleship Halberd Interior, The Subspace Bomb Factory (South),
Subspace (Both)

Cymul - Skyworld, The Research Facility (East), Battleship Halberd Interior,
The Subspace Bomb Factory (South)

Feyesh - Sea of Clouds, The Plain, The Battlefield Fortress, The Forest, The
Lake Shore, The Wilds (East), The Swamp, The Canyon, Battleship Halberd
Exterior, Subspace (Both)

Fire Primid - The Plain, The Ruined Zoo, The Battlefield Fortress, The Forest,
The Path to the Ruins, The Ruins, The Canyon, Battleship Halberd Interior, The
Subspace Bomb Factory (South), Entrance to Subspace, Subspace (East)

Floow - The Ruined Zoo, The Ruins, The Swamp, The Glacial Peak, Battleship
Halberd Interior, The Subspace Bomb Factory (South), Entrance to Subspace

Gamyga - The Path to the Ruins, The Wilds (West), Outside the Ancient Ruins,
Subspace (East)

Glice - The Research Facility (East), The Glacial Peak, Subspace (West)

Glire - The Path to the Ruins, The Cave, The Ruins, The Canyon, Battleship
Halberd Interior, Subspace (East)

Glunder - Skyworld, Sea of Clouds, The Ruined Zoo, The Research Facility
(West), The Subspace Bomb Factory (North)

Greap - Skyworld, Sea of Clouds, The Battlefield Fortress, The Lake Shore, The
Wilds (East), Battleship Halberd Exterior, Entrance to Subspace

Metal Primid - The Research Facility (West), The Ruins, Outside the Ancient
Ruins, The Glacial Peak, Battleship Halberd Interior, The Subspace Bomb Factory
(South), Entrance to Subspace

Mites - Sea of Clouds, The Lake, The Forest, The Lake Shore, The Ruins,
The Wilds (Both), Battleship Halberd Interior, Battleship Halberd Exterior, The
Subspace Bomb Factory (South), Subspace (West)

Nagagog - The Battlefield Fortress, The Path to the Ruins, The Wilds (East),
Battleship Halberd Interior, The Subspace Bomb Factory (Both)

Poppant - Sea of Clouds, The Plain, The Battlefield Fortress, The Swamp, The
Glacial Peak, Battleship Halberd Exterior, The Subspace Bomb Factory (South),
Subspace (West)

Primid - Midair Stadium, Skyworld, Sea of Clouds, The Plain, The Ruined Zoo,
The Battlefield Fortress, The Forest, The Path to the Ruins, The Wilds (Both),
The Research Facility (East), Outside the Ancient Ruins, The Glacial Peak, The
Canyon, Battleship Halberd Interior, Battleship Halberd Exterior, The Subspace
Bomb Factory (South), Entrance to Subspace

Puppit - The Forest, The Path to the Ruins, The Wilds (East), The Swamp, The
Canyon, Battleship Halberd Exterior, Subspace (West)

Roader - The Battlefield Fortress, The Wilds (Both), The Research Facility
(East), Outside the Ancient Ruins, Battleship Halberd Interior, Subspace (West)

R.O.B. Blaster - The Research Facility (Both), Outside the Ancient Ruins, The
Subspace Bomb Factory (Both)

R.O.B. Launcher - The Research Facility (Both), Outside the Ancient Ruins, The
Subspace Bomb Factory (Both)

R.O.B. Sentry - The Research Facility (Both), Outside the Ancient Ruins, The
Subspace Bomb Factory (Both)

Roturret - Skyworld, The Research Facility (West), The Ruins, The Research
Facility (East), The Canyon, The Subspace Bomb Factory (North), Subspace (East)

Scope Primid - The Battlefield Fortress, The Wilds (Both), The Research
Facility (East), Outside the Ancient Ruins, Battleship Halberd Interior,
Battleship Halberd Exterior, The Subspace Bomb Factory (South), Subspace (East)

Shaydas - The Lake Shore, The Ruins, Outside the Ancient Ruins, The Glacial
Peak, Battleship Halberd Interior, The Subspace Bomb Factory (North)

Shellpod - The Forest, The Path to the Ruins, The Cave, The Wilds (East),
Outside the Ancient Ruins, The Glacial Peak, Subspace (East)

Spaak - Midair Stadium, Skyworld, Sea of Clouds, The Plain, The Battlefield
Fortress, The Lake Shore, The Wilds (East), Outside the Ancient Ruins, The
Glacial Peak, Entrance to Subspace, Subspace (East)

Sword Primid - Midair Stadium, The Battlefield Fortress, The Forest, The Wilds
(East), The Research Facility (East), Outside the Ancient Ruins, The Glacial
Peak, Battleship Halberd Interior, The Subspace Bomb Factory (Both), Subspace
(East)

Ticken - The Plain, The Ruined Zoo, The Forest, The Lake Shore, The Wilds
(East), The Glacial Peak, The Subspace Bomb Factory (South), Subspace (East)

Towtow - Sea of Clouds, The Lake, The Battlefield Fortress, The Ruins, The
Wilds (West), The Glacial Peak, Battleship Halberd Interior, Subspace (West)

Trowlon - The Forest, The Wilds (Both), Outside the Ancient Ruins, Subspace
(West)

Bowser's Minions
==============
Bullet Bill - The Jungle, The Lake, The Lake Shore, The Cave, The Swamp

Giant Goomba - The Jungle, The Lake, The Cave, The Swamp

Goomba - The Jungle, The Lake, The Cave, The Swamp

Hammer Bro - The Jungle, The Lake, The Cave, The Swamp

Koopa Paratroopa (Green) - The Jungle, The Lake, The Cave, The Swamp

Koopa Paratroopa (Red) - The Jungle, The Lake, The Cave, The Swamp

Koopa Troopa (Green) - The Jungle, The Lake, The Cave, The Swamp

Koopa Troopa (Red) - The Jungle, The Lake, The Cave, The Swamp

Bosses
======
Duon - Battleship Halberd Bridge

Galleom - The Wilds (West), The Ruined Hall

Meta Ridley - The Subspace Bomb Factory (South)

Petey Piranha - Midair Stadium

Porky - The Ruined Zoo

Rayquaza - The Lake

Ridley - The Research Facility (East)

Tabuu - The Great Maze

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

Walkthrough [AdvWalk]

Alright, so you probably want a Walkthrough, right? Or maybe not? Ah well, I'll
put one here anyway. This will be split up into seperate levels. Something to 
know is that the completion of Subspace Emissary is based on percentage. 
Clearing stages is obvious, but in order to get 100%, you also have to enter 
all doors, and get the treasures from all the Orange Cube containers.

NOTE: Thanks to TheWertle for giving the original 100% guide for The Subspace
Emissary, shown on the Brawl boards. It's already in the credits section, but I 
feel the need to express my thanks to him again here.

-------------------------
Midair Stadium

As the story starts, you'll see Mario and Kirby appear on a stadium, getting
ready to battle it out among a crowd, with Zelda and Peach watching on the
sidelines.

CHOOSE YOUR FIGHTER!
Kirby  Mario

It's a simple, no-holds-barred fight. Battle it out! Your foe has only one
stock, so give it all you've got! After the fight, you'll view a few cutscenes, 
showing the Battleship Halberd flying in through red clouds, forming dozens of 
unknown enemies.

CHOOSE YOUR FIGHTER!
Mario  Zelda  Peach  Kirby

Pick three fighters (you'll alternate between them) and start the battle! The 
last one is picked automatically. You'll fight numerous amounts of Primids, so 
give it all you've got! There really isn't much I can say, but just watch out 
for the Boom Primids. There are also other different enemies that may appear.

BOSS: PETEY PIRANHA
A timed Subspace Bomb has been planted, Mario is knocked out of the arena, and 
Zelda and Peach have been captured by Petey Piranha. It's up to Kirby to save 
them! ...But, he can only save one princess... What can he do? Well, you'll 
have to bear it and save one princess, but it seems you may be able to save 
both of them at once if you hit just Petey at his head... Just be careful of 
his swiping attacks.

(NOTE: Play the Stadium stage again after finishing The Subspace Emissary to 
have a chance to make Petey Piranha a trophy! Just make sure that he's nearly 
dead, otherwise the Trophy Stands that may appear won't work.)

After the battle, Wario will appear and turn Peach/Zelda (depending on who you
saved) into a trophy and take off with her. Kirby and Peach/Zelda will follow 
him, but Kirby will notice the Subspace Bomb is about to explode. He will 
escape with a Warp Star, along with the princess he saved.

-------------------------
Skyworld

Pit will see what has happened, then the Goddess, Palutena, will bestow him
with a heavenly blade. He then takes off and flies down.

At the bottom of the clouds will be a Blue Cube. Break it for an item, then
continue on left to get another Blue Cube in an alcove. Continue on down, break 
the next Blue Cube for a couple Stickers, then head through the door at the 
end.

After a short scene showing Pit encountering the Halberd, spawning even more 
Primids, you'll go into a short fight with a few of them, and proceed forward. 
Take care of some Spaacks, and make sure to go up to a platform above to 
encounter an Orange Cube. Break it and grab the item. Continue on, killing 
Primids and Spaacks, and break the Blue Cube. You'll soon encounter a Greap. 
Take care of it, making sure not to get hit with its huge sickles. After 
killing it, proceed through the door.

A scene will show Pit reviving Mario, then they team up.

CHOOSE YOUR FIGHTER!
Pit  Mario

Choose either one and you'll start off with him and alternate between the two.
Starting the stage off, go down the ledges, being careful of the Glunders.
After them, you'll fall for a bit onto a purple cloud. Ride it, then continue
right, avoiding the Jyks. Cross the ferris wheel, and deal with numerous
Spaaks, Primids, and Glunders. Soon, you'll come to an area with floors moving
up and down, with numerous Jyks. Watch these floors as you continue, as the
third one conceals a door. Go through that door. In this secret room, quickly
hit the Blue Cube for some stickers, then follow the screen scrolling to the
top, where you'll find another Blue Cube. Get the item from it, then drop back
down to the door.

Continue on, ignore the Glunders and Spaak, and instead continue on, where you
will have to fight dozens of enemies featuring the ones you've already
encountered before. But, the last one is a Roturret, an enemy with two turrets
that rotates. After surviving the battle, continue on, take the launcher, and
head through the door.

Mario and Pit see the Halberd take off beyond their reach, but then they see a
mysterious Arwing zooming towards it...

-------------------------
Sea of Clouds

Kirby and Peach/Zelda try to fly away from the Halberd, but fail to do so. They
get flown off the Warp Star and land on the Halberd.

CHOOSE YOUR FIGHTER!
Kirby  Peach/Zelda

Choose whoever you want, it really doesn't matter. It's just a simple walk to
the other end of the Halberd. Once you do, you'll see a fierce dogfight with
Fox's Arwing and the guns of the Halberd. Unfortunately, Fox loses. and
plummets down, but not without knocking Kirby and Peach/Zelda down to the
skies.

CHOOSE YOUR FIGHTER!
Peach/Zelda  Kirby

Alright, NOW things are getting good. Head forward, take out some Primids, and
break the blocks ahead. Continue on, drop, head left, take out the Primid, then
drop. You should see a Blue Cube in an enclosure. Go and pick up the item
inside it, then continue left, where you'll find a Towtow and a few Feyesh.
Kill them, then start climbing up the breakable blocks. You should find a gap
in the ceiling. Go through that to find a door. Inside, break open the two Blue
Cubes for some items. Head back through the door.

Continue left, and kill a Primid before destroying some blocks blocking the
way. Drop down now. You're at a multi-leveled area here. Immediately head right
to find a Boom Primid and a series of breakable blocks below it. Break the
blocks to find either a Beam Sword or a Star Rod. Take it, you're gonna need
some distance against these enemies up ahead. Just head all the way right as
you can, kill the Feyesh, then head through the door.

We're at ground level now, pretty much. Continue on, killing Spaaks, and you'll
see a gap. Instead of proceeding down it, jump over to the pillar with the
arrow pointing left, and drop just to the right of it to find a ledge with a
Blue Cube. Break it open, get the contents, then go back up and fall where the
arrow is pointing. You'll see a dark portal spawning endless amounts of Mites.
Hurry up and break apart the portal with as many attacks as you can dish out,
then focus on the Mites.

Keep going left, killing stray Mites, and avoiding rock falls, until you get to
numerous platforms with Glunders. Climb up to the top and the very left to see
a Blue Cube. Break it open for a Starman. YES! Drop down quickly and dispose of
another Mite portal, as well as the Mites while you still have the Starman.
Continue right when you're done.

You'll see another rock fall here, but this time, the boulders chase after you,
so be quick! Also, be careful of the stray enemies that might stop you. At the
end, you'll encounter two annoying Greaps. Take care of them, then continue on
to the door.

-------------------------
The Jungle

A Hammer Bro is seen driving a kart off with a horde of bananas, and DK
chasing right behind. He comes to a cliff, where Bullet Bills are fired at him.
Diddy comes and shoots them down with his Peanut Popguns, then after some
posing, go find the bananas!

CHOOSE YOUR FIGHTER!
Donkey Kong  Diddy Kong

Choose one or the other and get a-movin'! Just a tad forward, you'll see a few
Goombas and a Blue Cube. Break it open, take care of some more Koopas and
Goombas, and jump over a gap. (Remember, you can use the Koopas' shells against
the enemies!) Blast through the metal barrel (...Donkey Kong Country, anyone?)
to get up the cliff, then break the Blue Cube for another item. Shoot yourself
at the Paratroopa with the next barrel cannon to launch to another one. Shoot
yourself straight down to break through a floor into a room with a switch and
an Orange Cube. Get your stuff here, then pop the switch to create a barrel
cannon to launch you back up. Continue on.

Fire yourself through the series of barrel cannons until you reach the end with
a door. Head on through. This next area has a ton of pink objects that, when
hit, extend spikes and travel through a preset path. These don't hurt you, so
feel free to attack them to dispose of any enemies. When you see one pink
slider (unofficial name, I will call them that though) with a path that makes
a loop around another pink slider, hit the one inside the loop to make it hit a
Blue Cube high up. Get the contents from there, and continue. You should see a
breakable floor with the trail of a pink slider above it. Climb up the stone
levels you see, being careful of the Koopa, and you'll see the pink slider. Hit
it to break the floor below, then drop down and collect whatever's in the Blue
Cube. Continue on.

There's a small little structure ahead. Hit the pink slider leading to a wall
and grab the trophy/CD that's there (sometimes, trophies that are out in the
open can be CDs to pick up. I will note that for future reference, because for
the rest of the guide, I will simply refer to them as trophies.) then climb up.
Continue climbing the platforms to see a pink slider. Bash it to reveal a door,
so go through it. Inside this room is a ferris wheel and two Blue Cubes. Get
the prizes, then exit. Continue on to the right. Hit the pink slider with a
spiral path to hit a switch below, creating a platform. Hop on it, take care of
some Goombas, and be careful of the Red Paratroopa that comes! Break the wall
with the pink slider, then prepare for some annoyance: a group of Hammer Bros!
They're annoying, so use the pink slider to help with most of them. Once they
are gone, head into the barrel cannon to get launched to a door. Go through it.

You're now on a rising platform, being bombarded by enemies. Strive to stay
alive! You'll also get bombarded by Bullet Bills. Also, keep an eye out on the
right side. You'll pass by a small ledge that has a trophy waiting. Pick it up
and continue up to the door at the top. Launch off the launcher here, then stay
where you are until you pass the slanted line of Jyks. As soon as you do, move
to the left side as you are falling to reach a ledge with a door. Enter, and
break the Orange Cube and Blue Cube for your prizes. Exit, and continue falling
down the shaft to the bottom, where you'll fight a Giant Goomba and some other
Goombas. After they're all gone, head through the door to finish the level.

DK and Diddy find their banana horde and rejoice...until they are met with the
person behind the theft: Bowser. He brings out a gun similar to Wario's and
points it at Diddy, but Donkey Kong realizes the danger and launches him away,
DK taking the blow of the Dark Cannon.

-------------------------
The Plain

CHOOSE YOUR FIGHTER!
Mario  Pit

You get to pick which character you want before you even enter the level. That
means there's no cutscene to follow the character select. You'll see that a few
times, don't worry. :P
At any rate, head forward and you'll encounter a Borboras. Kill him with your
projectiles. Just head on forward, it's a fairly straight path. Just watch out
for more Borboras, Primids, and Feyesh. When you get to a large wall of blocks,
start breaking some at the top and go above the wall. Up here, hidden from view
is an Orange Cube. Just keep attacking around the right side of the wall until
you hear the chime that you broke the Cube. Grab whatever falls, and continue.

You'll get inside a cave. Start running now, because a wall comes up behind you
and chases you. Don't worry about the Jyks and Poppants. You'll also see a Blue
Cube. Break it, but don't worry about the contents. The wall behind you will
push whatever came out to you. Oh yeah, and kill the Borboras. He'll blow away
the Blue Cube's contents if you aren't careful. Continue on and fall, break
some blocks, then continue until you reach a hole in the ceiling. If you have
Pit, use his Up Special from the ground to fly up the shaft to a hidden door.
With Mario, it's a bit harder, but you can still wall jump up the shaft. In
this secret room, you'll see a bunch of breakable blocks, and a few important
items. First, break the blocks above you to get the Stickers above, then work
your way to the Maxim Tomato to restore some health. Then, break the Orange
Cube and get the contents. Now you can exit. Continue on, and go through the
door.

Welcome to a series of fights. Get on the platform, ride it, and fight around
4 fights of nothing but enemies. Yep, it's tough, but hang in there. After the
battles, continue forward to end the stage. The ensuing cutscene will show Pit
and Mario trying to catch the Ancient Minister, but fail.

-------------------------
The Lake

Diddy Kong will swing through the trees until he sees a downed Arwing at the
shore of a large lake. Then, Rayquaza appears from the deep and fires a beam at
the Arwing, putting it on fire, and then taking Diddy Kong. Fox then leaps from
his Arwing, and with a single swoop, frees Diddy from Rayquaza's clutches. He
reflects another beam to Rayquaza, then tells Diddy to help him.

CHOOSE YOUR FIGHTER!
Fox  Diddy Kong

BOSS: Rayquaza
Rayquaza has a huge life-span, but he can still be manageable. His attacks are
easy to read before they come, so learn how to dodge them. Attack in between
its attacks, and like the cutscene hinted, use Fox's Reflector to reflect the
beams Rayquaza throws...that is, if you are Fox. If you're Diddy, just avoid
the beams.

(NOTE: Play The Lake stage again to have a chance to make Rayquaza a trophy! 
Just make sure that he's nearly dead, otherwise the Trophy Stands that may 
appear won't work.)

After the battle, Fox will attempt to leave while Diddy Kong is trying to get
his attention, and he finally gets dragged off to try to save DK.

CHOOSE YOUR FIGHTER!
Diddy Kong  Fox

Now for the actual level. This level is weird, as it has two versions. Each
version can be accessed through special doors denoted by arrows. Usually, these
versions correspond with each other. If you must, think of it like a "light
world, dark world" variant, where what you do effects the other. At any rate,
go forward into the dimension door (I will call these doors that go between the
level versions "dimension doors") and break the blocks you see. Go forward and
kill some Goombas and Koopas until you reach a dead-end. Use the nearby
dimension door.

Go back now, being careful of Auroros and Goombas, and break open the Orange
Cube for an item. You might've seen this Cube at the beginning of the level,
but you couldn't reach it. Anyway, continue right, past the dimension door you
came out of, and fall down the shaft, being careful of the various Red
Paratroopas. At the bottom, take care of the enemies and head through the
dimension door down here. You'll appear in a really dark room in a small
containment of boxes. Jump up and attack and you should hit a bomb block, which
will destroy the other blocks surrounding you and bring light in so you can
see. Go up to the top left area here and break the Blue Cube for something,
then start climbing up the platforms. Be careful of Hammer Bros. At the top,
head left, since right is a dead-end. Avoid the Auroros and Giant Goomba (or
fight) and head through the dimension door.

Be careful with the Towtows up ahead. If you don't want to fight them, just be
quiet and carefully jump over them while they're sleeping. I'd advise that,
actually. Avoid or kill the Auroros, then break the wall to reach a door. Be
careful, there's another Towtow by it. In this next area, be careful of Mites
and Bucculus. Avoid the door up top for now, and head through the small tunnel
here, avoiding the Bucculus. Break the Blue Cube for some stickers, then head
back and go through the dimension door. Head down the tunnel again, to come to
some Goombas. Down them all to make a bomb block appear. Hit it and something
will open up...head back through the dimension door and look through the tunnel
again. You should see an opening in the ceiling. Head up there and trip the
switch. This will allow access to the pit in that door you kept seeing in the
upper alcove for both dimensions. Head through that door.

Fall through the pit, and go through the dimension door. Kill the Towtow here
to make a door appear. Go through that. You're now in a raft ride. Just ride it
out, avoid the Red Paratroopas, as they can be quite the...I wish I could say
the word but I want this guide to be clean, but...annoying. Get the contents
from the Blue Cube, and enter the door as soon as you see it. use the pink
sliders to break all the blocks, and grab the contents from the Blue Cube and
Orange Cube. Exit back to the raft. Do some fancy footwork to avoid the
upcoming Bullet Bills, and as soon as you see a Giant Goomba, prepare to get
the Orange Cube that comes up. Now just wait out the raft until you get to the
next area.

Head forward, take care of the Koopas, Goombas, and Hammer Bros., and get the
contents from the Blue Cube when you see it. Get launched with the nearby
barrel cannon, and after a weird flight path, you'll fly down through the floor
into an area...

FIGHT: Dark Bowser
So we're fighting Bowser? Well...not exactly. He's a dark variant. Nonetheless,
this is an actual fight after a while, so hone your skills and beat this guy!
Shouldn't be too much trouble.

After the battle, Bowser will be turned into a trophy. Diddy goes over to it
and touches it, and it disperses into a cloud of Shadow Bugs! Then, the real
Bowser appears with the Dark Cannon in hand, almost making a trophy out of Fox
and Diddy. Diddy moves forward as if to think he can take Bowser on, but Fox
grabs him and flees the scene.

-------------------------
The Ruined Zoo

In the quiet zoo, a lone boy stands...Lucas. Primids and a giant Porky statue
then suddenly appear and chase Lucas!

This part of the stage is dedicated to just fleeing from the Porky Statue that
is chasing you. Ignore the enemies, they'll be gone anyway from getting stomped
by that statue. Hurdle tons of obstacles until you get to an enclosure. Quickly
find the switches you need to open the gates as you continue. When you get to
the pool of water, you're at the end of the level! Don't be fooled by the
statue falling into the water...it comes right back!

Lucas gets caught in a branch, and is about to get stomped, when Ness comes
along and destroys the statue! Uh-oh, Porky! Time to fight!

CHOOSE YOUR FIGHTER!
Lucas  Ness

BOSS: Porky
This kid in a giant spider mech has many deadly moves at his disposal, such as
a rapid stab, an electric beam, and Porky bomb statuettes that chase you.
Attack only after Porky attacks, and then wait for the next attack so you can
dodge it easily.

(NOTE: Play The Ruined Zoo stage again to have a chance to make Porky a trophy! 
Just make sure that he's nearly dead, otherwise the Trophy Stands that may 
appear won't work.)

After the boss, Wario appears with his Dark Cannon and tries to turn Ness into
a trophy, but after not succeeding, then sets his sights on Lucas. Ness then
decides to be a hero and takes the blow for Lucas. Lucas runs away as Wario
laughs maniacally. Soon after, Lucas runs into the Pokémon Trainer and takes on
a bunch of Primids with him.

CHOOSE YOUR FIGHTER!
Lucas  Pokémon Trainer

As of right now, Pokémon Trainer only has Squirtle with him, so you cannot use
your Down Special move to switch yet. Head forward, take care of Primids and
Auroros, and once you get to the wooden structures, don't bother climbing up,
just head forward. After crossing a small water pool, you'll get to an area
teeming with Floows. Be careful here, and just continue on. After jumping past
some spike pits, you'll get to an enemy-infested area. Yep, time for an enemy
battle. Pay most attention to the Boom Primids as you are fighting Floows, as
they can really mess you up. After the battle, keep going and you'll see a
sewer entrance. Head in.

Head forward, hit the switch to continue, and you'll get to another enemy
battle, this time against numerous Bytans. Be quick with them, they like to
multiply! Once they're gone, take the upper path and break the Orange Cube for
the item inside. Continue on and you'll see a dark portal spawning all sorts of
enemies, like Bytans and Glunders. Break the portal, then take care of the
stragglers. Afterwards, head up, and take the door.

In this next area, head forward, ignore the Boom Primid, and bounce up with the
springs. Take care of the Tickens, and drop when you reach the other side. Head
left to see a door. Take it. Inside is an icy room, with three platforms, an
Orange Cube, and a Blue Cube. There's also a spike pit. The Orange Cube is
sitting on the middle platform, and it's the only one that doesn't break. Get
the item from that, and the health items from the Blue Cube, and exit. Continue
right. Bounce up, take care of the Floows and Fire Primids, and break the Blue
Cube for a few items. Bounce up with the spring ahead to a high up platform,
where another enemy battle ensues. As always, focus on the Boom Primids. They
are the worst. After the battle, drop on the right side and look left to find
a hidden Blue Cube. Get its contents, then bounce over the huge spikes, being
careful of Tickens on the other side. End of level!

Pokémon Trainer puts Squirtle away now that the job is done, and walks away.
Lucas remembers what happened to Ness and wants to save him, so he insists on
staying with Pokémon Trainer.

-------------------------
The Battlefield Fortress

A desolate fortress lies in the desert. Nearby, two R.O.B.'s are detonating a
Subspace Bomb. A lone figure stands high atop the fortress, spotting the
explosion and the Ancient Minister! It's Marth! He unsheathes his Falchion,
readying battle against the Subspace Army.

Head on forward into the fortress, killing Primids and all sorts of Sword
Primids. Head down the halls, until you reach a watery room with a couple of
Armights. Kill them, and proceed, eliminating the Borboras in the way. You'll
get to two more Armights. Down them, then climb up the ladder to find a Key.
Pick it up and throw it at the locked door on the right to unlock it. Head down
that hall, avoiding the fiery Jyk, and open the door there. Inside is a room
with two Jyks and two alcoves, one alcove holding an Orange Cube and another
holding a Blue Cube. Get the contents, then leave. Back in the second room of
Armights, head left down the bottom hall, and at the junction, take the lower
hall. Dodge the Jyks, hit the switch to open the door ahead, and get what's in
the Blue Cube. Continue left until you reach outside. Head through the door.

The gate ahead is locked, but you can fit a sword through it to hit the switch
on the other side if you do a stab motion...charge up Marth's Standard Special
and unleash to hit the switch and open the gate. Continue on outside the
fortress, being careful of Roaders. Don't hit the switch up ahead, it'll just
spawn more enemies. Take care of the Spaaks when you get far enough, and head
through the door at the end.

Marth stands before the Subspace bubble from the Bomb, and sees out of the
corner of his eye a blue figure with bat wings rushing towards him. It's Meta
Knight! After a hectic sword battle, they realize they are not enemies and join
together to fight the Subspace Army!

CHOOSE YOUR FIGHTER!
Meta Knight  Marth

Choose your favorite here, it's going to be one long enemy battle! Tons of
different kinds of Primids stand against you. To make it worse, a huge breeze
is constantly pushing you to the left, towards a cliff where you can get KO'd.
Don't let that happen! After the battle...stage tiem again! Head left. (Yes...
I misspelled time on purpose.) Soon, you'll come to a short enemy battle. Take
care of the Primids here. Keep going and you'll fight an Autolance. Tough
little bugger, but you can take him. After he's dead, a health item might
appear, so grab it. Continue left, and you should see a Blue Cube. Break it
open to get some more health items, then keep going left. The screen will start
to scroll now, so be on your toes. When you get to a ledge, there's a trophy
hiding under it. Make sure you grab it before you continue. The ledge should
be after the two Primids on platforms and an Autolance.

Continue on, and just ignore the enemies for now, they'll just slow you down.
After the screen stops scrolling, you'll get into a small enemy battle,
including a Greap. Take them down, continue. Jump across the cliff for another
small enemy battle. Fight them, continue. You'll reach a wooden platform. Here
is another enemy battle, with the worst kinds of annoyances. Sword Primids,
Feyesh, Armights, and Autolances...ugh. After they're gone, head left some
more and through the door. Fall through the shaft here until you hop into a
minecart. Ride it along until it crashes. Head through the door in the alcove
that you see. Ride the minecart inside until it crashes, then break open the
Blue Cube and Orange Cube here for some stuff. Backtrack and exit.

Move right to get to another enemy battle. Take care of these guys, and break
open the Blue Cube that appears for a health item. Keep going and ride the
next minecart. You'll have to jump off a series of minecarts in this section
here. When you get to the big jump, jump off as high as you can so you can
reach the door at the end. Continue right.

Marth and Meta Knight attempt to reach the Ancient Minister carrying another
Subspace Bomb, but fail. A mysterious sword appears behind the Minister, it's
Ike! He knocks the Subspace Bomb right off. Now three sword wielders have
arrived!

CHOOSE YOUR FIGHTER!
Ike  Meta Knight  Marth

Whooh, things are getting exciting here. Head forward to immediately deal with
some enemies. Keep going on until you get into an enemy fight. Seems to be the
same old, but then you encounter a unique enemy: Nagagog. This one grows as it
takes damage, so be careful. After killing all the enemies, just head right to
finish the level. (Finally!)

Ike, Marth, and Meta Knight rush to find themselves stopped by a mere cliff,
watching as the Ancient Minister flies off. After the Stage Clear screen, you
will see another scene, showing Luigi trying to fend himself off against
harmless Waddle Dees. Unfortunately, those Waddle Dees were a distraction, and
King Dedede sneaks up from behind Luigi and turns him into a trophy. He and his
Waddle Dee minions then flee when they see Wario coming with a kart of the
trophies he's collected. He gets off, sees the Luigi trophy, and grabs it, but
is then ambushed by Waddle Dees. King Dedede then takes off with the kart. Just
what is Dedede up to?

-------------------------
The Forest

Link walks to where the Master Sword sleeps. He readies himself, and pulls the
Master Sword. Afterwards, he walks through the woods, passing by a sleeping
Yoshi. The two are interrupted by a sudden Subspace invasion!

CHOOSE YOUR FIGHTER!
Link  Yoshi

Head forward, killing Primids, until you reach an enemy battle. Do your best
here. After the battle, continue forward, encountering a Puppit. Climb up and
over the trees, and break open the Blue Cube. Drop down, and head left to find
a door. Go through it. Inside, break open the Blue and Orange Cubes for some
prizes, then exit. Continue right, climbing various trees, and when you reach
the end of them, look left for a Blue Cube containing stickers. Keep going
right. When you get to two platforms moving up and down, prepare for an enemy
battle. Be careful of the Puppits. After the battle, continue and go through
the door.

In this next area, pass along the gap using the vines, but be careful of the
Trowlons that will try to lift you up and out of the screen...At the other
side, bounce up with the springs, and at the top, bounce on the spring there to
find a high-up Blue Cube. Break it and grab the trophy inside. Next, drop all
the way down to find a hidden Blue Cube. Break it, but beware the Ticken.
Continue right to get to another enemy battle...annoying as hell. Afterwards,
keep going, and make paths by breaking the bomb blocks and revealing a Blue
Cube and Orange Cube. Get the items from them, and continue. Break the last
bomb block and head through the door.

Continue on, killing enemies the easy way by hitting the pink sliders. When
you get to a row of blocks and a spring, bounce with the spring and hit the
pink slider above to break all the blocks and reveal a Blue Cube. Break it for
a few stickers. Continue on, kill all the Mites using a series of pink sliders,
keep going. Hit the pink slider up ahead to hit a Blue Cube, but it will also
break the floor ahead. Be careful! Kill the Shellpod, then continue on. Kill
more Shellpods, then trip the switch. Quickly climb the platforms that appear,
and climb the ladder. Hit the pink slider to create an opening in the ceiling.
Keep going, hitting pink sliders to unblock your path, and spring up to an
enemy battle. Same old stuff. After the battle, continue forward to end the
level.

Link and Yoshi are stopped by a cliff while trying to chase the Battleship
Halberd, and instead try to find an alternate route. (NOTE: After finishing
The Subspace Emissary, return to this level. A door will be added in the first
area, it should be the first one you see. Enter this door to face Toon Link. 
Win the battle and you will have Toon Link unlocked for both use in normal 
brawls and in SSE.)

A strange cutscene will show a cardboard box sitting in the Halberd's hull. It
moves a bit before the scene cuts.

-------------------------
The Research Facility (West)

A scene shows a lean, sexy figure dropping into a hall from a vent. It's Samus!
Well, without her suit. So right now she's Zero Suit Samus. At any rate...

Break the boxes in your way (or jump over them) and head through the door.
Continue forward and you should see an elevator. We need to find a door here,
but let's find some goodies. Take the elevator up one level (press up while
standing on it), and head right. Take care of the R.O.B.'s, and jump across. At 
the end you should see an Orange Cube sitting on top of some boxes. Break it, 
grab its contents, and return to the elevator. Go up another level, and head
right to find the door. Head through it. The other levels and areas just
contain enemies, so do that if you want some extra points.

Samus walks into a dark room and sees Pikachu getting his electricity sucked
out of him in a machine. She breaks him out, causing an alarm to go off. Dozens
of R.O.B.'s come in to stop them.

CHOOSE YOUR FIGHTER!
Zero Suit Samus  Pikachu

Head on forward, killing all the R.O.B.'s, and head through the door there. In
this next room, go forward and kill the R.O.B.'s. Ignore the ferris wheel above
and just climb down the ladder ahead. Go through the door. In this room, jump
across some platforms until you get into a fight with some R.O.B.'s and
Roturrets. Kill them all and continue. When you get into the halls, ignore the
one going up, and just continue right. You should reach a room with a Key, some
R.O.B.'s, and a Buckot. Kill them all first, then grab the Key. Backtrack and
take that upper path to unlock a gate. Going straight left from here just leads
to some R.O.B.'s and a Roturret, if you want some extra points. Climb up, any-
way, and head right. Eliminate the Roturret guarding the Key. Now, before you
grab it, get launched from the launcher there. You should shoot across a gap
into an alcove with an Orange Cube. Grab its contents, then jump back across.
(For ZSS, you'll have to use her Tether Recovery, for Pikachu, you'll have to
make clever use of his Quick Attack.)

Grab the Key, and head back left. Use it to unlock the gate that you see, and
head through. Get rid of the R.O.B. here, and hit the switch to move a
platform. Now, backtrack all the way to the door at the beginning of this area.
Use the ferris wheel and take the hall to the right. Head through the door
here. Jump onto the brown platform and ride it along, dodging the Jyks in the
way, until you reach the end. Kill a few Glunders, and a switch will appear.
Hit that switch and a whole mess of blocks will fall down. Backtrack to the
door. (Know why we're doing this? We're creating a path to the end of this
level.)

Go back to the ferris wheel and climb the ladder up to the top. Head right, and
break the blocks on both sides of the gap to find a Blue Cube. Break it to get
its contents, then head left now. Head through the door that you see. Climb up
this shaft here with a waterfall, killing Bytans and R.O.B. Launchers, and at
the top, break open the Blue Cube for its contents, and head through the door.
In this next room, climb up the little shaft you see (one wall jump will do) to
see a Blue Cube. Get its contents, then drop down to the right to see some
giant Bytans. These have more health than normal Bytans, but surprisingly, they
aren't classified any different. (Unlike the Giant Goombas, Giant Primids,
etc...) Kill them anyway and continue. Be careful with the mines here, so just
hit them with a projectile. Just keep continuing, exploding mines and killing
R.O.B. Launchers, until you get to a fight with some Metal Primids. The only
thing different to these from regular Primids are their extra health, and they
do NOT flinch from any attacks. Oh yeah, and any projectiles you fire at them
are reflected. Ugh...you may lose a few stocks in this battle. After the
battle, continue on a little more, dodging mines, and you're home free!

Samus and Pikachu walk into a monitor room cautiously, and Samus spots her suit
enclosed in a capsule from a big monitor. Looks like Samus has got some work in
order to get to her suit...

-------------------------
The Lake Shore

Kirby runs off, leaving the princess with him behind. Bowser appears behind the
princess and turns her into a trophy. Then, a dark Bowser comes along beside
Bowser, and turns into a bunch of Shadow Bugs, surrounding the now trophified
princess. Later on, a dark Peach/Zelda is seen aiming a dark cannon at Mario &
Pit/Link & Yoshi (Zelda aims it at Link & Yoshi, while Peach aims it at Mario &
Pit). Before she can fire, she is stopped by Pit/Link (Again, depending on who
you rescued at the beginning). Then his partner comes in.

CHOOSE YOUR FIGHTER!
If Zelda was saved: Pit  Mario
If Peach was saved: Link  Yoshi

This is a battle against the respective princesses. Choose who you want and let
her have it! Both are kinda hard, but Peach is such a royal (lol, literally)
pain in the ass, especially in the higher levels. She constantly floats along
the ground and uses aerials that make her nearly untouchable. To make matters
worse, each character in your team has only one stock, so make it count.

After the battle, Link/Mario will run along and see the other team mentioned
beside the respective princess they just defeated. The princess turns into
Shadow Bugs, and in anger, Link/Mario rush toward the other team and try to
attack, but miss. (God, it's hard to describe these cutscenes when they can
change.)

CHOOSE YOUR FIGHTER!
If Zelda was saved: Pit  Mario
If Peach was saved: Yoshi  Link

It's a team battle against the other duo! Both you and your partner have one
stock each, so again, make this count. Fight, fight, fight! That's all I can
tell ya. After the battle, Link/Mario notices Dedede fly by with the trophies,
but mostly sees Zelda/Peach (respectively) on there. He takes the team that
lost with him, but Kirby gets to him and frees the team. Then, Link/Pit fire
an arrow at Dedede's craft, making him crash. Then the whole gang of characters
chases after him!

CHOOSE YOUR FIGHTER!
Yoshi  Kirby  Pit  Link  Mario

Choose four, the character that's left, you won't be able to play as. Yes, it
seems the limit is four stocks, but maybe if you get another stock, you can
play as all five...anyway. Head forward, and kill all those Bombeds. Jump
across and break open the Blue Cube for an item, and continue on. Be careful of
the Tickens and more Bombeds, though. Climb onto the raised floor and it will
take off. You'll soon get into an enemy fight with a lot of Bombeds. Take them
out, then as a finisher, you'll have two Spaaks and a Greap to deal with. As
the platform floats back down, you'll have to deal with some Bullet Bills.

Once you land, head right, killing more Bombeds until you reach a door. Take
it. You're now at a scrolling section. Keep up with the screen as best as you
can, because there are some Bucculus enemies on the ground that will stop you.
Dodge Jyks as well and hurdle over obstacles, and brace yourself for when the
screen starts scrolling even faster, which should be around the part where you
cross a collapsible bridge. Be vigilant too, as you'll see an Orange Cube.
Quickly break it and grab its item, and then you'll reach a cave entrance. The
team is seen standing in front of the entrance, where Dedede's cart was left
behind.

CHOOSE YOUR FIGHTER!
Yoshi  Mario  Pit  Kirby  Link

Again, choose any four. Head on forward and you'll drop down to two Shaydas.
Kill them, then continue down. You'll drop into a minecart. Ride it, and when
you see the exclamation mark, jump off, as it is going to plunge into some
water. Break open the Blue Cube in the alcove above for some goods, then jump
the platforms, going right. Climb up while taking care of some Feyesh, and you
will see a hall going right, where some hot rocks are. Don't go through there
yet, and instead continue on up this shaft to see a higher alcove with some
blocks. Break them to reveal a door, so go through it. Traverse this tiny
cavern here to find an Orange Cube and a Blue Cube, so get the items from
those, and exit.

Traverse that hall of moving hot rocks, and you'll reach a room with three
locked gates and one Key. Since the lower two gates just lead to another Key
inside each, just use this Key to open the highest gate. Continue on and you
will find a lone Shaydas. Defeat it and a door will appear. Take it. Break the
blocks above you, then attempt to climb to the top-left area of this room. You
will see an Orange Cube in an alcove covered by blocks. Break them and the
cube, then go below and drop through the arrow blocks to find a Blue Cube.
Break that and get its items, then exit this room.

Keep moving right, breaking the blocks by hitting the bomb blocks as you
continue, and you'll reach a room where you'll fight some enemies. They consist
of Feyesh, Tickens, and Shaydas. After the battle, continue on and take the
door. Break the Blue and Orange Cubes right by the Goal door for some items.
Now it's time to end the level!

A cutscene will show Kirby (and obviously the whole team) exiting the small
cave and seeing a little dwelling. They then see a red aura emitting from the
clouds. It's the Halberd, and it's emitting a low hum. After the Stage Clear
screen, you will see someone standing in front of a monitor, directing Bowser
to the dwelling our previous team had encountered. The screen pans to reveal
that the person is Ganondorf!

-------------------------
The Path to the Ruins

A giant mountain in the shape of a pillar is standing near some mountains. A
Charizard is seen flying towards it. Pokémon Trainer and Lucas are standing on
a nearby cliff, looking on. Pokémon Trainer brings out cards of two Pokémon,
points at the Charizard one, and pumps his fist. He wants to capture that
Pokémon!

Continue forward, killing Shellpods and a Boom Primid, while jumping over and
dodging Jyks, and you'll get to an enemy battle with Puppits and a Shellpod.
After that, continue right and drop. Kill the Primids and break your way into
the little ruins here. Break the Blue Cube for some food, then go up the
elevator to find two Gamygas. Kill them (their head is their actual weak point)
and run right to find some gaps. Start counting them while defeating enemies.
When you get to the third gap, fall down it to find a door. Inside, break all
the blocks to find all kinds of stuff. After all the blocks are gone, exit.

Climb back up and head right, jumping across falling platforms. Make sure to
get the Orange Cube before you enter the ruins. Once inside, jump across the
lake of lava, being careful of fireballs, and you'll reach a fire-infested hall
with Fire Primids. Kill the Fire Primids and slowly make your way through the
area, hitting switches to temporarily shut off some fire jets. At the end, you
will fight some Armights. Take care of them and head up and left and you should
see an Orange Cube. Get it, but beware of the fire jet above. Once you got
what's in there, drop down to the bottom. Turn left and break the Blue Cube for
an item, then pummel the enemies there. Continue right and you'll get to an
enemy battle. This one is easy though, as the whole area is an enclosed room.
So you can't get KO'd.

After the battle, continue on to a battle with Nagagogs. This one is also easy
because of the pink sliders here. After the battle, you'll get two health
items. Grab them then continue on to ANOTHER enemy battle. This one is slightly
more difficult, because you're on a platform. But still, the only way to get
KO'd is through the bottom, so you should have no trouble if you time your
Ukemis right. After the battle, keep going, and you'll get to an enemy battle..
in a wide open area. Alright, NOW you need to be cautious here. It's three
Armights and some Glires. Take out the Armights first, then the Glires, to make
it easier. After the battle, continue right, and go up the elevator. At the
top, look left and get the Blue Cube there, then head through the door. Now
just walk right...

Pokémon Trainer and Lucas stop at the entrance to the ruins, when Wario comes
in from nowhere! Lucas remembers what Wario did to Ness, and clenches his fist,
ready to fight.

CHOOSE YOUR FIGHTER!
Pokémon Trainer  Lucas

This is a fight against Wario. Fairly simple if you know what you're doing.
Just a hint...when the battle starts, Wario will run right at you without
giving you time to figure out what's going on. Expect this, and either jump or
dodge as soon as the battle starts. When the battle ends, Lucas will look
around for Ness, but won't see him anywhere. He gets discouraged, but Pokémon
Trainer encourages him. They then enter the ruins.

After the Stage Clear screen, you're shown what appears to be a throne room,
and King Dedede putting badges on the trophies he has. However, he's one short,
and after some hesitation, puts the badge he's wearing onto the last one. What
exactly is he doing? A rumble is then heard, and pieces of the ceiling start
crumbling away, trapping Dedede and his trophies under the rubble. It's Bowser
and his minions! Bowser spots one of the trophies...

-------------------------
The Cave

Someone is seen looking through the aforementioned throne room, and spots a
cave entrance. It's that gang of heroes!

CHOOSE YOUR FIGHTER!
Yoshi  Pit  Link  Mario  Kirby

Again, choose any four. Head forward, and run like heck, because a boulder is
coming down after you. Even after the gap, you're not out of the woods yet.
Keep going, as the ceiling is going to crush you! Once you clear that, you're
fine. Continue, killing Goombas and climbing up the ladder to get to an enemy
battle. It's the typical Koopa enemies, even Red Paratroopas. Watch out for
those, they are AGGRESSIVE. Drop down the right side once all the enemies are
cleared, and stop at the gap. Let the ceiling come down ahead of you, then once
it comes back up, drop down quickly. Up ahead is a floor that will try to
crush you. Wait for it, then climb up like heck. Just be sure to exit off the
left side.

Climb up, take care of the Koopas, and wait for the next ceiling to drop. You
should see it open up. Take this opening quickly to find a hidden door. Now,
prepare yourself. Once you enter the door, you'll see a Blue Cube and an Orange
Cube, but the left and right walls are closing in. It's likely you won't be
able to get what's in both cubes, so it will require two trips into the room
to get what's in there. Once you got both Cubes, exit the room and head back
left, and drop down quickly, moving to the right side. Now, wait for the
ceiling behind you to go back up, and head back into the shaft to see an Orange
Cube. Get what's in there quickly and then exit.

Climb up the ladder, and head through the hall here of moving walls. Get in
through the openings, open the Blue Cube for some health, and continue to the
door, after killing more enemies. In this small heated room, grab the Key, and
carefully jump across, avoiding the spike trap and fire jets, and throw the Key
at the gate. Head through the door behind it. Continue right, and hit the
switch to remove the haze for a small time, so rush past it. Kill the
Paratroopas, then climb up the platforms. Head left now, and jump to the rock
in the middle for an enemy battle. It's Red Paratroopas, Shellpods, and Glires.
After killing them all, continue left.

You will see platforms leading up and a gap below. Take the platforms, the gap
leads to nothing, unless you want to die. Anywho, get the Red Paratroopa off
your back, and hit the switch to remove the haze briefly. Jump to the top
quickly and move right. Dodge the Bullet Bills to get to a small room. The
bottom area leads to a switch but is guarded by Bucculus enemies, and the top
is a path covered in haze. Suck it up and take care of the Bucculus, then use
a projectile to hit the switch, since the haze doesn't disappear for long. Once
past that, hit the switch to remove the haze, but act fast, as the ceiling will
close in on you. Maybe it's just best to go through the haze then, you'll only
take 2% damage every half second anyway. Hit the next switch with a projectile
to clear the haze for a long while, but only because you will fight two Giant
Goombas.

After them, continue on, being wary of Glires, and you'll reach a large gap.
Jump across these Koopa-infested platforms, and carefully take the ferris wheel
to the next platform. Once back in safe ground, head right to see a Hammer Bro.
Be careful here, as a boulder could come rolling down at any moment towards
you. Once past that, hop up into the corner and enter the door there. It'll be
tricky here, but try to get the prize inside the Blue Cube above the
collapsible floors. After getting that, jump to the Orange Cube and grab its
prize. Exit, then exit the alcove, going right. Be careful of the Giant Goomba
covering the hall. Once he's taken care of, head through the Goal door.

Bowser is seen taking Peach/Zelda with him, and the team of heroes try to stop
him. He ends up getting away, but the badge that was on the princess flies off.
Kirby goes to look at it as if to say "Is that a cookie?" After the Stage Clear
screen, the Ancient Minister is shown looking at some R.O.B.'s, making sure
they detonate a Subspace Bomb at Dedede's lair. It blows up as he flies away.
Ganondorf is then shown looking through a monitor, viewing the Subspace. Then..
Master Hand shows up!? Is he behind all this? Ganondorf bows to Master Hand,
with an evil grin on his face.

-------------------------
The Ruins

CHOOSE YOUR FIGHTER!
Lucas  Pokémon Trainer

You pick your character before the level even starts! Once it starts, head left
and take the elevator down to a minecart. Ride it, and drop down a long shaft
afterwards. Head right now, and kill the Borboras. If the gate already closed,
hit the switch left of the shaft. Kill some Mites while traversing through
moving sections of the floor and ceiling, and you should see a trophy hidden in
an alcove of a moving ceiling. Grab it, then continue through more of the same
stuff. When you get to a platform above a spiked floor, take care of the Glires
and continue to see a section where spiked ceilings will come down on you. Be
pretty careful here, especially with the annoying Borboras enemies.

If the gate ahead closed, wait for a switch to appear on the ceiling to make it
go back up, then head through. Break the Blue Cube for an item, then get into
the little room here and it will start circling a Roturret along with another
room. Get what's in the Blue Cube at the top if you want, but I'd advise to
leave before things get out of hand, as numerous Floows will torture you as
well. Exit through the right and take care of any more Floows before dropping
down. Hit the right switch to reveal a door. Take it before you fall past it.

Be careful in this scrolling section. Avoid or kill the Mites and avoid the
fire jets, and break the blockades. You should see an Orange Cube on top of a
blockade, so quickly get what's in there. Do NOT take the minecart, because it
goes too fast for the camera. If you do get in it, jump right off. At the end,
the screen will start scrolling down along with a platform. Stay on this thing,
and avoid the spikes as you see them. Be careful of the many Primids too. Once
you see a door, enter it quick. Jump across, break the Blue Cube, and keep
going to another Blue Cube. Get what's in there, then exit. Fall down, kill
some giant Bytans, and go right, eliminating Glires. You'll reach a room...

Pokémon Trainer sees Ivysaur, one of the Pokémon he was looking for, frozen as
a trophy. He goes and grabs it. Now, you can switch between Squirtle and
Ivysaur using the Down Special move! After the scene, jump onto the platform
ahead and fight some enemies as it takes you across this large gap. When you
finally get across, continue, break the Blue Cube for some health, and hit the
switch ahead. Hit the switches to open the gates, but beware the last one with
the Borboras. Once past that, you'll see two switches. Hit both and hurry right
to get past two gates. Past that, hit the switch then quickly climb up past the
next gate.

Kill the Bytans, then hit the switch. Move quickly right and hit the switch
there, then pass the gate, drop, and move right before the gate up ahead
closes. Move right, kill the Roturret, then hit the right switch to reveal a
door. Head through it. Your job in this room is to hit the switch, then
navigate the room to pass through the gate above to reach the Orange and Blue
Cubes. Get the health behind you, then hit the switch. Do some fancy footwork
to move past the gate, and get your prizes before exiting. You may have to kill
the Roturret again when you exit.

Move right now to see a room filled with Shaydas and Towtows. Eugh. After
killing them, head through the door. You've encountered a wild Charizard!
Battle it, and if you win, Pokémon Trainer will capture it. You now have all
three Pokémon to use! Pokémon Trainer and Lucas will find themselves in a large
chamber. (NOTE: After beating SSE, return to this level. A door will appear at
the very bottom of that spiked shaft you went down earlier. Head through to
encounter Wolf. Defeat Wolf in battle so you can use him in both SSE and normal
brawls.)

-------------------------
The Wilds (West)

A weird tank is seen dashing across the mesa, and the sword team, Marth, Meta
Knight, and Ike, go to investigate.

CHOOSE YOUR FIGHTER!
Marth  Meta Knight  Ike

Head forward, killing Primids and Buckots until you reach a Gamyga. Nothing too
hard. The screen will start scrolling down. Go down the platforms to the
bottom. Head right through the tunnel, being careful of Roaders, and break open
the Blue Cube above for something. Once you exit the tunnel, go up and to the
left to find a hidden door. Go through. Get the prizes inside the Orange Cube
and Blue Cube in here, then exit. Head right to get into some serious wind
shear. Nevertheless, trudge on. You should soon see some blocks covering up an
Orange Cube. Break through to it and get what's inside. Next, be careful with
the mines up ahead. A Roader will come up behind you, too, so don't let that
fool you.

When you get to a stop, just keep climbing up and you will soon reach the top.
Yes, I realize that's a rhyme. Anywho, up here, you'll face an Armank. Kill it
(destroy its claw to reveal its weakspot) and drop down the right side. Go
right to the door. In this next area, just head right, killing some enemies.
Fairly simple, really. Part of it, you traverse moving floors. At the end, you
will have to navigate a series of platforms as the screen scrolls down. At the
bottom, you'll face...GIANT PRIMIDS. Not as threatening as you might think,
actually. >_> Anyway, kill them and continue right, killing the Bombeds. You
will get to a barrel cannon section. Miss the barrel up ahead, then double jump
left onto the platform. Get what's in the Blue Cube, then head back.

Fire the barrel cannon at the moving one up ahead, then fire at the top one.
Next, fire at the farthest right cannon to get to a door. Open it. Inside is a
room of Jyks, some blocks, two Blue Cubes, and an Orange Cube at the top left,
which requires navigation of the platforms above. Get them all, then exit. You
will be shot back to the beginning, so hop into the moving barrel, shoot to the
lower one, then keep shooting right until you reach a tunnel. Head through the
door inside. Break open the Blue Cube for some health, then head through the
next door.

The sword team has reached the weird tank, and it transforms into a giant!
Prepare for battle!

CHOOSE YOUR FIGHTER!
Meta Knight  Marth  Ike

BOSS: Galleom
Galleom is a big ol' toughy, but his moves can be pretty easy to analyze. All
you have to do is do a few attacks then lay off of him until he finishes an
attack. When his health is down, the attack where he uses his tank to run over
you will also try to stomp you into submission. Avoid that. Other than that,
pretty clear.

After the battle, Galleom will fall off the cliff, down through the ground in
front of the ruins where Pokémon Trainer and Lucas are...uh-oh.

-------------------------
The Ruined Hall

Lucas spots something falling from high above. It's Galleom! And he's not done
yet!

CHOOSE YOUR FIGHTER!
Pokémon Trainer  Lucas

BOSS: Galleom...again
He's much the same old here, nothing really different. After the battle,
Galleom is finally gone, but wait, it reveals a Subspace Bomb inside it, and
grabs Lucas and Pokémon Trainer. Lucas finds a way to free themselves, but they
end up plummeting down to the ground, until Meta Knight flies in and saves
them. The Subspace Bomb explodes, sucking Wario (who is still a trophy) into
it. Talk about a quick stage, huh?

(NOTE: Since it's purely a battle with Galleom, play The Ruined Hall stage 
again to have a chance to make Galleom a trophy! Just make sure that he's 
nearly dead, otherwise the Trophy Stands that may appear won't work.)

-------------------------
The Wilds (East)

The Ancient Minister sees the explosion of the Subspace Bomb, then laments at
the loss of all those R.O.B.'s. Before he leaves, a blue arrow flies past him.
It's the league of heroes!

CHOOSE YOUR FIGHTER!
Mario  Pit  Link  Yoshi  Kirby

Yet again, choose any four. At the start, hit the pink slider to remove the
obstruction, and continue to a small enemy battle. It's just a few Shellpods
and a Feyesh. There's a pink slider to help you out as well. After the fight,
keep going, as the screen is scrolling now. Avoid the Bucculus. Along the way,
you'll see a trophy hidden behind some blocks. Hit the pink sliders to get rid
of the blocks and quickly grab it. Soon after, you'll stop on a platform that
moves up and down. Enemy battle! This time, Feyesh and Armights. After the
battle, continue on past the Shellpod to see three elevators. Take the middle
one up and immediately exit it. Go below where it was to find a door. Enter.

Inside, you'll find a huge pink slider. Hit it with your most powerful attack
and destroy all the blocks up ahead. Go past there to find a Blue Cube and an
Orange Cube. Get the stuff from there, then exit. Hit the bomb block to clear
some blocks and climb up the ladder to get back up to the elevators. Take the
leftmost one to reach the top. Just beware of Feyesh. Continue right, hit the
large pink slider to kill some enemies as you go along. Enter the door at the
end. Continue right in the next area to find a platform to ride. Some more wind
shear, it's blowing to the right now. Just be careful of the enemies here. Lots
of Trowlons.

Be careful of the spike traps as you move through the tunnel, and afterwards,
face a lot of Primids and a Greap. After that, keep going, jumping across small
gaps. Next, ride a series of platforms down, and ride a platform up. Eliminate
some enemies, then climb up, breaking the block ceiling. Kill the Spaaks while
looking left to find an Orange Cube. Get what's in there, then head right for
the goal. Just be careful of a surprise attack from a Roader.

Mario and Link are chasing the Ancient Minister, dodging all sorts of lasers.
R.O.B.'s stop them, and two others take down the Subspace Bomb that the
Minister had. They activate it and Pit and Mario try to stop them, but it's too 
late. The league of heroes and the Ancient Minister escape as the bomb 
explodes.

-------------------------
The Swamp

CHOOSE YOUR FIGHTER!
Fox  Diddy Kong

Choose your character before the level begins. Yep, we're finally back with
this duo. Don't you just love the Bramble Blast music? Head forward now, 
killing numerous Koopa Army enemies, until you reach a pit with a giant leaf 
and an enormous updraft. Stay on that leaf and ride it down, and jump down to 
the right to find an Orange Cube. Get what's in there, then hit the bomb block 
to continue. Avoid the Hammer Bros., climb up the ladders, and jump across the 
swinging vine platforms. Be careful of the Puppits along the way. Head through 
the door at the end.

Continue right, past a serious downdraft, and climb across the ladders that
you see, while dodging Bullet Bills. You'll get to a floor above a Blue Cube.
Drop off the right side and quickly move left to get to the Cube. Get its
contents, hit the bomb block, then continue right. After passing a gap with a
downdraft, you'll get to an enemy battle. After the battle, the screen will
start scrolling upwards. Get a move on! You'll be on a ladder that moves left
and right, a LONG ladder, so traverse obstacles and enemies this way. You'll
soon find a door on the left side. Enter it quickly. Inside, go across to
break the Blue Cube, then using the updraft here, jump high up and to the left
to find an Orange Cube. Get the contents, then leave. Continue on up using the
ladder, break the bomb block on the left side, then quickly move to the right,
clearing the bomb blocks out of the way, until you reach a door. Enter.

Fox and Diddy walk along the path, and Diddy gets trophied by Bowser. Shadow
Bugs surround him, forming a giant dark Diddy. Just as things seem bleak for
Fox, Falco flies in with his Arwing and foils Bowser's plans. Fox revives
Diddy, so now it's time to face your worst fight yet!

CHOOSE YOUR FIGHTER!
Falco  Diddy Kong  Fox

No seriously, this is the worst fight in SSE. Giant Dark Diddy has insane
knockback with just his neutral attack combo, and can do up to 100% damage in
the blink of an eye! Yep, and this isn't even considered a boss! However, to
beat Giant Dark Diddy, you have to be quick. Strike first, then keep hitting
him so he won't have a chance to attack. That's your only way of surviving.
Giant Dark Diddy likely won't die until he's well past 500%, so just be patient
and give it your all.

After the battle, it's déja vu as Diddy Kong tries to talk to Falco as he walks
off. Diddy the ends up dragging Falco with him, while Fox gives him a look like
"He won't give up!"

CHOOSE YOUR FIGHTER!
Diddy Kong  Falco  Fox

Yep, we're not done with the level. And how nostalgic, some Yoshi's Island
music just kicked in. Hop into the minecart now, and jump off before it lands
in some water. Now, just head on along these land pieces as you traverse this
swamp. Next, take the series of launchers to get launched to an enemy battle.
Next, shoot along some barrel cannons. When you have a choice of two barrel
cannons to shoot to, take the top one. That way, you'll be able to reach a Blue 
Cube. Get its contents, then keep going, launching into the bomb blocks to
clear the way. Head into the door.

Next is a part of this swamp with a bunch of springs. Use these springs to
traverse this area. When you reach two diagonal springs that point left, use
them to get up to a platform with an Orange Cube. Get what's in there, then
bounce up high. Get the contents from the Blue Cube, then spring across the
spikes there. Go below the wooden spikes now, and break the blocks. Now, fall
straight down from here to find a door. Inside, get the Blue Cube's contents,
and the health, and look at the water closely to see a bomb block. Destroy it
to reveal a hidden trophy. Grab it then exit.

Keep going along, springing over spikes and whatnot, and at the end, head into
the door. Next area, get onto the platform and have it take you across this
large body of water. Be careful of Bullet Bills and some weird spiked vines
that come up from the water. Even after crossing, you're not safe, as you have
an enemy battle. Tons of annoying Red Paratroopas. After the battle, keep going
but beware of those spiked vines destroying part of this bridge here. Right at
the Goal door, you'll face a Giant Goomba.

Some Primids are seen flying a little carrier, with DK (still as a trophy)
chained up and flying towards a floating island. It's the Research Facility
that Samus and Pikachu are at! Wait...doesn't it look a little like Angel
Island from the Sonic games? Anyway, Falco calls up the Great Fox to help them
fly over there. (NOTE: After beating SSE, return to this level. An extra door
will have opened up in the area right after the Giant Dark Diddy battle. Enter
the door to face Jigglypuff. Defeat her to unlock her to use both in SSE and in
normal brawls.)

-------------------------
The Research Facility (East)

CHOOSE YOUR FIGHTER!
Zero Suit Samus  Pikachu

Choose your character before you begin the stage. You're in a dark area, but
move forward anyway. Be careful of R.O.B.'s. You'll soon see a switch, which
will light up the area briefly. Use this to navigate. There are also Glice
enemies here, don't get frozen. Hit the next switch to light up the area, then
drop down to continue. When the lights go off, the wall up ahead will open up,
so pass that to get to an enemy battle with a light switch. Keep the light
switch on so that you don't get KO'd by the Big Primids. Once gone, move on,
and navigate these floors and ceilings by hitting switches along the way. At
the end, eliminate some enemies, and hit the switch. Climb down the ladder
nearby quickly to see a door previously blocked by the floor underneath. Head
into it quickly. Inside, get the prizes from the Blue and Orange Cubes.

Head into the other door after exiting that hidden room to continue. In this
next hall, take care of all the R.O.B.'s to make it easier for you before you
head into the next door. The scene upcoming will show Samus and Pikachu finding
the room where Samus's Power Suit is being kept. However, they get trapped, and
two copies of her Power Suit surround them.

CHOOSE YOUR FIGHTER!
Zero Suit Samus  Pikachu

It's a fight against Samus's powerful suit, times two! The music that plays is
very suiting as well. (Metroid Fusion) In case you're wondering, these imposter
suits are Shadow Bugs impersonating Samus. They like to use projectiles a lot,
so do a lot of dodging. Otherwise, they don't seem to be able to knock you far.

After the battle, R.O.B.'s come in to try to stop Samus, but she already has
her suit on, and obliterates every one of them with one blast. Time to get
cracking!

CHOOSE YOUR FIGHTER!
Pikachu  Samus

Now that you have original Samus, whenever you get to select her outside of a
cutscene, just use the C-stick to switch between her normal form and Zero Suit
form. You can also use this technique to switch which Pokémon you want to start
out with for Pokémon Trainer. Anyway, head forward killing R.O.B.'s while you
break through blocks and jump gaps. When you get to a whole bunch of boxes,
break the ones on the very left. If you do so, you should be able to uncover a
trophy. Grab it, then continue right, past some moving blocks that can be
stopped by hitting the switches. Enter the door at the end.

In this area, hit the switch to bring up an elevator. Ride it for a second,
then jump off as soon as it goes up. You need to do that because the elevators
around here are damn quick and they can send you off the screen. Continue right
and jump across, then head up the ladder. Hit the switch, and take the elevator
above you. Jump off as soon as you see another ledge, and prepare for a battle.
After the battle, move right, and jump off, hugging the left wall. You should
land near a bomb block. Hit it to reveal a path to a hidden door. Head inside.
Some fast spiked blocks are moving. Hit the switches to make them stop so you
can pass over or under them, and get the prizes from the Blue and Orange Cubes.
Exit.

Climb up the ladder on the right, then hit the switch to make an elevator
appear. Alright...time for some fancy footwork. When you get on, wait a second
before you jump to the left to get on another elevator. Ride this for a little
and get off once it goes up to land on the elevator to the left beside you.
Ride it for a split second and jump onto the elevator to the left, the one
nearest the ceiling. Ride it and then immediately jump when you see the door
above you. Head inside. That was...a little rough...huh?

Now for some puzzle solving. Take the portal above you (the one on the red
platform) and break the Orange Cube here for its prize. Be careful of the Glice
as well. Warp back, then take the other portal. It's an enemy battle against
a Roturret and a couple of Primids. Nothing too bad. After they're gone, two
portals will appear. The one on your left leads you back, so take the right
one. Climb up this next area using the springs, also being careful of the
flying R.O.B. Blaster. Take the portal at the top. In the next area, take care
of the R.O.B., then hop on the platform to your left. Ride it ALL the way left,
do not take the portal on the platform that it passes over. Instead, take the
one just left of the Cymul. Now you're above where those two portals were! Hit
the switch to move a gate below you, then warp back. NOW you can use that
portal that the platform passed under. Using it will make you fall down to the
area where you first warped, where the Orange Cube was. Warp out of here, then
take the door that was just opened to you.

Hit the Blue Cube for some serious health items, then enter the next door.
Samus and Pikachu find themselves in a large shaft, when all of a sudden Ridley
comes and swipes Samus away, damaging Samus and pummeling her 'til her suit
can't take it. Pikachu saves Samus just in time by summoning a thunder storm.
Alright, let's take this big purple bamf out!

CHOOSE YOUR FIGHTER!
Samus  Pikachu

BOSS: Ridley
Never thought you'd face him here, huh? Ridley is a slow target no matter the
difficulty, so he's fairly easy to take down. He can do stuff such as charge at
you, stomp from above, and flap his wings hard to create some serious wind
shear. After the battle, Samus and Pikachu exit the research facility, and see
some R.O.B.'s working on a Subspace Bomb.

(NOTE: Play The Research Facility (East) stage again to have a chance to make 
Ridley a trophy! Just make sure that he's nearly dead, otherwise the Trophy 
Stands that may appear won't work.)

-------------------------
Outside the Ancient Ruins

Thousands of Pikmin are seen trying to beat on what seems to be a giant R.O.B.
It knocks them all off, leaving Olimar scared. A red Pikmin pokes at Olimar's
shoulder and points at a car coming exceedingly fast. Is that the Blue Falcon?
Captain Falcon launches off his Falcon and unleashes a hearty FALCON PAUNCH at
the R.O.B., knocking it over. Unfortunately, Captain Falcon lands on a show of
Pikmin and kills them all. XD...Uh, I mean, poor Pikmin... :(

CHOOSE YOUR FIGHTER!
Olimar  Captain Falcon

Well, two new heroes have emerged. If you look at the background, you can see
Olimar's ship has crash-landed. Move forward, killing R.O.B.'s, until you see a
bridge. Drop through it and enter the door. You'll start falling down along
with a trophy. Grab it before it plummets down a hole! Now exit. Head back up
and cross the bridge. When you get to a gap, prepare to dodge, as a Roader will
come up behind you. Take care of him, and the Gamyga up ahead. Just keep going,
killing enemies. It's a fairly noncomplicated stage. Climb up the ladder at the
end to get to a fierce enemy battle. After it, keep going.

You'll soon reach two R.O.B. Launchers and a Gamyga. One of the Launchers is
on a breakable platform. Take a risk and climb up the platforms by it, and
enter the door high up. Inside, carefully get both prizes from the Orange Cubes
inside here. If you miss the one above the bridge, just exit the room and come
back and the Cube and bridge will both be back. Anyway, after getting both,
exit and continue. Past the Gamyga is a door.

Captain Falcon and Olimar will see Falco and DIddy fly in an Arwing, dropping
him onto the carrier that has DK. Diddy takes out the Primids and revives DK,
and Captain Falcon takes Olimar and decides to help out the Kongs.

CHOOSE YOUR FIGHTER!
Diddy Kong  Donkey Kong  Olimar  Captain Falcon

It's a pure enemy battle! Give all you got! Primids, Trowlons, Shaydas, Spaaks,
all kinds of enemies are here to stop you! After the battle, the Kongs
celebrate, and Diddy waves Falco good-bye as he flies off in his Arwing. Then,
the carrier enters the floating island...

-------------------------
The Glacial Peak

A fierce aerial dogfight occurs between the Halberd and the Great Fox. Meta
Knight climbs the glacial peak in order to get to his Halberd, passing by the
Ice Climbers. For some reason, the Ice Climbers get mad that Meta Knight is
climbing the mountain better than them, so they follow him.

CHOOSE YOUR FIGHTER!
Meta Knight  Ice Climbers

Start climbing, that's the only way through this stage. Of course, you have
Primids and all sorts of enemies to deal with. At the second ladder, you'll
find an opening to a Blue Cube on the right. Grab what's in there, but exit
quickly, as some spikes will push to the left. You'll climb up some scrolling
platforms, barrel cannons, and then finally the door at the top.

Next area, you're solely on a platform moving up through an ice-covered shaft.
After the platform, you'll be still going up, but with ice pushing out from the
sides. Keep your eyes open, since the screen is scrolling, you'll pass by an
Orange Cube in a small alcove. Get what's in there, quick! At the top, ignore
the Metal Primids and just enter the door. The Metal Primids are just stalling
you for the spiked ceiling that comes down. Next area, use the barrel cannon to
shoot you up, then move right while falling to find some blocks. Break them to
find a door. Inside, kill the Primids and get the prizes! Exit.

Fall to the left from using the barrel cannon now to find a ladder. Now you are
at a series of ladders. Be careful of the numerous Glice around though. After
passing that, you'll face a series of Shaydas, and then a couple of Glice. Next
just keep going up until you see a door. Go through. Hop up, break the Blue
Cube for some health, then grab one of the Metal Boxes to turn metal. Now, drop
down to the water, and swim under the ice there to reach the other side. Climb
up the first ladder, grab some stickers, then climb again to reach an Orange
Cube. You know what to do. Break the bomb block so you'll be able to exit.

Keep climbing and you'll reach some Spaaks and two Towtows. Eliminate them or
just move on. It seems that you're at the peak! Enter the door. Ice Climbers
will jump for joy for reaching the top, and Meta Knight will spot a blue
figure balancing atop the peak. It's Lucario! He faces against Meta Knight.

CHOOSE YOUR FIGHTER!
Lucario  Meta Knight

Yes, you can actually choose your fighter in this character vs. character 
battle. Just like the Mario vs. Kirby one. It's fairly simple, but be careful,
the whole stage is slick. Whoever you choose, once you win, that character will
revive the loser before the stage officially ends. So yes, you do have to play
as both characters in this scene if you wish to have all Subspace Emissary
movies. After the Stage Clear screen, Lucario and Meta Knight team up. They
then spot the Halberd taking the Great Fox with it. Meta Knight and Lucario
both head up to the Halberd, but the poor Ice Climbers are knocked off the
peak, falling to the canyon.

-------------------------
The Canyon

Marth, Ike, and Pokémon Trainer spot the peak collapsing, and dodge out of the
way. Ice Climbers make it safely, but then a bunch of Subspace Army troops
appear, surrounding the characters. But then, the league of heroes are seen
overlooking the battle from a cliff, and get ready for battle!

CHOOSE YOUR FIGHTER!
Link  Pit  Mario  Kirby  Yoshi

This is a pure enemy battle, so don't hold back! Dozens of waves of enemies
appear, and they're all enemies you've seen before. All types of Primids,
Feyesh, Armights, Puppits, Glires, Roturrets...you should be able to take care
of it.

-------------------------
Battleship Halberd Interior

The Great Fox is seen flying off, damaged and broken. The camera then pans to
inside the Halberd, showing that cardboard box earlier. Snake then reveals
himself! "Kept ya waiting, huh?" Head forward through the door. Keep going
along, killing Primids (easily done if you crawl to them and attack). When you
get to some falling blocks, make all of them fall and you should reveal a
switch. Hit it to open a hidden door. In the room there, get the prizes from
the Blue and Orange Cubes, after destroying some metal blocks. Exit when you
have them, then keep continuing on.

Now for a really neat trick. Run along the bridge made of falling blocks, and
when you near the end, perform a dash attack and hold down to instantly get to
your crawling stance before the Scope Primid has a chance to fire at you. Head
through the door. Snake will run through a hall, then hide in a box when he
hears someone rushing through. It's Meta Knight and Lucario, but Lucario senses
someone inside the box, and lifts the box to reveal Snake. They get ready to
fight, but Lucario notices that Snake isn't a threat, but the nearby Primid
Army is. He motions Snake to follow them.

CHOOSE YOUR FIGHTER!
Lucario  Snake  Meta Knight

Head forward, taking care of Primids, and head straight right when you see a
gap with some platforms. Eliminate the enemy portal and any stragglers, and a
switch will appear. Hit that, then go back to that gap. Fall down it. Head
right. Same kind of deal here, eliminate the enemy portal and any stragglers,
then hit the switch that appears. Now, before going back, look at the top right
corner of this room to see some breakable blocks and a door. Just break the
blocks and walk through the wall, it's actually a hidden hall. Enter the door
there. In this room, navigate it, then eliminate the enemy portal. Grab the
goods from the Orange and Blue Cubes, then exit. Return to that one gap you
fell down and go left. Eliminate the enemy portal plus any stragglers, then hit
the switch. Now, go to the far left and down the ladder to find a Blue Cube.
Get the stuff from there, then head back to the gap to find a path has opened
below. Go down it, get the Orange Cube, then enter the door.

In here, simply fight enemies in a room that constantly lights up and gets dark
and stuff, and go through the door that appears afterwards. Continue on,
killing any enemies you see. Get the Blue Cube along the way, and beware the
Roaders. Enter the door at the end. Down here, kill the Bombed, which will open
a gate. We need to find all the enemies here to find the way forward. Climb up
the ladder, kill the Primid, then jump up. Kill the Cymul, then get the prizes
from the Blue Cube below and the Orange Cube above. Now, climb up the ladder on
the left to face a Towtow. Kill, then go back and drop down. Defeat the
enemies here as you move forward, and the Metal Primid should be the last one.
Now head back to where those gates were and head through the door behind them.

They see Peach and Zelda captured in cages, and Shadow Bugs cover them both.
Dark Peach and Zelda!

CHOOSE YOUR FIGHTER!
Meta Knight  Lucario  Snake

It's a battle against the dark forms of Peach and Zelda. Give it all you've
got! They pretty much act the same as in their previous battle. After the
battle, Peach and Zelda will be freed, but Snake will tell them to stay put.
How rude of him. >_>

-------------------------
Battleship Halberd Exterior

Sheik (formerly known as Zelda) opens the door in the room they were kept in,
and both walk out.

CHOOSE YOUR FIGHTER!
Peach  Sheik

Jump across numerous platforms outside the Halberd, and head through the door
at the end. Move right, then start going up. Hit the switches to eliminate all
the mines, and at the top, get the treasures from all the Blue Cubes. Head down
and move right this time. You should see two mines moving up and down next to
each other. Above the one on the right is a crack in the ceiling. Have it
explode near the ceiling to reveal a trophy. Take it then keep going. In the
room full of mines, carefully navigate around them as you get the items from
the Blue Cubes on the top left and bottom right sections. Hit the switch when
you get to it (after the mine room) and quickly jump across the gap ahead and
pass the gate that's about to close. Enter the door.

...What's this? An...enemy gallery? There's all sorts of enemies in tanks
displayed here. But...there's one that we haven't seen. It's a ball with arms
and legs, suspended in webs...ok...let's get out of here. Enemy battle! After
it, move right, getting prizes from Blue Cubes and defeating enemies. On the
next leg, dodge all sorts of fire jets. The door is between a crushing floor
and ceiling, so take it quickly! Jump the platforms now, and go up. When you
can no longer go up and right, go up and left to find an Orange Cube. Keep
going right to the end.

Fox's Arwing is trying to take on the Halberd again, and ends up firing near
where Peach is. Sheik teleports up to Fox's Arwing and breaks it, but before
they end up fighting, Peach interrupts with some tea time. Peach...seriously!?

-------------------------
Battleship Halberd Bridge

Lucario, Meta Knight, and Snake find the control room, where a bunch of Mr.
Game & Watches are controlling the ship. They knock them all out, and the G&Ws
end up being Shadow Bugs. They all form a giant subspace being named Duon.

CHOOSE YOUR FIGHTER!
Lucario  Sheik  Peach  Falco  Fox  Snake

BOSS: Duon
Pick any four. It's a battle against the toughest boss yet! This boss has two
sides, a sword side and a gun side. The attacks vary, and are pretty tough to
avoid. For the gun side, when it shoots homing missiles, try to get them to hit
Duon, they do a lot of damage to it. There's also bombs, a spin attack, and
a rushing attack to worry about. After the battle, Peach will go over to Mr. 
Game & Watch and revive him. Meta Knight will then take control of the Halberd. 
It's now free from enemy hands!

(NOTE: Play Battleship Halberd Bridge stage again to have a chance to make Duon
a trophy! Just make sure that he's nearly dead, otherwise the Trophy Stands 
that may appear won't work. Be wary, this guy's a real pain in the ass to
trophy.)

-------------------------
The Subspace Bomb Factory (North)

Samus and Pikachu are running along a hall, while the alarm is blaring red.

CHOOSE YOUR FIGHTER!
Samus  Pikachu

Go forward, take out a couple of R.O.B.'s, then head down a level with the
elevator. Don't go left, it's just a trap room with nothing in it. Instead, go
right and defeat some R.O.B.'s, then get the Blue Cube's contents. Go back to
the elevator and go down a level. This just leads to some enemies, so if you
don't want to fight any, go down another level. Down here, heading right just
leads to a single Borboras, while the left goes to a Blue Cube and a door. Get
the Blue Cube's item, then head through the door to get to an enemy battle.
Kill them all to reveal an Orange Cube and a Blue Cube. Get the stuff from them
then exit.

Go back to the elevator and go down yet another level. Heading left leads to a
couple of Borboras and a Roturret, and going right leads to another elevator.
Right from the elevator is just a fight with two Big Primids. If you're done,
head up two levels with this new elevator. Head left, and break the boxes to
reveal a door. Head in, and defeat the Armank for a trophy. Climb back up and
exit. Heading right from the elevator just leads to a Roturret and a Jyk. Go up
another level, and head right to defeat the Borboras and get the item from the
Blue Cube. Go up one more level. To the right are two Nagagogs. To the left are
a bunch of R.O.B.'s. Defeating the R.O.B.'s will reveal a door, so go through
that.

Inside, get the stuff from the Blue Cube, then wall jump up to the top to find
an Orange Cube. Get that stuff, then exit. Take the elevator back down three
floors, then head through the door there. Continue on, taking on some R.O.B.'s,
and you'll soon reach an enemy battle full of them. If you manage to survive,
the end of the level awaits.

Samus and Pikachu find the Ancient Minister, but he doesn't fight back at all.
Hm? What's his problem?

-------------------------
The Subspace Bomb Factory (South)

CHOOSE YOUR FIGHTER!
Donkey Kong  Captain Falcon  Olimar  Diddy Kong

Continue forward, killing R.O.B.'s and Autolances, and breaking blocks in the
way. When you get to a bomb block, break it and immediately jump back up. Head
along now, and face an enemy battle. After the battle, the screen will start
scrolling. Move on now, and find the secret door on the next set of revolving
platforms. Inside it, get the contents from both Blue Cubes, then launch from
the spring at the top. Once off-screen, attack up there until you hear the
sound of an Orange Cube breaking. Grab its contents, then leave.
Continue on, head through the door at the end.

Traverse the conveyor belts, and when you get to a locked door, head up,
destroying blocks. Try to destroy most of them, because at the top is a switch
that will help unlock that door. However, hitting it will cause a ceiling to
come down. Once past that, go down the ladder. Head left to get to an enemy
battle, which rewards you after the battle. Jump left to find a blue switch. 
Hit it, then look up the shaft on your left. See the door up there? If you have
someone who can wall jump (Diddy or Captain Falcon) get up there and enter the
door. Inside, climb up to the top and break the bomb block to reveal an Orange
Cube and a Blue Cube. Get the crap and exit. Return to the ladder and head
right this time.

Simply traverse these series of conveyor belts until you reach a green switch.
That door should be open now! Head back to the ladder, climb up it, and head
through the door. Head right, killing R.O.B.'s and stuff, and hit the switch to
turn on some fire jets to kill some enemies as they spawn. Move right some more
while breaking blocks, then climb up the ladder. Hit the switch, then break
the blocks beside you. Move left and hop onto the platform after destroying the
R.O.B., then jump and hit the switch. Quickly move left to find an Orange Cube.
If you drop down to the hall below before the fire jets ignite again, you will
have a Blue Cube. Head back, down the ladder, and across the now-covered fire
jets. Kill the giant Bytan, then go right and down the ladder. Don't take the
launcher, and instead hit the switch up ahead so you'll get launched through
it.

This next part is just a platform moving up a shaft as you kill enemies. Soon
you'll get to an enemy battle, but be careful of the walls that are closing in.
Once you kill the enemies, climb up quickly. Right is just a locked gate, so go
left. Break the blocks to reveal a Key, but some giant Bytans will try to get
in your way. Eliminate them, then take the Key to unlock that gate.

DK will bust up the wall, joining Pikachu and Samus. Ganondorf appears as a
hologram and instructs the R.O.B's to activate the Subspace Bombs. The Ancient
Minister tries to stop them, but is then shot down and burst into flames. The
other characters try to stop the R.O.B.'s, but it is fruitless. Some Auroros
come flying in, but the Ancient Minister fires beams at them from his eyes, and
sheds the clothes he was wearing. He's...R.O.B.? What's going on?

CHOOSE YOUR FIGHTER!
Captain Falcon  Donkey Kong  Diddy Kong  Pikachu  Olimar  Samus  R.O.B.

Choose any four to kick some ass. This part of the stage is a pure enemy
battle. It's almost endless! I'm sure you can get it if you work really hard at
it though. After the battle, the characters will continue to try to stop the
R.O.B.'s, but it ends up being too late. They have to escape before the
explosions consume them all!

CHOOSE YOUR FIGHTER!
Donkey Kong  R.O.B.  Diddy Kong  Olimar  Captain Falcon  Pikachu  Samus

This part of the stage just deals with getting to the end. All sorts of
obstacles await. Head through the door at the bottom. At this part, you'll have
to fall past a horde of moving mines. Right afterwards, look for a portal
spawning Mites. In the bottom right corner of that spot is a trophy. Now just
continue down, ignoring enemies. The next part is so quiet it's creepy... just
fall down the shaft here...

Captain Falcon will call out his Falcon Flyer, then escape through a shaft. But
Meta Ridley isn't gonna let them go!

CHOOSE YOUR FIGHTER!
Donkey Kong  Captain Falcon  Olimar  Diddy Kong  Samus  Pikachu  R.O.B.

BOSS: Meta Ridley
This boss is unique in that you have to defeat him quickly before time runs
out. So...give it your all! His attacks mainly consist of ramming the Falcon
Flyer, so prepare to jump. If he latches on to the back and pulls down the
Falcon Flyer, give him one solid smack to make him let go. After the battle,
you'll be seen flying away from the floating island as it blows. Everyone meets
with each other now...it looks like everyone has joined the fight together!

(NOTE: Finish SSE, then play The Subspace Bomb Factory (South) stage again to 
have a chance to make Meta Ridley a trophy! Just make sure that he's nearly 
dead, otherwise the Trophy Stands that may appear won't work. Be wary, this 
guy's a real pain in the ass to trophy. You may have to fall after the trophy
and grab it in mid-air.)

-------------------------
Entrance to Subspace

Prepare for epicness. A giant Subspace Cannon emerges from the wreckage that
used to be the floating island of the Ancients, and it fires, creating another
Subspace bubble. Bowser and Ganondorf end up being the ones controlling it. He
spots the Halberd speedily making its way over to the Cannon, so Ganondorf
commands all the anti-aircraft guns to fire on the Halberd. The Halberd ends up
taking a clean hit, making it explode. But it's not over... they escaped to
their respective ships! They go flying towards the cannon at breakneck speeds,
dodging literally a wall of laser fire. Kirby then comes flying in on his
Dragoon, and splits the cannon in half! Ganondorf and Bowser then enter
Subspace before the rest of the heroes do.

CHOOSE YOUR FIGHTER!
Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, Pikachu, Captain Falcon,
Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco, Meta Knight, Pit,
Olimar, Lucas, Diddy Kong, Pokémon Trainer, Lucario, Ike, R.O.B., Snake

Pick any four from this expansive list. Head forward to an enemy battle. Fairly
easy. After the battle, continue along, grab the Trophy when you see it. This
stage is really just a complete enemy offensive, so give it your all. At the
end, take on the enemy portals before the enemies themselves, otherwise you'll
have an endless battle on your hands. After it, continue on, and you'll have a
series of big enemies to kill. Good luck. Afterwards, head through the door.

Bowser and Ganondorf are seen, but Ganondorf trophies Bowser. He goes to Master
Hand, but finds out he's bound by an unknown figure, named Tabuu. He tries to
stop Tabuu, but fails. Master Hand also tries to stop Tabuu, but is powerless.
The team then face Tabuu, and he releases Off Waves, turning EVERYONE into
trophies. Then Tabuu takes all the parts of the world that Subspace has
engulfed and surrounds himself with them. Uh...if everyone's now "dead"...this
isn't looking too good...

-------------------------
Subspace (West)

But wait, there's still those trophies that Dedede saved! The badges revive
Luigi and Ness, and Ness gives Dedede the other badge to revive him. Looks like
it's up to these guys to rescue the rest of the crew!

CHOOSE YOUR FIGHTER!
Luigi  Ness  King Dedede

Head on forward, just be careful of the Glices. They could freeze you while
above a gap! Continue on anyway, and stop when you reach the door. Go above the
door to find Samus's trophy. Collect it. Every character trophy you collect in
these next two Subspace levels adds a character back to your SSE playable
roster, so let's try to get everyone back! Head through the door. Inside, kill
the Towtow and climb up the pendulums. Head through the door that you see on
the right. Right by where you dropped is Pit's trophy. Grab that, then jump
left to find Falco's. Before leaving, get the Orange Cube on the lower left
corner. Now exit.

Climb to the top here. You'll find Lucas's trophy beside the door, make sure to
get him before moving on. Head left from here, and fight some enemies. You'll
see Ike's trophy above the enemy portal. Grab him. Next, stand on the yellow
platform, then climb up to see Donkey Kong's trophy. Get him, then head left.
Use the spring to reach a bomb block, and destroy it to reveal a door. Head
through it. Inside, get Pokémon Trainer's trophy and Pikachu's trophy. You'll 
have to hit a bomb block to reach Pikachu, but grab him before he falls into 
the abyss, but make sure you don't, either. Exit.

Continue right, hop onto the yellow platform to spawn others, and move along
them. In this place, get Marth's trophy. Then, enter the door to the left
nearby. Inside, detonate the mines and get Olimar's and Fox's trophies. Exit,
then move right, taking care of all sorts of annoying enemies. Enter the door
here. Next, move along the collapsible bridge, and destroy some blocks in the
way. When you get to a door, move under it and destroy the bomb block, then
quickly jump right to recovery Mr. Game & Watch's trophy. Now head through the
door. This next section has Diddy Kong and Captain Falcon trophies, so get them
at your own pace before continuing. (The screen loops around the room.) Right
when you enter the next area, you'll see Mario's trophy. Now just jump across
the platforms to the door.

Dedede and his team look at the sight that was left in the carnage of the Off
Waves, and then sees Bowser. He revives him, but Bowser is majorly pissed. In
this part, it's just Dedede vs. Bowser. Nothing really complicated. Dedede
revives Bowser again, and the fight almost starts again, but he flicks Bowser's
nose as if to tell him to stop.

-------------------------
Subspace (East)

Kirby is all of a sudden revived. He then spits up a Dedede badge. So he DID
eat that one. XD. That Kirby...anyway, right above you when you start is
Peach's trophy, so head up there and get her. You'll get to a bunch of mines.
Right beside a wall of them is Zelda's trophy, so grab her. Past the revolving
set of mines, Meta Knight's trophy sits waiting surrounded by mines. Grab him.
Below Meta Knight is an Orange Cube, so grab that too. Continue on to the door.

Drop down here, break both bomb blocks and get Link's trophy. (Now that you
have Link and Zelda, Ganondorf will be available for play after this level.)
Continue down, and break the left bomb block to get Yoshi's trophy. Fall down,
and break the bomb block and other blocks to get Lucario's trophy. Drop down
and prepare for an enemy battle. After the battle, the screen will start
scrolling. You don't need to worry about any character trophies during the
scrolling part, so just take it easy. The scrolling part will take you to
another enemy battle. After that one, continue on, grab R.O.B.'s trophy, and
head through the door.

Head right from here, and soon you'll find a pink slider. Hit it to free the
Ice Climbers trophy. Now, head to the bottom floor and follow that to find an
Orange Cube. Now, fly up to the top and continue. You'll see Snake's trophy
surrounded in blocks that only the nearby pink slider can break. Well, you
know what to do. Free it and grab him. Continue on, kill the enemies if you
wish, and jump on the yellow platform. Jump across to an enemy battle with some
Tickens and a Gamyga. Ugh... After that, jump across to the goal door, but
don't forget Wario's trophy.

Bowser beats up on Ganondorf's trophy, then King Dedede shows that he's so
happy to see Kirby. He drags them along.

If you've saved Link and Zelda: Both appear near Ganondorf's trophy and revive
him. He's joined the party!

Next, Wario rides up to where Tabuu is after knocking down King Dedede.

-------------------------
The Great Maze

CHOOSE YOUR CHARACTER!
Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox, Pikachu, Luigi, Captain
Falcon, Ness, Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch,
Falco, Ganondorf, Wario, Meta Knight, Pit, Olimar, Lucas, Diddy Kong, Pokémon
Trainer, King Dedede, Lucario, Ike, R.O.B., Snake

The Great Maze...lemme tell you about it. It's a giant level in the form of a
maze. It is basically all of the worlds that have been devoured by Subspace, so
it's essentially a "let's go through the whole game again" scenario. Your
objective is to find and kill the bosses that you've faced, and Subspace
versions of all the characters you have. The story behind the Subspace versions
of your characters is that they are basically embodiments of the data from your
characters collected from the downed Subspace Army troops. So...yeah. Also,
since this level is extremely huge, (pause to look at a map, what you see right
now branches off to rooms that cover the whole screen) there will be save
points within the level. Also, when you have activated a save in a new section
of the level, you can just warp there from a previous save point to save time
by picking the appropriate portal. (Top right portal brings you to the top
right section of the level, bottom left portal brings you to the bottom left
section of the level, etc.)

Alright, let's get started. You start off at a save point already. Creepy
looking, huh? A tranquil background, and you can see a rip in Subspace
(literally) and semi-quiet music playing in the background. If you stand on the
Smash icon, you'll be able to save, switch characters or apply stickers, or go
back to the Adventure Map. Well, we just started, so...head through the only
door here to have a refight with Petey Piranha! Simple enough. Afterwards, you
have two door choices. The one with a circle on it leads you to the save point
you started at, and the other moves you forward. (Watch out for those doors
with circles on them, they always lead to save points.)

Now you're getting into the actual maze part. Let's move left from here first.
Yes, you're in Skyworld. Beat up all the enemies you see, and head through the
door. (Any door that has black clouds coming from it, means that you'll have to
go into a fight before you reach the next area.) Fight Subspace Pit here! He
likes to spam arrows and his neutral aerial attack a lot, so be cautious. After
the battle, move up, being sure to get what's in the Blue Cube. At the top, be
careful of Jyks and a Glunder, and get what's in the Orange Cube. Now,
backtrack and move right this time. Be careful of Trowlons while you move.
Head through the door at the end, after you deal with a pesky Giant Goomba.

Another junction. Move down from here, take care of the Greap, and you'll find
a door. Take it. Inside, you will fight Subspace Kirby. He tries to intercept
you while you're trying to recover. How annoying. After beating him, you'll
return to where you were. Go back left and move up, and you'll find an Orange 
Cube in an alcove. Grab what's inside then continue up. You'll have a purple 
cloud raise you up to a door. Enter it. Inside, you'll fight Subspace Link. He 
doesn't seem to use his projectiles much (Bombs, Arrows, Gale Boomerang) so 
you're in the clear here. After the battle, you'll get into a new area. Forest,
huh?

Move forward, and you'll find a Puppit, a Shellpod, and a save room. (!) Take
that save point after you're done with the enemies. One thing I should tell you
is that when you save, you regain any stocks you lost! Neat, huh? After saving, 
move on right and take the dimension door. (Been a while since you saw those, 
eh?) Destroy the bomb block to clear the blocks, then return to find the 
previous blockade gone. Grab what's inside the Orange Cube, then go back into 
the dimension door. Move right and kill some enemies. The next dimension door
you see just leads to some enemies, so take the next one after it. In here,
break the blocks (except for the bottom ones) here, then go back. Move right,
and break the bomb block. Now, see the blocks? Some of them are blocking the
way forward. Take the dimension door. Now, go to the right, and destroy only
two rows of blocks. Go back, and move right. Destroy the bomb block. Go back to
the dimension door, and move right. Enter the door to fight Subspace Yoshi.
This guy's a pain to down because of his double jump.

After the fight, you'll return to the area you were in. Move left, go through
the dimension door, then move right. Go through the door. You're now in the
plains. Just move right, there's only one way to go here... When you get to the
Gamyga, let the pink slider above it take it out for you. Also get what's in
the Blue Cube above. Use the series of pink sliders ahead to get rid of a bunch
of Borboras, and farther ahead, use a pink slider to break open an Orange Cube.
Get what's inside, then move on to the door. Inside is a fight with Subspace
Diddy Kong. Should be easy, especially if you gimp his Rocketbarrel recovery.
Once done, you'll get yourself at a checkpoint. You're now officially in the
top right corner of the stage. Well, you were when you entered the previous
room, but anyway. Go save at the center of this room.

After saving, use the springs to take the upper right door. Enter to fight
Duon! ...It's likely after fighting him that you'll want to save, so go ahead
and go back to the save point after fighting him. Anyway, after fighting Duon,
you'll obviously be on the Halberd. Take the door below you. Now that you're 
inside the Halberd, continue until you have a choice of two ladders to go down. 
Take the left ladder, continue through there until you reach a door. Inside, 
you'll fight Subspace Snake. After the battle, you'll return to the Halberd 
interior, so backtrack and take that other ladder. Get what's inside the Orange 
Cube before entering the door there.

Head straight right from here to find a save room. Save, then take the elevator
down a level. Head right because the left path is locked. Fall down to find an
alcove containing the Key. Grab it and fall down. Take on the enemies, and take
the elevator up again. Use the Key to unlock the gate on the left. Go inside,
break the bomb block, then fall. Enter the door to fight Subspace Mr. Game &
Watch. You'll be returned to the Halberd interior after the fight. Now, just
backtrack until you're back outside the Halberd.

Head right, jumping platforms, and entering the door there. Inside, you'll 
fight Subspace Meta Knight. After fighting him, you'll have warped to...The 
Ruined Zoo. Nice Snowman music in the background! (From MOTHER.) Head left, 
spring over the wooden spikes, and get the Orange Cube that you see. Go up and 
continue left, just be careful of the Roturret ahead. Ignore the door below and 
instead continue left, avoiding or killing the Buckots, and head inside the 
door to fight Subspace Ness. Nothing of too much trouble.

After the battle, you'll return to the Ruined Zoo, so go right and enter that
door you passed by earlier. Now that you're inside the frozen sewers, head down
the ladder, destroy the blocks, and kill the Scope Primids and Feyesh. As you
head left, you'll find a save point above you. Let's get there now. Once you
can go up, do so to find a switch. Hit it to allow access to the save point.
Goody! After saving, hit the switch to exit, then continue left. Break the
blocks, and enter the door. Next, just go through this whole part, there's only
one way to go. It's fairly simple, the only things in your way are enemies. At
the end are some mines though, so be careful of them. The door at the end leads
to...Porky! Time to refight him. He hasn't changed at all, so use the same
strategy. After killing him, you'll return to the...Forest? Oh wow. Move right
like before and go to the save room to save.

Take the bottom right door this time. Heh, we're in the Jungle now. All you
have to do really is just drop down to the door at the bottom. Just be careful
not to hit the mines. The door leads to a fight with Subspace Captain Falcon.
Be careful, he'll try to rush you and immediately grab you. After the battle,
you'll arrive at the Ancient Ruins, where Olimar was. Just go right, avoiding
the mines (there's nothing below the bridge except for a Towtow) and killing
a Gamyga and some Tickens, and go through the door. Inside is a fight against
Subspace Olimar. Don't underestimate him, he's quite the killer! After the
fight, you'll return to the Ancient Ruins, so backtrack to the save point and
save.

Head down the bottom left door now. You'll have to break a blockade to reach
it. We're in the Swamp. Head left past the updraft, and past all those gaps,
and go into the upper door. Inside, you'll fight Subspace Donkey Kong. After
the battle, you'll be in a strange room. You'll see trophies of all the
characters you have, plus the bosses, and a big door in the background. All
these characters and bosses represent the ones you still have to fight before
entering the big door, which is access to Tabuu. Some of them disappear, so
we're on the right track. Remember the location of this room for later, and
just exit. Take the bottom door blocked by blocks, and you'll face Subspace
Samus. She likes to use her projectiles a LOT, so be cautious.

After the fight, you'll be warped to the Research Facility. This is a BIG room,
so let's get crackin'. Just move on forward until you reach a junction. The
left is locked, so break the blocks on the right and move on. Be careful with
the floor here, as it rises up to the ceiling to try to crush you, but only
when you're on it. The floor is in sections, so as long as you move quick, you
are in no danger. You'll reach a Key at the end, but don't grab it. Instead,
drop down below it to find a door. Enter it to fight Subspace Pikachu. After
the battle, you'll return to where you were, so grab the Key and return to the 
gate to open it. Go past there to reach an elevator. Take it down and you'll 
face a Big Primid guarding a save point. Get there as soon as possible.

After saving, head right and go through the door there. Alright, a little
confusion here...Hit the red switch. This is another one of those doors that we
have to find multiple switches to open. Head through the right door. Continue
along these conveyor belts, and keep going right when you reach a junction to
find an Orange Cube. Now, go back to the junction and head up. When you get to
the last conveyor belts on both sides below the door at the top, go to the left
one and attack around there to break an Orange Cube. Get its contents, then go
to the door. Before entering it, hit the green switch. Inside the door, you'll
fight Subspace R.O.B. After the battle, you'll return to where you were, so
backtrack to that locked door, and take the bottom left door.

Hm, this is an interesting room. A room full of water. Anyway, head through
this to find a locked gate blocking the blue switch and a Blue Cube. Well, keep
going and you'll find the Key hidden in some blocks you have to destroy. Grab
it, take it back and unlock the gate, hit the switch and get the Blue Cube's
contents, then head back. Now, head through the middle door to fight Ridley!
Nothing too hard, but he is faster in his attacks than before. After the fight,
you'll reach a room with a save point. This is also the mark to let you know
that you're now in the bottom right section of The Great Maze. Save.

Head left, hit the switch so you can go down the haze-filled gap, and enter the
door. Go up from here and break the Orange Cube for its prize. Now, go left.
Navigate all the fire jets and enemies, and at the end, head through the door
to face Subspace Bowser. He's big and tough, and hard to KO, so give it your
best. After the battle, you'll return to where you were, so backtrack to the
beginning of this room and go down. Enter the door down there to enter a
minecart area. Simply ride minecarts down this long tunnel until you reach the
end, where a door waits. Inside is Subspace King Dedede. Nothing too hard.

After the battle, you'll arrive at the big lake of the Swamp. Move up and left,
spring up, jump across the spikes, and hit the Orange Cube on the platform up
above for its prize. Drop down and enter the door below to face Subspace Falco.
Easy stuff, nothing to it. After the battle, you'll be taken to a small room
that seems quite familiar. Grab the health on the left and what's inside the
Orange Cube on the right, and destroy the bomb block hidden in the water to
reveal a trophy. Now exit. Now, just spring to the door up ahead.

You have two choices now, so let's go right. Shoot across the barrel cannons,
and when you reach two barrel cannons to choose, take the upper one. The lower
one will shoot you so far that you might get KO'd, so don't do that. Anyway,
you'll reach a door. Enter it to fight Subspace Fox. After the battle, you'll
return to where you were, so take the barrel cannon to your right to get
launched over to the middle of this room. Head left now. Defeat multiple
enemies as you continue, including the dreaded Autolance, and head through the
door at the end, avoiding the minecart. You'll face Meta Ridley again! Same old
stuff, though this time you don't have a time limit, so take your time.

After the battle, you'll return to that cave save room. Save, then head left.
Since we already went down the haze-filled gap, ignore it and instead enter the 
door across from it to fight Subspace Mario. He's a bit of a toughy, he's a 
master at edgeguarding. After the fight, you'll end up in the The Wilds, so 
move forward and up, avoiding the falling boulders as best as you can. Continue 
left, kill the Gamyga before he causes much trouble, enter the door at the end. 
Continue left, be aware of the Roturret below, and keep going. Enter the door 
at the end after carefully passing some spike traps. In the next area, 
carefully deal with these enemies one at a time, especially the Armights. Use 
the pink sliders to reveal the path forward, and you'll soon reach another 
door. Enter it to face Galleom! Be careful here, he likes to start the match 
off with that giant uppercut of his.

After the battle, you'll end up on the bottom left section of this level. Save.
Move left to the elevator, and take it up a level. Head through the door here.
Head left, past all the fire jets and enemies, and enter the door at the end.
Inside, you'll fight Subspace Pokémon Trainer. Thankfully, you don't have to
face all of his Pokémon. After the battle, head down and then right. Head
through the gate before it closes. Watch the ceilings when they come down. One
of them will have a trophy on it. Grab it, then continue. The door at the
middle of this level just takes you to the save room above, so if you want to
save now, go ahead. Head right anyway, past spike traps, and in some rooms
circling a Roturret. Just keep heading right, and enter the door at the end to
face Subspace Zelda.

After the battle, you'll be at the Lake Shore. Head forward, dodging hordes of
Jyks, and defeat the Armank up ahead. After he's gone, take the launcher up
ahead, and enter the door to face Subspace Peach. After that battle, return to
the save area. Once saved, take the elevator up two levels, and take the
ladder up. Go left, break the bomb block, and go up and right to see a door.
Enter it to fight Subspace Wario. After the battle, you'll end up outside the
ruins. Go right from here, and take the elevator up. Fight two Roturrets, then
continue right. Drop down the third gap to find a door. Enter to fight Subspace
Luigi. Nothing too hard. After the battle, you'll return back where you were,
so backtrack to the elevator, and take the launcher. Keep going left, pass the 
Mites, and enter the door.

Now, start climbing here. Halfway along, you'll find an Orange Cube. Next, in 
order to keep going up, you'll have to find the bomb blocks. At the top, enter 
the door to fight Rayquaza! Nothing too hard. After the battle, you'll return 
to the Stadium from where you started! Save, then take the lower left portal.
Go back to the elevator, and take it up two levels again. Go right to find a 
door. Enter it to fight Subspace Lucas. After the battle, you'll appear at the
Glacial Peak. Just climb up like you did before the first time. Skip the door
that you see and just keep going until you reach the top. Enter the door to
fight Subspace Lucario. After the battle, you'll reach the Stadium area again.
Save, then go back to the Glacial Peak area. Climb down until you enter a door, 
then enter it to fight Subspace Ice Climbers.

After the battle, you'll appear at the Battlefield Fortress area. Continue
forward, killing enemies, until you reach a save point. Save, then head down
and left. Avoid the barrel cannon and launcher, kill the Borboras, and shoot
yourself straight up with the next barrel cannon to hit a pink slider,
unblocking the way to the door. Enter it to fight Subspace Ike. After the
battle, you'll return to where you were, so go back right, save if you wish,
and move right. Enter the door before the ceiling closes in. Inside, go right,
up, left. Ignore the Key and instead just keep going up. At the top, enter the
door to fight Subspace Marth. Be careful, you spawn above him and he could
easily KO you as soon as you start.

After the battle, you'll return to where you were, so backtrack to the Key,
pick it up, and go right. Use it on the locked gate right of the ladder. Enter
through there and enter the door to fight Subspace Ganondorf. After the battle
you will appear at that big door. Everything is gone, so now just head to the
center, wait for the door to open, and head inside.

Tabuu will attempt the Off Waves again, but a mysterious being stops him just
in time. It's Sonic! Now that Tabuu's wings are broken, his Off Waves are less
effective, so it's safe to fight him. You'll be able to choose any six
characters now, so basically, look at the previous "CHOOSE YOUR FIGHTER!" and
picture Sonic there instead.

BOSS: Tabuu
This is it, the lord of Subspace! This guy has all kinds of uber attacks that
can really knock you around, such as turning giant and shooting eye lasers,
using a whip, throwing energy needles then one big blast, and including the
Off Waves. All the attacks are easy to dodge, but the Off Waves are something
else. You'll have to time three side dodges just right in order to avoid all
three Off Waves. Just keep on attacking him and he will be gone in no time.

(NOTE: Now that you've finished SSE, play The Great Maze stage again and head
right to Tabuu to have a chance to make Tabuu a trophy! Just make sure that 
he's nearly dead, otherwise the Trophy Stands that may appear won't work.)

After the battle, you'll see that all the worlds devoured by Subspace have been
returned, except for the floating isle of the Ancients, as too many Subspace
Bombs blew up there. (Yet, you can choose those levels once you're finished
with this mode...) Before the credits, you'll get a neat little cutscene
showing the translation to the game's main theme. It ends up being related to
the Subspace Emissary's story!

CONGRATULATIONS! YOU'VE FINISHED THE SUBSPACE EMISSARY! NOW, ATTEMPT TO GET 
TOON LINK, WOLF, AND JIGGLYPUFF, ALL ENEMY AND BOSS TROPHIES, AND FINISH ALL 
LEVELS IN INTENSE DIFFICULTY!

###############################################################################

Event Mode [SolEvnt]

Event Mode is a mode where you can choose set matches and try to clear them.
There are numerous events with objectives, such as a battle to the death
between Link and Dark Link, turning two opponents into eggs with Yoshi before 
they break out, breaking all the platforms in Skyworld before one regenerates,
among other stuff. New from Melee's Event Mode is the ability to choose your
preferred difficulty for the match!

Event Mode also allows you to play Co-op Events. These specialized Co-op Events
allow a second person to play with the first player in a co-op to beat the
events. Keep in mind that some Events cannot be Co-opped. A list of both single
player events and co-op events is below.

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

Solo Events

-------------------------
Event #1: Two Trouble Kings

Stage: Delfino Plaza
Player: Mario
CPU Partner: N/A
Opponent: Bowser & King Dedede
Objective: Simply KO both Bowser and Dedede once in the fastest time possible.
You lose if you get KO'd.
-------------------------
Event #2: Landmaster Ignition

Stage: Corneria (Melee)
Player: Fox
CPU Partner: N/A
Opponent: Sheik & Meta Knight
Objective: You have infinite Final Smashes. KO your opponents with the
Landmaster as many times as you can in under 1 minute to set a record. You lose 
if you get KO'd. You only need one KO to win.
-------------------------
Event #3: Pink Ball Repulsion

Stage: Halberd
Player: Meta Knight
CPU Partner: N/A
Opponent: Kirby
Objective: KO Kirby before the platform touches down on the Halberd. Kirby
mainly tries to stay away from you.
-------------------------
Event #4: Cleaning House in Skyworld

Stage: Skyworld
Player: Pit
CPU Partner: N/A
Opponent: Wario
Objective: Destroy all terrain with attacks. Wario, for whatever reason, tries
to keep you from your objective by attacking you. You have one stock, he has
three stocks, so if you're looking to set a record, just avoid him as much as
you can, instead of wasting time trying to get rid of him.
-------------------------
Event #5: Become the Champion!

Stage: Pokémon Stadium 2
Player: Pokémon Trainer
CPU Partner: N/A
Opponent: Pokémon Trainer
Objective: KO all of the opposing trainer's Pokémon to win. Both you and the
opponent have three stocks, though you can freely switch Pokémon.
-------------------------
Event #6: Super Bowser Bros.

Stage: Mushroomy Kingdom
Player: Bowser
CPU Partner: N/A
Opponent: Three Marios
Objective: Reach the end of the stage without getting KO'd. You can set a
record by trying to KO as many Marios as you can. The stage scrolling speed is
dependant on the difficulty. (Hard is really fast)
-------------------------
Event #7: Diddy Kong Panic

Stage: Mario Circuit
Player: DK
CPU Partner: N/A
Opponent: Fifteen Tiny Diddy Kongs
Objective: KO all the Tiny Diddy Kongs before you get KO'd. Don't worry, you
don't face them all at once, just three at a time.
-------------------------
Event #8: Go! Triple Finish!

Stage: Pokémon Stadium (Melee)
Player: Pikachu
CPU Partner: N/A
Opponent: Squirtle, Ivysaur, and Charizard
Objective: Fight three wild Pokémon as Pikachu! They're all on a team against
you, so be alert. Each opponent has one stock, and you have two, for good
measure.
-------------------------
Event #9: The Monster beneath the Earth

Stage: Castle Siege
Player: Ike
CPU Partner: N/A
Opponent: Two Diddy Kongs & Giant Donkey Kong
Objective: KO both Diddy Kongs before the stage gets to the dungeon part. If
you fail to do so, prepare for a hard battle, but you can still win the event
if you KO DK as well. Each opponent and you all have one stock.
-------------------------
Event #10: All-Star Battle Regulars

Stage: Final Destination
Player: Choose
CPU Partner: N/A
Opponent: Mario, DK, Link, Samus, Yoshi, Kirby, Fox, and Pikachu
Objective: Battle the original eight fighters from the first Smash! Battle two
of them at a time! Each character has one stock, you have two.
-------------------------
Event #11: Yoshi's Rainbow

Stage: Rainbow Ride
Player: Ice Climbers
CPU Partner: Nana (well duh)
Opponent: Six Yoshis
Objective: Be careful here! You're supposed to KO each Yoshi in a certain color
order. KO the red one first, then the pink, then yellow, green, pale blue, and
finally blue. If you KO the wrong color Yoshi, you automatically fail the
event. Be quick, because after the airship part, the Yoshis tend to suicide.
-------------------------
Event #12: Sleeping in the Eggs

Stage: Yoshi's Island
Player: Yoshi
CPU Partner: N/A
Opponent: Kirby & Pikachu
Objective: Use Yoshi's Egg Lay special and encase both opponents in eggs before
either break out! They like to jump around a lot, and you only have one stock,
so it will be difficult, considering they will attack you.
-------------------------
Event #13: Dragoon Strike

Stage: Halberd
Player: Kirby
CPU Partner: N/A
Opponent: Three Warios
Objective: Gather the Dragoon parts and KO the Warios! The Warios keep coming
back if you KO them normally, so you must use the Dragoon. You have two stocks.
-------------------------
Event #14: Sproutrage of the Flower Pikmin

Stage: Distant Planet
Player: Olimar
CPU Partner: N/A
Opponent: Pokémon Trainer & Pikachu
Objective: Guard six Pikmin until their flowers bloom! Best strategy is to stay
away from the opponents. Using moves will harm the Pikmin. Also, please note
that you only start out with three Pikmin and must pluck out three more at the
start. (Standard Special) A lot of people seem to be confused by this. You also
have one stock, so try not to get KO'd yourself. (In case you're wondering
about the supposed typo in the name, that same typo is in the game, as well.)
-------------------------
Event #15: The Hammer of the King

Stage: Smashville
Player: King Dedede
CPU Partner: Two King Dededes
Opponent: Giant Metal King Dedede
Objective: With the help of your colleagues, defeat the Giant Metal King Dedede
to win! Each of you, including the opponent, have one stock.
-------------------------
Event #16: Power Suit ON!

Stage: Frigate Orpheon
Player: Zero Suit Samus
CPU Partner: N/A
Opponent: Two Zero Suit Samus's
Objective: Grab the Smash Ball and perform your Final Smash to gain back your
Power Suit! Each of you have two stocks, and it doesn't matter if you KO your
opponents.
-------------------------
Event #17: Super Waterfall Climb

Stage: Rumble Falls
Player: Zelda
CPU Partner: N/A
Opponent: Two Ice Climbers
Objective: Reach the top of Rumble Falls! You can set a record by trying to KO
the opponents as many times as you can. Just be careful, you only have one
stock.
-------------------------
Event #18: Dark Link Duel

Stage: Bridge of Eldin
Player: Link
CPU Partner: N/A
Opponent: Dark Link
Objective: It's a stamina battle to the death! Both of you have 200 HP each.
Deplete Dark Link's stamina to 0 to win! Just be sure the same doesn't happen
to you...
-------------------------
Event #19: Wario Bros.

Stage: Mario Bros.
Player: Wario
CPU Partner: N/A
Opponent: Mario & Luigi
Objective: KO the Mario Bros. before they do! All of you have two stocks each.
Remember to throw the monsters that appear to help you with KOs!
-------------------------
Event #20: All-Star Battle x 1

Stage: Battlefield
Player: Choose
CPU Partner: N/A
Opponent: Wario, Meta Knight, Pit, Zero Suit Samus, Olimar, Lucas, Diddy Kong,
Pokémon Trainer
Objective: Battle the starter newcomers in Brawl! Fight two at a time. Each
character has one stock, you have two.
-------------------------
Event #21: Visit to Onett

Stage: Onett (Melee)
Player: Lucas
CPU Partner: N/A
Opponent: Ness
Objective: KO Ness twice before Ness can do the same! A fairly straightforward
event.
-------------------------
Event #22: Monkeys Unite

Stage: Rumble Falls
Player: Diddy Kong
CPU Partner: Giant DK
Opponent: Sheik & Lucario
Objective: Protect Donkey Kong and KO your opponents! Everyone has two stocks
each. And, despite the event description, if DK happens to lose all his stocks,
you don't lose the event. However, it is very hard to KO your opponents without
him, as they seem a bit heavy.
-------------------------
Event #23: Molten Norfair

Stage: Norfair
Player: Samus
CPU Partner: N/A
Opponent: Captain Falcon & Fox
Objective: When the lava wave comes, make sure you're in the safety capsule to
win this event. Everyone starts out at 300%, you have two stocks, and your
opponents have infinite stocks, so you can try to set a record by KOing them as
many times as you can while you wait for the lava wave. Just be very careful,
since with damage like that, it's very easy to get KO'd.
-------------------------
Event #24: Come On, Blue Falcon

Stage: Port Town Aero Dive
Player: Captain Falcon
CPU Partner: N/A
Opponent: Two R.O.B.s
Objective: KO both of your foes with your Final Smash before the stage makes a
lap around the course! KOing them normally won't do any good, they just keep
coming back!
-------------------------
Event #25: The Aura Is With Me

Stage: Spear Pillar
Player: Lucario
CPU Partner: N/A
Opponent: Ness & Sheik
Objective: You start out at 182% damage, so you already have some power to KO
your opponents. However, this also makes you vulnerable, and you only have one
stock. Your opponents also have one stock each. Be careful and vigilant of the
Pokémon that effect the stage as well when you're fighting.
-------------------------
Event #26: The Slow and Easy Life

Stage: Smashville
Player: Ness
CPU Partner: N/A
Opponent: Three Tiny Olimars
Objective: You're trying to enjoy K.K. Slider's concert, but these little guys
are bugging you! KO them all once to win. You also have one stock, so try not
to get one-upped by them.
-------------------------
Event #27: Three-Beast Carnage

Stage: New Pork City
Player: R.O.B.
CPU Partner: N/A
Opponent: Giant DK, Giant Charizard, Giant Bowser
Objective: KO the giant beasts each once to win! It might be quite difficult,
considering you can get thrown around quite easily from their attacks. You only
have one stock as well, so make it count.
-------------------------
Event #28: Flower Blooms in the Echoes

Stage: Hanenbow
Player: Peach
CPU Partner: N/A
Opponent: Olimar
Objective: Turn all the leaves of the right tree (the one you start on) red by
attacking them. Olimar tries to keep you from your mission, but he has one
stock, so you can KO him if he gets annoying. You have one stock as well, so
try not to get KO'd. To best do this, stand near the middle, and spam Peach's
Down Smash. Standing near the middle will have the attack affect the leaves on
both sides.
-------------------------
Event #29: All-Star Semifinal Regulars

Stage: Yoshi's Island (Melee)
Player: Choose
CPU Partner: N/A
Opponent: Luigi, Captain Falcon, Ness, Jigglypuff
Objective: Battle the original four unlockables on the first Smash! You face
two at a time. Each character has one stock, you have two.
-------------------------
Event #30: Sonic Boom

Stage: Green Hill Zone
Player: Sonic
CPU Partner: N/A
Opponent: Fifteen Sonics
Objective: KO those fakers! You face three at a time, and each one has one
stock, while you have two to work with. Also, the track "Sonic Boom" fittingly
plays here.
-------------------------
Event #31: The Ultimate Bodyguard

Stage: Castle Siege
Player: Marth
CPU Partner: Zelda
Opponent: Two Ganondorfs
Objective: Protect Zelda as she focuses her magic! She does nothing but crouch
on the floor. You and Zelda both have one stock each, while the Ganondorfs have
two stocks each. If you are able to fend them off until you get to the dungeon
part, Zelda will have finished focusing her power and transform into Sheik to
help you. It is possible to KO the Ganondorfs and win the event before that
happens, though.
-------------------------
Event #32: Bird in Darkest Night

Stage: Brinstar (Melee)
Player: Falco
CPU Partner: N/A
Opponent: Mr. Game & Watch
Objective: KO Mr. Game & Watch twice (you have two stocks as well) in a very
dark Brinstar! You can't see the stage very well, but can luckily still see
yourself and the opponent. Just be careful you don't accidentally jump off!
-------------------------
Event #33: Advent of the Evil King

Stage: Temple (Melee)
Player: Ganondorf
CPU Partner: N/A
Opponent: Link, Zelda, Pit
Objective: KO all your opponents once each! You have two stocks, but with three
people against you, it's gonna be a bit hard.
-------------------------
Event #34: All-Star Battle Melee

Stage: Pokémon Stadium (Melee)
Player: Choose
CPU Partner: N/A
Opponent: Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco,
Ganondorf
Objective: Battle the eight newcomers from Melee! You fight two at a time. Each
character has one stock, you have two.
-------------------------
Event #35: The Visitor to Flat Zone

Stage: Flat Zone 2
Player: Mr. Game & Watch
CPU Partner: N/A
Opponent: Toon Link, Peach, Jigglypuff
Objective: KO your opponents once each! You have one stock as well, so try not
to get KO'd. There's not much I can say.
-------------------------
Event #36: High-Tech Special Forces

Stage: Shadow Moses Island
Player: Solid Snake
CPU Partner: N/A
Opponent: Samus, Captain Falcon, Wolf
Objective: FOXHOUND has sent three bounty hunters to kill you. KO your
opponents before they KO you twice!
-------------------------
Event #37: The Pirate Airship

Stage: Pirate Ship
Player: Toon Link
CPU Partner: N/A
Opponent: Two Yoshis
Objective: KO the Yoshis when the ship's up in the air from the tornado! KOing
the Yoshis at any other time just won't do. You have two stocks.
-------------------------
Event #38: The Wolf Hunts the Fox

Stage: Lylat Cruise
Player: Wolf
CPU Partner: N/A
Opponent: Fox & Falco
Objective: KO your rivals! They both each have one stock, and you have two.
Make sure they scream REAL good before they die!
-------------------------
Event #39: All-Star Battle x 2

Stage: Skyworld
Player: Choose
CPU Partner: N/A
Opponent: King Dedede, Ike, Lucario, R.O.B., Toon Link, Snake, Sonic, Wolf
Objective: Battle the remaining Brawl newcomers, including secret ones! You
fight two at a time. Each character has one stock, you have two.
-------------------------
Event #40: The Final Battle

Stage: Final Destination
Player: Choose
CPU Partner: N/A
Opponent: Bowser, King Dedede, Ganondorf
Objective: It's the final battle, and with the evilest of characters! They're
all in a team against you, and they each have one stock. You have two, so fight
on!
-------------------------
Event #41: The FINAL Final Battle

Stage: Final Destination
Player: Choose
CPU Partner: N/A
Opponent: Giant Mario, Snake, Sonic
Objective: Just kidding, this is the real final battle! The same stock rules
apply, except your opponents have two stocks each!

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

Co-op Events

-------------------------
Event #1: Two Trouble Kings

Stage: Delfino Plaza
Players: Mario & Kirby
Opponent: Bowser & King Dedede
Objective: The same as the Solo Event, except now you have a partner! Take out
those kings! Both players have two stocks, the opponents have one each.
-------------------------
Event #2: Master the Pokémon Tag Battle

Stage: Pokémon Stadium 2
Players: Pokémon Trainer & Pikachu
Opponent: Pokémon Trainer & Pikachu
Objective: With your Pikachu friend, defeat the opposing Pokémon to win the
battle! Both Pikachus have one stock each, and both Pokémon Trainers have three
stocks each.
-------------------------
Event #3: Fastest, Shortest, Sudden Death

Stage: WarioWare, Inc.
Players: Yoshi & King Dedede
Opponent: Pit & Lucas
Objective: KO your opponents as many times as you can in 10 seconds without
getting KO'd yourself! And yes, everyone has 300% damage.
-------------------------
Event #4: The DK Tag Calamity

Stage: Mario Circuit
Players: Tiny DK & Tiny Diddy Kong
Opponent: DK & four Diddy Kongs
Objective: You have gotten tiny! To even the blow, seek out the Lightning item
and deliver those KOs! Both players have one stock each.
-------------------------
Event #5: The Yoshi Team of 50

Stage: Rainbow Ride (Melee)
Players: Meta Knight & Pit
Opponent: Fifty Yoshis
Objective: KO all Yoshis before the stage makes a lap around back to the
airship! Both players have two stocks. The Yoshis all fall in the same center-
ish spot on the screen, so it's easy to just stand at their spawn point and KO
them the second they appear.
-------------------------
Event #6: Unwanted Suitors

Stage: Port Town Aero Dive
Players: Zelda & Zero Suit Samus
Opponent: Invisible Luigi & Invisible Captain Falcon
Objective: KO those invisible foes! Each character, including the players, have
two stocks each. A fairly simple event.
-------------------------
Event #7: Battle of the Dark Sides

Stage: Bridge of Eldin
Players: Link & Samus
Opponent: Dark Link & Dark Samus (lol, it's not the Dark Samus from the Prime
series)
Objective: It's the battle of dark sides! Defeat your dark forms before they
defeat you in a 200 HP Stamina battle to the death!
-------------------------
Event #8: All MINE!

Stage: Skyworld
Players: Wario & Bowser
Opponent: Mario & Luigi
Objective: It's a super coin battle! Collect a cumulative of 2,000 coins before
your opponent does! Just be sure that neither of you get KO'd!
-------------------------
Event #9: Those Who Wait in Onett

Stage: Onett (Melee)
Players: Lucas & Ness
Opponent: Yoshi & Luigi
Objective: KO Luigi and Yoshi both twice! Both players have two stocks each as
well. Fairly straightforward objective.
-------------------------
Event #10: The R.O.B.'s of Tomorrow

Stage: The Summit
Players: Lucario & Ice Climbers
Opponent: Five R.O.B.'s
Objective: KO all the R.O.B.'s! Each one is bigger than the last, so be
prepared! Both players have two stocks each. But wait, the last R.O.B. is a
tiny one...?
-------------------------
Event #11: The Great Remodeling Battle

Stage: Luigi's Mansion
Players: Luigi & Peach
Opponent: Ike & Marth
Objective: It's a coin battle! Have your team gather 300 coins for the remodel
without destroying any part of the house! Just don't get KO'd! The best tip I
can give you is to fight at the roof.
-------------------------
Event #12: Come Back, Falcon Flyer!

Stage: Big Blue
Players: Captain Falcon & Captain Olimar
Opponent: Two Samuses
Objective: KO both Samuses before the Falcon Flyer disappears from view. And 
that's about thirty seconds, so hurry! All characters have one stock each.
-------------------------
Event #13: Blades of the Quick and Mighty

Stage: Temple (Melee)
Players: Marth & Ike
Opponent: Link, Meta Knight, Ganondorf
Objective: KO all opponents! It's fairly simple. Everyone has one stock each.
-------------------------
Event #14: The Dark Guardians

Stage: New Pork City
Players: Tiny Ganondorf & Tiny Wolf
Opponent: Giant DK & Giant Charizard
Objective: KO the giant opponents! Everyone has one stock each, so give it all
you got!
-------------------------
Event #15: Four Swords Brawl

Stage: Pirate Ship
Players: Toon Link & Toon Link
Opponent: Toon Link & Toon Link
Objective: It's a Four Sword battle! Be the first team to grab 500 coins! Of
course, don't get KO'd.
-------------------------
Event #16: Jigglypuff's Great Comeback

Stage: Castle Siege
Players: Tiny Jigglypuff & Tiny Mr. Game & Watch
Opponent: Giant Ness & Giant Lucas
Objective: Fend off your opponents. As the stage changes, so will Jigglypuff
and the opponents. Jigglypuff grows, while the opponents shrink in size. But
poor Mr. Game & Watch still stays small. KO your opponents! Everyone has one
stock each.
-------------------------
Event #17: Sonic & Mario

Stage: Green Hill Zone
Players: Sonic & Mario
Opponent: Three Marios & Three Sonics
Objective: It's the epic pair-up! KO all opponents! Both players have two
stocks each.
-------------------------
Event #18: The New Weapon of Shadow Moses

Stage: Shadow Moses Island
Players: Snake & R.O.B.
Opponent: R.O.B. & R.O.B.
Objective: KO your opponents! Simple as that. Only this time, the players have
one stock each, while the opponents have two stocks each. Do your best!
-------------------------
Event #19: Shadow of Andross

Stage: Lylat Cruise
Players: Fox & Falco
Opponent: Wolf
Objective: Don't be fooled, Wolf has brought reinforcements! You'll also have
to deal with an endless Andross Assist Trophy attack. Everyone has one stock
each.
-------------------------
Event #20: The Final Battle for Two

Stage: Final Destination
Players: Choose
Opponent: Wario, King Dedede, Wolf, Meta Knight, Ganondorf, Bowser
Objective: It's a fight against the villians! Both players have two stocks
each, and you'll have to KO each opponent just once.
-------------------------
Event #21: The True All-Star Battle

Stage: Battlefield
Players: Choose
Opponent: Everyone
Objective: It's an All-Star brawl! Fight everyone on the character roster! Good
luck, because both players only have one stock. Make this count! (For a cheap
and easy win, have a Pikachu stand on the top platform, and spam Thunder. The
second player can take care of any stragglers.)

###############################################################################

Stadium [SolStdm]

Here at the Smash Bros. Stadium, you can compete to win at various minigames,
such as Break the Targets and Home-Run Contest! Here's a listing of them and
how to play them.

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

Target Smash

Back, but not necessarily better... On the plus side, there's nice little
backgrounds to look at instead of bland black in the background, but on the
downside, there's only 5 maps, one per difficulty. So what's the deal? Anyway,
it works the same as the other Smashes: You're given a set number of Targets,
and you do your best to smash them all in the lowest time possible. Or just for
fun. A new feature which I'll introduce briefly here is the ability to record
replay data! You can record up to 3 minutes worth, so it's nice for you or your
friends to see a match you just played. Did I say friends? Yes. Yes I did, even
online friends. You can send that replay data to your Wii Friends. Show off
your best times and records! Finally, you can play Co-op with this mode, in
which a second player can come in and smash targets with you!

I will only put in strategies for Target Smash if people wish, but I will not
do it right now. I'm just letting you know that the option is available.

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

Home-Run Contest

Returning from Melee, you can smack around that Sandbag and see how far it
flies! Just choose a character and you'll be dropped onto a stadium, with 10
seconds to pummel on Sandbag as much as you can. Don't forget to grab that
Home-Run Bat beside you to smack it far! This mode is improved from Melee. To
be specific, the platform you start on is now surrounded by a shield, and can't
be penetrated unless something hits it with high velocity. So you can keep on
whacking Sandbag without any worry of it or your character falling out until
you finish with the bat. (Hint: Hit with the tip of the bat while swinging it
to get maximum distance.) Another thing added, it is now multiplayer! You can
play co-op, which can set new goals, and a small two-player competition, where
both play two rounds of Home-Run Contest each, then the scores are tallied to 
see who's the winner. Last, but not least, the multiplayer aspect is online as
well! Check the "Nintendo WiFi Connection Mode" section for more info.

I might put in individual character strategies for Home-Run Contest if people
wish me to, but as of now I will not do it. The option is available, so if you
want me to do it, I will, but I will need some help.

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

Multi-Man Brawl

Multi-Man Brawl is a mode where you battle against all odds! It's 1 vs. 10, or
1 vs. 100 here, or anything else goes! Now, every Smash seemed to have a
special unplayable team for these kind of overwhelming fights. N64 Smash's team
was the gray-colored Fighting Polygon Team, Melee's was the Fighting Wireframe
Team, and in Brawl, it's the Fighting Alloy Team. This time, this team is much
more advanced than the others. The Red Alloy is considered the leader, and is
the most powerful of the bunch. The Blue Alloy is a female Alloy who doesn't
use too many attacks at once. The Yellow Alloy looks menacing with those
horns... The Green Alloy, the biggest Alloy member of them all, is hard to
knock off the stage. This mode allows many options to choose from.

10-Man Brawl: Fight 10 Alloys! You win when you've downed them all.
100-Man Brawl: Fight 100 Alloys! Are you sure you can take them all on?
3-Minute Brawl: Fight an endless amount of Alloys for three minutes! Take as
many down as you can!
15-Minute Brawl: Fight an endless amount of Alloys for 15 minutes! Y-You aren't
serious, are you?
Endless Brawl: Fight an endless amount of Alloys! It's a battle to the death!
Cruel Brawl: Fight an endless amount of exceptionally hard Alloys! You have no
items to use here, and the Alloys are much much stronger and smarter here. You
think you have the guts to take these Alloys on?

For the numbered Alloy Brawl options, take down the set number of Alloys in the
lowest time possible. If you die before killing them all, no record time will
be set, but it will record how many you downed before you got KO'd. For the 
timed Brawls, down as many Alloys as you can for the highest record! For 
Endless Brawl and Cruel Brawl, just down as many Alloys until you are KO'd. 
Your record will be recorded after you get KO'd. To add replayability, each 
character can have their own records for each option. The records for all
characters are accumulated for a total.

There's one other option for Multi-Man Brawl that I wish to mention, and that
is Co-op play! Yes, with Co-op play, you can take on the toughest Multi-Man
challenges with a friend! Co-op for this mode is both local and online. Check
the "Nintendo WiFi Connection Mode" section for more info on online co-op.

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

Boss Battle Mode *UNLOCKABLE*

Boss Battle Mode is a special mode that basically lets you go through an
endurance match of fighting all the bosses in Subspace Emissary one by one. It
can be a bit challenging, but this mode has 5 difficulties. This section will
also double as a place for Boss strategies! After each battle, you stop in a
resting area where you can see a picture of the next boss, a portal leading to
that boss, the trophies of the bosses you've defeated in the background, and
three Heart Container items. Obviously, you use the Heart Container items if
your damage is a bit high, but remember that you cannot pick them up again if
you use them, so only pick them up when it's needed. Below are the boss
profiles.

-------------------------
Master Hand

Master Hand...you've been facing him for years among three installments of
Smash Bros., and he hasn't changed a bit. I'm sure you know how to dodge his
attacks by now, but I'll list them anyway.

Triple Slap: Master Hand will backhand slap three times across Final
Destination. Easy to avoid, just roll dodge right before he hits you.

Drill: Master Hand forms like a drill, spins, then exits off the top of the
screen. He then comes down at your direction and drills, causing constant
damage. This one takes practice, roll dodge just before he lands to avoid it.

Punch: Master Hand clenches his fist, disappears off the top, then reappears,
coming at you with a punch from the background. Double jump to avoid.

Smackdown: Master Hand clenches his fist, then hovers above you. He then does
one of two attacks. A punch down toward you that produces fire, or a slap that
can get you stuck into the ground. Either way, learn the timing and roll dodge
just when he attacks. Or, you can simply go off the stage and hang on the
ledge.

Sweep: Master Hand sweeps across the whole stage. He doesn't leave much of an
indication for what he's doing with this move, so try your best to dodge it.
You may have to do an aerial dodge to avoid it.

Laser Hands: Master Hand produces lasers from his fingertips and swirls them
around in front of him. This one is easy to avoid. Just stay under Master Hand.

Finger Missile: Master Hand forms himself like a gun and points at you. He then
fires fiery missiles at you.

Airplane: Master Hand forms himself like an airplane, disappears off the top,
and then appears in the background, flying towards you in an erratic fashion.
Don't let that fool you, he always goes to hit you in the end, so just double
jump to avoid.

Finger Walk: Master Hand flips and then "walks" along the stage with two of his
fingers. If he comes into contact with you, he flips you, or should I say,
"kicks" you. If you're close to him, he does the "kick" right away without
warning, so be careful.

Poke: Master Hand points at you for a second, then does three pokes. Easy to
avoid, just start moving at the point he starts poking and he'll miss you
completely.

Grab: Master Hand floats above you, and then tries to grab you. If successful,
he squeezes you constantly, causing damage. If you don't escape, he'll then
throw you down to the ground. To avoid this completely, just roll dodge as you
see him get ready to grab.

Distance Slap: Master Hand disappears off the top, then reappears in the
background, doing a giant slap to the stage. Double jump to avoid.

So yeah, Master Hand hasn't changed a bit, except for maybe that Finger Walk.
I've never seen Master Hand "kick" immediately with it if you were already near
him when he executed the move before in the other games. I consider Master Hand 
the weakest of all the bosses (ironically, considering he's supposed to be a 
"god" to the Smash world) because it doesn't take long to kill him in Boss 
Battles.

-------------------------
Crazy Hand

Crazy Hand is like the opposite of Master Hand. He's the embodiment of
destructive spirit, and his attacks represent that. Most of his attacks are
somewhat similar to Master Hand's, but either faster or more powerful. He has
some attacks unique to him as well.

Spider Crawl: Crazy Hand forms a spider out of his hand, and crawls along the
stage like a spider. This is similar to Master Hand's Finger Walk, but Crazy
Hand's doesn't "kick", it just runs you over. Double jump to avoid.

Triple Slap: Crazy Hand slaps three times across the stage, much like Master
Hand. The only difference is that he does electrical damage with each slap.
Roll dodge or air dodge to avoid this.

Airplane: Crazy Hand forms himself like an airplane, disappears off the top,
then appears in the background, flying towards you in an erratic fashion. Just
like Master Hand's, so avoid by double jumping.

Smackdown: Crazy Hand clenches his fist, then floats above you. He then does
one of two attacks. He either punches the ground, creating fire, or slaps the
ground, getting you stuck in the ground. Roll dodge or air dodge either of
those. Similar to Master Hand's, but Crazy Hand moves faster with this one.

Drill: Crazy Hand forms himself like a drill, disappears off the top, then
plummets down to your location, drilling like crazy and creating constant
damage. Similar to Master Hand's, though this one moves faster. Roll dodge to
avoid.

Poke: Crazy Hand points at you, then pokes three times. The first poke does
darkness damage, the second poke does fire damage, and the third poke does ice
damage and freezes you. Roll dodge once to avoid them all.

Punch: Crazy Hand clenches his fist, disappears off the top, then reappears,
coming at you with a punch from the background. Double jump to avoid. Much like
Master Hand's.

Laser Hands: Crazy Hand produces lasers from his fingertips and swirls them
around in front of him. This one is exactly like Master Hand's. Just stay under 
Crazy Hand to avoid.

Grab: Crazy Hand floats above you, then tries to grab you. If he does, he will
then squeeze you, causing damage. If you escape at this point, you'll take
constant damage due to a flower growing on your head. If you don't escape,
Crazy Hand will throw you off the stage.

Bomb: Crazy Hand floats to the center, then drops dozens of bombs down to the
stage. A unique attack, but so easy to dodge. Just stay away from him.

Distance Slap: Crazy Hand disappears off the top, then reappears in the
background, doing a giant slap to the stage. Double jump to avoid. Just like
Master Hand's.

Spastic Hand: Crazy Hand rests himself on the stage, then fumbles around in a
spastic fashion. Causes shockwaves much like DK's Down Special, so distance is
the key.

If Crazy Hand and Master Hand are together, (only in Classic Mode) they also
may do co-op attacks. Beware of those!

-------------------------
Petey Piranha

Petey Piranha is the first boss you face in SSE, and is thus the easiest,
outside of Master and Crazy Hand. He's even the simplest too, as you'll see
with his "expansive" movelist:

Cage Sweep: Petey swings one of the cages across where he is. Double jump to
avoid.

Jump: Petey Piranha jumps, then lands abruptly. High knockback here.

See? That's really it. After half of his health is depleted, he roars and then
his Cage Sweep gets more deadly with higher knockback. He can be harmed by
attacking the head, but attacking the cages as well makes him go down faster.
Try spacing your attacks so that they hit both him and the cage.

-------------------------
Rayquaza

Rayquaza...there are so many questions as to why this Pokémon, of all others,
was chosen as a boss. First, Rayquaza isn't evil, and he lives in the sky, not
in a lake. There's some speculation that Fox's Arwing hit Rayquaza while he was
down, and knocked him into the lake, and thus pissed him off. Anyway, Rayquaza
is another boss with easy-to-read attacks, so here they are.

Return: Rayquaza rears back, then shifts to the other side of the screen. This 
is considered an attack because you can get damaged from it. Double jump to 
avoid it.

Energy Ball: Rayquaza rears his head back, then fires an energy ball either at
a down diagonal direction away from him, or fires it at ground level. Avoid
this attack, but if you have a reflector-type move, reflect it back at him.

Giga Impact: Rayquaza flies up at the top of the screen, then flies down with
tremendous velocity at your position, digging through the ground. Roll dodge to
avoid.

Iron Tail: Rayquaza whips his tail around at ground level. Hard-hitting, but
easy to dodge. If near Rayquaza, just jump and air dodge. If away from him, no
need to do anything.

Roar: Not an attack, but something Rayquaza does occasionally to try to scare
you. It may also be the tell-tale sign of a big attack he's about to perform.

Rock Tomb: Rayquaza buries himself into the ground, and then attempt to fly up
from the ground at you. Easy to spot, you can see the ground bulging for a
second before he flies up, so you can just walk out of the way.

Focus Blast: Rayquaza's eyes gleam, then an explosion occurs at your position.
Learn the sign for this, and air dodge while moving away from Rayquaza.

Aerial Ace: Rayquaza flies up out of the screen, and then flies toward you from 
the side with incredible velocity. Unlike in the Pokémon games, this version
can be avoided with a simple dodge, whether roll or aerial. Rayquaza repeats
this more as he takes damage.

Thunder Wave: Rayquaza flies up at the sky, spins around like a wheel, and a
jolt of electricity comes down at your position. No knockback whatsoever, just
a pure damage-inflicting attack. Your shield should be able to withstand the
shock.

Noticed I gave all of Rayquaza's attacks the names of actual Pokémon attacks,
eh? Anyway, Rayquaza has easy-to-read attacks, so it should be no threat to
you. 

-------------------------
Porky

Porky, in his spider mech from Mother 3, uses all kinds of crazy -and
dangerous- attacks. His list of attacks are:

Crawl: Not really an attack, but he'll try to crawl toward you. Avoid being on
the ground, so that his legs don't pierce you.

Quick Crawl: Porky's mech jumps slightly, and then rushes toward you at high
speed. Double jump to avoid this, as a hit from this attack can send you
flying.

Porky Bombs: Porky's mech produces mobile bombs in the shape of Porky himself.
They walk towards you and then explode. Roll dodge to avoid the explosions, but
be careful. Porky may be doing another attack while you're trying to dodge
them.

Alien Beam: Porky's mech jumps up and floats around above you, with a light
beam under it. After a short time, he fires a big, red, electric beam down at
the ground, where the light beam was. As he takes damage, he fires this beam
two more times before he lands again. You know what to do, roll dodge to avoid
it.

Rapid Stab: One of the mech's arms stabs repeatedly only on one side. If you're
caught in it, try your best to DI away from it, as the last stab has insane
knockback. To best be safe, see if you can roll dodge under the mech to the
other side, where you're free to attack.

Electric Beam: The mech produces some energy, and then fires an electric beam
at you that chases after you for a while. This attack can be hard to dodge, and
can be unpredictable. Sometimes, it will just capture you and give constant
damage, other times, it may knock you really far. Be careful with this one.

Jump: The mech jumps from one part of the arena to the other. This is easy to
dodge.

That's pretty much it for his attacks. Lots of dangerous attacks here. You can
be really cool if you want by standing on the mech and just hammering it with
your most powerful attacks. Be careful though, energy seems to course through
the mech during its Electric Beam and Alien Beam, so jump off.

-------------------------
Galleom

Oh man, aside from Duon, this guy is the hardest of all of them. Yes, even
harder than Tabuu. Galleom just specializes in brute attacks. Almost every
single one of his attacks has high knockback, so it is vital that you learn him
and his attacks. His attacks are:

Missile: Galleom just sits while he fires Missiles down a little in front of
him. It's safest to be near Galleom at this point, surprisingly.

Jump: Galleom does a huge jump, and then lands abruptly onto the ground. Learn
the timing for this, and roll dodge (or air dodge) just in time to avoid it.

Shockwave Punch: Galleom puts his fists into the air, spins his upper torso, 
and then punches the ground. It then creates a shockwave that can push you off
the screen. So even if you are far away from him, you still need to jump to
avoid the shockwave.

Bunny Hop: Funny name, but that's what he does. He hops along the ground,
making impacts just large enough that you'll get stuck in the ground if he
stomps you. To avoid it, roll dodge just before the impacts, or stay in the air
and constantly air dodge.

Tank: Galleom gets into his Tank form and does one of two attacks. One is him
firing Missiles straight forward (hard to dodge, but try your best), or running
you over. Double jump over that. Note that when his health is almost gone,
after he tries to run you over, he'll pound the ground with his Tank form off
the top of the screen. So be wary of that, and constantly move after jumping
the run-over.

Uppercut: Galleom rears back and does a big uppercut. You're guaranteed to get
KO'd if you get hit with this, so stay as far away from him as you can. Air
dodge if you can't.

Power Punch: Galleom puts his fists into the air, and then slams one down to
the ground, much like DK's down smash. Unlike the Shockwave Punch, this one
doesn't cause a shockwave, so you're safe as long as you keep your distance.

Stomp: If you're nearby, Galleom tries to stomp you with one foot. Roll dodge
to avoid it.

Fall: A weird attack, but it's deadly. Galleom straightens up like a piece of
board, then falls flat on his stomach. Think Luigi's side taunt. As soon as you
see his start up, flee as fast as you can. If you're close to him, move toward
him so that the impact won't hit you. You might have to air dodge to avoid it.

Spin: Duon braces, and then spins around like a hurricane. He even does this
even if you aren't close to him, but yes, distance is the key to avoiding this.

The problem with Galleom is how powerful his attacks are, and how much range
they have in them. If you can overcome these and dodge appropriately, Galleom
should seem loads easier.

-------------------------
Ridley

Just like old times, huh Samus? Anyway, Ridley always flies on one end of the
stage, and has fairly predictable attacks. He doesn't seem to attack
ferociously like he does in the 2D Metroids, though. His attacks are:

Tail Scrape: Ridley flies along the stage, scraping it with his tail. Only his
tail seems to hit, so you can double jump right through Ridley without taking
damage. If his health is almost depleted, he'll turn around after a full scrape
and scrape the stage once more.

Claw Scrape: He doesn't leave much of a warning for this attack, but it's not
that dangerous. He roars and then immediately scrapes the stage with his claws,
ending up at the other side.

Fly: Ridley lands on all fours, and then takes off. He then does one of two
attacks. He either flies at you much like Master Hand does with his Airplane
move, (except roll dodge to avoid it) or he stomps the ground in your location.
If you don't hear the sound of him flying as soon as he leaves the screen, MOVE
IT. If you get stomped, you're pretty much dead, at least in the higher
difficulties. But that stomp does have a lot of knockback.

Zoom: Ridley flies away from the stage, then after a while, he flies toward you
at breakneck speed. Just learn the timing, constantly jump, roll dodge, do
anything to avoid it. If you just shield, it's sure to break.

Wind: Ridley roars (causes damage if up close) and then flaps his wings
furiously, creating heavy wind shear. This makes it hard to approach him to
attack.

Shuttle Loop: Ridley does a quick loop while biting. He doesn't leave that much
of an opening to read this attack easily, but he does rear back just a tad.

And that's it. Ridley doesn't have that much variety in his attacks, so he's
easy to learn. Otherwise, constantly attack this guy.

-------------------------
Duon

Duon...the toughest boss aside from Galleom. Well actually, he isn't that tough
if you keep your distance, but since you need to attack him...He has two sides,
a blue side and a pink side. The pink side takes care of ballistics, and the
blue side takes care of close-range attacks. The attacks are:

Charge: Both sides can do this move. It puts one arm to the ground, then zooms
toward you. Do NOT get hit with the arm, that can almost KO you instantly.
Instead, try to double jump AND air dodge. The air dodge is needed, otherwise
you'll take damage anyway.

Jump: Both sides can do this. Duon simply jumps from one end of the stage to
the other side. Galleom takes a second to do this (he puts his arms onto the
ground) so it's easy to avoid.

Spinwheel: Kinda random, but it can count as an attack. Duon keeps his bearings
(usually after the jump) and spins the wheel he has in place. You can take
damage from this wherever you touch Duon.

Hurricane Spin: Both sides can do this. If you're close, he can spin around,
dealing constant damage to you. If you aren't caught in it, it can also suck
you in. He usually does this attack while you're trying to lure the missiles
he fires to him.

Cannon: Only the pink side can do this. He has two versions of this attack. One
is a sweep around the whole screen, but the shots have lots of room in between
them, and the other is a slow-moving but constant stream of shots up to a
certain height, so double jump and stay there once the shots get near you. If
you're Ness or Lucas, consider yourself lucky. (Use PSI Magnet to absorb the
shots)

Laser: Only the pink side can do this. The cannon on the top of its head glows,
and then fires three blue lasers. They do insane knockback, so double jump to
avoid the first two lasers, then air dodge while fast falling to avoid the
third.

Missile: Only the pink side can do this. Duon fires multiple homing missiles. 
Hard to avoid, but they do INSANE damage to Duon if they hit him, so lure those 
missiles to Duon.

Head Slash: Only the blue side can do this. Duon simply swings the giant
sword on its head down to the ground. Just stay away from Galleom to avoid
this.

Bomb: Only the blue side can do this. He unloads a load of bombs that explode
when they touch the ground. They fall in random patterns, so find an opening,
and double jump. Air dodge just to be safe. If you have a good projectile, you
can pick them off as they fall.

Tri-slash: Only the blue side can do this. Duon approaches, then when in range,
does three slashes with the lances on his arms. To dodge them all, just roll
dodge when he starts the slashes. Learn the distance that he needs before he
slashes.

Power Slash: Only the blue side can do this. Duon braces, and then swipes
powerfully with both arms. It has a wide radius, and is so powerful that it
somehow does fire damage. Oddly enough, it doesn't have as much knockback as
his other attacks.

So yeah, Duon is hard if all you have is melee attacks and no projectiles. Even
if all you have is melee attacks, do one or two attacks while Duon is
vulnerable, then keep your distance so you can avoid his next attack. If you
have projectiles, then by all means use them while waiting for Duon's next
attack.

-------------------------
Meta Ridley

In this fight, Meta Ridley is chasing you while on the Falcon Flyer. He uses
all sorts of projectile attacks and tries to damage the Falcon Flyer to KO you.
His attacks are:

Scrape: Meta Ridley does a slight roar, then quickly scrapes the top of the
Falcon Flyer. Jump to avoid it.

Long Scrape: A longer and more dangerous version of the above attack, he leaves
the screen and then quickly returns to scrape his claws along the Falcon
Flyer's whole surface. Again, jump to avoid this.

Pound: Meta Ridley leaves the screen, and then pounds on the back of the Falcon
Flyer. Jump to avoid it, because you'll take damage from this no matter where
you're standing.

Rapid Fire: Meta Ridley leaves the screen, then comes back, roars, and fires a
constant stream of small fireballs. The safest part is at the back of the
Falcon Flyer. Back there, just do a side dodge when his spray of fireballs
comes near you.

Drag: Meta Ridley leaves the screen, then comes back, latching on to the back
of the Falcon Flyer. This drags it down until it is offscreen. Not only that,
but he will fire constant huge fireballs in an up-right diagonal direction. To
avoid this, give Meta Ridley a good smack as soon as he latches on to make him
let go.

Stomp: Meta Ridley disappears off the top of the screen, then stomps the Falcon
Flyer, getting it completely off-screen. Jump to dodge, as if you didn't get
hit by Meta Ridley himself, you WILL get KO'd anyway.

Fireball: Meta Ridley flies toward you with a fiery mouth, then fires a giant
fireball at you. Air dodge to avoid.

As Meta Ridley takes damage, he starts to move away from the Falcon Flyer,
making it harder to deal damage to him. Other than that, Meta Ridley has
somewhat easy-to-read attacks.

-------------------------
Tabuu

Tabuu will always be the final boss that you face. No matter how randomly
switched up the bosses are, Tabuu is last. As such, he's gonna make your life a
living hell just to get through Boss Battles. Here are the attacks and how to
dodge them.

Fish: He will teleport to the side, lean sideways, and then transform into
what looks like a giant spear fish. He'll then fly sideways to try to hit you.
Air dodge this.

Whip: This move has little to no predictability. He just appears on the side
and quickly swings a whip out at you. If it connects, you're swung around and
around, and then finally smacked down to the ground. High knockback, so you're
probably screwed if this move connects.

Teleport: Not really an attack, but a movement pattern. Tabuu randomly
teleports everywhere in an attempt to shake you off. Though, sometimes Tabuu
will explode as he teleports, so it's best not to try to chase him when he does
use Teleport.

Blade Spin: Tabuu teleports to the side, produces a saw blade, and throws it at
you. Jump and air dodge, and then do the same again as it comes back to him.

Off Waves: Tabuu's ultimate attack. To dodge all three waves effectively, hold
the shield button, and do a side dodge just before each wave hits you. With
enough practice, you should be able to dodge every one of them flawlessly. If
you don't dodge them, well...you can kiss your ass goodbye.

Golden Bracket: Tabuu turns into golden brackets and floats toward you. If he
catches you, he slams you down onto the ground in a ferocious manner. Almost
instant kill like his Whip or Off Waves.

Multi-slap: Tabuu appears above you and then does quick multiple slaps. He
gives you a second to move away (behind him is safest) before he does the
attack.

Super Beam: Tabuu teleports to the side, and conjures up what looks like a
dragon head below him, and fires a large white beam along the ground. Stay in
the air to avoid this.

Giant: Tabuu turns giant and move to the side of the stage, with only his head
showing. He then fires two constant laser beams from his eyes. The safest area
is at the edge right near his head.

Spear: Tabuu teleports high to the side, produces an energy spear, and swoops
down with the spear first across the ground. Double jump to avoid.

Energy Overload: Tabuu appears near you and emits constant energy surrounding
him. Nearly inescapable if caught in it.

Exploding Clones: Tabuu produces clones of himself that spread out from his
location, and explode upon impact. Hard to avoid.

Energy Needle: Tabuu appears above you, then fires a constant stream of what
look like needles. After the steady rain of needles, he then fires a powerful
energy ball down where he's pointing. He takes a second before he does the
needle attack, so you can avoid it completely if you move behind him.

Shine Explosion: Tabuu appears on the side of the stage, flips his hand, and
light gleams in random spots. Move away from these gleams of light, as 
explosions will happen right where those gleams were.

Tabuu is a tough cookie, with lots of attacks that can punish you hard if you
don't dodge properly, so give it all you've got.

###############################################################################

Training

Ever want to just brush up on your Smash skills without the stress of normal
battle? Go to Training Mode! You can select your character and CPU character,
your "punching bag" if you will, and select a stage. At first glance, it seems
like a normal battle right? There seems to be no displays. Well, once you hit
the pause button, you'll see an in-depth display! In here, you can set many
things, like the speed of the game, the kind of item you want to spawn (press
the attack button to spawn the item selected), the number of CPUs, the AI of 
the CPUs (such as, still, or run away, attack, or even human control), the 
damage the CPUs will have to start with, the camera mode, and finally, Help 
(which you can turn on or off).

When you turn Help on, you can see a display on the top right of the screen. 
This not only shows the current speed and the AI for the CPUs, but it also 
shows the current damage done by the combo you're doing, the amount of hits 
that are in the current combo so far, and the overall damage done to the CPU. 

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Group Mode      |
                |
---------------- [Grp]

Group Mode is essentially VS. Mode. It is here where you can do all of your
local multiplayer battles, and do other stuff.

###############################################################################

Brawl

The main mode for Group Mode! Here you can set up your local multiplayer
battles! Once you pick this mode, you'll be taken right to the character select
screen. From here, you can select your character by picking up your token (like
a red 1P token is yours if you're player 1) with your hand cursor, and placing 
it on the characters' profile that you want. Then, your player panel will show
the character you've chosen on there. Now that you've picked your character,
you can do a few extra things:

- You can change the color of your character by clicking on the character in
your panel.
- If you have selected a character that has two or three different characters,
such as Pokémon Trainer, simply select the character you want on your panel so
you can start the match off with that character.
- You can set a name to your character by clicking the pencil icon on your
panel. From there you have a list of already-made names to choose from, or you
can make a name right off the bat from here.
- If you're fighting CPU-controlled characters, you can set the difficulty
level by clicking on the area where the pencil icon is for human players.
- If Handicap is turned on, (see Rules) a small Handicap window will be shown
on each panel. You can set the amount of damage each character starts off with 
all the time by clicking that Handicap window.

So you see, there's many things to do with your character before you even start
the match. It's all about customization! But wait, there's even more options!
You can change the type of match! Simply move your cursor over to the window on
the top right which details the type of match, and click it to change the type
of match! Next to it is a number gauge with arrows on both sides. Clicking on
the arrows will change the number for the type of match, like if you want a
5-minute match, or a 10-stock match. The types of matches are listed in the
Rules section just below this one.

But wait, there's more! You can also switch teams on or off! To switch to
teams, simply click the "BRAWL" window near the top left. Team Brawl uses
colors as teams, such as "Blue Team," or "Red Team." To change team colors,
simply click the flag that appears on your panel when Team Brawl is selected.
In Team matches, if your teammate loses all of his stock, but still wants to
fight, he can get right back in by borrowing a stock from you by simply
holding A + B. What a nice guy! Of course, this doesn't work if the teammate
left standing only has one stock left. Finally, there's a "Random" tab on the 
character select. Placing your token on here will select a character from 
random, and your panel will have a giant "?" on it. You won't get to see which 
character was picked until the match starts!

After every character and preferred settings are chosen, the words "READY TO 
FIGHT" will appear, and then you simply press the button shown to get moved to 
the stage select. Already, you have a wide variety of unique stages to choose
from even if you jumped straight to this mode after getting the game. Check the
"Stages" section for more details on them. You even have the ability to play
some stages from Super Smash Bros. Melee! Simply click the "MELEE STAGES" tab 
to switch to the Melee stages. From here, you can switch to Custom Stages by
selecting that tab, which allow you to play stages that you've made with Stage
Builder and have saved to the Wii's Memory, or from an SD Card that's inserted
to the Wii. Player 1 selects the stage, or you can even pick Random. Once the
stage is selected, it's time to Brawl! Have fun in this mode, it'll likely be
the most-played option aside from online. (Fun little extra: When the match
ends, but before it gets to the results screen, you can choose the victory
pose you want by pressing a direction on the + D-Pad for the Gamecube.)

###############################################################################

Rules

Here in Rules, you can set the default rules without having to change them each
time you go into Brawl. You can set match type and how many minutes/stock to be
in the match, set Handicap on or off, change the Damage Ratio, make the Stage
Choice either choosable or random, and switch certain items on or off! Below
are the in-depth details for each option.

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

Match Type

The first option, you can set the default match type to be one of the
following: 

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

Timed Match

Simply get the most KOs in before time runs out! This mode uses a point system, 
in which people who get KO'd lose a point, and the person who KO'd someone gets
a point. You can also lose a point if you self-destruct. (Fall off the stage
without getting attacked.)

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

Stock Match

Stock matches are in essence, the last man standing. A stock equals an "extra 
life" in platforming rhetoric, and it's each fighter's job to eliminate all the 
stocks of their opponents through KOs. Stock Matches can be timed if desired.

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

Coin Match

Fight your opponents to be the richest fighter before the end of the game! 
Attacking your opponent in this mode makes coins appear, and it's your job to 
collect them. The stronger the hits, the more valuable the coins are when they 
appear. KO's leave the best results, and can even produce dollar bills.

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

Time/Stock Amount

Here, you can change the time limit from 1 to 99 minutes, or even set the
Stocks 1 to 99. (Stock match only) Timed matches can actually be set to be
endless matches, where the only way to exit would be to pause and press the
button combination shown on the top left corner.

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

Handicap

Handicap is back and a bit different this time! With this on, go to the
character select screen and you should see a Handicap window on your panel when 
you select a character. Setting this actually sets the starting percentage for
the character.

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

Damage Ratio

Set the Damage Ratio! The default is 1.0, but the higher the number, the more
likely you'll be KO'd at smaller percentages! You can also set it lower (down
to 0.5) to make it harder to KO people. For hilarious results, set the Damage
Ratio to its highest, then Handicap for all characters the highest for the
fastest match in the world! (Aside from Sudden Death Fast Brawl in Special
Brawl...with Bunny Hood...and Curry...and all Sonics.)

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

Stage Choice

Here, you can set the Stage Choice. Setting it to Choose, you'll always be able
to choose which stage you want. Setting it to Random however, skips the Stage
Select screen and instead picks a stage at random for you to play in. Turns is
self-explanatory. Players in order choose the stage they want to play in. (P1,
P2, etc...) Ordered is playing stages in a set order for each match. Finally,
with Loser's Pick, the player in last place gets to pick the stage he wants.

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

Item Switch

Unlike in the other Smashes, Item Switch is available from the beginning. Here,
you can set the frequency the items appear in (None, Low, Medium, High) or even
turn off items individually. And yes, now in this installment of the Smash
series, you can turn off containers.

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

More Rules *UNLOCKABLE*

Here, you can find even more in-depth rules to affect your battle.

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

Stock Time Limit

Here, you can set the time limit you want specified for Stock battles. It can
be any time, or infinite time. (Which means it's just a battle to the death.)

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

Team Attack

For playing teams, turning this on will allow you to attack your teammates. Oh
how cruel!

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

Pause

Toggle the option to pause on or off. Why would you turn this off? There's
always the possibility that you need to pause during a 99 stock match...

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

Score Display

For those who can't seem to keep track of their KOs, toggle this on and you'll
see the KO score for each player. Great for the timed free-for-alls.

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

Damage Gauge

Want to really be left in the dark? Turn this off and you won't be able to see
the damage you take! Truly mysterious, as you'll never know when you'll croak!

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

Random Stage Switch *UNLOCKABLE*

Have you ever gotten the feeling that you just don't care about which stage you
want to fight on...except for that one stage that you just dislike with a
passion? Well, with this, you can turn off any stage that is available to the
Random option, which means, if you turn off...let's say, 75m, when you pick
"Random", it will never pick 75m. Neat choice, eh?

###############################################################################

Special Brawl

Before, in Melee, there were multiple special modes to play in, but sadly they
were limited.  You could only battle as tiny-sized fighters in Tiny Melee, with
no other options to pick, like if you wanted to fight tiny-sized while at
lightning-speed.  Well now, in Brawl, there's a mode called Special Brawl,
functions the same way, except matches in this mode are now FULLY-CUSTOMIZABLE.
That's right, you can now play Lightning mode while being Giant or Tiny, and
that's not the half of it.  There are permanent item affects you can set as
well, such as infinite Curry, infinite Lip's Stick flower effect, you can even
go Metal mode! Knock yourself out with this vastly improved version of Special
Mode. After setting your special options, all players are then to choose their
character and the stage to play in. See "Brawl" above for more details. Below
are the options you can set.

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

% Stamina

Here, you can choose a battle with 300% for a Sudden Death, or have a Stamina
battle! A Stamina battle is like the traditional fighters, where each player
starts off with a set amount of HP. If all of it is depleted, it's Game Over
for that player! Because of this, the damage percentage system isn't in effect
here, in that all of your attacks always have the same amount of knockback.
Each person has one stock only. The default amount for Stamina is 150 HP, but
you can set the stamina for each single character in the character select.

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

Size

Choose to be Mega, or Mini! With Mini sized, the brawlers are as tiny as a
penny and the slightest hits can make them fly! Be Mega and everyone will be
huge! Good luck KOing each other!

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

Head

Set to have Flower or Bunny! With Flower, every character has a Lip's Stick
flower on their head and constantly takes damage throughout the match. With
Bunny, everyone has a Bunny Hood on, making them absurdly fast! Good luck
fighting with Sonics while having Bunny Hoods on!

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

Body

Here, you can set it to Metal or Clear. With Metal, everyone has a permanent
Metal Box item. For a truly hard battle, set to Metal and Mega for a battle of
the titanium titans! For Clear, everyone is invisible! You can't see where you
are going or who you're fighting with this!

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

Status

Here, you can set the overall status for characters, with either Curry or
Reflect. With Curry, everyone seems to have heartburn, spewing constant flames!
This is crazy! With Reflect, everyone has a Franklin Badge on. Watch that
volley of projectiles fly everywhere with this kind of battle!

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

Gravity

Here, you can set the gravity to either Light or Heavy. With Light, everyone is
as light as a feather. Have fierce aerial battles with this! With Heavy,
everyone feels weighted down, as if they have a Metal Box on. You know, forget
what I said. With a Mega Metal Heavy Brawl, you'll TRULY have a hard battle to
work with! No-one will even die, probably!

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

Speed

Ah, speed. Some people prefer it to be Slow and easy, others like it Fast and
hard. ...We are talking about Brawl, right? Oh well. With Slow, everyone moves
like molasses. C'mon, pick up those legs, you sluggard! With Fast, everyone
moves super fast. Maybe Sonic isn't the fastest thing alive now...

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

Camera

The final option, here you can set the camera angle. Fixed, or Angled. With
Fixed, the Camera is set on a fixed position, with a view of the whole stage.
The camera won't zoom in at all for characters, or even scroll. With Angled,
the camera is set just above the stage. Makes for a really panoramic view, eh?

###############################################################################

Rotation

This game can only support 4 controllers, but what if there are more than four
people who want to play? Well that's what this mode is for. This basically
rotates controller duties so you don't have to. Once you pick Rotation, you'll
choose the amount of controllers used (up to 4) and the amount of people who
want to play. (up to 16) Then, you choose either winner or loser swaps out
controllers, and the number of players to swap out. Then, the entrants can
input their Brawl names/aliases if they have any. And now you're ready to play!
This is really only useful if you have so many people that you can't keep track
of them, and besides, it's not like you'll have 16 friends surrounding the Wii
wanting to play it, right? Unless in a party or something. So really, this 
small mode is just for those "what if" situations.

###############################################################################

Tourney

Like in Melee, there's a Tournament mode where you can set up to 64 people to
play in a tournament bracket! You can choose the amount of entrants, then set
up the rules for the tournament, such as type of match (I.E.: Stock or Time),
time limit (if applicable), Handicap, and Damage Ratio. You can also set the
stages to chosen, set, or random. You can also go into more detailed rules and
set the items. After the rules are set up, it's time for the entrants to choose
their characters and names. After everything is set up, the tourney can begin!

The matches are set up in a bracket, and the winners move forward while the
losing entrants are disqualified. Climb up the ranks and try to be number one!
There's a rumor that this mode is now online compatible...

###############################################################################

Names

Name making is back from Melee, but now it's more useful! This time it's used
for personal configurations, like your personalized button configurations for
each of the four control types. To make Names, you just pick this and you'll be
at the list of names created. From here, you can make a new name, delete one,
or just return to the Group menu. At the Name Creation screen, you have a phone 
number-like button interface to work with. Just choose the keys you want and
they will be typed down.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Nintendo Wi-Fi  |
Connection      |
                |
---------------- [WFC]

Super Smash Bros. Brawl is a WiFi-compatible game, and has many WiFi modes
to choose from. "Nintendo Wi-Fi Connection" can be selected from the main menu.

###############################################################################

With Friends

With Friends is one of the sub-modes for online play. There are many modes
available from the normal matches mode. "With Friends" allows you to play Brawl
with friends that you've registered to your game! This mode is more in-depth
than the "With Anyone" option, in that you can see your friends' names in the
battle, and can use messages with your taunts. There's also many more battle
options than "With Anyone."

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

Brawl

This is the main meat of "With Friends." Here, you can set up a game and have a
battle with friends! Setting up a Friendly Brawl is much like in VS. mode. You 
pick the options (See Brawl and Rules sections), your character, and the stage 
to play in. After that, just wait for your friends to join! You'll get 
notification windows when they join, and you let them join or tell them they 
can try later. After all your friends are gathered, it's time to Brawl!

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

Friend Roster

Welcome to the Friend Roster! Here you can keep track of the friends you've
added. To register a Smash Friend, go to your Friend Roster. Up at the top, you 
can see your "Smash Tag." This contains an avatar which you can choose, a quote 
that you can type in, and your Friend Code. Neat. You can see all this 
information from your friends' Smash Tags, with the added things of your 
friend's status ("Online, Seeking Brawl, Brawling, or Offline"), and his 
connection quality. The closer it is to blue, the better his connection is. To 
add friends just go to the "Add Friend Code" tab and you'll be given a number 
keyboard. Input your friend's Smash Friend Code and you'll add that friend to 
your roster. You can't play with that friend until he adds your Friend Code to 
his roster.

If you want to join a game instead of making one, pick a friend's Smash Tag 
whose status is "Seeking Brawl" and click "Join Game." You can also return to 
the Friend List or remove the Friend from your list whenever you want. After 
joining a game, all you have to do is select your character, and the starter of 
the game will pick all other settings. Now it's time to Brawl!

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

Home-Run Contest

Don't want to Brawl with friends, but would rather have someone else help you
take your frustration out on Sandbag? This is the mode. There's already a local
co-op mode for Home-Run Contest, but this is for those who don't have any local
friends available at the moment. Simply pick this mode, choose whether it will
be a competition or co-op, and pick your character. Then invite friends to the
game. After everyone is accounted for, the Home-Run Contest will begin! Like
the local multiplayer modes for this minigame, competition cycles in order
through the players participating. Each player has two chances, and the scores
will be accumulated. Whoever has the most distance recorded wins! Co-op mode
is with you and one other friend who work in tandem to pummel Sandbag before
making it fly with the Home-Run Bat.

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

Team Multi-Man Brawl

Here you can play co-op online with friends from your Friend Roster! Once this
mode is selected, you can choose one of the 6 Brawls (detailed in the Multi-Man
Brawl subsection in the Solo Mode section above) and your character. Then you
just invite a friend to battle some Alloys with you! As far as I can tell (i.e.
this part might change after the game is gotten) records aren't recorded in
this mode.

###############################################################################

With Anyone

The "With Anyone" selection basically allows you to play with anyone you wish
over online, without the hassle of Friend Codes. This mode is further divided
into multiple modes, which are explained below.

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

Basic Brawl

Basic Brawl is just that. Find a few opponents and play a quick battle. When
you pick Basic Brawl, you will be sent right to the character selection screen.
This screen is based off of the amount of characters you currently have, so no
you can't play a character you haven't unlocked yet here. While you're picking
your character, opponents are already being searched for. After you pick your
character, each player will have to set their own items and the stage to play
on, and the result will be chosen through lottery, as in if 3 people picked
Skyworld as a stage, but another picked Norfair, Skyworld will be ultimately
picked regardless of the indifferent vote. After you pick everything, all you
have to do is wait for the other players. You have Sandbag to pummel on while
you wait.

Now we're at battle! It's basic, really. Each battle is a 2 minute free-for-all
(unless it can be changed). You don't use names, you don't use taunt messaes.
It's just quick fun with random strangers. Of course, there's the problem of
disconnectors, but not to worry with that, because anyone who disconnects will
get replaced by a CPU. That way you won't be left alone with no-one to battle
if there's the chance that everybody disconnects.

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

Team Battle

Team up with random players for a team battle! Basically the same as Basic
Brawl, but each player that goes into the battle get put in a randomly-selected
team. Try your all and build up your teamwork skills!

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

Spectator

If you don't feel like fighting, you can be a spectator in online fights! It's
like watching random Super Smash Bros. matches on youtube, except better!
Before a match begins, you can actually bet Smash Coins on who you think who
will win! If your bet is correct after the match is over, you end up with a
jackpot! There may be even more than just more Coins to win...
Even if your bet is wrong, you can get stickers as a consolation prize, so you
will win no matter what.

###############################################################################

Options

Here you can set the basic online options for Brawl to perform.

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

Allow Spectators

With this turned on, you basically allow Nintendo to record the matches you
play and have them available to other people to view in Spectator Mode. This
also allows you to be fed recorded matches to your Brawl copy so that you can
use Spectator Mode in the "With Anyone" option.

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

Smash Service

With this turned on, you will allow Nintendo to send stuff to you, and allow
friends to send fan content to you. Nintendo-sent stuff is sent pretty daily,
and any data you download from Nintendo will eventually be overwritten to
prevent the Wii's memory from filling up, so if you find something you really
like, you'd better have a back-up. Data sent by a friend appears as notices
with your friend's name on it on the Wii Message Board. It can be anywhere from
snapshots, to replay data.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Misc. Modes     |
                |
---------------- [Msc]

This covers the rest of the things that can be chosen on the main menu, like
options and data.

###############################################################################

Vault

Vault is where you can view numerous things you've unlocked, such as trophies
and stickers.

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

Trophies and Stickers

Trophies and Stickers is a place where you look at all your Trophies and
Stickers collected, plus do a few things with them. Trophies are there for
knowledge: you can know a lot about Nintendo characters with these. Stickers
are an added collectible that can do something important. The Stickers are
usually just items of characters using existing art from games. Below are the
various options you can choose from this submenu.

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

Trophy Gallery

With the Trophy Gallery, you can browse through your extensive (or soon to be)
collection of trophies and view interesting information about them, including
which game the character featured on the trophy is from. The list can be sorted
in many ways (unconfirmed as of now) and you can play around with each trophy,
such as zooming in on a specific part of it, moving it around, and even change
the background. If you want an extensive and complete list of all the trophies
and how to get them, check the Collectible Trophies List section. Fun little
fact, there are a total of 544 trophies in the game. Gotta catch 'em all!

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

Trophy Hoard

Want to just fool around with your trophies? Well you can here! At first, you 
will just arrive at the hoard of trophies at your disposal. You can take a look
at those trophies by zooming in and out with L and R (respectively) and 
scrolling around with the Control Stick. You can go to Diorama Mode, however,
by pressing A. What is Diorama Mode, you ask? Well, just select a playing 
field, and bring out trophies from your Gallery! Now just plant them in any old 
fashion, move the camera at just the correct angle, and snap a picture! You can 
only place up to four trophies at a time, though. Impress your friends, or make 
them laugh with cleverly placed trophies! The formation in the Hoard is just a 
circle, but if you hold a direction on the + Control Pad or Control Stick as
you enter the Trophy Hoard from the menu, you can select the formation you 
want! Here's a list.

Up: Pyramid
Down: Inverted Pyramid
Left: Straight Rows
Right: Staggered Rows
L or R: Spiral

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

Coin Launcher

You may notice the Smash Coins that you acquire by playing battles and other
modes. Well, you can actually use these coins to grab trophies and stickers in
a minigame called the Coin Launcher. The Smash Coins are used as ammunition,
and you are supposed to shoot down trophies that appear on the board to grab
them. To spice things up, there are also enemy formations that you can shoot
down for stickers and other bonuses. Be careful! There's also occasionally some
missiles that head straight towards you. If a missile hits, your coin count
will drastically decrease! Better shoot them down before that happens! There's
also a special green gauge on the screen, which when filled, allows you to
rapid-fire coins for a brief moment. This little minigame to grab trophies and 
other stuff is more fun instead of that boring trophy lottery thing in Melee,
isn't it?

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

Sticker Album

A new collection element to the game is Stickers. You know, those ones that you 
stick on your skateboard. Yes, those. Anyway, you basically collect Stickers by 
doing various things in the game, much like how Trophies are gained. The 
Stickers are stored in the Sticker Album, where you can view...stat upgrades?
What is the meaning of this? Check out the Features of Subspace Emissary for 
more information. There are a grand total of 700 different Stickers in the
game. My, that's a lot of artwork, huh?

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

Sticker Center

The Sticker Center is, like the Trophy Hoard for Trophies, a place where you
can fool around with stickers. You can change the background, place them in
certain spots, and take pictures of them. If you're really creative, you can
even make something like comics made of stickers!

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

Stage Builder

Is it true? Can it possibly be? Yes! Brawl has a stage builder feature! Build
any kind of maps you want and save them to either your Wii System Memory or to
an SD Card. (SD Card is recommended.) To start off, you have the basic terms to
set. The size of the stage, the background, and the music to be played. Of
course, the music has to be what you already have available in the game. Then,
you're sent to the stage creator screen! You're presented with a grid, and a
and a pallette on the side containing numerous parts. You just simply click a
part and drag it onto the grid. There's a "Remaining Parts" bar at the top, and
when it's filled, you can't place anymore parts, so there's a limit. Among just
placing parts onto the grid, you can also flip the parts left to right, enlarge
or shrink them, zoom in or out on the screen, swap palletes, and erase parts.
You can also build background structures and hazards, so the stages won't be
bland platforms at all, really. After you're done, you can name your stage,
leave a comment about it if you wish, and save it. You can also change the
music again here if you decided on other music.

I think the neatest thing about this new feature is that you can actually
submit your created stages to Nintendo! If you're the lucky one among thousands
others, your stage may be put on Nintendo's "Stage of the Day" online feature
straight in Brawl, where your stage will be put on display for others to see
and try out! This is also great for the people who don't have the time to
create stages of their own and would rather experience the "flavor of the day,"
so to speak.

There are also unlockable stage parts you can acquire as rewards for using
Stage Builder. Keep an eye out for those! For more info, see the Secrets or
Challenges sections.

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

Album

Album is where you can view all your stored photos, including ones sent to you
by friends! To take snapshots yourself, you no longer have to go to a special
mode to do so. Pausing at any time in the gameplay gives you the option to
create a snapshot! If something looks weird, funny, or cool, and you wish to 
capture it, you can do it now! Take a snapshot, and it's sent to your album!
If you have Smash Service turned on, you can also recieve snapshots from your
friends! Various things you can do with Snapshots as well. You can Erase them,
save them to an SD Card, Send to a Friend, or...Submit to Nintendo! If you
submit the snapshot to Nintendo, you can have a chance for it to be featured as
Snapshot of the Day!

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

Challenges

Challenges is a mode in which you can look at a screen full of glass windows.
Each glass window holds something to unlock, and that something is unlocked by
doing various achievements in the game. Like for example, you can unlock the
Stafy trophy by clearing Target Smash level 1 with 10 characters. Once you do
that challenge, the glass window holding the Stafy trophy will break open.
Along with the unlocked item, windows next to the unlocked item will glow red
and tell you how to unlock the items encased in those windows. It's like a
never-ending task to unlock everything! Things that you can unlock are things
such as trophies, CDs, and possibly even new modes? For a list of the
Challenges and what they unlock, check out the Challenges List.

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

Replays

Here, you can view all the replays stored on your Wii Console. You can save up
to 3 minutes of gameplay for each replay, and much like Snapshots and Stages,
you can either delete them, save them to an SD Card, Send to Friends, or Submit
to Nintendo! Who knows, you might be known as the best Target Smasher! Yes,
besides recording matches, you can also record your triumphs in Home-Run
Contests, Target Smash, and Multi-Man Brawl! To record runs of Stadium games,
the button prompt is given after you complete it. To record actual matches 
though, just look for the button prompt after the match, at the results screen.
Just remember that the match has to be no longer than 3 minutes, otherwise you
can't save the replay.

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

Masterpieces

Ah yes, Super Smash Bros. is a game where many characters from various Nintendo
franchises come together to fight. But, there may be some people who are
curious about a character's past games. Well, that's what Masterpieces are!
With Masterpieces, you can sample a demo of various games! (usually one per
franchise) These demos have a time limit, just enough to get a taste of them,
and are usually demos of the best game of the franchise. Like, say you wanted
to know why Mario got so popular, you can sample a demo of Super Mario Bros. on
the NES! Below are the demos in the order the game lists them, including 
unlockable demos. Then, I will include short descriptions of what each game
does.

Donkey Kong *UNLOCKABLE* (1986, NES)
Ice Climber (1985, NES)
Super Mario Bros. (1985, NES)
The Legend of Zelda (1987, NES)
Kid Icarus (1987, NES)
F-Zero *UNLOCKABLE* (1991, SNES)
Super Mario World *UNLOCKABLE* (1991, SNES)
Super Mario Bros. 2 *UNLOCKABLE* (1988, NES)
Kirby's Adventure (1993, NES)
Super Metroid (1994, SNES)
Star Fox 64 (1997, N64)
Ocarina of Time *UNLOCKABLE* (1998, SNES)

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

Donkey Kong

Time Limit: 0:30
Ah, the game that started it all. The objective in this game was to climb to
the top of a construction site and rescue a girl named Pauline from a crazy ape
known as Donkey Kong. But today, the man whom you played, Jumpman, has changed
his name to Mario; and the Donkey Kong you battled is Cranky Kong today. My,
how time changes. You start this Masterpiece demo on 75m, which is the same
level featured as a stage in this game.

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

Ice Climber

Time Limit: 0:40
Ice Climbers spend their whole life climbing Icicle Mountain in search of those
vegetables they treasure so much. The objective in this game is to keep
climbing to the top. Yep, just keep climbing. Along the way, you'll come across
some enemies, but you can just whack them with the hammer you have. If 2
players played this, Player 2 would be the pink Ice Climber, known as Nana.

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

Super Mario Bros.

Time Limit: 1:00
After rescuing princesses from mad apes, Mario took it to the next level: 
....Rescuing princesses from mad turtles. Yes, Mario's first official
platforming venture, and still rendered great even by today's standards. He
stomped all kinds of weird monsters that seem normal today because of his
longevity, such as walking mushrooms known as Goombas, and flying turtles
known as Koopa Paratroopas. Yep, this game had it all, including solid
gameplay. This Masterpiece demo fittingly starts at the first level, and with
1 minute to play it with, that's just enough to finish the level and get a
taste of the game.

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

The Legend of Zelda

Time Limit: 2:00
The boy, the girl, the Legend. Link had his first venture here on the NES, and
it was an amazing title back then, featuring a large expansive world and levels
that you could go in any order. Add that to catchy music, lots of items to
find, and what's this? A second quest? That made it so great that fans clamored
for more. This Masterpiece title starts where the game is supposed to start,
but if this is your first time playing Zelda games, here's how to make the most
of those two minutes: Enter the cave nearby to get your sword, then head right
one screen, up four screens, then left one screen, across the bridge. There's
the first dungeon, enjoy!

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

Kid Icarus

Time Limit: 1:30
Fly Pit, fly! This game of mythical tales had a timid angel named Pit face up
against Medusa and save the Goddess of Light, Palutena. At the end of the game,
he was appointed colonel of Palutena's Army. This game was considered the
"sister" title to Metroid, as it was released around the same time. Both titles
shared one thing in common: difficulty. Though a good game, it's sad it never
took off like Metroid did. This Masterpiece demo seems to start you off at a
fairly easy area; just climb up and up, avoiding or shooting enemies.

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

F-Zero

Time Limit: 0:40
The first game that started the semi-popular high-speed racing series. Don't be
fooled though, F-Zero is known for its quality. That's why it's always been
represented in Smash Bros. It's one of the few SNES games to sport a pseudo-3D
graphics style, with the view in back of the vehicle. This Masterpiece demo has
you playing at Mute City with the Blue Falcon, Captain Falcon's trademark
racing car. With 40 seconds though, you won't seem to even go 1 lap around the
course.

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

Super Mario World

Time Limit: 2:00
Set in Dinosaur Island, Mario first finds Yoshi here. This Mario game featured
so many levels that it wasn't even funny. I won't even mention the super secret
levels... Featuring the same gameplay that made Mario great, Mario could do
even more stuff, such as fly with a cape, carry shells around, and even ride on
different-colored Yoshis; each color featuring a different ability. You start
at the beginning of the game, so get some time to get used to it. However, if
you have a Classic Controller, I recommend using that. The controls set for the
Gamecube controller is just...too awkward to use.

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

Super Mario Bros. 2

Time Limit: 1:30
The second game to the Super Mario Bros. series in the US. Super Mario Bros. 2
in Japan was totally different from this, and is actually a Japanese-only game
with Mario characters slapped on. Thanks to this foray though, many of the
characters in this game are now officially in Mario games, such as Birdo and
the ever-famous Shy Guy. This game featured four characters to play as, each
one playing differently from others. This Masterpiece demo starts you off on
the first level as Peach, to let you know exactly where Peach's floating and
Vegetable Special came from.

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

Kirby's Adventure

Time Limit: 2:00
Kirby was around before this game, but this is the first one to actually allow
him to steal enemies' abilities. Before, he could only suck in and spit enemies
out to attack. In Kirby's Adventure, it was Kirby's job to retrieve the pieces
of the Star Rod that King Dedede shattered. Little did he know that Dedede was
doing Kirby a favor with that though... You start at Green Greens in this
Masterpiece demo.

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

Super Metroid

Time Limit: 3:00
Critically acclaimed "best Metroid game EVAR" by many fans, this was Samus's
third game in her series. Many Metroid fans have been waiting for quite a long
time for it ever since Metroid II on the Gameboy. Featuring numerous new
abilities, great atmosphere, and interesting bosses, this is definitely a must-
have for Metroid fans. You start off at the beginning, and though this game
features save points, this Masterpiece demo doesn't allow saves.

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

Star Fox 64

Time Limit: 3:00
Also acclaimed as the best Star Fox game, this game featured voiced dialogue
for practically any situation, AND introduced the Rumble Pak, which shook
whenever you took a hit; both made for a truly interactive experience. You
actually start off at the title screen, and everything is available to you for
those three minutes.

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

The Legend of Zelda: Ocarina of Time

Time Limit: 5:00
Zelda's first foray into 3D, and thus many fans consider it the best ever. That
is still a matter of opinion though. Retains the same ol' Zelda style, but now
that it's 3D, it has much more in-depth puzzles and cinematic storytelling.
This Masterpiece demo starts you off at the title screen, and already has two
save files. The first starts you off at the beginning with Young Link, and the
second starts you off at Adult Link's beginning. To get started easily into a
dungeon for Young Link, head east from his house and enter the giant tree for
your first dungeon. For Adult Link, head out of Castle Town, call Epona (right
C item, then press Up, left, right on the C-Stick) and ride south to Kokiri
Forest. Go north to Lost Woods, and follow the music to the Forest Temple...
if you can reach it in time.

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

Chronicle

Want to feel like a game collector but just don't have the money to do so? No
need to worry with this! The Chronicle lists all the Nintendo games ever
released, organized by system, then date of release. The number of games listed
adds on when you collect stickers, trophies, or anything else that represents a
game. This truly is the ultimate list for games.

###############################################################################

Options

Options is where you go to modify game settings and/or do various things.
There are actually many options menus in the game, but this is the main one,
and as such is shown on the main menu.

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

Screen

This game supports Widescreen TVs. This option allows you to change to
Widescreen or stay at Normal. With Widescreen, you can enjoy a wider view 
during your battles! In other words you can see more around you than a person 
with Standard TVs can. Of course, there's the chance that the screen may be 
distorted, but there's an easy way to tell! In the screen where you can switch 
from Standard to Widescreen, there's a circle in the background. If the circle 
is perfectly round, you've got the right screen settings.

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

Deflicker

With Deflicker, you can change the screen output of the game. You can have
smooth graphics, or razor sharp graphics. Choose which one you want! Personally
the razor sharp setting hurts my eyes too much.

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

Rumble

Here you can set the rumble on or off for your various controllers, and you
can even get your name's controller settings in there. The Classic Controller's
rumble is set to off on default because, well, the Classic Controller doesn't
have rumble.

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

Controls

Name making is back from Melee, but now it's more useful! This time it's used
for personal configurations, like your personalized button configurations for
each of the four control types, which you modify here on this option. You can 
even disable "Tap Up Direction for Jump" and have Shake Smashing for the 
Nunchuk + Wiimote controller. Once you pick the Controls option, you will be 
prompted to create a name if you haven't already. Afterwards is the control 
config. After setting your preferred controls, you can test it out on the 
testing screen, accessed by pressing the "Test" button under Default. Testing 
controls without ever leaving the control config...how convenient!

On top of this, you can even transfer your preferred control settings to your
Wii Remote! This saves the arduous task of having to set up your controls again
when playing on a different Wii. To do this, press + on the Wii Remote while in
the Names menu to bring up a confirmation window. Press 1 and 2 simultaneously
and your controller configurations, set to your name, will be transferred to
your Wii Remote! Of course, doing the same thing once the settings are on your
Wii Remote will transfer it to the Wii you're playing on.

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

Sound

With Sound, you can set the volume level of the sound effects and music. Thus,
you can have soundless battles, or musicless battles! It's fairly basic. You
can reach the Sound Test from here.

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

My Music

A new feature, and a truly awesome one indeed, is My Music, which lets you play
a certain track on a stage instead of having a preset one all the time. Don't
get too excited, this doesn't mean that you can use music on your SD Card to
play in stages. Basically, in My Music, select a stage, and you'll have a list 
of music related to the stage's theme to choose from. Each music track has a 
meter. The more the meter is filled, the more chance that track will play when 
playing in that stage.  Say, in the Bridge of Eldin stage, there's the main 
theme of LoZ, main theme of Twilight Princess, Dark World, and Forest music. If 
you set the bar of...lets say Twilight Princess's main theme, higher than the 
rest, that track will have more of a chance of playing than the other tracks in 
the Bridge of Eldin stage.

This means that Brawl is the first game to have an expansive mash-up of
excellent music at your disposal. It doesn't stop there though. Throughout
the game, you can collect items called CDs. Collecting one unlocks a track to 
use in My Music. Pretty darn sweet, eh?

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

Erase Data

Unless you like doing everything over again, I would suggest to NOT go here.
You can permanently delete records of your High Scores, your Adventure Mode
progress, your Vault data, or even all of it at once. Choose wisely.

###############################################################################

Data

Here in Data mode, you can look at various achievements in the game, such as
special messages, (I.E. "You've cleared Classic Mode for the first time!") your
Brawl records (does not apply to online), and even videos.

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

Movies

Feel like relaxing and watching some good ol' movies? Well with this mode, you
can! You can watch How to Play, the first ever trailer for Brawl, and even the
introductions for Snake and Sonic! These are all very interesting yes, and you
can even rewatch the cutscenes for Subspace Emissary here.

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

Records

Look at various records! Here's the lowdown for each of the Records modes.

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

Group Records

Here's where you can look at your records of matches played in Group mode.
This has many pages detailing in-depth information about even the slightest
thing.

Page 1: Details the amounts of matches each character has played against
another character in a grid-like fashion. Want to know how many matches Mario 
has played against Kirby? You can with this.

Page 2: Determines by ranking, which character has gotten the most of
practically anything, including KOs and Drownings. Oh lookee, Samus is ahead 
with 107 KOs, but King Dedede is just behind her in second place with only 104 
KOs! Try to fight to be on top, Dedede!

Page 3: Here's where things get interesting. In this page, every single
character has in-depth stats you can look at. Let's take Mario as an example.
He has 32 KOs, 31 Falls, 3 Self-Destructs, a hit percentage of 38.50%, 3846%
damage given, 3623% damage taken, and 59% damage recovered. Wow, that's sure
in-depth, isn't it?

Page 4: Page 4 is pretty much the same as Page 3, except it deals with the
overall records of each name registered in the game.

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

Brawl Records

More in-depth records! Here you can view records of about anything SSBB-
related, even the amount of times you turned on the game! Yep, this includes
time spent on Subspace Emissary, time spent online, time spent on VS. Mode...
everything.

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

Notices

Throughout the game, it will be apparent you will get various achievement
messages as you play. "You cleared Classic for the first time!", "You cleared
the Subspace Emissary for the first time!" are some of the messages you may
encounter. Well, with this mode, you can keep track of your history by looking
at the achievement messages you've gotten. Below are the list of notices, by
type, and in alphabetical order.

Stages:
- A new stage has appeared! It's the super-retro construction site, 75m!
- Behold, the Great Sea! The new stage Pirate Ship has appeared!
- Fight fierce battles in a flat world! The new stage Flat Zone 2 has appeared!
- It's an acoustic flood! The new stage Hanenbow has appeared!
- It's the famed shuttle loop! The new stage Green Hill Zone has appeared!
- The new stage Luigi's Mansion has appeared! Home sweet home!
- The new stage Mario Bros. has appeared! Mysterious pipes, turtles, and crabs!
- The new stage Spear Pillar has appeared, featuring both Dialga and Palkia!
- You've unlocked the Melee stage called Big Blue!
- You've unlocked the Melee stage called Green Greens!
- You've unlocked the Melee stage called Jungle Japes!
- You've unlocked the Melee stage called Pokémon Stadium!
- You can now use all Brawl stages! Play as much as you like on all 41 stages!

Characters:
- Captain Falcon, the invincible F-Zero pilot, has joined the brawl!
- Falco, Star Fox's brash pilot, has joined the brawl!
- Ganondorf, the resurrected king of evil, has joined the brawl!
- Jigglypuff, the Balloon Pokémon, has joined the brawl!
- Lucario, the Aura Pokémon, has joined the brawl!
- Luigi, the green wonder, has joined the brawl!
- Marth, the emblem prince, has joined the brawl!
- Mr. Game & Watch, the denizen of Superflat World, has joined the brawl!
- Ness, the PSI-powered youth, has joined the brawl!
- R.O.B., the robot with the scorching beam, has joined the brawl!
- Snake, the legendary soldier of fortune, has joined the brawl!
- Sonic The Hedgehog, the world's fastest hedgehog, has joined the brawl!
- Toon Link, the swordsman of the Great Sea, has joined the brawl!
- Wolf O'Donnell, the leader of Star Wolf, has joined the brawl!
- You can now use all fighters! Now the real battle begins!

Modes:
- The Random stage choice has been added! Choose Rules from the Group menu.
- You can now use additional rules options! Choose More Rules from the Rules 
 menu.
- You can now view all of the movies from The Subspace Emissary!
- You cleared 10 Co-op Events!
- You cleared 20 solo Events!
- You cleared 21 Co-op Events!
- You cleared 41 solo Events!
- You cleared all stages of The Subspace Emissary on Intense difficulty!
- You cleared All-Star for the first time!
- You cleared All-Star on Intense difficulty!
- You cleared All-Star with all characters!
- You cleared Boss Battles for the first time!
- You cleared Boss Battles on Intense difficulty!
- You cleared Boss Battles with all characters!
- You cleared Classic for the first time!
- You cleared Classic on Intense difficulty!
- You cleared Classic on Intense difficulty with only one stock!
- You cleared Classic with all characters!
- You cleared level 1 of Target Smash with all characters!
- You cleared level 2 of Target Smash with all characters!
- You cleared level 3 of Target Smash with all characters!
- You cleared level 4 of Target Smash with all characters!
- You cleared level 5 of Target Smash with all characters!
- You cleared The Subspace Emissary for the first time!
- You got Parts Set A for your Stage Builder! Make a new stage with these extra 
 parts!
- You got Parts Set B for your Stage Builder! Make a new stage with these extra 
 parts!
- You got Parts Set C for your Stage Builder! Make a new stage with these extra 
 parts!
- You've gotten all the Stage Builder Parts! Now start making new stages!
- You survived 15-Minute Brawl for the first time!
- You won 100-Man Brawl for the first time!
- You've added a new game mode! Choose Boss Battles from the Stadium menu under 
 Solo.
- You've added a new mode! Choose All-Star from the Solo menu.
- You've collected all of the online Friend Icons! Choose your favorite!

Stickers, songs, and Trophies:
- You now have 100 different stickers!
- You now have 200 different stickers!
- You now have 300 different stickers!
- You now have 400 different stickers!
- You now have 500 different stickers!
- You now have 600 different stickers!
- You now have 100 different trophies!
- You now have 200 different trophies!
- You now have 300 different trophies!
- You now have 400 different trophies!
- You now have 500 different trophies!
- You now have over 150 songs!
- You now have over 200 songs!
- You now have over 250 songs!
- You've collected all boss trophies from The Subspace Emissary!
- You've collected all Enemy trophies from The Subspace Emissary!
- You've gotten all of the songs! Now enjoy your collection of musical 
 masterpieces!
- You've gotten all of the trophies! Congratulations! And thank you!
- You've gotten all the stickers! Now start stickering!

Assist Trophies and Poké Balls:
- Barbara from Daigasso! Band Bros. and Master of Illusion is now an Assist 
 Trophy!
- Custom Robo was added to your Assist Trophies!
- Gray Fox from Metal Gear Solid was added to your Assist Trophies!
- Shadow The Hedgehog was added to your Assist Trophies!
- The tanks and infantry from Advance Wars were added to your Assist Trophies!
- You've gotten all of the Assist Trophies! Battle side by side with all of 
 them.
- You encountered Celebi for the first time! This is a rare thing indeed.
- You encountered Jirachi for the first time! Make a wish!
- You encountered Mew for the first time! Strange things do happen.

Chronicle and Masterpieces:
- All Game & Watch titles have been revealed in the Chronicle!
- All Game Boy Advance titles have been revealed in the Chronicle!
- All Game Boy titles have been revealed in the Chronicle!
- All Nintendo 64 titles have been revealed in the Chronicle!
- All Nintendo DS titles have been revealed in the Chronicle!
- All Nintendo Entertainment System titles have been revealed in the Chronicle!
- All Nintendo GameCube titles have been revealed in the Chronicle! 
- All Super Nintendo Entertainment System titles have been revealed in the 
 Chronicle!
- All Virtual Boy titles have been revealed in the Chronicle!
- All Wii titles have been revealed in the Chronicle!
- The Chronicle has been filled! Look at the history of Nintendo!
- The classic Donkey Kong appeared! Play a demo version in Masterpieces!
- The classic F-Zero appeared! Play a demo version in Masterpieces!
- The classic Super Mario Bros. 2 appeared! Play a demo version in 
 Masterpieces!
- The classic Super Mario World appeared! Play a demo version in Masterpieces!
- The Legend of Zelda: Ocarina of Time appeared! Play a demo in Masterpieces!
- You've got all of the Masterpieces! Learn character origins in the demo 
 versions.

Matches:
- You've played 100 matches!
- You've played 1,000 matches! You're quite dedicated!
- You've played 4,999 matches! A penny a match? What a deal!
- You've played 10,000 matches! This is no ordinary dedication!
- You've played 50,000 matches! That's a ridiculous number of matches!
- You've played 100,000 matches! That's too much! I give up.

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

Sound Test

Listen to various music tracks and sound bytes in the game! The music and sound
effects are listed in their own categories, like say if you want to listen to
music from the Donkey Kong series featured in this game, simply go to the
"Donkey Kong" category, and all the currently available music will be available
for you to listen to. Like My Music, the music and sound choices increase as
characters, stages, and music are unlocked.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Characters      |
                |
---------------- [Char]

What good is a fighting game without its supporting character cast? This will
cover ALL the playable characters in the game, including hidden ones. This
will also cover each character's movesets. This will not cover how to unlock
the hidden characters, however. Check in the Secrets section for unlock 
details. The characters will be listed in the order the game lists them, from
top to bottom. A few things to note about this section:

- During some characters' moves, there will be a period in which they don't 
flinch from attacks. This is called Super Armor, and the moves that do have 
Super Armor will be noted as such.

- Downward attacks on the ground have a high tendency to trip your opponent.

- All Smash Attack damage percentages listed are when they are fully charged.

- Most characters' side moves have an up and down diagonal tilt. I will note 
these and give proper damage coordinates for these diagonal tilts and smashes.

- It's a general rule in Smash Bros. that characters can't do any other moves
until they land after they perform their Up Special. Thus, I won't mention
that. However, for the other moves that have that same effect, I will note
those.

- Character attributes are compared based mostly on Mario's, as he's a fairly 
well-rounded character.

- KO percentages will be listed for each move as a seperate section from the
moveset sections, and are basically the amount of damage your opponent needs 
before you KO with that certain attack. These will be based against the 
heaviest characters, such as Bowser, so that means it will be an average, but 
pretty much guaranteed KO percentage. Obviously, moves that have no knockback,
such as rapid-hit continuous attacks, like Fox's multi-kick, won't be listed.

- Ledge Attacks are attacks the character can do while getting up from hanging
on a ledge. Each character has two ledge attacks, one of them being during high
damage. A Trip Attack is the character attacking as he gets up from a trip. A
Fallen Attack is the character attacking while getting up from landing, such as
after being attacked. Each character has two Fallen Attacks, one from on their
back, and one from on their stomach.

NOTE: I'm going to need help with some of the attributes, so give me a hand on 
that. Also, if you come up with creative names for the alt. costumes (colors),
let me know! They'll be better than just saying "Red Falco" or something like
that.

###############################################################################

Mario [CharMar]
Representing: The Mario franchise
Status: Veteran
Description: Known as "Mr. Nintendo" or "Mr. Video Game", he's the most
recognizable video game character around.  His overall balanced statistics make
him a good fighter for beginners.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Mario (blue overalls, red shirt and hat)
Fire Mario (red overalls, white shirt and hat)
Classic Mario (red overalls, blue shirt and hat, black shoes)
Wario Mario (purple overalls, yellow shirt and hat, green shoes)
Gameboy Mario (black overalls, white shirt and hat, blue shoes)
SMB Luigi Mario (brown overalls, green shirt and hat)

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

Taunts:
Up Taunt: Super Mario (performs a stance and grows, Super Mushroom style)
Side Taunt: Turns and takes off his hat
Down Taunt: Flips in the air and lands on his bum (AKA, "Donkey Kong" death)

Stage Entrance: Mario appears stylishly from a pipe rising from the ground.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Kick
A quick combo. Good for setting up some damage.
Damage: 3% (first punch), 2% (second punch), 4% (kick)

Side Attack: Strong Kick
A long kick forwards. Good for setting some distance away from the opponent.
Damage: 8% (Damage does not change for up or down diagonal Strong Kicks)

Up Attack: Uppercut
A spinning upper punch on the ground that sends the opponent straight up. Sets
up for a quick aerial at low percents. (Such as 50%)
Damage: 7%

Down Attack: Sweep Kick
A sweeping kick that sends the opponent up into the air.
Damage: 5%

Dash Attack: Sliding Kick
A sliding kick like the one Mario performs in Super Mario 64. Sends the
opponent to the sky.
Damage: 7%

Ledge Attack: Flip Kick
Damage: 8%

Ledge Attack (High %): Slow Kick
Damage: 10%

Trip Attack: Double Kick (hits behind first)
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Double Punch (hits behind first)
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Mario sticks his foot out for a second or two. The start of this attack is the
most powerful, but the damage and knockback wears off as the kick is out.
Damage: 10% (start)

Front Attack: Meteor Punch
Mario punches downward with a giant fist. This can meteor if the hand itself
hits. It doesn't matter at which time, just as long as the hand hits. If you
are too close to the opponent, the meteor will not work and instead send the
opponent up and away from you.
Damage: 13% (if meteor smash is successful), 12% (if meteor is not successful)

Back Attack: Full Kick
Mario puts his whole body into a two-legged kick. A good move for keeping some-
one from chasing.
Damage: 12%

Up Attack: Flip Kick
Mario does a forward flip, with a kick. Sends opponent up and away from him.
Damage: 11%

Down Attack: Mario Tornado
Used to be his Down Special, Mario spins and spins, creating constant damage,
then spreads out his fists at the end, knocking everyone away. This is actually
your best aerial move for KOing.
Damage: 1% (each consecutive hit), 7% (final hit) (12% max)

--------------
Smash Attacks: (Keep in mind the damage for these is when the attack is fully
charged)

Side Smash: Super Fireball
Mario charges up a fireball, then releases it! The move is stronger if only the
fireball hits. It can also be aimed up or down.
Damage: 23% (if the fireball hits), 19% (if closer to opponent)
Up Diagonal Damage: 25% (if the fireball hits), 21% (if closer)
Down Diagonal Damage: 22% (if the fireball hits), 18% (if closer)

Up Smash: Overhead Headbutt
Mario charges up for a giant headbutt that sweeps from behind him to in front
of him. Sends the opponent straight up.
Damage: 19%

Down Smash: Dance Kick
Mario does a breakdance kick similar to the same move in Super Mario 64,
hitting in both directions.
Damage: 21% (front), 16% (back)

--------------
Grab: Double-handed grab

Attack: Headbutt
Damage: 3%

Front Throw: Spin Throw
Damage: 9%

Back Throw: Super Spin Throw
Damage: 12%

Up Throw: Toss
Damage: 8%

Down Throw: Throwdown
Damage: 6%

--------------
Special Attacks:

Standard Special: Fireball
Mario fires a fireball from his hand. Has a low trajectory, and bounces along
the ground, meaning it always falls. No knockback, but is good for approach.
Damage: 5%

Side Special: Cape
Mario swings his cape from Super Mario World forward. Can be used to make
opponents face the other way, and to reflect projectiles. If done in the air,
some of Mario's falling speed is halted, but only with the first time.
Damage: 8%

Up Special: Super Jump Punch
Mario jumps up with his fist in the air. Scores consecutive hits (signified by
coins popping out of the opponent) and is great for recovery.
Damage: 5% (starting hit), 1% (each mid-attack hit), 3% (final hit) (12% max)

Down Special: F.L.U.D.D.
Mario whips out his trusty F.L.U.D.D. and charges it up. Shield or press a
direction to store the charge. When it's fully charged, you'll hear a small
ding. Execute the move to unleash a powerful stream of water that you can aim
up or down! Does no damage, but can be good to push opponents away from the
stage who are trying to recover.
Damage: None

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

Final Smash: Mario Finale
Mario sends out two huge fireballs that spread out vertically. It's best to do 
this move when faced on the far left or right of the stage. Hits multiple
times. Doesn't do much damage, but makes up for that by shoving the opponent
off the stage if caught.
Damage: 3% (average for each hit, hits about 5 times or more) (19% max average)

Recovery Techniques:
Mario has two moves to use at his disposal for recovery instead of 3, now that
his trusty Mario Tornado is no longer used for recovery. Use the Cape at least
once in the air to give you some leeway when recovering, and of course, his
Super Jump Punch is your best bet.

Tips for the Mario player:
Mastering Mario doesn't seem to be all that difficult in Brawl. He's fairly
balanced on the ground, but he's excellent in the air. His quick aerials
combined with pretty good air agility makes him a combo master. Of course,
Mario does have some moves that are quite situational. Use the Fireball
effectively for when approaching your opponents, especially if you do it while
hopping. The opponent will either get hit with one, or shield, giving you an
advantage to attack. The Cape can actually be more useful than it seems. It is
great for intercepting characters trying to recover. Simply perform the Cape on
someone trying to recover to disrupt their equilibrium, possibly enough to get
themselves KO'd. Certain characters like Fox with his Fire Fox leave him pretty
much helpless to Mario's Cape. The F.L.U.D.D. is actually more useful than you
might think at first...push people away when they're attacking, prevent most
characters from recovering, push someone away trying to edgeguard...explore
your options.

How to deal with a Mario player:
His fireballs make for good approach, as mentioned earlier, so if you find a
Mario player constantly using Fireballs, try to stay above the fireballs'
range. When using a projectile-heavy character, beware of Mario's cape, so fire
those projectiles when he least expects it. Finally, how to avoid Mario's Final
Smash. Try to always stay behind Mario. For most stages, how high or how low
you are doesn't matter, as it will always hit, so the only safe place is behind 
Mario.

-------------------------------------------------------------------------------
KO Percentages: ("tilts" are the directional attacks on the ground)

Standard Attack: 380%
Forward Tilt: 255%
Up Tilt: 180%
Down Tilt: 425%
Dash Attack: 310%
Neutral Aerial: 190%
Forward Aerial: 210% (if meteor isn't successful)
Back Aerial: 200%
Up Aerial: 205%
Down Aerial: 180%

Uncharged Forward Smash: 125% (fireball), 130% (close)
Charged Forward Smash: 80% (fireball), 90% (close)
Uncharged Up Smash: 140%
Charged Up Smash: 95%
Uncharged Down Smash: 160% (front), 205% (back)
Charged Down Smash: 110% (front), 150% (back)

Forward Throw: 290%
Back Throw: 190%
Up Throw: 220%
Down Throw: 410%

Neutral Special: N/A (no knockback)
Side Special: N/A (no knockback)
Up Special: 260%
Down Special: N/A


Analysis: Based on the KO percentages here, I'd say that the up tilt, down
aerial, forward smash, and back throw are your best moves for dealing KOs. The
rest of the moves are good for racking up damage.

###############################################################################

Luigi *UNLOCKABLE* [CharLui]
Representing: Mario franchise
Status: Veteran
Description: Mario's famous and...not-so reliable brother Luigi, is ready to
Brawl! He may be a brother to Mario, but most of his attacks are different from
the plumber in red.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes:

Default Luigi (blue overalls, green shirt and hat)
Orange Luigi (light blue overalls, orange shirt and hat)
Pink Luigi (red overalls, pink shirt and hat, red shoes)
Aqua Luigi (blue overalls, light blue shirt and hat, black shoes)
Fire Luigi (green overalls, white shirt and hat)
Waluigi Luigi (dark blue overalls, purple shirt and hat)

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

Taunts:
Up Taunt: Multi-Pose
Side Taunt: Falls down on his stomach
Down Taunt: Bashful Kick (does 2% damage, sends opponents flying upwards, can
meteor someone if near an edge)

Stage Entrance: Luigi shyly jumps out of a pipe from the ground.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Buttslam
Luigi punches twice, then hits foes with his bum.
Damage: 3% (first punch), 2% (second punch), 5% (butt slam)

Side Attack: Strong Kick
A long kick forwards. Good for setting some distance away from the opponent.
Damage: 10% (Damage does not change for up or down diagonal Strong Kicks)

Up Attack: Overhead Sweep Punch
Luigi sweeps a fist over his head in a weird punch.
Damage: 9%

Down Attack: Shy Kick
Faces his back to the opponent and reaches out with his foot to kick.
Damage: 9%

Dash Attack: Sissy Slap
Luigi runs forward, waving his arms frantically. He hits about 7 times with
weak punches, then finishes off with a double punch.
Damage: 1% (each hit), 2% (final hit)

Ledge Attack: Flip Kick
Damage: 8%

Ledge Attack (High %): Slow Kick
Damage: 10%

Trip Attack: Double Kick (hits behind first)
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Double Punch (hits behind first)
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Luigi sticks his foot out for a second or two. The start of this attack is the
most powerful, but the damage and knockback wears off as the kick is out. This
brother's version sends the opponent straight up.
Damage: 14% (start)

Front Attack: Karate Chop
Luigi chops with his hand in a quick, downward motion.
Damage: 10%

Back Attack: Full Kick
Luigi puts his whole body into a two-legged kick. A good move for keeping some-
one from chasing.
Damage: 12%

Up Attack: Flip Kick
Luigi does a forward flip, with a kick. Sends opponent up and away from him.
Damage: 13%

Down Attack: Spin Kick
Luigi spins around once, sticking his feet out below him. Hits only once, but
hits hard.
Damage: 11% (can Meteor Smash if facing away from opponent)

--------------
Smash Attacks:

Side Smash: Power Karate Chop
"Punches" with his hand outstretched, almost like a knife. The direction of the
knockback depends on where you aim this move.
Damage: 19%
Up Diagonal Damage: 21%
Down Diagonal Damage: 18%

Up Smash: Overhead Headbutt
Luigi charges up for a giant headbutt that sweeps from behind him to in front
of him. Sends the opponent up and behind Luigi.
Damage: 21%

Down Smash: Power Sweep Kick
Luigi does a breakdance kick while on one hand, spinning once to hit both
sides. The move sends the opponent up and behind Luigi.
Damage: 22% (both sides)

--------------
Grab: Double-handed grab

Attack: Headbutt
Damage: 3%

Front Throw: Spin Throw
Damage: 9%

Back Throw: Super Spin Throw
Damage: 12%

Up Throw: Toss
Damage: 8%

Down Throw: Body Slam
Damage: 6%

--------------
Special Attacks:

Standard Special: Fireball
Luigi fires a green fireball from his hand. The fireball spirals in a
horizontal trajectory, never losing or gaining altitude. Luigi's Fireball also
has less range than Mario's. Does no knockback.
Damage: 6%

Side Special: Green Missile
Luigi shoots forward like a missile! Hold the B Button to charge it up,
increasing the power and range, but be careful with this move! There's a 1/8 
chance of it spontaneously misfiring, sending Luigi careening forward in an
explosive manner. It also sends him a bit higher than normal.
Damage: 26% (when fully charged), 25% (Misfire)

Up Special: Super Jump Punch
Named the same as Mario's Up Special, but Luigi's works entirely different. 
Luigi jumps straight up and has absolutely no lateral distance, so it's only
good for recovery if you're right below the stage. If you hit the opponent with 
it, you'll only graze the opponent once and do minor damage. However, if you
hit the opponent right when it starts, it turns into the Fire Jump Punch and
sends the foe aflame and rocketing upwards. This is a good KO'ing maneuver.
Finally, you can't use any other moves after using this until you land.
Damage: 1% (hit anywhere other than start), 25% (hit at start for Fire Jump
Punch)

Down Special: Luigi Cyclone
Luigi spins rapidly in a cyclone. Is multi-hit, and is extremely fast on the
ground. Not to mention, great for recovery if you mash the special attack
button. He can go as high as two of his jumps if you mash that button with the
Control Stick/Pad on neutral!
Damage: 2% (each hit), 4% (final hit) (12% max)

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

Final Smash: Negative Zone
Has Luigi gotten ahold of too many Mushrooms!? When activated, Luigi dances
around, creating a weird field around him that not only warps the colors, but
also does a number of random effects toward the opponents which include:

- Drastically reduced attack power
- Greater launch distance when hit
- Increased likelihood of slipping
- Steady increase in damage percentage
- Flower growth on head
- Dizziness
- Uncontrollable taunting
- Sudden sleepiness
- Decreased movement speed

Some of these effects render your opponents completely unmovable. Use this
chance to perform a Fire Jump Punch on your opponents! Or choose to humiliate
them with weak moves! Your choice!
Damage: An average of 50%/60% for steady damage increase

Recovery Techniques:
Luigi has a total of three recovery moves, aside from his double jump, and they
are all really useful. His Super Jump Punch goes straight up, but you can
control your trajectory as Luigi falls. His Green Missile is great for
horizontal recovery, especially if it Misfires. Finally, his Luigi Cyclone is
tremendously good for recovering. Simply mash B while not pressing the Control
Stick and you'll rise up with the duration of the attack. It unfortunately has
to have time to overcome falling momentum, so try to double jump and
immediately perform the Cyclone to use it to your full advantage.

Tips for the Luigi player:
Crazy Luigi plays pretty much the same as Mario, albeit having different moves.
However, he has extremely poor traction. This may seem like a bad thing, but
this actually makes it easier for Luigi to perform Smash Attacks while he's
moving. Combine that with his super-fast Luigi Cyclone, you can dish up some 
pretty mean combos with him.

How to deal with a Luigi player:
Luigi's a bit easier to handle than with Mario, especially if your character is
a projectile user, due to the lack of a reflecting move. However, you have
something else to worry about. His Super Jump Punch and Luigi Cyclone both are
deadly in the hands of a Luigi master, so try to keep your distance and attack
when he's open. To avoid his Final Smash, the Negative Zone, distance is the
key. The farther you are from him, the easier it will be to escape it or avoid
it completely. If you are caught in it, constantly roll away so that you won't
risk falling asleep.

-------------------------------------------------------------------------------
KO Percentages:

Standard Attack: 375%
Forward Tilt: 215%
Up Tilt: 145%
Down Tilt: 550%
Dash Attack: 470%
Neutral Aerial: 135%
Forward Aerial: 230%
Back Aerial: 170%
Up Aerial: 190%
Down Aerial: 180%

Uncharged Forward Smash: 110%
Charged Forward Smash: 75%
Uncharged Up Smash: 120%
Charged Up Smash: 80%
Uncharged Down Smash: 150%
Charged Down Smash: 100%

Forward Throw: 285%
Back Throw: 170%
Up Throw: 220%
Down Throw: 700%

Neutral Special: N/A (too little knockback to KO)
Side Special: 90% (fully charged), 75% (Misfire)
Up Special: 60% (if hit right at start)
Down Special: 230%


Analysis: Due to the KO percentages, I'd say that Luigi's up tilt, neutral
aerial, back aerial, forward smash, and back throw are good KOing moves. Avoid
using Luigi's down tilt, dash attack, standard attack, and down throw if you
are looking to KO someone, and instead use those moves as set-ups for other,
better moves.

###############################################################################

Peach [CharPea]
Representing: Mario franchise
Status: Returning
Description: Peach is back, with an even fancier dress than before! How
elegant! Don't let her appearance fool you, she's quite the fighter! With her
powerful slaps, smacks, and...butt attacks, she can bring any character to
their knees begging for forgiveness. Who's the helpless little @*$#& now?

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: * (but she can float in the air after any jump by holding jump)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Peach (pink dress)
Daisy Peach (yellow dress, brunette hair)
Red Peach (red dress)
Aqua Peach (blue dress)
Green Peach (green dress)
Nurse Peach (white dress)

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

Taunts:
Up Taunt: Twirls her umbrella while saying "Sweet!"
Side Taunt: Dances and sings
Down Taunt: Twirls around and gives a playful wink

Stage Entrance: Appears on the stage holding her umbrella.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slap, Back-hand Slap
Peach slaps twice with one hand. That must hurt...
Damage: 3% (both attacks)

Side Attack: Can-can Kick
Peach does a wide upward kick. Sends opponent skyward.
Damage: 11%

Up Attack: Heart-throb
Peach holds her hand up above her, and a giant heart appears above her.
Damage: 13%

Down Attack: Hand Sweep
Peach crouches down and sweeps her hand across the floor in front of her. Can
meteor against an opponent trying to recover.
Damage: 10%

Dash Attack: Hand Push
Peach puts both hands in front of her (first hit), then sweeps away. (second
hit)
Damage: 4% (each hit)

Ledge Attack: Hip Attack
Damage: 6%

Ledge Attack (High %): Spin Kick
Damage: 10%

Trip Attack: Spin Kick (hits behind first)
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Spin Kick (hits behind first)
Damage: 8%

--------------
Standard Aerial Attacks:

Standard Attack: Spin
Peach spins around, with arms outstretched. The damage for this attack
decreases as it's out.
Damage: 13%

Front Attack: Crown Swipe
Peach takes the crown on her head, and sweeps with it in front of her.
Damage: 15%

Back Attack: Bum Hit
Peach thrusts her butt behind her. Is a fast attack, so it could be used for a
surprise attack.
Damage: 14%

Up Attack: Overhead Kick
Peach kicks up once. Good for a surprise upper attack and...well, should I
really say it? >_>;
Damage: 13%

Down Attack: Multi Kick (hits four times)
Peach kicks down four times, the last kick being the most powerful. Despite
what it looks, it doesn't meteor.
Damage: 3% (each hit), 5% (last hit)

--------------
Smash Attacks:

Side Smash: Item Smash
Peach pulls out one of three items at random, (Tennis Racquet, Frying Pan, Golf
Club) and then swings it. Each item does different damage and knockback.
Damage: 16% (Tennis Racquet), 25% (Frying Pan, sends foe upward), 21% (Golf
Club)

Up Smash: Power Spin
Spins around with her hand held above her. Good for launching, but not as a
damaging move. Her up attack (up tilt) has better reach than this one.
Damage: 11% (on side), 21% (if hand hits above)

Down Smash: Peach Tornado
Affectionately called the "Whorenado" by some people (LOL), Peach spins around,
causing multiple hits. The range of this attack has been decreased from Melee.
Damage: 7% (each hit)

--------------
Grab: One hand grab

Attack: Foot Stomp
Damage: 2%

Front Throw: Power Slap
Damage: 10%

Back Throw: Hip Flip
Damage: 11%

Up Throw: Palm Hit
Damage: 8%

Down Throw: Hip Drop
Damage: 7%

--------------
Special Attacks:

Standard Special: Toad
Peach pulls out Toad, her faithful servant. He sends out spores if attacked,
which is basically a counterattack. The damage dealt by these spores depends on
how far you are from the opponent.
Damage: Varies.

Side Special: Peach Bomber
Peach spins and bombs forward, hip first! If this move hits, hearts come out
and she does a rebound. This is great for combos!
Damage: 15%

Up Special: Peach Parasol
She jumps up with her Parasol out, then elegantly floats down to the ground.
The start of this move is multi-hit, and the umbrella can hit once as she
floats down. You can fast fall then press up on the Control Stick to bring up
the umbrella again, and it will hit again. However this must be done in quick
succession if you wish to multi-hit someone as you float down.
Damage: 5% (first hit), 1% (each hit), 4% (last hit), 3% (if umbrella hits as
you go down) (11% max, not counting the 3% damage)

Down Special: Vegetable
Peach pulls out a turnip and carries it around like an item! Occasionally,
Peach may pull out various other items, like a Mr. Saturn, a Beam Sword, or
even a Bob-omb! The turnips she pulls out vary in damage, and the damage is
shown by the face the turnip has on it. I will list those turnips. Note that
this move can't be performed in the air. Of course, the last one listed is the
rarest, with a 1/58 chance of appearing. Consider yourself lucky if you get
it, just make sure your opponent doesn't grab it!
Damage:
":)" = 5% (if thrown normally), 6% (if Smash thrown)
">.o" = 9% (if thrown normally), 10% (if Smash thrown)
"-.-" = 5% (if thrown normally), 6% (if Smash thrown)
"O.O" = 5% (if thrown normally), 6% (if Smash thrown)
"°_°" = 15% (if thrown normally), 16% (if Smash thrown)
"u.u" = 5% (if thrown normally), 6% (if Smash thrown)
"^.^" = 5% (if thrown normally), 6% (if Smash thrown)
"¦‡" = 33% (if thrown normally), 34% (if Smash thrown)

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

Final Smash: Peach Blossom
Peach dances elegantly and the screen is covered with self-portraits of Peach!
All of a sudden, nearby foes are damaged and fall asleep! Not only that, but
almost thousands of health-restoring peaches drop down! So that means you have
two choices with this Final Smash. Either restore health, or give a beatdown to
the sleeping opponents! It's especially brutal with the Home-Run Bat...
Damage: 40%

Recovery Techniques:
While Peach has the poorest double jump in the game, she can float for about 3
seconds in the air if the jump button is held during any of her jumps. Her 
Peach Bomber and Peach Parasol are also good for recovery, but keep in mind 
that her Bomber doesn't rebound off of walls.

Tips for the Peach player:
Peach is a bit of a character to master with various techniques. Her turnips
are her projectiles, albeit primitive, but if you are skilled, you can hit your
foe multiple times by grabbing and throwing the same turnip. Just be careful
that your foe doesn't grab the turnip though... Her jump can also be canceled 
into a float if the Control Stick is pointed downward during a jump, which can 
make for some good mid-air combos close to the ground.

Her Peach Bomber can actually have its range shortened if you push the Control 
Stick on the opposite side immediately after performing it. If you see Peach 
withdraw a bit before launching, then you did it. If this is used correctly, 
you can fall right at the edge of a stage and grab onto it. This can be good 
for edgeguarding.

How to deal with a Peach player:
A good Peach player will constantly use her float for good attacking speed,
especially when she floats just above the stage. She'll also use her turnips
for some ranged attacking. Simply dodge her attacks and use some projectiles of
your own, if available. If not, you can always just read her movement patterns
and strike when you get the chance. Her Final Smash is actually deadly, but can
be avoided if you know two things: distance, and jumping. As long as you are in
the air, you won't fall asleep, and if you do fall asleep, the farther you are,
the easier it will be to get your character to wake up.

-------------------------------------------------------------------------------
KO Percentages:

Standard Attack: 480%
Forward Tilt: 160%
Up Tilt: 170%
Down Tilt: 195%
Dash Attack: 270%
Neutral Aerial: 170%
Forward Aerial: 150%
Back Aerial: 170%
Up Aerial: 180%
Down Aerial: 240%

Uncharged Forward Smash: 150% (Frying Pan), 170% (Golf Club), 240% (Racquet)
Charged Forward Smash: 110% (Frying Pan), 110% (Golf Club), 170% (Racquet)
Uncharged Up Smash: 95% (tip of hand), 220% (side)
Charged Up Smash: 60% (tip of hand), 155% (side)
Uncharged Down Smash: 400% (tops)
Charged Down Smash: 300% (tops)
(The Down Smash isn't good for KOing, since it doesn't do a good job of keeping
the opponent in the full spin.)

Forward Throw: 270%
Back Throw: 405%
Up Throw: 340%
Down Throw: 350%

Neutral Special: 220%
Side Special: 265%
Up Special: N/A
Down Special: 800% (":)"), 550% (">.o"), 750% ("-.-"), 750% ("O.O"), 400% 
("°_°"), 750% ("u.u"), 750% ("^.^"), 150% ("¦‡")


Analysis: Based on the KO percentages, I'd say that the forward tilt, forward
aerial, and up smash are good KOing moves. Yeah...Peach doesn't have that many
good KOing moves, she mainly does damage. Her stitchface turnip can KO fairly
well, but since it's a rare chance that you'll get one, don't rely on her
turnips to KO.

###############################################################################

Bowser [CharBow]
Representing: The Mario franchise
Status: Returning
Description: Bowser's back and kicking! Bowser may not be the fastest 
character, but he makes up for that with strong attacks and heavy girth,
keeping him from being flung from the stage too far. Bowser has quite a
learning curve, but he remains one of the underdogs.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes:

Default Bowser (yellow skin, green shell, red hair)
Black Bowser (brown skin, black shell, bright red hair)
Fire Bowser (orange skin, dark red shell, yellow hair)
Aqua Bowser (green skin, blue shell, yellow hair)
Jewel Bowser (grey and silver skin, silver shell with gold trimmings, dark red
hair, silver and gold arm gauntlets)
Brown Bowser (brown skin, yellow shell, brown hair, silver arm gauntlets)

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

Taunts:
Up Taunt: Roars
Side Taunt: Bites forward repeatedly
Down Taunt: Dances on one leg

Stage Entrance: Walks into stage while on fire.

-------------------------------------------------------------------------------
Moveset: (NOTE: Because of Bowser's Final Smash, all damage counters for 
attacks will show the damage for normal Bowser, then damage for Giga Bowser, 
including any additional effects.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe, Swipe
Damage: 5% (each swipe)
Giga Bowser Damage: 7% (first swipe), 9% (second swipe)

Side Attack: Punch
Damage: 11% (Damage does not change for up or down diagonal Punches)
Giga Bowser Damage: 17% (has dark flame power)

Up Attack: Overhead Swipe
Damage: 12%
Giga Bowser Damage: 13% (has dark flame power)

Down Attack: Trip Double Swipe
Damage: 14% (first swipe), 11% (second swipe)
Giga Bowser Damage: 9% (first swipe), 15% (second swipe, has dark flame power)

Dash Attack: Headbutt Trip
Damage: 11%
Giga Bowser Damage: 15% (first hit), 9% (second hit)

Ledge Attack: Shell Spin
Damage: 8%
Giga Bowser Damage: 16%

Ledge Attack (High %): Claw Swipe
Damage: 10%
Giga Bowser Damage: 16%

Trip Attack: Double Swipe (hits behind first)
Damage: 5%

Fallen Attack (Back): Double Swipe
Damage: 6%

Fallen Attack (Stomach): Crawl Attack (hits behind first)
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Shell Spin
Damage: 13% (damage decreases over time)
Giga Bowser Damage: 15% (electrocutes)

Front Attack: Midair Swipe
Damage: 11%
Giga Bowser Damage: 15% (has dark flame power)

Back Attack: Shell Stab
Damage: 15%
Giga Bowser Damage: 17% (electrocutes)

Up Attack: Overhead Swipe
Damage: 17%
Giga Bowser Damage: 20%

Down Attack: Drill Shell Spin
Damage: 3% (each midair hit), 2% (if landing while attack is going, has average
knockback)
Giga Bowser Damage: 3% (each hit, electrocutes)

--------------
Smash Attacks:

Side Smash: Super Headbutt (hits twice)
Damage: 14% (first hit), 32% (second hit)
Giga Bowser Damage: 39% (creates an explosion)

Up Smash: Overhead Shell Stab
Damage: 21% (if hit on the side), 28% (if hit with top), 10% (if hit on the way
down)
Giga Bowser Damage: 36% (electrocutes)

Down Smash: Super Shell Spin (multi-hit)
Damage: 2% (starting hit and second-to-last hit), 3% (each hit), 13% (final
hit)
Giga Bowser Damage: 4% (each hit, starts to increase as opponent gets frozen)

--------------
Grab: Double-handed Grab

Attack: Headbutt
Damage: 3%
Giga Bowser Damage: 6% (lights foe on fire)

Front Throw: Spike Stab
Damage: 10%
Giga Bowser Damage: 18% (lights foe on fire)

Back Throw: Back Toss
Damage: 10%
Giga Bowser Damage: 18% (has dark flame power)

Up Throw: Ground Shell Spin (hits 9 times)
Damage: 1% (each hit), 2% (final hit)
Giga Bowser Damage: 2% (each hit, electrocutes), 10% (final hit)

Down Throw: Koopa Rape
Damage: 12%
Giga Bowser Damage: 21% (is a body slam)

--------------
Special Attacks:

Standard Special: Fire Breath
Bowser breathes a constant stream of fire, of which the range steadily
decreases until it's just a smolder. At this point, you'll have to let his Fire
Breath charge up automatically after a while. You can also aim the Fire Breath!
Damage: Starts at 2% each hit, then slowly decreases over time
Giga Bowser Damage: Starts at 3% each hit, then slowly decreases over time

Side Special: Flying Slam
Bowser swipes forward with his claw! If it connects, he grabs onto the player,
jumps high up, then body-slams the opponent. This is a deadly move in the hands
of a master, especially considering that Bowser's jump can be fully controlled.
The damage taken for both parties (Bowser and opponent grabbed) can also affect
the usefulness of the move. If the opponent has high damage, it's harder for
the opponent to break free by wiggling the Control Stick everywhere. Likewise,
if Bowser has high damage, he has a hard time holding on to the opponent.
Damage: 18%
Giga Bowser Damage: 22%

Up Special: Whirling Fortress
Bowser hides in his shell and whirls around wildly. It has mostly horizontal
trajectory in the air, but can be a good move to start a combo. It hits
multiple times, with the first hit being the strongest.
Damage: 10% (start-up hit in the air), 3% (each hit, weakens over time), 11%
(start-up hit on the ground), 5% (each ground hit, weakens over time)
Giga Bowser Damage: Same

Down Special: Bowser Bomb
Bowser jumps up, and then slams back down to the ground with a butt slam, ala
his attack in Super Mario Bros. 3. Be careful using this though, as Bowser is
left defenseless for a second or two after landing. Bowser can also use this
while in the air, but lacks the lateral distance done from the ground. If done
on the ground, Bowser's jump can hit on the way up.
Damage: 4% (on the way up), 20% (on the way down)
Giga Bowser Damage: 4% (on the way up), 23% (on the way down)

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

Final Smash: Giga Bowser
What's this?  Giga Bowser is playable now? (Nevermind Action Replay) Well, he
is, and he's even more vicious-looking than before. After transforming, you
have a limited time to wreak havoc at the opponents. But wait, isn't he too big 
and get attacked easily? Not to worry, he won't even flinch when attacked.
Damage: See the moveset above for details.

Recovery Techniques:
Bowser has fairly poor recovery compared to the other Mario characters, with
only one move aside from his double jump to speak of. His Whirling Fortress has
pretty much horizontal recovery, and virtually no vertical recovery. His
Flying Slam can be used for recovery if someone fails to intercept you, but
that's a pretty small window. However, this is offset by his weight, which
makes him a tough person to KO.

Tips for the Bowser player:
Bowser is slow and clunky, so people who wish to master Bowser should learn his
strengths (moves with small landing lag, weight, etc.) and how to avoid his
weaknesses (avoiding using moves with large landing lag at inappropriate times,
etc.) A good technique to learn is being able to use Bowser's Up Special out of
a shield. Simply perform the move while shielding. As his Whirling Fortress 
sends foes into the air, and is pretty much instant, it's a good surprise 
attack after shielding from an opponent's attacks. Dish out a combo of yourself 
after performing this!

There is also a good technique for Bowser that can be used for both mindgames
and for good agility in avoiding attacks. Simply perform the slash for his 
Flying Slam as you approach the ground, then immediately jump just before
landing. If successful, Bowser will perform a double jump, regardless of if he 
performed one beforehand or not. Thus, this can be used infinitely, as long as 
you are above ground. It does not work for recovery. This is what I call "Shell
Hopping."

How to deal with a Bowser player:
Bowser is a bit of a slow character to deal with, so it's fairly easy to fight
him. Just be wary of his Flying Slam. That's pretty much one of his best moves,
if not the best, as if it's used correctly, can be used for a suicide tactic.
Always avoid being right in front of Bowser to avoid this attack. His Final
Smash is one of the more unavoidable Final Smashes. Just dodge constantly, and
don't bother to try to hit him, as it will just leave you open.

###############################################################################

Donkey Kong [CharDK]
Representing: Donkey Kong series
Status: Veteran
Description: He's finally back, to kick some tail! Yes, the slow but powerful
simian is back to cause even more trouble for his fellow Smashers. Like in both 
games, he's a bit hard to control, but can be deadly in the right hands. He's
also a fearsome aerial fighter, boasting a number of meteor smashes!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default DK (brown fur, red tie, tan skin)
Black DK (black fur, yellow tie, brown skin)
Fire DK (red fur, blue tie, tan skin)
Aqua DK (blue fur, purple tie, white skin)
Forest DK (green fur, red-brownish tie, tan skin)
Yeti DK (white fur, red tie, pale white skin)

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

Taunts:
Up Taunt: Beats his chest
Side Taunt: Shakes his head
Down Taunt: Gives a confused gesture

Stage Entrance: Breaks out of a barrel.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe Punch, Uppercut Punch
Damage: 4% (Swipe Punch), 6% (Uppercut Punch)

Side Attack: Back-hand Slap
Damage: 10%, 12% (up diagonal), 9% (down diagonal)

Up Attack: Overhead Back-hand Slap
Damage: 9% (on side), 10% (above)

Down Attack: Sweep Slap
Damage: 8%

Dash Attack: Slide Kick
Damage: 11% (momentum completely stops)

Ledge Attack: Simian Slam
Damage: 8%

Ledge Attack (High %): Slow Slap
Damage: 10%

Trip Attack: Spin Punch
Damage: 5%

Fallen Attack (Back): Double Slap
Damage: 6%

Fallen Attack (Stomach): Double Slap (hits behind first)
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin Punch
Damage: 11% (damage decreases over time)

Front Attack: Double-hand Spike
Damage: 16% (can Meteor Smash if hit with hands instead of arms)

Back Attack: Back Kick
Damage: 13%

Up Attack: Headbutt
Damage: 14%

Down Attack: Spike Kick
Damage: 16% (Meteor Smashes opponent)

--------------
Smash Attacks:

Side Smash: Power Clap
Damage: 28%

Up Smash: Overhead Power Clap
Damage: 25%

Down Smash: Punch Pound
Damage: 23% (both sides)
--------------
Grab: Double-handed grab

Attack: Face Slap
Damage: 3%

Front Throw: Carry (At this point, you can throw the opponent forward, upward,
or backward)
Front Carry Throw: 8%
Back Carry Throw: 8%
Up Carry Throw: 7%

Back Throw: Back Toss
Damage: 11%

Up Throw: Air Toss
Damage: 9%

Down Throw: Face Plant
Damage: 7%

--------------
Special Attacks:

Standard Special: Giant Punch
Activate this move and DK will swing his arm in circles, charging up the Giant
Punch. If you need to evade some attacks while charging, press the shield
button to store the current charge. This attack is most effective when fully
charged: not only does the start give you super armor, but a fully-charged 
Giant Punch is pretty much a one-punch KO at higher percents. If done in the
air, you can't perform any other moves until you land.
Damage: 28%

Side Special: Head Butt
Donkey Kong rears his head back, then headbutts downward with tremendous
ferocity! If it connects, the opponent gets trapped in the ground, but only for
a time proportional to his damage. If this is executed in the air, it becomes a
Meteor Smash.
Damage: 10% (on ground), 14% (in air)

Up Special: Spinning Kong
Donkey Kong spins around and around and around! On the ground, he has his fists
out, ready to punch anyone he hits, but in the air, he spreads out his arms and
hands to get more air. On the ground, it has some startup lag, but in the air,
it's pretty much instant. Used as recovery, it only pretty much goes in a
horizontal direction. If the move ends and you are just above the ground,
almost touching it, then there will be no landing lag whatsoever.
Damage: 5% (if done on the ground, damage decreases with each hit), 10%
(starting hit for mid-air version), 5% (damage decreases with each mid-air hit)

Down Special: Hand Slap
Donkey Kong repeatedly slaps the ground for as long as you tap the special
attack button! Each slap has a small blast radius on both sides of DK, so you
will be protected from people who try to approach you on the ground! You are
still vulnerable to projectiles and attacks from above, and can't move while
performing this though. You cannot use this in the air.
Damage: 14% (each slap)

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

Final Smash: Konga Beat
Donkey Kong breaks out the bongos for some musical hammah time. As DK beats on
the bongos, press the attack button in time with the beat to send out huge
damaging sound waves! Keep it going for deadly results, especially in smaller 
stages! Although, I wouldn't use this on moving stages if I were you...
Damage: 4% (if sound wave isn't timed with button presses), 14% (average damage
for timed beats)

Recovery Techniques:
DK isn't that much for recovery, as his only really useful recovery move is his
Spinning Kong. His Head Butt Special Move can have him stop completely in the
air, but that's pretty much only good for stalling. His strength is his
horizontal recovery, so try to perform the Spinning Kong as quick as possible
if you're knocked off the stage.

Tips for the DK player:
Many of DK's moves are situational...Giant Punch, Head Butt, Hand Slap... and
he even has a few slow moves for both ground and air. However, all moves are
powerful, and can be deadly if executed at the right times. Charge up the Giant
Punch after KOing somebody and nobody else is around, and execute it as a
surprise attack. You can even do it in the air, just make sure you're above
ground. Use his Head Butt when your foes least expect it, and follow up with a
fully-charged Giant Punch! Hand Slap is the most situational special, however.
Only use it for edge-guarding if the opponent is below the stage trying to
recover. Though you can probably find other uses...

How to deal with a DK player:
Since DK has so many aerial meteor smashes, be wary when trying to recover. Try
to avoid the DK player with some aerial mindgames while trying to recover, so
he'll likely mess up his interception. Be careful of DK's grab too, as his
forward throw, the Carry, can be used to carry you to the very edge of a stage
and throw you off. His Final Smash is nearly unavoidable if he knows how to use
it right, but you can have some leeway on some of the larger courses, such as
the Melee stage Temple, or 75m. In that case, distance is the key.

###############################################################################

Diddy Kong [CharDid]
Representing: Donkey Kong series
Status: Newcomer
Description: Diddy is quite the opposite of his relative Donkey Kong.  Diddy's
very swift, agile, and acrobatic, but as a side effect, his attacks aren't very
hard-hitting.  Some of his moves have homage to the critically-acclaimed Donkey
Kong 64, with his Rocketbarrel Boost, and Peanut Popguns!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes, can also Wall Cling
Can Crawl: Yes

--------------
Alt. Costumes:

Default Diddy (red shirt and cap)
Yellow Diddy (yellow shirt and white cap)
Dixie Diddy (pink shirt and cap, pale skin, yellow fur)
Purple Diddy (purple shirt and cap, orange skin)
Green Diddy (green shirt and cap)
Blue Diddy (blue shirt and cap)

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

Taunts:
Up Taunt: Flips his hat
Side Taunt: Performs a stance and makes a wierd noise
Down Taunt: Dances around, clapping.

Stage Entrance: Breaks out of a barrel and claps his hands.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Kick, Tail Sweep (Tail Sweep is multi-hit)
Damage: 3% (first Punch), 2% (second Punch), 2% (Kick), 2% (each Tail Sweep
hit, damage slowly decreases over time)

Side Attack: Double Punch
Damage: 11% (Damage does not change for up or down diagonal Double Punches)

Up Attack: Overhead Swipe
Damage: 7%

Down Attack: Sweep Slap
Damage: 7%

Dash Attack: Cartwheel
Damage: 3% (first hit), 2% (second hit), 4% (final hit)

Ledge Attack: Tail Whip
Damage: 8%

Ledge Attack (High %): Slow Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Double Slap
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Mid-air Cartwheel
Damage: 6%

Front Attack: Spin Kick
Damage: 14%

Back Attack: Back Kick
Damage: 9%

Up Attack: Flip
Damage: 11%

Down Attack: Hand Spike
Damage: 12% (has a strong Meteor Smash)

--------------
Smash Attacks:

Side Smash: Spin Punch
Damage: 7% (first hit), 18% (second hit)

Up Smash: Super Flip Attack
Damage: 7% (first hit), 7% (second hit), 8% (final hit)

Down Smash: Dance Kick
Damage: 22% (front), 16% (back)

--------------
Grab: Double-hand grab

Attack: Headbutt
Damage: 2%

Front Throw: Toss
Damage: 11%

Back Throw: Back Toss
Damage: 10%

Up Throw: Upper Kick
Damage: 9%

Down Throw: Throwdown
Damage: 9%

--------------
Special Attacks:

Standard Special: Peanut Popgun
Diddy whips out his popgun and fires out a peanut.  Holding down the button
charges up the attack, making the peanut fly farther.  If it's charged too long
though, his popgun explodes in his face, damaging him in the process.  Also,
sometimes when the peanut shells break, they release the peanut inside.  Anyone
can eat these to gain just a little bit of health back. (Around 3% for each
peanut)
Damage: 17% (fully charged)

Side Special: Monkey Flip
Diddy Kong flips forward, and if he hits someone, he latches on to that person!
Press another button to attack him and flip high up off of him. It can also be
done to a foe in mid-air. Can be performed only once in the air, but can still
do other moves. Finally, you can actually attack during the Monkey Flip,
instead of latching on.
Damage: 15% (after attacking), 10% (mid Flip attack)

Up Special: Rocketbarrel Boost
Diddy uses his rocketbarrels to send him flying up, left, or right! This can be 
charged up to go farther. Be careful though, if you get attacked, the 
rocketbarrels fly right off Diddy's back. Be careful, they might crash land
into someone. Diddy cannot produce the Rocketbarrels after they get knocked off
of him until he lands. If performed above someone, the blast can meteor smash.
Damage: 10% (if fully charged, on ground. Damage decreases over time)

Down Special: Banana Peel
Diddy Kong produces a Banana Peel item and flings it over his shoulder. He can
make up to two Banana Peels at one time and use them to trip up opponents. Can
be done in mid-air as well.
Damage: 4% (if thrown normally), 5% (if Smash thrown)

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

Final Smash: Rocketbarrel Barrage
Diddy whips out two Peanut Popguns (dual-wield!!) and a Rocketbarrel on his
back and starts hovering above the ground firing explosive peanuts. You can
move left, right, and up, and while moving, Diddy is flying at an angle. He
continually fires explosive peanuts straight below him, so to master aiming,
you'll have to move him left or right to tilt the aim. When the move ends, the
Rocketbarrels explode for added damage to nearby opponents! You can also pick
up the plethora of edible peanuts to restore some health left from the carnage.
However, if you miss your shots, your opponents can also eat the peanuts left
behind, so be careful.
Damage: 18% (if in collision with opponent), 8% (each peanut that hits), 20%
(if explosion at end hits)

Recovery Techniques:
Unlike his cousin Donkey Kong, Diddy has a plethora of recovery moves. His
Monkey Flip and Rocketbarrel Boost are prime examples. The best thing to do for
recovery is to use his Monkey Flip first, then his Rocketbarrel Boost after a
double jump for best recovery. When the Rocketbarrel Boost is executed though,
Diddy stalls in the air for a brief moment while you charge up. Though this is
good in a way, it can also make him vulnerable to getting intercepted. Think
carefully about when to release the Rocketbarrel Boost.

Tips for the Diddy Kong player:
Diddy Kong is agile with a lot of quick moves, and even his Smash Attacks can
hit multiple times. The expert Diddy player will find himself jumping around
making quick attacks before finishing off with a Smash Attack or two. His
Peanut Popgun flies at a slight arc unless fully charged, and has a slight hit
stun. This can be good for approach and for edgeguarding if you're good at
aiming it. Also, use Monkey Flip to keep people from recovering, and his Banana
Peel to throw around creating traps near ledges. As expected, Diddy has a lot
of edgeguarding tools to use at his disposal.

How to deal with a Diddy Kong player:
Diddy has a fairly decent projectile game, but the weakness for his peanuts
lies on how they are so much like items. A person with great timing can grab
the peanuts in mid-shot and throw them back at Diddy Kong, so try to practice 
that. Also, if he uses Bananas, try to throw them back at him. When he tries to
recover with his Rocketbarrel Boost, attack him so the Rocketbarrels fly off
his back and he'll plummet, just be careful that those Rocketbarrels don't
crash into you as well. His Final Smash is crazy and mostly unpredictable. The
best advice I can give for avoiding a well-executed Final Smash is dodge the
peanuts well, and eat the nuts that pop out.

###############################################################################

Yoshi [CharYosh]
Representing: Yoshi game subseries
Status: Veteran
Description: The cute and lovable Yoshi is back onto Brawl, sporting a new 
look! He retains most of his old moves, but now his Up B can be used for
recovery! Exactly how? Check his Special Moves!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes:

Default Yoshi (green skin)
Red Yoshi (red skin)
Blue Yoshi (dark blue skin)
Yellow Yoshi (yellow skin)
Pink Yoshi (pink skin)
Aqua Yoshi (light blue skin)

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

Taunts:
Up Taunt: Dances around
Side Taunt: Chases his tail
Down Taunt: Waves at the screen

Stage Entrance: Breaks out of an egg.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Kick, Kick
Damage: 3% (first Kick), 6% (second Kick)

Side Attack: Tail Whip
Damage: 9%, 10% (up diagonal), 8% (down diagonal)

Up Attack: Upper Tail Whip
Damage: 11%

Down Attack: Sweep Tail Whip
Damage: 10%

Dash Attack: Headbutt
Damage: 9%

Ledge Attack: Tail Whip
Damage: 8%

Ledge Attack (High %): Head Sweep
Damage: 12%

Trip Attack: Double Tail Whip
Damage: 5%

Fallen Attack (Back): Ball Spin
Damage: 6%

Fallen Attack (Stomach): Double Head Sweep
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 12% (damage decreases over time)

Front Attack: Head Spike (meteor smashes if timed right)
Damage: 15%

Back Attack: Multi-Hit Tail Whip
Damage: 4% (first hit), 3% (other hits)

Up Attack: Mid-air Upper Tail Whip
Damage: 13%

Down Attack: Flutter Kick (semi-meteor, sends opponent down with you for the
duration of the attack)
Damage: 3% (each hit)

--------------
Smash Attacks:

Side Smash: Power Headbutt
Damage: 22%

Up Smash: Upper Power Headbutt
Damage: 22%

Down Smash: Double-sided Tail Whip
Damage: 19% (front), 18% (back)

--------------
Grab: Swallow (uses his tongue to catch foes)

Attack: Chew
Damage: 2%

Front Throw: Spit
Damage: 7%

Back Throw: Back Spit
Damage: 7%

Up Throw: Upper Spit
Damage: 5%

Down Throw: Spit Throwdown
Damage: 4%

--------------
Standard Special: Egg Lay
This move, when executed, has Yoshi stick his tongue out for a fair distance.
If his tongue comes into contact with someone, he will swallow that opponent
whole and lay an egg, inside which the opponent is trapped in. The opponent is
then helpless, as you can pummel the egg with attacks, and the opponent will
still take damage.
Damage: 7%

Side Special: Egg Roll
Yoshi encases himself in an egg shell and rolls around! Trample over your
enemies, but be sure to turn around before you fall off the stage! Press the
special attack button while rolling to cancel it. This move can also negate any
damage done to you, but only once, as the shell breaks.
Damage: Average of 12%, depends on speed

Up Special: Egg Throw
His third egg-based move, Yoshi throws an egg in an arc when performed. The
beauty of this attack is that you can control the trajectory of the arc with a
combination of direction and special attack button pressing. Holding the 
special attack button increases the range, while the Control Stick/Pad controls
direction. This attack has tremendous range potential if used with the hands of
a master.
Damage: 9%

Down Special: Yoshi Bomb
Yoshi jumps, flips around, and plummets down to the ground, landing on his bum!
The attack can hit both on the way up, and on the way down. Not only that, but
damaging stars appear on both sides of Yoshi, keeping people from attacking
during Yoshi's landing lag. If done in the air, Yoshi skips the jump and just
dives right down to the ground.
Damage: 4% (on the way up), 15% (on the way down), 4% (if stars hit)

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

Final Smash: Super Dragon
It seems like Yoshi's true form is really shown here...Yoshi grows angelic
wings and the ability to spew fire! Woah, this is unexpected. During this Final 
Smash, you can fully control where Yoshi flies, and Yoshi can spit a constant
stream of fire (is automatic), or spit out more powerful fireballs! (press a
button) Like Pikachu's Volt Tackle though, don't be over a pit when the Final 
Smash ends.
Damage: 8% (if Yoshi runs over someone), 6% (if Yoshi's automatic fire breath
hits), 17% (if fireball hits)

Recovery Techniques: Yoshi lacks a proper Special Move recovery, with only his
Up Special popping him up a bit, but he makes up for that by having literally
the best double jump in the game. Use the Egg Toss to lengthen your horizontal
recovery.

Tips for the Yoshi player:
Yoshi has lost a bit of his comboing power due to the lack of a Double Jump
Cancel in the game (attack while performing a double jump to cancel the jump)
but he's still a fairly agile character, except for his grab. It's slow in
coming out, and his dashing grab is fast in coming out, but has huge lag
afterwards if it doesn't connect. Thus for this reason, it's best to master the
Pivot Grab, if solely for Yoshi. The Pivot Grab fixes all those slow problems.

How to deal with a Yoshi player:
A Yoshi player may use eggs frequently to try to mess you up and set himself up
for combo opportunities. Always shield against his eggs to prevent that. Also,
if he uses his Egg Roll, use any attack on him to negate the move and
immediately deliver with your own attack. Master trying to break out of the egg
with Egg Lay for those times you get caught in it, so the Yoshi won't have a
chance to attack you. His Final Smash, since it's the best one in terms of
maneuverability, is hard to avoid. Just touching him can harm you, so keep your
distance and perform well-timed air dodges against his fireballs.

###############################################################################

Wario [CharWar]
Representing: The WarioWare franchise
Status: Newcomer
Description: The wacky Wario has finally joined the fray with a plethora of
strange attacks. He wears his WarioWare biker clothes, but does he have his
normal yellow and purple clothes? Yes, yes he does. Wario also has a form of 
fighting that other characters cannot even see.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes: (NOTE: Wario has a special alternate costume called Overalls 
Wario. This costume has him wearing his classic yellow and purple color scheme, 
though he still plays mainly the same way. Overalls Wario also has different 
color costumes like his Wario Ware costume!)

(WarioWare) Default Wario (blue vest, dark blue shirt, yellow helmet, purple 
pants)
(WarioWare) Red Wario (red vest, black shirt, white pants and helmet)
(WarioWare) Orange Wario (orange vest and helmet, purple shirt, cyan pants)
(WarioWare) Green Wario (turquois vest, black shirt and pants, green helmet)
(WarioWare) Biker Wario (black vest, white shirt, black pants, red helmet)
(WarioWare) White Wario (cyan vest and pants, white shirt, black helmet)
(Overalls) Default Wario (yellow shirt and hat, purple overalls)
(Overalls) Mario Wario (red shirt and hat, blue overalls)
(Overalls) Light Wario (pink shirt, light blue overalls and hat)
(Overalls) SMB Luigi Wario (green shirt and hat, brown overalls)
(OVeralls) Gameboy Wario (black shirt, manilla overalls and hat, brown gloves)
(Overalls) Sailor Wario (white shirt and hat, dark blue overalls, red
wristbands)

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

Taunts:
Up Taunt: Laughs
Side Taunt: Shakes his ass
Down Taunt: Gives three "W" signs

Stage Entrance: Rides in on his bike and crashes.

-------------------------------------------------------------------------------
Moveset: (NOTE: Because of Wario's Final Smash, all damage counters for attacks
will show the damage for normal Wario, then damage for Wario-Man, including any
additional effects.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Uppercut
Damage: 6% (both hits)
Wario-Man Damage: 4% (both hits)

Side Attack: Wind-up Punch
Damage: 13%, 14% (up diagonal), 12% (down diagonal)
Wario-Man Damage: 16%, 17% (up diagonal), 15% (down diagonal)

Up Attack: Raise da Roof
Damage: 10%
Wario-Man Damage: 15%

Down Attack: Hand Plant
Damage: 8%
Wario-Man Damage: 9%

Dash Attack: Trip Attack
Damage: 7% (Damage decreases over time)
Wario-Man Damage: 12%

Ledge Attack: Back Attack
Damage: 8%
Wario-Man Damage: 10%

Ledge Attack (High %): Poke
Damage: 10%
Wario-Man Damage: 10%

Trip Attack: Double Attack
Damage: 5%

Fallen Attack (Back): Spin Punch
Damage: 6%

Fallen Attack (Stomach): Double Hand Attack
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spinning Belly Flop
Damage: 9% (Damage decreases over time)
Wario-Man Damage: 15% (Damage decreases over time, sends Wario-Man upward)

Front Attack: Kick
Damage: 7% (Damage decreases over time)
Wario-Man Damage: 15% (Damage decreases over time, negates all falling speed)

Back Attack: Helmet Crush
Damage: 10%
Wario-Man Damage: 15% (negates all falling speed)

Up Attack: Clap
Damage: 17%
Wario-Man Damage: 18% (sends Wario-Man slightly upward)

Down Attack: Upside-down Head Spin
Damage: 2% (each hit), 4% (final hit) (does 16% max)
Wario-Man Damage: 13% (meteor smashes, sends Wario-Man plummeting), 10% (if
hit on ground)

--------------
Smash Attacks:

Side Smash: Shoulder Barge
Damage: 26%
Wario-Man Damage: 22% (sends Wario-Man charging forward)

Up Smash: Head Spin
Damage: 1% (damage increases with each hit), 14% (final hit) (does 21% max)
Wario-Man Damage: 2% (damage decreases with each hit), 21% (final hit) (does
35% max)

Down Smash: Spin Spin Spin! Hahaha!
Damage: 18% (hits once, but damage steadily decreases over time)
Wario-Man Damage: 25% (hits once, but damage steadily decreases over time, is
faster than normal Wario's Down Smash)

--------------
Grab: Head Grab

Attack: Poke Your Eye Out!
Damage: 2%
Wario-Man Damage: 3%

Front Throw: Spin Throw
Damage: 12%
Wario-Man Damage: 15%

Back Throw: Butt Smash
Damage: 9%
Wario-Man Damage: 17%

Up Throw: Head Butt
Damage: 10%
Wario-Man Damage: 17%

Down Throw: Butt Pound
Damage: 7%
Wario-Man Damage: 17%

--------------
Special Attacks:

Standard Special: Chomp
Hold the Special Attack button and Wario will open his mouth wide open! Release
it and he'll chomp down. If you bite down on an opponent, you can chew him up
before spitting him out! Also, you can eat all kinds of items with this,
including your own bike! My, what an appetite!
Damage: 2% (each chew), 5% (spit)
Wario-Man Damage: 2% (each chew), 10% (spit)

Side Special: Wario Bike
Get in da choppa! When executed, Wario will pull out a motorcycle and ride it,
running over opponents. You can make Wario jump off his motorcycle by pressing
an attack button. Wario also falls off his bike if he runs into something.
There can only be one motorcycle on the screen at all times, and him among
other characters can throw the bike around as an item. It can be destroyed if
pummeled enough, where you can throw the various bits and pieces left of it
around! Other characters can actually ride the bike as well, and Wario can
perform wheelies (hold up) and taunts while riding the bike!
Damage: 10% (at max speed)
Wario-Man Damage: 25% (at max speed)

Up Special: Corkscrew
Wario spins and spins around, while rising up. This move can be used for
vertical recovery, but is better used as an attack, as this can hit multiple
times!
Damage: 5% (first hit), 1% (each hit), 4% (last hit) (19% max)
Wario-Man Damage: 14% (each hit, electrocutes)

Down Special: Wario Waft
Wario seems to eat lotsa Super Mega bean burritos before he starts a fight, as 
his gas seems to always build up over time. When it hasn't charged much, he 
lets out very little gas and does minor damage. Uncharged, it just makes the
opponent trip with no damage. However, when it's been charged fully, it can 
have explosive results!
Damage: 40% (fully charged)
Wario-Man Damage: 50% (fully charged)
-------------------------------------------------------------------------------

Final Smash: Wario-Man
Wario eats a full garlic clove (ewww) and transforms into...WARIO-MAN! Da da da
da DAAAA! This mysterious masked man has powered up moves, his aerials can make 
him fly and are infinite (can be done repeatedly), and he has tremendous 
running and jumping ability! Not only that, but he has a hyperactive stomach, 
as he can charge up a Wario Waft in seconds flat! His bicycle is his kryptonite 
however... whatever you do, DON'T RIDE HIS BIKE! It can mean doom as the 
villainous bike loses control! Wah! That dastardly thing.
Damage: See the moveset above for details.

Recovery Techniques:
Aside from Wario-Man being a god of recovery, it's likely you'll want to know
the recovery techniques for good ol' normal Wario. Well, to start off, his
Corkscrew, though your typical recovery move, isn't that great for recovery
compared to his other moves, as it only goes so far. Only use if you're right
below the ledge, because otherwise it's just not good. However, oddly enough,
using Wario's Bike and jumping off of it is actually really good for recovery.
Finally, a fully-charged Wario Waft has perhaps the best vertical distance in
the game. I wouldn't advise relying on it too much though, as it literally
takes around 2 or 3 minutes to fully charge.

Tips for the Wario player:
Wario is a fun and quirky character. Although he has a somewhat "meh" ground
game, he has one of the best aerial agilities in the game, making his aerial
game deadly. When fighting on the ground, avoid using his forward and downward
Smashes at inopportune times, as those moves have heavy lag afterwards. If you
use Wario's Bike, a good idea would be to eat it so that nobody can use it
against you. You can also eat items if you wish for your opponents to not use
any.

How to deal with a Wario player:
A good Wario player is largely quirky and unpredictable, but there are some key
moves to watch out for: His Forward Smash. It only hits at the very beginning,
so since it has huge lag afterwards before Wario can do anything else, use this
opportunity to strike. The Down Smash is similar as far as huge lag, but you
can get hit throughout the move. Use an aerial attack to strike. If Wario fails
to dispose of his bike after using it, either destroy it with your attacks, or
use it against him. You can even ride it if you are persistent with pressing
buttons. Again, Wario's Final Smash is one of the harder ones to avoid,
especially against a skilled Wario. His infinite aerials can literally carry
you to the KO point, so try your best with dodges and rolls.

###############################################################################

Link [CharLink]
Representing: The Zelda franchise
Status: Veteran
Description: Link has always been the hero of the Zelda universe, even in his
many incarnations. This version of Link is based off of his Twilight Princess
look. His swordplay and wide array of long-distance weapons makes him a
formidable opponent. Fun little fact, too: His shield can actually block
projectiles when he holds it in front of him.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Link (green tunic and cap, light blue shield)
OoT Goron Tunic Link (red tunic and cap, red shield)
OoT Zora Tunic Link (blue tunic and cap, dark blue shield)
Blue Ring Link (whitish tunic and cap, cyan shield)
Gold Link (gold tunic and cap, gold shield)
Dark Link (completely black, red eyes)

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

Taunts:
Up taunt: Link twirls his sword twice then sheathes it, ala Twilight Princess!
Side taunt: Navi the fairy appears from Link's hand, then the fairy flies away.
Down taunt: Link raises his sword in the air and stands on one leg as if in a
battle stance. This is the same as his Smash 64 taunt!

Stage Entrance: Comes in from a gust of wind.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash, Stab
Damage: 4% (first Slash), 3% (second Slash), 5% (Stab)

Side Attack: Power Slash
Damage: 13%

Up Attack: Overhead Slash
Damage: 9%

Down Attack: Sweep Slash (can meteor if used as an edgeguard)
Damage: 12%

Dash Attack: Dashing Slash
Damage: 12%

Ledge Attack: Flip Slash
Damage: 8%

Ledge Attack (High %): Stab
Damage: 10%

Trip Attack: Double Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Double Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 10% (Damage decreases over time)

Front Attack: Double Slash
Damage: 9% (first slash), 12% (second slash)

Back Attack: Double Kick
Damage: 4% (first kick), 7% (second kick)

Up Attack: Overhead Stab
Damage: 15% (Damage decreases over time)

Down Attack: Sword Plant
Damage: 22% (Damage decreases over time, heavy landing lag)

--------------
Smash Attacks:

Side Smash: Super Slash (Press A after the first slash to do a second slash)
Damage: 21% (first slash), 26% (second slash)

Up Smash: Overhead Tri-Slash
Damage: 5% (first slash), 4% (second slash), 14% (third slash)

Down Smash: Power Sweep Slash
Damage: 22% (front), 23% (back)

--------------
Grab: Clawshot (ranged grab, can be used for Tether Recovery)
Damage (in air): 4% (first hit), 6% (when it closes up)

Attack: Sword Hilt Punch
Damage: 2%

Front Throw: Kick
Damage: 7%

Back Throw: Back Kick
Damage: 7%

Up Throw: Overhead Slash
Damage: 7%

Down Throw: Body Slam
Damage: 7%

--------------
Special Attacks:

Standard Special: Hero's Bow
Link whips out his Bow and an arrow and nocks it for as long as the Special
Attack button is held. The longer it's held, the farther the arrow will travel 
before gravity sinks in.
Damage: 12% (fully charged)

Side Special: Gale Boomerang
Link throws his Boomerang! As it comes back to Link, it stirs up wind,
creating a small cyclone. This cyclone carries an opponent slightly towards
Link. The Boomerang can be thrown diagonally upward or downward, and can be
thrown farther if the attack is treated as a Smash Attack.
Damage: 7% (up close, damage decreases as Boomerang halts and returns. No
damage done on return)

Up Special: Spin Attack
The Master Sword glows as Link spins and spins around, creating a wide attack
radius. This attack can hit once, but can now be charged up for a more
powerful attack. Can be used as an effective recovery move and for crowd
clearance. When done in the air, opponents can get caught in it, delivering
multiple blows to the opponent until the final strike, where the opponent is
sent flying.
Damage: 19% (fully charged on ground), 4% (first hit in air), 2% (next three
hits) 4% (final hit, has most knockback)

Down Special: Bomb
Link pulls out a Bomb and carries it with one hand. He can throw the bomb
anywhere at this point. Up, down, left, right, he can throw it anywhere just
like an item. This along with the Boomerang and Arrows make Link to be a great
distance fighter. Smash the directions to make him throw farther and harder.
Damage: 7%, 8% (if Smash thrown)

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

Final Smash: Triforce Slash
Out comes the Triforce from the back of Link's left hand.  If an opponent 
touches the Triforce energy, he'll be trapped and Link's Final Smash will 
begin, rapidly slashing the trapped opponent multiple times.  Link does one 
final slash to send the opponent flying! SKRAAAAAH!
Damage: 4% (every hit), 18% (final hit) (78% max)

Recovery Techniques:
Link has a few obvious recoveries. One is his Spin Attack. It has great
vertical distance, but be careful when using it away from the stage, as it has
little horizontal recovery. Another is his Clawshot grab. It can be used for
Tether Recovery in case you fall short of the stage. Link does have a hidden
recovery though. Pull out a bomb and let it sit in your hand. Do a Spin Attack
as the bomb is ready to blow. When it explodes, you'll fly a little distance
depending on your damage, and you can do the Spin Attack again.

Tips for the Link player:
Link has great swordplay, but a true master of Link should learn to use his
projectiles well! His Arrows make for good hit stun, especially when used for
approach, and his Boomerang can act like another player on the battlefield if
used correctly. On top of that, his Bombs make for great explosive damage.

How to deal with a Link player:
One who knows how to use Link well will be quite a challenge, but as always,
dodging his projectiles should be one of the first things you learn. It may be
difficult though, since fighting against a skilled Link, you'll usually have to
deal with at least three projectiles out at once. If you have good timing, you
can catch Link's bombs and throw them back at him. His Final Smash is easy to
avoid. Just stay out of Link's horizontal range in front of him to avoid the
Triforce Beam. However, if you get caught in it, it is nigh impossible to break
away, unless you manage to block at the exact right time.

###############################################################################

Zelda [CharZel]
Representing: The Zelda franchise
Status: Returning
Description: Returning from SSBM, Zelda sports her Twilight Princess look, much
like Link. Whoa, look at that detail! Other than a major graphical change, her 
moveset has, for the most part, remained the same as in Melee. However, she's
seen some really good buffs...

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Zelda (purple shirt, white dress)
Red Zelda (red shirt, dark red dress)
Blue Zelda (blue shirt, dark blue dress)
OoT Zelda (blonde hair, pink shirt and light pink dress)
Green Zelda (green shirt, light green dress)
Witch Zelda (black and grey clothes, white hair)

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

Taunts:
Up Taunt: Holds hand up and produces magic
Side Taunt: Puts hands together and produces fire magic
Down Taunt: Toyingly waves

Stage Entrance: Teleports in through magic.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Magic Hand
Damage: 2% (each hit, hits three times)

Side Attack: Magic Swipe (sends opponent behind you)
Damage: 13% (Damage does not change for up and down diagonal Magic Swipes)

Up Attack: Overhead Magic Swipe
Damage: 11%

Down Attack: Trip Kick (can meteor if timed right as an edgeguard)
Damage: 7%

Dash Attack: Dashing Magic Hand
Damage: 9%

Ledge Attack: Spin Kick
Damage: 6%

Ledge Attack (High %): Hand Slap
Damage: 10%

Trip Attack: Spin Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Spin Kick
Damage: 8%

--------------
Standard Aerial Attacks:

Standard Attack: Magic Spin
Damage: 2% (each hit), 5& (final hit) (13% max)

Front Attack: Front Lightning Kick
Damage: 4% (if not hit directly with heel), 20% (if hit with heel, high knock-
back with electrocution)

Back Attack: Back Lightning Kick
Damage: 4% (if not hit directly with heel), 20% (if hit with heel, high knock-
back with electrocution)

Up Attack: Flame Summon (produces ball of flame above head)
Damage: 15%

Down Attack: Meteor Heel Kick
Damage: 4% to 5% (if not hit with heel, does not meteor), 16% (if hit with
heel, does meteor)

--------------
Smash Attacks:

Side Smash: Super Magic Palm
Damage: 1% (each hit), 18% (final hit, but only up-close) (23% max)

Up Smash: Overhead Super Magic Swipe
Damage: 1% (each hit), 9% (final hit, most devastating) (20% max)

Down Smash: Spin Kick
Damage: 16% (front), 14% (back)

--------------
Grab: Magic Grip

Attack: Magic Pulse
Damage: 3%

Front Throw: Magic Toss
Damage: 12%

Back Throw: Over-shoulder Magic Toss
Damage: 11%

Up Throw: Overhead Magic Toss
Damage: 11%

Down Throw: Electric Heel
Damage: 2% (each hit, hits 5 times)

--------------
Special Attacks:

Standard Special: Nayru's Love
Nayru's Love, like in Ocarina of Time, is a defensive move that surrounds Zelda
in a blue crystal. This blue crystal doesn't last as long in the air as it does
on the ground, but either way, it can reflect any kind of projectile. This move
can also be used offensively; when executed, magic blades surround the crystal,
which can cause repeated damage.
Damage: 1% (each hit), 5% (last hit) (10% max)

Side Special: Din's Fire
When executed, Zelda unleashes a burst of flame and explodes it in front of her
causing weak damage. However, if you hold the B button, the fire charges up as
it moves away from Zelda. Release B to make the fire spell burst into flame.
You can also control where the fire spell moves, either in a downward or upward
trajectory. This way, Din's Fire will be much more effective and have quite a
long range.
Damage: 8% (up close), 16% (farthest away)

Up Special: Farore's Wind
Zelda surrounds herself in transportation magic, then disappears! As soon as
the move is executed, move the Control Stick in any direction, and she'll warp
quite a long distance in that direction you pressed! Keep in mind that Zelda
cannot warp through solid surfaces. The transportation magic that surrounds
Zelda in the beginning and end of the move can cause damage to any opponents
that come into contact.
Damage: 6% (starting teleport), 6% (ending teleport, sets foe on fire)

Down Special: Transform
Use the Down Special move and Zelda will turn into Sheik! See Sheik's profile 
for more information on her. You are invincible while transforming.
Damage: No damage.

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

Final Smash: Light Arrow
Zelda's got the Smash Ball! She takes out a huge bow, and nocks a large Light
Arrow. Sh-She must be serious! She fires the Light Arrow in a straight line,
piercing foes in a straight line! This version has vertical knockback.
Damage: 3% (indicative hit if opponent is caught), 39% (actual hit, super high
knockback)

Recovery Techniques:
Zelda doesn't have many recovery moves to speak of. Just Farore's Wind,
although it has long range. Just be careful though, it's hard to maneuver Zelda
after using the Farore's Wind.

Tips for the Zelda player:
Since Zelda is a magic user, she has a lot of unique attacks, especially the
ones that hit multiple times. She also has a lot of killing moves, compared to
Sheik, such as her forward and back aerials, and she even has a meteor smash.
Use those wisely. Her Din's Fire is an easy projectile to use, and can even
juggle people in the air. Use Farore's Wind for quick teleporting and
reflecting projectiles, especially against ones who spam projectiles. Finally,
her Transform can actually avoid Final Smashes, as she's invincible during
transformation! Yep, it's true. But, you have to do it fairly quickly for some
Final Smashes, such as Kirby's. You'll have to do it at about the same time
Kirby performs his Final Smash.

How to deal with a Zelda player:
Zelda has those killer kicks while in the air, so during aerial combat, do your
best to stay away from Zelda's direct left or right. There are likely some
Zelda players who spam Din's Fire. As it can combo easily, just roll dodge or
air dodge to avoid them. Be careful using your own projectiles against Zelda,
as she can use Nayru's Love to deflect all projectiles. Her Final Smash can
easily be avoided. It has infinite horizontal range, so just stay above or
below Zelda before she uses it.

###############################################################################

Sheik [CharShe]
Representing: The Legend of Zelda: Ocarina of Time
Status: Returning
Description: Zelda transforms into Sheik when you use the Down Special Move!
Sheik is quick, has the agility of a ninja, and isn't that bad-looking either.
Learn to balance between Zelda and Sheik, and you'll be a master of this
character combo in no time! Even though Sheik is technically from Ocarina of
Time, this version has been given a "Twilight Princess" look. Basically the
main differences are more tissue on the legs, and a ponytail.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes, can also Wall Cling
Can Crawl: Yes

--------------
Alt. Costumes:

Default Sheik (blue and dark blue clothes, white face cover)
Red Sheik (red and pink clothes, white face cover)
Blue Sheik (light blue clothes, red face cover)
White Sheik (light blue and white clothes, white face cover)
Green Sheik (green and turquoise clothes, green face cover)
Assassin Sheik (black and white clothes, white hair and face cover)

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

Taunts:
Up Taunt: Stands on her hand
Side Taunt: Brings out her whip
Down Taunt: Poses and shakes her arm

Stage Entrance: Appears in transformation magic.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Rapid Punch
Damage: 3% (first and second punches), 2% (each hit for Rapid Punch)

Side Attack: Kick
Damage: 5%

Up Attack: Overhead Kick
Damage: 6% (first hit), 7% (if her foot hits on the way down)

Down Attack: Trip Kick
Damage: 8%

Dash Attack: Arm Sweep
Damage: 7%

Ledge Attack: Ninja Kick
Damage: 8%

Ledge Attack (High %): Elbow Attack
Damage: 8%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Punch Elbow
Damage: 6%

Fallen Attack (Stomach): Sneak Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 13% (Damage decreases over time)

Front Attack: Arm Swipe
Damage: 9%

Back Attack: Backward Kick
Damage: 11%

Up Attack: Drill Kick
Damage: 11% (Damage decreases rapidly over time)

Down Attack: Down Kick
Damage: 10% (can hit below and above, Sheik plummets to the ground)

--------------
Smash Attacks:

Side Smash: Double Kick
Damage: 7% (first kick), 12% (second kick)

Up Smash: Overhead Arm Sweep
Damage: 16%

Down Smash: Dance Kick
Damage: 18% (front), 14% (back)

--------------
Grab: One-hand Grab

Attack: Elbow
Damage: 3%

Front Throw: Power Elbow
Damage: 7%

Back Throw: Kick Toss
Damage: 7%

Up Throw: Handstand Kick
Damage: 5%

Down Throw: Body Slam
Damage: 6%

--------------
Special Attacks:

Standard Special: Needle Storm
Press the Special Attack button and Sheik will charge up her Needles. The
longer you charge, the more needles Sheik produces. Fully charged, Sheik will
stop charging, though you can shield to hold the current charge. Press the
special attack button again after charging or during charging to throw the
Needles. They're fast, and fly in a straight line for a little while before
landing. Not to mention, they're hard to see. If done in the air, Sheik throws
the needles in a downward diagonal direction in front of her.
Damage: 3% (each Needle) (18% max)

Side Special: Chain
Hold the Special Attack button after performing this move and Sheik will
produce a chain from underneath her sleeve. Then, move the Control Stick any
which way to swing it around. This can cause damage, but the tip of her chain
is electrified, which causes a bit more damage and knockback.
Damage: 3% (normal damage), 5% (electrified tip)

Up Special: Vanish
Sheik vanishes a second after performing this move. Like Zelda's Farore's Wind,
control the direction Sheik transports to using the Control Stick. Of course,
this doesn't have as much range as Zelda's Farore's Wind. To make up for that
though, when she disappears, she creates a small explosion, which can really KO
at high percents!
Damage: 15%

Down Special: Transform
Use the Down Special move and Sheik will turn back to Zelda! See Zelda's
profile for more information on her. You are invincible while transforming.
Damage: No damage.

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

Final Smash: Light Arrow
If you perform a Final Smash as Sheik, it will look pretty much the same as
Zelda's: Sheik takes out a big bow and Light Arrow, and fires it at a straight
line towards foes. Sheik's version of the Final Smash has horizontal knockback.
Damage: 3% ((indicative hit if opponent is caught), 45% (actual hit, super high
knockback)

Recovery Techniques: Sheik's Up Special recovery isn't as good as Zelda's, but
makes up for that by having a tether recovery. Yep, her Chain is now useful for
recovery. It's actually a bit better than her Vanish, as Vanish has some start-
up lag, making it a bit predictable, whereas her Chain is instant. Use her
recovery well, and if you're knocked a fair distance up into the air, use her
down aerial attack to close the distance so you won't get juggled. If you find
yourself quite far from the stage though, too far for Sheik to recover, then
Transform to Zelda and use her Farore's Wind.

Tips for the Sheik player:
Compared to Zelda, Sheik is fast and agile with quick attacks, but suffers 
from a lack of KO-useful attacks. Nevertheless, Sheik is really good at racking
up damage. Most of her aerials have low landing lag, except for her down
aerial, which you should be careful about. Her Needles are good for spacing,
and her Chain can be used to keep people from right below the stage from
recovering. Her Vanish has surprising knockback. Finally, her Transform can 
actually avoid Final Smashes, as she's invincible during transformation! Yep, 
it's true. But, you have to do it fairly quickly for some Final Smashes, such 
as Kirby's. You'll have to do it at about the same time Kirby performs his 
Final Smash.

How to deal with a Sheik player:
A well-trained Sheik player probably likes to play as her more than Zelda. As
such, you'll have to train yourself to dodge a barrage of quick attacks. Try to
expect when Sheik will use her Needles, and dodge accordingly. If you avoid
most of Sheik's attacks, it's likely you won't have to worry about getting
KO'd. If Sheik ends up missing a down aerial, use her landing lag as an
opportunity to rush in with some attacks of your own. Her Final Smash, much
like Zelda's, can be avoided by staying away from her complete horizontal
range.

###############################################################################

Ganondorf *UNLOCKABLE* [CharGan]
Representing: The Zelda franchise
Status: Returning
Description: Dressed in his Twilight Princess garb this time, Ganondorf has
returned from Melee to kick some tail! A rather sluggish character with not-so-
good jumps, he makes up for that with tremendous power in his attacks.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Ganondorf (red hair, brownish attire)
Elderly Ganondorf (white hair, black and gold attire)
Blue Ganondorf (red hair, blue attire)
Green Ganondorf (red hair, green and brown attire)
Red Ganondorf (red hair, red and black attire)
Brown Ganondorf (brown hair, brown attire)

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

Taunts:
Up Taunt: Spins and laughs
Side Taunt: Punches his fists together
Down Taunt: Brings out his sword, then puts it back (...wtf Ganondork?)

Stage Entrance: Walks in from a dark portal.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Electric Palm
Damage: 7% (has good knockback)

Side Attack: "Leonidas" Kick (if you don't get it, watch 300)
Damage: 13%

Up Attack: Vacuum Scissor Kick
Damage: 27% (sucks enemy in as it charges)

Down Attack: Low Kick
Damage: 12%

Dash Attack: Shoulder Barge
Damage: 15% (sends opponent behind him)

Ledge Attack: Ganon Slap
Damage: 10%

Ledge Attack (High %): Trip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Helicopter Kick
Damage: 6%

Fallen Attack (Stomach): Flip Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Double Kick
Damage: 11% (first kick), 7% (second kick)

Front Attack: Fist Crush
Damage: 15%

Back Attack: Back Fist
Damage: 16%

Up Attack: Flip Kick
Damage: 13%

Down Attack: Meteor Kick
Damage: 22% (meteors the opponent, and electrocutes)

--------------
Smash Attacks:

Side Smash: Dark Shoulder
Damage: 33% (Damage does not change for up or down diagonal Dark Shoulders)

Up Smash: Overhead Power Kick
Damage: 30% (if hit from above), 26% (if hit from side)

Down Smash: Dual Kick
Damage: 7% (front kick, sends opponent behind him), 19% (second kick)

--------------
Grab: One-handed Grab

Attack: Knee
Damage: 2%

Front Throw: Gut Punch
Damage: 13%

Back Throw: Back Kick
Damage: 10%

Up Throw: Upper Palm
Damage: 7%

Down Throw: Slam
Damage: 7%

--------------
Special Attacks:

Standard Special: Warlock Punch
Ganondorf charges up dark energy, then punches! This is a slow, but powerful
attack that can send foes flying at low percentages. This can be done in the
air. A "Reverse Warlock Punch" can also be performed. Simply press the Special
Attack button then immediately turn the Control Stick the opposite side
Ganondorf is facing. Ganondorf should turn around while charging up the Punch,
and the attack should have slightly increased power.
Damage: 32%, 35% (Reverse Warlock Punch)

Side Special: Flame Choke
Ganondorf dashes forward! If he comes into contact with someone, he picks that
person up (it breaks through shields) by the throat and chokes him with dark
flames, making him fall to the ground. If this move is done in the air,
Ganondorf grabs the opponent by the neck, and body slams the opponent towards
the ground. Effective as a suicide maneuver.
Damage: 9% (if done on ground), 12% (if done in air)

Up Special: Dark Dive
Ganondorf jumps and spins around with his arm out above him. If the start of it
connects, he grabs on to his opponent in midair, gives him electrical shocks,
then launches him away. If the end of it connects, Ganondorf just damages his
foe once with dark flames.
Damage: If it grabs: 1% (first four hits), 6% (final hit) If not: 7%

Down Special: Wizard's Foot
Ganondorf charges forward, foot first! Dark energy is centered on his foot,
adding to the power. Has fairly good power and range, faster than his run, and
also has Ganondorf leap away if he hits an obstacle. If done in the air, he 
plummets down, foot first. The aerial version has more power.
Damage: 12% (up close, on ground), 10% (farther away, on ground), 14% (aerial
version), 8% (landing hit, aerial version)

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

Final Smash: Beast Ganon
Ganondorf transforms into his demon pig form! Look at that monstrosity! At this
point, anyone who's not in the air will get paralyzed and stuck in the ground
by Ganon's fierce roar. He then rushes forward in dark flames, KOing anyone in
the way!
Damage: 10% (from roar, then the same damage from stomp), 45% (rushing hit)

Recovery Techniques:
Ganondorf has limited vertical recovery, but fairly good horizontal recovery.
His Dark Dive is his main source of recovery, but Flame Choke can send him in a
slight horizontal direction; and though his Wizard's Foot sends him mostly
straight downward, it is helpful in closing the gap to the stage. If you have
to, take an intercepting opponent down with you with Flame Choke!

Tips for the Ganondorf player:
Ganondorf's specialty in Brawl is his ground game. His aerial game isn't as
good as it was in Melee, simply because all of his aerials have high landing
lag, and there's no L-Cancel in Brawl. (L-Cancel is short for lag cancel, you
could do it by doing an aerial, then pressing L or R just before landing to cut
most of the landing lag.)

How to deal with a Ganondorf player:
As Ganondorf's weakness is his aerial game, try to keep yourself up in the air. 
He has a lot of power in a lot of his attacks, and a lot of them have slow 
start-up and an equally slow recovery. Use that as an advantage. Ganondorf's 
Final Smash is quite hard to avoid. Beast Ganon is huge, and if you aren't hit 
by his roar, you could be hit by the stomp. Just stay in the air while behind 
Beast Ganon, and you should avoid it.

###############################################################################

Toon Link *UNLOCKABLE* [CharToon]
Representing: Certain games in the Zelda franchise
Status: Newcomer
Description: Hailing from the Zelda games with cartoony graphics (Wind Waker,
Phantom Hourglass, Minish Cap, Four Swords subseries) this version of Link is
ready for action! He sports a few similar moves from normal Link, but is faster
overall. Fun little fact, too: Toon Link's shield can actually block
projectiles when he holds it in front of him.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Toon Link (green and yellow-green tunic, dark green cap)
Red Four Sword Link (red and light red tunic, dark red cap)
Blue Four Sword Link (blue and light blue tunic, dark blue cap)
Purple Four Sword Link (purple and light purple tunic, dark purple cap)
Classic Toon Link (green and brown tunic, dark green cap, brown hair)
Shadow Toon Link (black tunic, completely black face with red eyes, white hair)

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

Taunts:
Up Taunt: Waves the Wind Waker around
Side Taunt: Sheathes sword and looks around
Down Taunt: Waves sword in a flurry

Stage Entrance: Appears from a bomb explosion.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash, Stab
Damage: 3% (first Slash), 2% (second Slash), 5% (Stab)

Side Attack: Power Slash
Damage: 9%

Up Attack: Overhead Slash
Damage: 9%

Down Attack: Sweep Slash
Damage: 9%

Dash Attack: Dashing Slash
Damage: 10%

Ledge Attack: Flip Slash
Damage: 8%

Ledge Attack (High %): Stab
Damage: 10%

Trip Attack: Double Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Double Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Twin Slash
Damage: 10% (front and back)

Front Attack: Upper Slash
Damage: 13%

Back Attack: Back Slash
Damage: 10%

Up Attack: Overhead Stab
Damage: 14% (Damage decreases over time)

Down Attack: Sword Plant (Toon Link plummets to the ground)
Damage: 16% (if hit right when start, meteors) (Damage decreases over time,
ground impact pushes opponents away)

--------------
Smash Attacks:

Side Smash: Super Slash (Press A after the first slash to do a second slash)
Damage: 14% (first slash, no knockback), 18% (second slash, Toon Link takes a
step forward)

Up Smash: Overhead Power Slash
Damage: 21% 

Down Smash: Power Sweep Slash
Damage: 8% (front, sends opponent behind him), 15% (back)

--------------
Grab: Hookshot (ranged grab)
Damage (in air): 4%

Attack: Sword Hilt Punch
Damage: 2%

Front Throw: Headbutt
Damage: 7%

Back Throw: Over-body Toss
Damage: 7%

Up Throw: Overhead Slash
Damage: 7%

Down Throw: Body Slam
Damage: 7%

--------------
Special Attacks:

Standard Special: Hero's Bow
Toon Link knocks an arrow when the Special Attack button is pressed. Release
when fully charged and the arrows fly far! Compared to Link's arrows, Toon
Link's arrows are more aerodynamic. In other words, they fly farther and fly
faster than Link's do.
Damage: 12% (fully charged)

Side Special: Boomerang
Toon Link throws his specialized Boomerang. Compared to Link's, Toon Link's
Boomerang is more versatile and hits harder (not to mention is bigger), but it
doesn't drag opponents back to you. Toon Link can also throw the Boomerang at
tighter angles than Link can with his Gale Boomerang, and can also fly farther
if treated as a smash attack.
Damage: 11% (up close, damage decreases as it slows down)

Up Special: Spin Attack
Press this button combination and Toon Link spins around! Unlike Link's Spin
Attack, this one also hits multiple times on the ground and sucks people in. It
also can be charged on the ground for more power, and when used in the air, 
also is multi-hit.
Damage: 1% (damage steadily increases with each hit on ground), 5% (last hit 
on ground), 4% (starting hit in air), 2% (each other hit in air), 4% (last hit
in air) (14% max in air, 19% max on ground fully charged)

Down Special: Bomb
Toon Link pulls out a small bomb. Though it has less power, it has a bigger
blast than Link's bombs. Good for use in combining with the Boomerang and
Hero's Bow.
Damage: 5% (normal throw), 6% (if smash thrown)

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

Final Smash: Triforce Slash
Toon Link's Triforce mark glows brightly, and sends out a bright beam of light
straight forward. If the beam connects, a brightly-colored Triforce appears and
traps the opponent as Toon Link rushes forward, rapidly slicing the trapped
opponent. He then finishes off with a brilliant stab, guaranteeing a KO.
Damage: 4% (every hit), 18% (final hit) (78% max)

Recovery Techniques:
Much like regular Link, Toon Link has the same kind of recovery techniques. He
has a Tether Recovery with his Hookshot, and a good vertical recovery with his
Spin Attack. He can also Wall Jump, which is a plus, compared to Link. He can
also use the "Bomb Jump."

Tips for the Toon Link player:
If you're good as Link, you'll be even better as Toon Link. Toon Link is fast
and agile, and has great jumping ability, at the slight cost of some power.
Even his Final Smash, which does the same damage as Link's, has less knockback.
Nevertheless, Toon Link is possibly greater in every way compared to Link. His
down air Sword Plant has less of a penalty in that it pushes away anyone on the
ground at ground impact, and it can meteor. Basically, if you learned how to
master Link, Toon Link should be no trouble to master at all.

However, there is a unique technique of his that I like to call "Bomb Trap." In 
can be used against people who are trying to recover from below the stage, and 
is a good mindgame trick. Basically, produce a bomb, drop it by just pressing 
the grab button JUST before you land so it doesn't explode, then jump and 
perform a down aerial. If successful, you should land and push the bomb you 
dropped forward. Go ahead and test this out in Training to figure out the 
distance you need to make the bomb stop rolling right at the edge. If the 
person who's recovering hesitates, come in with an attack of your own.

How to deal with a Toon Link player:
Same strategies apply to fighting against a Link player, as far as watching out
for the numerous projectiles that come flying your way, except since Toon Link
is a lot more agile, you'll have to step up your defenses and offenses and be
more alert. Same rules apply for dodging Toon Link's Final Smash as well.

###############################################################################

Samus [CharSam]
Representing: The Metroid franchise
Status: Veteran
Description: The female space bounty hunter is back to kick even more ass.
Equipped with a variety of weapons, she's a very good long-distance fighter.
She has had a long history of fighting aliens and a certain space dragon
multiple times, so never doubt her expertise!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Suit (orange with yellow torso)
Fusion Suit (light blue with bright yellow spots)
NES Varia Suit (pink with yellow torso)
Dark Suit (dark brown with silver torso)
Gravity Suit (dark blue with yellow torso)
Green Suit (green with yellow torso)

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

Taunts:
Up Taunt: Thrusts her hand back
Side Taunt: Faces the screen and has her Arm Cannon do crazy stuff
Down Taunt: Looks behind and in front of her

Stage Entrance: Exits a Save Station. 

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Jab, Cannon Punch
Damage: 3% (Jab), 7% (Cannon Punch)

Side Attack: Kick
Damage: 7%, 10% (up and down diagonal)

Up Attack: Scissor Kick
Damage: 13%

Down Attack: Ground Shot
Damage: 14%

Dash Attack: Shoulder Barge
Damage: 10%

Ledge Attack: Jump Kick
Damage: 6%

Ledge Attack (High %): Cannon Jab
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Helicopter Kick
Damage: 8%

Fallen Attack (Stomach): Spin Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 9% (Damage decreases over time)

Front Attack: Aerial Multi-Shot (hits five times)
Damage: 4% (first hit), 3% (each hit for next three), 5% (last hit) (18% max)

Back Attack: Back Kick
Damage: 14% (if hit at the foot, more knockback), 10% (if hit with leg)

Up Attack: Drill Kick
Damage: 3% (first hit), 1% (each hit), 4% (last hit) (11% max)

Down Attack: Meteor Cannon
Damage: 15% (meteor smashes opponent if hit with Cannon)

--------------
Smash Attacks:

Side Smash: Super Cannon Punch
Damage: 18%, 19% (up diagonal), 16% (down diagonal)

Up Smash: Overhead Multi-Shot
Damage: 5% (first hit), 6% (second hit), 5% (third hit), 7% (fourth hit), 9%
(last hit)

Down Smash: Super Sweep Kick
Damage: 21% (front), 19% (back, sends opponent in front of her)

--------------
Grab: Grapple Beam
Damage (in air): 4% (electrocutes)

Attack: Punch
Damage: 1%

Front Throw: Grapple Whip (forward)
Damage: 9%

Back Throw: Grapple Whip (backward)
Damage: 8%

Up Throw: Grapple Shot
Damage: 1% (each hit for first five hits), 4% (last hit)

Down Throw: Grapple Slam
Damage: 6%

--------------
Special Attacks:

Standard Special: Charge Shot
Execute this on the ground and Samus will charge up her Arm Cannon until full.
If danger comes your way, just press R to store the current charge. When the
Charge Shot is charged fully, Samus's Arm Cannon will gleam. When the time is
right, execute the move again to release the shot! Samus automatically shoots
an uncharged shot if executed in the air, and keep in mind that your charge can
be lost if you take too much damage.
Damage: 25% (fully charged)

Side Special: Missile
Samus can fire two types of Missiles. The first one is a homing projectile that
has little knockback. However, if you treat this Special as a Smash Attack,
Samus will fire a Super Missile. These fly faster, and have greater knockback
and damage.
Damage: 5% (normal Missile), 10% (Super Missile)

Up Special: Screw Attack
Samus jumps and spins round and round, electrical energy coursing through her
suit. Now, in the Metroid games, the Screw Attack would instantly kill any
enemy that she touched, but that would be too overpowered for Smash now,
wouldn't it? :P This version is multi-hit, and can be used for recovery.
Damage: 2% (first hit), 1% (each other hit) (13% max)

Down Special: Bomb
Samus goes into Morph Ball and plants a Bomb. The Bomb then slowly falls down
(if done in the air) and then explodes 2 seconds later. If Samus is on top of a
Bomb when it explodes, the bomb pops her up, instead of damaging her.
Damage: 9%

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

Final Smash: Zero Laser
This is it...Samus has launched her last ditch attack! What are you doing,
Samus!? That's dangerous! Samus's Zero Laser is a huge laser beam that's
extremely powerful. This large beam can be aimed up or down slightly as well. 
Unfortunately...the blast is so powerful her suit crumbles away... Told you 
that was dangerous, Samus! Well, at least you can throw pieces of your suit now 
that it's useless...In fact, the parts of her suit have high knockback if
thrown!
Damage: Average of 50% (for blast), 11% (if Arm Cannon is thrown), 9% (if
shoulder pad is thrown), 10% (if leg piece is thrown)

Recovery Techniques:
Samus has a Tether Recovery, and quite a long one too. The Grapple Beam is
quite useful for that. She also has the Screw Attack, and if you use her Bombs
well, you can master the patented Bomb Jump, where you can lengthen Samus's
recovery even more!

Tips for the Samus player:
Samus has quite the projectile game. It's not as good as it was in the previous
game, but it still has its uses. Missiles, particularly her Super Missiles, can
help build up an opponent's damage from afar, so aim well. Bombs can be a
tricky attack to use. You can use Bombs to play mindgames with someone, and
lead them right where you want them. Her Charge Shot is less useful now, as a
fully-charged shot is only guaranteed a KO when the opponent is at or near 100%
damage. Finally, her mid-air Grapple Beam is actually an effective weapon to
use. It is instant, and has decent hit stun. You can use it as many times as
you want in the air, and the landing lag is almost nonexistant.

How to deal with a Samus player:
Samus can use projectiles really well, so dodge and block accordingly. Avoid
her Charge Shot if you see her Arm Cannon glisten, which means it's fully-
charged. Especially avoid it at high percents. If Samus uses Bombs, don't let
it fool you. If Samus stays behind a bomb, stay away so her Grapple can't reach
and be ready to block any projectiles. Or, you can use a projectile of your own
if you have one. Her Final Smash actually has a bigger hitbox than what is
actually shown, so trying to stay above or below the beam just won't prove any
good. Your best bet is to try to get behind her as she activates it, if you are
close enough.

###############################################################################

Zero Suit Samus [CharZSS]
Representing: Metroid franchise
Status: Newcomer (sort of?)
Description: Well, Samus is without her suit. But don't think that she's
helpless! She has great speedy attacks, and her multi-purpose Paralyzer gun
allows for some interesting fights! Go on Samus! Use that whip function and
be a dominatrix! ...Uh, I mean so you can dominate in battle...yeah. >_>;

A few notes about Zero Suit Samus, is that if you press R (on the Classic/
Gamecube controller setting) before selecting a stage, you'll start off as Zero
Suit Samus. For Sideways Wiimote, hold the - button. For the Nunchuk + Wiimote,
hold the Z button.

Also, during the middle of battle as normal Samus, you can switch to Zero Suit
Samus at any time if you use the up taunt then the down taunt, then the up
taunt again in rapid succession. Do not wait for each taunt animation to
finish, just press the buttons assigned to those taunts in rapid succession and
Samus's suit should fall off without having to use a Final Smash.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: Yes

--------------
Alt. Costumes:

Default ZSS (blue and light blue colors)
Fusion ZSS (mainly blue, light blue at the collar)
Red ZSS (mainly pink, red boots)
Dark ZSS (black, white boots and arms)
Gravity ZSS (light purple sides, white, dark purple boots)
Green ZSS (green and yellow, dark green boots)

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

Taunts:
Up Taunt: Throws her gun into the air and says "Is that all?"
Side Taunt: Waves her whip around and says "Try me."
Down Taunt: Spins around and says "You're mine."

Stage Entrance: Appears as her suit crumbles off.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Elbow
Damage: 2% (first Punch), 2% (second Punch), 3% (Elbow)

Side Attack: Kick
Damage: 6% (normal and up diagonal), 9% (down diagonal)

Up Attack: Twist Kick
Damage: 5% (first hit), 6% (second hit)

Down Attack: Trip Kick
Damage: 6%

Dash Attack: Flying Kick
Damage: 7%

Ledge Attack: Trip Kick
Damage: 8%

Ledge Attack (High %): Arm Attack
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Double Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aerial Whip
Damage: 10%

Front Attack: Double Kick
Damage: 6% (first kick), 11% (second kick)

Back Attack: Back Kick
Damage: 13%

Up Attack: Flip Kick
Damage: 10%

Down Attack: Intercept Kick (Zero Suit Samus plummets)
Damage: 5% (in air, meteors opponent), 5% (landing hit)

--------------
Smash Attacks:

Side Smash: Power Whip
Damage: 14% (front), 6% (back)

Up Smash: Overhead Multi-hit Whip
Damage: 5% (first hit), 2% (second hit), 1% (next five hits), 4% (last hit)

Down Smash: Paralyzer Shot
Damage: 15% (Opponent is stunned temporarily)

--------------
Grab: Whip Grab

Attack: Knee
Damage: 2%

Front Throw: Whip Electrocute
Damage: 9%

Back Throw: Back Kick
Damage: 6%

Up Throw: Flip Kick
Damage: 10%

Down Throw: Scissor Kick
Damage: 7%

--------------
Special Attacks:

Standard Special: Paralyzer
Samus brings out her emergency pistol and fires a paralyzing shot forward.
These can stun opponents for a short time, allowing Zero Suit Samus to attack.
Pretty good for those who move around constantly. You can charge up the shot to
make the paralyzation effect last longer.
Damage: 6% (fully charged)

Side Special: Plasma Whip
Samus's pistol has two functionalities. Besides being used as a laser gun, it
can also be used as a whip! Zero Suit Samus whips forward at an opponent with
this fast attack. The very end of the whip is very damaging! Try to connect it.
Damage: 16% (at the tip), 3% (anywhere other than tip)

Up Special: Plasma Wire
Samus sends out a Plasma Wire straight up into the air. It can be used to pull
either Zero Suit Samus up, or an opponent towards her. Quite useful for those
who spam aerial attacks. Effective as a meteor if the tip of the whip hits.
Damage: 2% (first hit), 4% (second hit), 3% (third hit), 6% (final hit, pulls
opponent down)

Down Special: Flip Jump
Perform this move and Samus jumps forward in the direction she's facing, and
when she lands, she faces the opposite direction! If done near a wall, she
immediately jumps from the wall. If you press an attack button during the flip,
she will perform a kick attack. You can even control the direction that she
kicks by pressing left or right before attacking. Use this move well!
Damage: 12% (if hit at start of kick attack, meteors opponent)

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

Final Smash: Power Suit Samus
When executed, energy builds up around Zero Suit Samus and she spins around.
After a second, she magically regains her Power Suit! If this is executed near
an opponent, the whirling energy sucks them in, then sends them flying.
Damage: 25%, 10% (from the electricity Samus gets when she gets her suit back)

Recovery Techniques:
Zero Suit Samus's recovery moves take a bit more getting used to, but
practically all of her Special Moves help her recover. (Except her Paralyzer.)
Plasma Whip is good for Tether Recovery when you're below the stage, and Plasma
Wire is a good Tether Recovery as well. Her Flip Jump acts as a third jump, and
if someone tries to intercept during your Flip Jump, you're free to use her
kick attack!

Tips for the Zero Suit Samus player:
Compared to her grab in suited form, Zero Suit Samus's grab is rather slow. ZSS
is overall faster than her suited form, at the cost of some attack power. But,
that doesn't mean that she can't dish out some damage, as she's got a wide
variety of ranged attacks. If near a wall, use Flip Jump to catch your opponent
off guard, as it can automatically wall jump. Avoid using her down tilt at
inopportune times, as it has large landing lag, and that can be costly if the
attack misses. Her other meteor attack, which is not as risky, is the kick for
her Flip Jump. As ZSS can still double jump and use other moves other than Flip
Jump after it, you can easily recover after using the Flip Jump.

How to deal with a Zero Suit Samus player:
ZSS is kind of a troublesome character to deal with. She's quick and agile and
is able to attack mercilessly. However, most of her attacks don't seem to have
much knockback. There are still a select few to watch out for, of course, such
as her Forward Smash, which can hit behind her as well. Avoiding her Final
Smash is really simple actually, just stay away from her, even after her suit
regenerates. The moment she's suspended in the air, electricity courses through
her, so don't touch!

###############################################################################

Pit [CharPit]
Representing: The Kid Icarus series
Status: Newcomer
Description: His angelic aura graces the SSB universe at last.  He mainly
attacks with his Bow of Palutena, which actually splits into two sharp blades.
He can seperate or unite them at will. (Fun little fact, his pose changes
depending on which attack he used last.)

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (has three mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Pit (white attire, gold bracelets)
Golden Angel (golden attire, golden wings)
Light Pit (pink attire, red bracelets)
Green Pit (green and blue attire, gold bracelets)
Blue Pit (white attire, blue bracelets, blue wings)
Fallen Angel (completely black clothing, including black wings)

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

Taunts:
Up Taunt: Spins his daggers above his head and says "The fight is on!"
Side Taunt: Slashes his daggers like in the trailer and says "You're not ready
yet!"
Down Taunt: Floats elegantly and spreads wings

Stage Entrance: Pit descends from the heavens in a bale of light.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Triple Slash (third slash becomes rapid-hit Dagger Spin 
if button is pressed rapidly)
Damage: 3% (first slash), 3% (second slash), 5% (third slash), 1% (each hit for
Dagger Spin), 2% (each hit for Dagger Spin if opponent is above Pit)

Side Attack: Dagger Stab
Damage: 12%

Up Attack: Dagger Stand Kick
Damage: 6% (first hit), 7% (second hit)

Down Attack: Sweep Slash
Damage: 11%

Dash Attack: Dashing Slash
Damage: 12%

Ledge Attack: Flip Kick
Damage: 8%

Ledge Attack (High %): Dagger Stab
Damage: 10%

Trip Attack: Double Blade Spin
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Double Stab
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aerial Blade Spin
Damage: 1% (each hit), 4% (last hit) (11% max)

Front Attack: Aerial Dagger Stab
Damage: 13%

Back Attack: Back Blade Stab
Damage: 15% (if hit right when executed, damage decreases steadily over time)

Up Attack: Overhead Blade Spin
Damage: 2% (each hit) (12% max)

Down Attack: Downward Dagger Slash
Damage: 12%

Glide Attack: Gliding Blade
Damage: 12%

--------------
Smash Attacks:

Side Smash: Double Blade
Damage: 9% (first slash), 17% (second slash)

Up Smash: Super Triple Dagger
Damage: 4% (first slash), 3% (second slash), 11% (final slash)

Down Smash: Sweeping Twin Dagger
Damage: 18% (front), 14% (back)

--------------
Grab: Angel Hand

Attack: Knee
Damage: 2%

Front Throw: Blade Swipe
Damage: 10%

Back Throw: Body Slam
Damage: 8%

Up Throw: Handstand Kick
Damage: 11%

Down Throw: Stomp
Damage: 6%

--------------
Special Attacks:

Standard Special: Palutena's Arrow
Pit readies his special bow to fire an angelic arrow away from him. You can use
the Control Stick to determine the arrow's arc after firing, and you can even
aim straight up and tilt the arrow's arc left or right! Be swift though, those 
arrows are fast!
Damage: 11% (fully charged), 5% (not charged)

Side Special: Angel Ring
Pit puts his daggers together and spins them around so fast, it creates a ring
of energy in front of him. This can hit multiple times, and is deadly when used
against walls, as you can press the Special Attack button to keep it going. Not
only that, but this ring of energy can also reflect projectiles!
Damage: 1% (per hit)

Up Special: Wings of Icarus
Used mainly for recovery, this move makes Pit spread out the wings of Icarus,
letting him fly for a little while by tilting the Control Stick in any 
direction. You can even use any attack to cancel the Wings, but it does have a 
major disadvantage. If Pit is hit while using this move, he cannot use it again 
until he lands. This goes the same with canceling it manually. Try your best 
not to get hit.
Damage: Does no damage.

Down Special: Mirror Shield
Pit produces the Mirror Shield and sits it in front of him. This Mirror Shield
can absorb or reflect certain projectiles, and can even protect him from direct 
attacks.
Damage: Varies.

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

Final Smash: Palutena's Army
Being the captain of Palutena's Army has its perks. Pit calls out to the
Goddess of Light! Look at her majestic form! The Goddess summons her army,
all armed with bows and arrows. They've surrounded the other fighters! This
can't be good...for them. Watch them fly at the opponents and rack up damage!
Damage: 16% (each troop's damage, high knockback)

Recovery Techniques:
Pit has one of the best recoveries if used correctly. Not only does he have
three mid-air jumps, but he can also glide! Add the Wings of Icarus to those
and you've got pretty much an unstoppable character. Just make sure that if you
are using the Wings of Icarus, that you try your best not to get hit.

Tips for the Pit player:
Pit is an all-around good character, with many multi-hit attacks in his
disposal. Not to mention a great recovery. Use Mirror Shield against those who
use projectiles a lot. On the flip side though, I'd advise not to spam attacks. 
Even if they are good, they will lose effectiveness if you keep using them as 
your only means of attack. Yes, I'm talking to you Pit users who spam Angel 
Ring and Palutena's Arrow...

How to deal with a Pit player:
Most of the time you come across a Pit player, he'll likely spam attacks. As
such, learning to avoid walls and his arrows are key techniques to learn. Dodge
constantly and use projectiles of your own to counter the arrows, and always
avoid being too close to him for the Angel Ring. If you're not against a wall
though, you can escape the Angel Ring through directional influence. (See
Advanced Techniques for info.) His Final Smash may seem overwhelming, but can 
be avoided through constant vigil and dodging. Just keep an eye out for Pit, as 
he might join the troops he summons to bring you down.

###############################################################################

Ice Climbers [CharIC]
Representing: Ice Climber (NES)
Status: Returning
Description: The dynamic duo is back and better than ever! Tear up the
competition with double-team moves and damaging Smash Attacks. What happens if
you lose Nana though....?

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Ice Climbers (blue parka for Popo, pink parka for Nana; Popo's in the
lead)
Red Ice Climbers (white parka for Popo, red parka for Nana; Nana's in the lead)
Blue Twins (light blue parkas for both Popo and Nana; Popo's in the lead)
Salt & Pepper (white parka for Popo, black parka for Nana; Nana's in the lead)
Green Ice Climbers (green parka for Popo, yellow parka for Nana; Popo's in the
lead)
White Twins (grey parkas for both Popo and Nana; Nana's in the lead)

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

Taunts:
Up Taunt: Put hammers down and jump around
Side Taunt: Throws their hammers forward
Down Taunt: Spins around hopping

Stage Entrance: The Ice Climbers come in hanging from the Condor's talons!

-------------------------------------------------------------------------------
Moveset: (NOTE: The Ice Climbers are unique characters. You control a "leader"
Ice Climber, while the other Ice Climber has a limited AI, and follows your
movements and button presses. It's possible that the Ice Climbers may be 
seperated, and if that's the case, your offensive and defensive powers will be 
halved, proving it harder for you to stay alive. So it is essential that the 
other Ice Climber be with you at all times. Also, the damage percentage for 
each move will have two percentages, the first being leader damage, and the 
second being support damage.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Double Hammer Swing
Damage: 3% (first swing, leader), 2% (first swing, support), 4% (second swing,
leader), 2% (second swing, Support)

Side Attack: Power Hammer
Damage: 9% (leader), 7% (support), 9% (up and down diagonal, leader), 9% (up 
and down diagonal, support)

Up Attack: Hammer Spin
Damage: (does 17% max)

Down Attack: Hammer Sweep
Damage: 6% (leader), 4% (support)

Dash Attack: Dashing Hammer
Damage: 6% (leader), 4% (support)

Ledge Attack: Hammer Attack
Damage: 8% (leader), 8% (support)

Ledge Attack (High %): Hammer Sweep
Damage: 10% (leader), 10% (support)

Trip Attack: Hammer Sweep
Damage: 5% (leader), 5% (support)

Fallen Attack (Back): Double Hammer
Damage: 6% (leader), 6% (support)

Fallen Attack (Stomach): Double Hammer
Damage: 6% (leader), 6% (support)

--------------
Standard Aerial Attacks:

Standard Attack: Spinning Hammer Attack (damage decreases over time)
Damage: 7% (leader), 5% (support)

Front Attack: Meteor Hammer (only supporting Ice Climber can meteor smash)
Damage: 12% (leader), 12% (support)

Back Attack: Back Hammer
Damage: 11% (leader), 8% (support)

Up Attack: Overhead Hammer
Damage: 9% (leader), 7% (support)

Down Attack: Plummet Hammer (Ice Climbers plummet to ground)
Damage: 8% (leader), 5% (support)

--------------
Smash Attacks:

Side Smash: Super Hammer
Damage: 16% (leader), 13% (support)

Up Smash: Upper Super Hammer
Damage: 15% (leader), 13% (support)

Down Smash: Sweeping Super Hammer
Damage: 16% (front and back, leader), 12% (front, support), 13% (back, support)

--------------
Grab: One-hand Grab

Attack: Headbutt
Damage: 1%

Front Throw: Hammer Throw
Damage: 8%

Back Throw: Back Toss
Damage: 6%

Up Throw: Hammer Toss
Damage: 6%

Down Throw: Throwdown
Damage: 6%

--------------
Special Attacks:

Standard Special: Ice Shot
A chunk of ice appears in front of the Ice Climber, and then swings his/her
hammer at the ice, making it slide along the ground for a fair distance. When
the other Ice Climber is with you, two ice chunks are shot out, preventing a
reflected ice chunk from getting back at you. These ice chunks have a chance to
freeze an opponent for a brief moment.
Damage: 3% (point-blank range, damage decreases over time)

Side Special: Squall Hammer
The Ice Climber spins around and around with his/her hammer out, hitting
repeatedly. With the other Ice Climber, this move is even more deadly. Hitting
the special move button repeatedly while this move is executed will make the
Ice Climber rise, but is at its best when both Climbers are together.
Damage: 2% to 4% (each hit, both Climbers) (31% average max damage)

Up Special: Belay
This move hardly does anything when only one Ice Climber is present, resulting
in just a small pop up when in the air and loss of previous velocity. But
perform this when you have both Ice Climbers close together, and it becomes a
move with tremendous recovering ability. Since both Ice Climbers are at work,
and the helping Ice Climber doesn't fly as far as the player Climber, it can
confuse opponents who will try to intercept. The sudden upward boost can also
damage opponents. If done near a ledge, it acts as a semi-Tether Recovery.
Damage: 16%

Down Special: Blizzard
When executed, the Ice Climber shoots a brisk, icy cold wind from his wind.
This has the potential to freeze opponents for a brief moment if they come into
contact, but can also inflict repeated damage if they are not frozen. When both
Climbers are together, the helper Climber fires the Blizzard in the opposite
direction of you, providing for back protection. If done in the air, both
Climbers fire the Blizzard in the same direction, providing double the power!
Damage: 2% (each hit, leader), 1% (each hit, support)

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

Final Smash: Iceberg
Popo and Nana put their hands together, and a HUGE iceberg shoots up from the 
ground. Everyone who stays on the iceberg except the Ice Climbers who spawned
it will constantly take damage from the super-coldness of the 'berg, and 
sometimes may even freeze them! Afterwards, the iceberg actually stays on the 
stage for an extended period of time, making it difficult to stay on without 
slipping. But not the Ice Climbers who spawned this Iceberg, they can walk 
around on it with no problem!
Damage: 2% (each hit, but is rapid damage)

Recovery Techniques:
Using Ice Shot pops the Ice Climbers up just a tad when in the air, which can 
be good for recovering. Squall Hammer and Belay are the best recovery moves,
however. By rapidly pressing the Special Attack button, you will rise up
steadily if you have both Climbers together, but it just barely keeps you at
the same height if you only have one. Belay is also useful as a recovery. when
both Ice Climbers are present, you can reach massive distances with it, and it
also acts as a pseudo-Tether Recovery if near a ledge, where the supporting Ice
Climber launches to the ledge, and pulls the leader up.

Tips for the Ice Climbers player:
Oh, you have no idea how much potential Ice Climbers have. Not only do the duo
inflict lots of damage with their attacks, but their Ice Shot is good for
keeping opponents at bay, and the duo has a killer chain grab. How do you
perform the chain grab, you ask? Well, let's try this in Training Mode. To get
practice, set the speed to its slowest. Grab the opponent, then perform a down
throw. As soon as the opponent gets the damage, try to move forward. This will
actually move the supporting Ice Climber forward, instead of the leader. 
Perform another grab and the supporting Ice Climber should be able to grab the 
opponent before he has a chance to escape. Perform another down throw, and 
repeat the same motions and you should pretty much have an infinite chain grab, 
until you reach the edge of the stage. You can also perform many other tricks 
by exploiting the supporting Ice Climber's AI.

How to deal with an Ice Climbers player:
Ice Climbers is deadly in the right hands, so you must learn how to prevent
getting caught in their traps. Their chain grab can be prevented through
careful DI, always jump their Ice Shots if you can, and most importantly: If
you can, try to KO the supporting Ice Climber. If the supporting Ice Climber is
KO'd, the Ice Climbers player becomes much less of a threat. The Final Smash
cannot really be avoided except in larger stages, but the Iceberg that gets
summoned can actually be broken down by attacking it, so that it covers less
ground.

###############################################################################

R.O.B. *UNLOCKABLE* [CharROB]
Representing: Nintendo Co.
Status: Newcomer
Description: What the...? What is the meaning of this? The Robotic Operating
Buddy that came with U.S. NES's has joined the Brawl? This is madness! This 
is...well enough about that. R.O.B. has very unexpectedly joined the Brawl, and
despite his looks, he appears as if he can fight quite well!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default R.O.B. (white body, red arms)
White R.O.B. (white body, grey arms)
Bumblebee R.O.B. (yellow body with black stripes)
Purple R.O.B. (whitish body, purple arms)
Dark R.O.B. (dark blue body, light blue arms)
Army R.O.B. (green body, brown arms)

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

Taunts:
Up Taunt: Spins head and torso
Side Taunt: Laser eyes
Down Taunt: Spins torso

Stage Entrance: R.O.B.'s stand appears, then the rest of him fall into place.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe, Swipe
Damage: 3% (first Swipe), 3% (second Swipe)

Side Attack: Power Glove
Damage: 6% (Damage does not change for up or down diagonal Power Gloves)

Up Attack: Upper Punch
Damage: 3% (first hit), 5%/6% (second hit, damage depends on if opponent is
closer)

Down Attack: Trip Punch
Damage: 5% (up close), 4% (farther away)

Dash Attack: Dash Punch
Damage: 5%

Ledge Attack: Arm Hit
Damage: 7%

Ledge Attack (High %): Jab
Damage: 10%

Trip Attack: Spin
Damage: 5%

Fallen Attack (Back): Arm Gavel
Damage: 6%

Fallen Attack (Stomach): Arm Spin
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Booster Spin
Damage: 10%

Front Attack: Mid-air Punch
Damage: 10% (Damage decreases over time)

Back Attack: Back Booster
Damage: 11% (pushes R.O.B. forward a bit)

Up Attack: Arm Spin
Damage: 4%/5% (each hit, damage depends on closer proximity)

Down Attack: Booster Spike (can meteor opponent)
Damage: 11% (stalls R.O.B. in the air)

--------------
Smash Attacks:

Side Smash: Super R.O.B. Scope
Damage: 18% (Damage does not change for up or down diagonal Super R.O.B. 
Scopes)

Up Smash: Handstand Booster
Damage: 19%

Down Smash: Low Arm Spin (hits both sides)
Damage: 2% (first hit), 3% (each hit for next three hits), 7% (last hit)

--------------
Grab: Arm Grab

Attack: Arm Twist
Damage: 2%

Front Throw: Robot Toss
Damage: 10%

Back Throw: Back Robot Toss
Damage: 10%

Up Throw: Booster Slam
Damage: 10%

Down Throw: Drill
Damage: 10%

--------------
Special Attacks:

Standard Special: Robo Beam
R.O.B. fires a single piercing laser from his visual receptors! It can fly a
long distance and pierce multiple foes. You'll have to let it charge after
using it though, because you'll just fizzle if you attempt it again. The angle
of the beam can be changed to ricochet around, and if you let it charge for a
long while, R.O.B. will fire a dual-laser Super Robo Beam, able to go even
farther and deal more damage. To know when the laser is charged, just watch the
diode on his head, which will light up when he's charged.
Damage: 7% (uncharged blast up close, fire damage), 5% (normal Robo Beam), 9%
(Super Robo Beam)

Side Special: Arm Rotor
R.O.B. spins his arms in a rotor-like motion, sure to hurt anyone he hits! Not
only can you increase the power of the attack and continue it by pressing the
special attack button, but it also reflects projectiles.
Damage: 2% (each hit)

Up Special: Robo Burner
R.O.B.'s stand now has jets on the bottom, which let him fly if you hold the
special attack button and keep the Control Stick held in the up position. You
can fly for as long as you have fuel, which when it runs out, you cannot use
the Robo Burner. You can attack during the Robo Burner as well. It is at this 
point that you must let your fuel replenish when landing. It automatically 
replenishes, for as little as 1.5 seconds.
Damage: No damage.

Down Special: Gyro
R.O.B. charges up a gyro disk on the ground, then flings it forward. The charge
can be stored, and is the most powerful at full charge, obviously. After firing
one, it becomes an item that all fighters on the arena can pick up and throw,
and R.O.B. can't throw another gyro disk until the previous one is gone.
Damage: 18% (when fired), 8% (when thrown again), 10% (when smash thrown again)

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

Final Smash: Diffusion Beam
R.O.B.'s laser receptors start going crazy! A constant beam emits from R.O.B.'s
visual laser receptors, causing constant damage! It sometimes even does
powerful spurts! The best part is, R.O.B. is immune to knockback at this time,
and can move around like normal while the Diffusion Beam is on. Try cornering
an opponent to the wall or grab him for more damage!
Damage: 2% (each hit when laser is long), 4% (each hit when laser is short), 
15% (beam spurt)

Recovery Techniques:
R.O.B. also has one of the best recoveries. Not only does his Robo Burner send
him great distances, but it can also be attacked out of and immediately execute
the Robo Burner again. His back aerial attack can send him forward a tad, and
his down aerial attack stalls his fall for a second. Both of those aerials can
also be used greatly for recovery.

Tips for the R.O.B. player:
A good R.O.B. player is hard to find, because not enough people are playing as
him! Regardless, R.O.B. is actually a fairly good character, and a lot of his
aerials have good knockback. His Down B, Gyro, is actually a move that produces
an item. There's really not that many moves that do that. Use that as a good
maneuver to build up some damage. A normal Robo Beam charges up fairly quickly,
and since it can be aimed and it ricochets off stuff, it can be good for a
surprise attack. Arm Rotor, while it does little damage for the most part and
can be DI'd out of really easily, is good for shield pressuring if you catch
your opponent shielding.

How to deal with a R.O.B. player:
Learn all of R.O.B.'s best attacks and dodge them accordingly. Constantly try
to intercept R.O.B. due to his recovery, as his Robo Burner doesn't last
forever. The longer you can keep him away from the ledge, the better. Pick up
his Gyro disks and throw them at him if you can, and simply block or dodge when
he uses Robo Beam, as it's quite predictable. His Final Smash can simply be
avoided by using distance. Just make sure you're pretty much above R.O.B. too,
so as to avoid the beam spurt.

###############################################################################

Kirby [CharKir]
Representing: The Kirby franchise
Status: Veteran
Description: The hero of Warp Star, this guy's a little pink puff ball who can
suck enemies up to gain their powers. This is pretty much the only character
that didn't get a graphical update.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (Kirby has 5 mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Kirby (pink body, red feet)
Pac-Man Kirby (yellow body, orange feet)
Blue Kirby (light blue body, blue feet)
Red Kirby (red body, dark red feet)
Green Kirby (green body, orange feet)
Classic Kirby (white body, grey feet)

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

Taunts:
Up Taunt: Dances around
Side Taunt: Spins and spins, then poses
Down Taunt: "HIIII!"

Stage Entrance: Crashes in with a Warp Star.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Fighter Combo (rapid-hit punch)
Damage: 2% (first Punch), 3% (second Punch), 2% (each hit for Fighter Combo)

Side Attack: Kick
Damage: 8% (7% if far) (Damage does not change for up or down diagonal Kicks)

Up Attack: Up Kick (can hit from behind)
Damage: 7% (beginning hit), 5% (ending hit)

Down Attack: Squished Kick
Damage: 5%

Dash Attack: Yoyo Spin
Damage: 2% (each hit for five hits), 4% (last hit) (14% max)

Ledge Attack: Flip Kick
Damage: 6%

Ledge Attack (High %): Spin Attack
Damage: 6%

Trip Attack: Upside-down Spin
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Flip Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin
Damage: 12% (Damage decreases over time)

Front Attack: Triple Kick
Damage: 4% (first kick), 3% (second kick), 5% (third kick)

Back Attack: Back Kick
Damage: 12% (Damage decreases over time)

Up Attack: Flip Kick
Damage: 10%

Down Attack: Drill Kick
Damage: 2% (each hit, has a weak meteor smash effect), 2% (landing hit) (12%
max, 14% if landing hits as well)

--------------
Smash Attacks:

Side Smash: Power Kick
Damage: 21%

Up Smash: Power Flip Kick
Damage: 21%

Down Smash: Spin Kick
Damage: 19%

--------------
Grab: Puff Grab

Attack: Gut Punch
Damage: 1%

Front Throw: Suplex Slam
Damage: 8%

Back Throw: Back Suplex Slam
Damage: 8%

Up Throw: Aerial Suplex Slam
Damage: 10%

Down Throw: Kicking Slam
Damage: 1% (each kick), 3% (slam) (12% max)

--------------
Special Attacks:

Standard Special: Inhale
Kirby's signature move from his games is the ability to suck up enemies and
things and copy their abilities. Well in Brawl, Inhale does the same thing! He
can suck up opponents and steal their Standard Special Move while donning a hat
that represents that power! Like you can swallow Mario and either spit him out
with the standard attack button, or press special attack/down to don Mario's 
hat and be able to shoot fireballs! Each copied power usually has the same
properties as the original. The only real exception is the Olimar power.
Immediately after Kirby plucks a Pikmin, he throws it like a projectile. The
Pikmin do not cling to opponents, and immediately die after used. You can get 
rid of the power any time by simply taunting.
Damage: 10% (if spit out), 6% (if power is taken)
Mario Kirby Damage: 5%
Luigi Kirby Damage: 6%
Peach Kirby Damage: Varies
Bowser Kirby Damage: 2% (each hit, can be aimed up or down)
DK Kirby Damage: 28% (fully charged)
Diddy Kirby Damage: 17% (fully charged)
Yoshi Kirby Damage: 7% (turns opponent into egg)
Wario Kirby Damage: 2% (each bite), 5% (spit)
Link Kirby Damage: 12% (fully charged)
Zelda Kirby Damage: 1% (each hit)
Sheik Kirby Damage: 3% (each Needle)
Ganon Kirby Damage: 32%, 35% (Reverse Warlock Punch)
Toon Kirby Damage: 12% (fully charged)
Samus Kirby Damage: 25% (fully charged)
Zero Suit Kirby Damage: 7% (fully charged, stuns opponent)
Pit Kirby Damage: 11% (fully charged)
Ice Kirby Damage: 3%
R.O.B. Kirby Damage: 7% (up close), 5% (slightly charged), 9% (fully charged)
Meta Kirby Damage: 1% (each hit)
Dedede Kirby Damage: 10%
Olimar Kirby Damage: 1% (Red), 2% (Yellow), 3% (Blue), 4% (White), 5% (Purple)
Fox Kirby Damage: 3% (opponent doesn't flinch)
Falco Kirby Damage: 3%
Wolf Kirby Damage: 4% (blade on gun), 5% (laser)
Falcon Kirby Damage: 27%, 28% (Reverse Falcon Punch)
Pika Kirby Damage: 6%
Squirtle Kirby Damage: 2% (each hit uncharged, point-blank range)
Ivy Kirby Damage: 4% (up close hit, sends opponent up), 2% (each seed)
Charizard Kirby Damage: 2% (each hit)
Lucario Kirby Damage: 18% (fully charged)
Jiggly Kirby Damage: 18% (fully charged)
Marth Kirby Damage: 22% (fully charged)
Ike Kirby Damage: 37% (fully charged, to opponent), 10% (to Kirby, charged up)
Ness Kirby Damage: 37% (fully charged)
Lucas Kirby Damage: 18% (fully charged, can freeze)
Game & Watch Kirby Damage: 9% (up close, fire damage), 4% (food projectiles)
Snake Kirby Damage: 2% (if normally thrown), 4% (if thrown farther), 12%
(explosion)
Sonic Kirby Damage: 8% (homes in on opponent)

Side Special: Hammer
Kirby pulls out a big hammer, readies it, and swings it once! The move has a
lot of start-up time, but the impact is big. If done in the air, most of the
start-up time is diminished, but the impact isn't as big. However, Kirby can
hit twice with the hammer while in the air.
Damage: 23% (on ground), 17% (first hit, in air), 10% (second hit, in air)

Up Special: Final Cutter
Kirby uses his Cutter ability, producing a sword, jumping up with a slash, then
immediately plummets back down to the ground with sword out (can meteor at this
point). Upon impact, a force of energy is created and travels forward along the
ground for a short distance.
Damage: 8% (coming up), 2% (coming down, weak meteor smash), 5% (landing hit),
6% (beam that comes out)

Down Special: Stone
Kirby uses his Stone ability, transforms into various things, and then plunges
down to the ground. If you miss, you can always press the Special Attack button
again to cancel it and return Kirby back to normal. The Stone is immune to any
kind of attacks except grabs and Final Smashes.
Damage: 14% (if done on the ground, close-up), 18% (done in the air, as you
plummet)

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

Final Smash: Cook Kirby
Kirby don's a chef hat and prepares a pot to cook! Kirby rings his bell, and
throws any nearby opponents into his pot. He simmers them and puts in
seasoning, then out comes items! Once he's ordered up, he blasts the opponents
quite a distance!
Damage: 24% (after boiling), 10% (launch)

Recovery Techniques:
Since Kirby has five mid-air jumps, he's got quite the advantage. He's also got
the Cutter, but that's a risky move. It has little horizontal distance, so only
use it if you don't have enough jumps to get up back to the platform. Using the
Hammer in air makes Kirby stop falling for just a split-second, but that can
mean a lot.

Tips for the Kirby player:
Kirby has improved quite a bit since Melee, he's had a few things buffed, such
as his mid-air Hammer, Cutter, dash attack...well basically everything. Even
his copied powers are more effective. All in all, Kirby is agile, can use the
Final Cutter to meteor someone who's recovering, and has some powerful aerial
moves, despite his look. If you wish, you can keep your opponent from using
items by eating them with Inhale.

How to deal with a Kirby player:
Kirby can be scary, as his moves are quick, and not to mention his grabs.
Although he can pretty much no longer "Kirbycide" with those grabs, he can
still inhale you and walk off the stage. Be careful of his Inhale as well, as
if you have a pretty good B move, do your best to not get copied. If you do get
copied, learn to avoid your own moves. :P
His Cook Kirby Final Smash is hard to avoid. It seems no matter how far you
are, you'll get sucked in. Well, you CAN avoid it if you do a well-timed dodge.
If you do manage to avoid getting sucked in, stand by and wait for the items to
pop up. That way you can steal them from Kirby.

###############################################################################

Meta Knight [CharMet]
Representing: Kirby series
Status: Newcomer
Description: Kirbys...rival?  He's finally joined the battle and brought with 
him bad-ass moves and sword skills. Dominate the battlefield with excellent
recovery and almost inescapable attacks!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (Meta Knight has 5 mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Knight (blue body, purple shoes)
Golden Knight (white body, gold shoes)
Red Knight (red body, orange shoes)
Green Knight (green body, brown shoes)
Dark Knight (black body, red eyes, silver shoes)
Kirby Knight (pink body, red shoes)

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

Taunts:
Up Taunt: Swirls around with his cape, almost like his stage entrance
Side Taunt: Swings sword and says "Fight me."
Down Taunt: Flaps wings and says "Come..."

Stage Entrance: Warps in with his cape.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Lightning Slash
Damage: 1%/2% (each slash)

Side Attack Combo: Triple Slash
Damage: 4% (first slash), 3% (second slash), 5% (third slash)

Up Attack: Spin Stab
Damage: 6%

Down Attack: Low Stab
Damage: 5%

Dash Attack: Flying Kick
Damage: 6%

Ledge Attack: Stab
Damage: 8%

Ledge Attack (High %): Slash
Damage: 10%

Trip Attack: Double Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Double Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin Slash (hits at least twice)
Damage: 12% (beginning hit, good knockback), 7% (second hit, if opponent is
above), 5% (second hit, if opponent is below)

Front Attack: Aerial Triple Slash
Damage: 3% (first and second slashes), 4% (third slash)

Back Attack: Aerial Back Triple Slash
Damage: 3% (first and second slashes), 4% (third slash)

Up Attack: Quick Slash
Damage: 6%

Down Attack: Down Slash
Damage: 7%

Glide Attack: Gliding Slash
Damage: 12%

--------------
Smash Attacks:

Side Smash: Power Slash
Damage: 19%

Up Smash: Overhead Triple Slash
Damage: 4% (first slash), 3% (second slash), 5% (third slash)

Down Smash: Double Slash
Damage: 15% (front), 18% (back)

--------------
Grab: One-hand Grab

Attack: Wing Stab
Damage: 3%

Front Throw: Flip Kick
Damage: 9%

Back Throw: Dimension Slash
Damage: 10%

Up Throw: Aerial Suplex Slam
Damage: 12%

Down Throw: Kicking Slam
Damage: 1% (each hit) (11% max)

--------------
Special Attacks:

Standard Special: Mach Tornado
Meta Knight spins around and creates an orange tornado! This can hit multiple
times, but each hit is weak. This move not only sends you slightly up in the
air, but also you can move yourself left and right! You can prolong the move by
mashing the Special Attack button. This move can also completely absorb
projectiles.
Damage: 1% (each hit)

Side Special: Drill Rush
Meta Knight goes spinning forward like a drill for a reasonable distance. It's
multi-hit, and can be devastating if it connects. If the enemy is above or
below you though, don't worry! Pressing up or down will let Meta Knight curve
up or down respectively.
Damage: 1% (each hit), 3% (final hit)

Up Special: Shuttle Loop
Meta Knight does a rising upper slash that goes very high, then flips around
and glides forward. Great move for recovery! It also has great knockback.
Damage: 9%

Down Special: Dimensional Cape
Meta Knight covers himself with his cape and mysteriously disappears. He then
reappears a second later! Right after executing, you can teleport a short
distance in any direction by pressing a direction. (D-Pad or Control Stick,
depending on your preferred control.) Hold either attack button while
teleporting and Meta Knight will attack right out of the teleport!
Damage: 14%

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

Final Smash: Galaxia Darkness
Meta Knight swipes his cape in front of him! If you catch someone in his cape,
the screen darkens, and a sword slash of light cuts through the darkness,
highly damaging the trapped opponent! Also, if others are nearby, they get cut
as well!
Damage: 40% (direct slash), 18% (damage to others)

Recovery Techniques:
Pretty much all of Meta Knight's Special Moves help him recover, but each can
only be used once while in the air. After using one, he can't do anything else
until he lands. He can also glide as well, making him a pretty good character
at recovering. Learn them well.

Tips for the Meta Knight player:
Meta Knight is a fast character with fast attacks. However, he lacks killing
moves, and the ones he has are a bit weird to pull off. Meta Knight seems to
be purely a character who can easily rack up damage. The good killing moves are
the Shuttle Loop, neutral aerial, Down Smash, and to a lesser extent, Side
Smash and Dimensional Cape. Learn how to use each move well.

How to deal with a Meta Knight player:
If you aren't careful, a good Meta Knight player will be all over you with
quick attacks, aerial rushes, and unexpected attacks. Beware of the teleport
that he may do with the Dimensional Cape, and dodge any attacks you might
come across. His Final Smash has great vertical range, so just stay below him,
above him, or behind him. If you aren't the one caught in it, be careful of the
slash, since it can hit others too. Time the dodge just right.

###############################################################################

King Dedede [CharD3]
Representing: Kirby series
Status: Newcomer
Description: The king of Dream Land (or so he thinks) finally joins the Brawl!
For whatever reason, Mr. Triple Extra Large dislikes Kirby, so you could 
consider him a villian. Joining the ranks of the heavyweights, he moves slow 
but packs quite a punch in his attacks. He mechanized his hammer that he always 
seems to carry just for Brawl.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (Dedede has 4 mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Dedede (red cloak, yellow attire)
Pink Dedede (pink cloak, white attire)
Green Dedede (green cloak, light green attire)
Pimp Dedede (purple cloak, light purple attire)
Blue Dedede (white cloak, blue attire)
Gameboy Dedede (dark pastel version of Default Dedede)

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

Taunts:
Up Taunt: Thrusts his hammer up
Side Taunt: Spins his hammer while laughing
Down Taunt: Dances around slapping his belly

Stage Entrance: Gets carried in by Waddle Dees.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Swing, Swing, Hammer Spin
Damage: 6% (first Swing), 5% (second swing), 2% (each hit for Hammer Spin)

Side Attack: Long Hammer
Damage: 6%

Up Attack: Headbutt
Damage: 12%

Down Attack: Trip Kick
Damage: 10%

Dash Attack: Trip Fall
Damage: 16%

Ledge Attack: Kick
Damage: 8%

Ledge Attack (High %): Hammer Attack
Damage: 10%

Trip Attack: Double Hammer Spin
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Double Trip Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Belly Flop
Damage: 12% (Damage decreases over time)

Front Attack: Hammer Swing
Damage: 15%

Back Attack: Back Kick
Damage: 13%

Up Attack: Overhead Hammer Spin
Damage: 2% (each hit for 7 hits), 5% (final hit)

Down Attack: Bottom Hammer Spin
Damage: 2% (each hit for 7 hits), 5% (final hit)

--------------
Smash Attacks:

Side Smash: Power Hammer
Damage: 33%

Up Smash: Over Power Hammer
Damage: 19%

Down Smash: Spin Power Hammer
Damage: 21%

--------------
Grab: King Grab

Damage: Headbutt
Damage: 3%

Front Throw: Hammer Swing
Damage: 12%

Back Throw: Back Hammer Swing
Damage: 16%

Up Throw: Toss
Damage: 9%

Down Throw: Pound
Damage: 8%

--------------
Special Moves:

Standard Special: Inhale
Hold the Special Attack button and Dedede will begin to inhale air. If you
happen to swallow someone, you can walk around with him inside Dedede and spit
him out for a little bit of damage!
Damage: 10%

Side Special: Waddle Dee Toss
The most unique move EVAR. He throws his minions, Waddle Dees, at opponents.
Occasionally, he throws Waddle Doos and the invincible Gordos too. The best
part is that these minions he throws actually has a minimal AI system. Like for
instance, if a Waddle Doo isn't disturbed after being thrown, it can walk
around and occasionally use its Beam attack. Not only that, but Dedede can even
throw items out!
Damage: 5%, (when Waddle Dee is thrown), 7% (when Waddle Doo is thrown) 22%
(when Gordo is thrown), 8% (Waddle Dee's jump attack), 3% (each hit for Waddle
Doo's Beam attack)

Up Special: Super Dedede Jump
Dedede jumps up super high, then comes crashing down. However, his vertical
distance is very limited, and he's very vulnerable after landing. However, you
can cancel the move (even mid-jump) by just tapping down on the Control Stick/
Control Pad. Although, trying to cancel the move just before you land can make
things worse for you... As he plummets back down, the impact meteors opponents.
Damage: 15% (when coming down), 5% (stars he makes on impact)

Down Special: Jet Hammer
Dedede whips out his Hammer, and it...transforms into a jet? Wow. Dedede swings
and the jet delivers powerful damage! This can be charged! While charging, you
can move around, but the charge cannot be saved by shielding, so it has to be a
one time deal thing. Also, beware. If you charge it too much, it can damage you
as well.
Damage: 30% (fully charged)

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

Final Smash: Waddle Dee Army
Dedede whistles, and a large army of Waddle Dees appear! These Waddle Dees drop
from the sky, land, and then quickly dash to knock away any opponent in their
path! Dedede is invincible during this Final Smash.
Damage: 2%/3% (Waddle Dee), 10% (average for Waddle Doos), 20% (average for
Gordos)

Recovery Techniques:
King Dedede has surprisingly good recovery. He's got four mid-air jumps and an
excellent Up Special in his repertoire. Using aerial dodges in your mid-air
jumps also seems to help well.

Tips for the Dedede player:
Dedede is possibly the best heavyweight in the game. He can perform a chain
grab with his down throw, and it can be an infinite if performed against a
wall. He can use Waddle Dee Toss to pressure opponents and make for mindgames,
and he's got good moves overall.

How to deal with a Dedede player:
King Dedede is a heavy character, so it may be hard to launch him. Some of his
moves are slow, so avoid and counterattack when you need to. If the Dedede you
are facing is grab-happy, then chances are he knows how to chain grab, so avoid
being close to Dedede at all costs. If you have to be close, do aerial attacks
from above, or attack from behind. Don't let the Waddle Dees he throws get to
you, you can just attack them to get them out of your way. Do be careful of the
Gordos and other items he may throw, as well. The Final Smash is not as
effective in large stages, and thus easy to avoid, but in small stages, you're
going to have a hard time. Usually, distance from King Dedede during the Final
Smash is key.

###############################################################################

Olimar [CharOli]
Representing: Pikmin series
Status: Newcomer
Description: Woah! Olimar has joined the fray! No battle is too big for Olimar
it seems! Olimar is a very interesting character. He depends greatly on Pikmin,
and without them he can't very well attack. He can still do standard, strong,
and certain aerial attacks, but he can't use Smashes, throws, and Specials
without a Pikmin! Using this character requires much thought and strategy, much
like Ice Climbers.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Olimar (red gloves, yellow space-suit)
White Olimar (white gloves and space-suit)
Red Olimar (black gloves, red space-suit)
Dark Olimar (black skin, black and yellow space-suit)
Green Olimar (green gloves, light green space-suit)
Louie Olimar (blue gloves, yellow space-suit)

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

Taunts:
Up Taunt: Jumps about
Side Taunt: Rolls around
Down Taunt: Pelvic spin

Stage Entrance: Gets out of his ship and plucks three Pikmin.

-------------------------------------------------------------------------------
Moveset: [NOTE: Since Olimar is such a specialized character, and the attack
power of his attacks will vary depending on the Pikmin he uses, the damage
percentage that I show will be multi-parted. For instance, Olimar's standard
attack. For the damage, the first percentage will be for when Olimar is not
using a Pikmin, and this normal percentage will only be shown for the attacks 
Olimar himself can use. For those attacks he can't do without a Pikmin, the 
Normal percentage will be removed. The next percentage will be for Red Pikmin. 
The next percentage is for Yellow Pikmin, the next will be for Blue, the next 
is Purple, and then the final is for White. Example:
(Damage: Red, Yellow, Blue, White, Purple)]

--------------
Standard Ground Attacks:

Standard Attack Combo: Double Helmet Whip
Damage: 3% (helmet, first attack), 2% (antenna, first attack), 5%/10% (helmet,
second attack)

Side Attack: Fling Kick
Damage: 6%

Up Attack: Spin Jump
Damage: 1% (each hit for seven hits), 4% (final hit)

Down Attack: Dive Attack
Damage: 6% (body), 2% (whip)

Dash Attack: Cartwheel
Damage: 7% (first hit), 4% (second hit)

Ledge Attack: Flip Attack
Damage: 8%

Ledge Attack (High %): Trip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Punch
Damage: 6%

Fallen Attack (Stomach): Helmet Attack
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aerial Spin
Damage: 2% (each hit, last hit has knockback)

Front Attack: Pikmin Slap
Damage: 15% (Red), 12% (Yellow), 13% (Blue), 5% (White), 14% (Purple)

Back Attack: Back Pikmin Slap
Damage: 13% (Red), 12% (Yellow), 10% (Blue), 4% (White), 10% (Purple)

Up Attack: Pikmin Toss
Red Pikmin Damage: 3% (each hit for six hits), 6% (final hit, good knockback)
Yellow Pikmin Damage: 2% (each hit for six hits), 4% (final hit, excellent
knockback)
Blue Pikmin Damage: 3% (each hit for six hits), 4% (final hit, OK knockback)
White Pikmin Damage: 1% (each hit for six hits), 3% (final hit)
Purple Pikmin Damage: 3% (each hit for six hits), 4% (final hit)

Down Attack: Pikmin Spike (Damage decreases over time, meteors opponent at
start of attack)
Damage: 16% (Red), 12% (Yellow), 14% (Blue), 8% (White), 14% (Purple)

--------------
Smash Attacks:

Side Smash: Pikmin Command "Dive!" (does less damage the farther you are)
Damage: 21% (Red), 18% (Yellow), 21% (Blue), 12% (White), 25% (Purple)

Up Smash: Pikmin Command "Jump!"
Damage: 21% (Red), 19% (Yellow), 21% (Blue), 12% (White), 22% (Purple)

Down Smash: Pikmin Command "Spread!"
Damage: 18% (Red), 15% (Yellow), 16% (Blue), 8% (White), 21% (Purple)

--------------
Grab: Pikmin Grab (can grab from far)

Attack: Pikmin Bite
Damage: 2% (Red), 2% (Yellow), 2% (Blue), 4% (White), 2% (Purple)

Front Throw: Throw
Damage: 6% (Red), 7% (Yellow), 13% (Blue), 6% (White), 7% (Purple)

Back Throw: Bodyslam
Damage: 7% (Red), 9% (Yellow), 14% (Blue), 7% (White), 9% (Purple)

Up Throw: Aerial Slam
Damage: 9% (Red), 11% (Yellow), 12% (Blue), 6% (White), 11% (Purple)

Down Throw: Throwdown
Damage: 9% (Red), 8% (Yellow), 12% (Blue), 6% (White), 8% (Purple)

--------------
Special Moves:

Standard Special: Pikmin Pluck
Olimar quickly plucks out a Pikmin! The Pikmin then follows Olimar until its
bitter end! Up to six Pikmin can follow Olimar around, and there are five types
of Pikmin. Olimar can then use these Pikmin to upgrade his attacks and perform
Smashes, throws, and Specials. The type of Pikmin plucked out depends on the
ground you plucked it from.

- Red Pikmin allow high attack power, fiery attacks, and the Pikmin is immune 
 to fire.
- Yellow Pikmin allow longer range in attacks, fly in a slight arc when thrown, 
 and imbue attacks with electrical properties. Also immune to electricity.
- Blue Pikmin have quite the knockback when thrown, and are more durable than
 other Pikmin. Do not drown when in water.
- Purple Pikmin don't fly far when thrown, are slow, have high attack power,
 and slams into opponents rather than latch on to them when thrown.
- White Pikmin are quick and light, and when latched on to opponents, do
 additional damage by injecting poison into the opponent.

Depending on how the Pikmin are lined up, you'll use a certain Pikmin all the
time. Like, if a Red Pikmin is right behind you in the line-up, you'll use that
Pikmin. Each Pikmin has a short-lived lifespan. After being used or attacked,
they die. Poor things, but such is the life between Pikmin and master. Among
being used to attack, the Pikmin themselves sometimes take it upon themselves
to fight opponents! Those brave lads...
Damage: Doesn't cause damage.

Side Special: Pikmin Throw
Olimar takes a Pikmin following him and throws it at an opponent! Any Pikmin
that is not of the purple type will latch on and cause steady damage! Look out
for the White Pikmin, those are deadly with this move!
Damage: 2% (each hit, Red), 2% (each hit, Yellow), 2% (each hit, Blue), 6%
(each hit, White), 6% (impact from throw, Purple)

Up Special: Pikmin Chain
Pikmin Chain is a tether recovery, in which its range is dependant on how many
Pikmin you currently have out. 6 Pikmin make the longest tether recovery in the
game, while 0 Pikmin means this move won't work at all! The Pikmin at the end
can also do damage!
Damage: 7% (Red), 6% (Yellow), 6% (Blue), 6% (White), 8% (Purple)

Down Special: Pikmin Order
Pikmin are a bothersome bunch. Occasionally they will have a mind of their own 
and break off from the line to attack opponents or do their own thing. So if 
you swore you had Pikmin by you a minute ago and all of a sudden they're 
everywhere around the stage, simply use this move to order all Pikmin to come
back to Olimar. You can also use this to shift Pikmin down the line, in case
you want to use a specific Pikmin. A neat little thing to note, during the
point where Olimar leans back is where he has Super Armor frames. Nice way of
avoiding getting launched, eh?
Damage: Doesn't cause damage.

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

Final Smash: End of Day
When Olimar gets the Smash Ball and uses it, his spaceship appears and he hops
in it. Off he launches, into outer space! Then it turns night...Uh oh.
Suddenly, ravenous creatures appear on the stage, damaging the players left
behind! When day comes, Olimar will make a crash-landing! If you're lucky,
opponents will be caught in the explosion.
Damage: 10% (when ship appears if opponents are nearby, can meteor or trap 
opponents into the ground), 15% (ship launch if opponent is nearby), 1% (steady
damage after ship launches, can do up to 40%+ damage), 10% (if ship hits
opponent when landing), 20% (crash landing)

Recovery Techniques:
Olimar is very weak in the recovery department. He only has the Pikmin Chain
for a tether recovery, and if you don't already have a lot of Pikmin with you
when you're trying to recover, it can prove worthless. Not to mention that it
can be gimped easily if someone is edgehogging. Try for the best of your
abilities to throw any spare Pikmin you have at the opponent to try to fool
him, especially if you have Purple Pikmin. That can knock him off so that you
are free to recover. Even through this and the fact that using Pikmin Chain
pops Olimar up a short distance, he's considered to have possibly the worst
recovery in the game.

Tips for the Olimar player:
Despite a not-so-good recovery, Olimar still is a good character overall. You
can have a good Olimar by just having a strong offense and a good defense, but
those who REALLY wish to use Olimar to his full potential should look at the
Pikmin and their strengths and weaknesses in certain situations. Like for
instance...
- Red Pikmin have overall good attack power and fairly good knockback. Good for
 almost all situations. They have the best up aerial.
- Yellow Pikmin have the best knockback of all other Pikmin due to their
 electric properties. If your foe is nearing the KO point, Yellow Pikmin should
 be priority.
- Blue Pikmin have ok attack power, but do the most damage with throws. If you
 like to throw a lot, consider having a lot of Blue Pikmin in your repertoire.
 They also have the longest grab range. They should also be priority in stages 
 that have water, as they do not drown.
- White Pikmin are extremely weak in attacks, but are best with grab attacks
 and the Pikmin Throw, with their insane poison damage. Consider using White
 Pikmin solely for grab attacks and the Pikmin Throw to quickly rack up damage.
 Remember though that the grab range for them isn't very far.
- Purple Pikmin are slow and heavy and don't fly far with Pikmin Throw or the
 Smash Attacks, but make up for that by having the best aerial attacks. Use
 Purple Pikmin with Pikmin Throw to hurt other people trying to recover.
And in case you're wondering, here's the list of Pikmin that can survive in
water, from longest to shortest. Blue cannot drown at all.
Blue, Purple, White, Yellow, Red

How to deal with an Olimar player:
A good Olimar can be hard to deal with, and him being a small target doesn't
help you much either. When Olimar throws his Pikmin, simply perform a quick
attack to knock the Pikmin away before it latches on. When Olimar is trying to
recover, do your best to prevent it, since it can be pretty easy. Final Smash,
ick...You can't do much to avoid it. You can avoid the start-up by staying away
from Olimar, and you can avoid the impact with a well-timed dodge (it still
hits you in the air) but in the middle, you pretty much have to take damage.

###############################################################################

Fox [CharFox]
Representing: The Starfox franchise
Status: Veteran
Description: The leader of Starfox is back and in better condition to fight!
This character uses swift attacks to subdue his opponents, so be sure you don't
boost off the stage! Try winning a match against Falco or Wolf for a little
something...

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ****
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Fox (white vest, green shirt and pants, green scouter)
Dark Fox (dark fur, black and white clothes, red scouter)
Red Fox (red vest, dark red shirt and pants, orange scouter)
Green Fox (green vest, blue shirt and pants, bright green scouter)
Purple Fox (purple vest, blue shirt and pants, blue scouter)
Adventures Fox (white vest and shirt, green sleeves and pants, light blue 
scouter)

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

Taunts:
Up Taunt: Charges up and says "Here I come!"
Side Taunt: Throws his gun into the air and catches it again
Down Taunt: Poses and hand gestures "Come on!"

Stage Entrance: Fox's Arwing flies by, and he jumps off it onto the stage.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Rapid-Kick
Damage: 2% (first Punch), 2% (second Punch), 2% (each hit for Rapid-Kick)

Side Attack: Power Kick
Damage: 6%, 8% (up diagonal), 7% (down diagonal)

Up Attack: Overhead Kick
Damage: 10% (side), 8% (above)

Down Attack: Tail Whip
Damage: 9%

Dash Attack: Flying Kick
Damage: 7%

Ledge Attack: Lunge Kick
Damage: 8%

Ledge Attack: (High %): Flip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Dual Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 9% (Damage decreases over time)

Front Attack: Multi-Kick (makes Fox float)
Damage: 6% (first kick), 5% (second kick), 5% (third kick), 4% (third kick), 3%
(last kick)

Back Attack: Back Kick
Damage: 15%

Up Attack: Tail Flip Kick
Damage: 5% (tail hit), 11% (kick, high knockback)

Down Attack: Drill Kick
Damage: 3% (each hit) (21% max)

--------------
Smash Attacks:

Side Smash: Lunge Flip Kick
Damage: 21%

Up Smash: Power Flip Kick
Damage: 23%

Down Smash: Leg Split Kick (sends opponent in horizontal direction)
Damage: 19%

--------------
Grab: One-hand Grab

Attack: Knee
Damage: 1%

Front Throw: Push
Damage: 7%

Back Throw: Back Laser Throw
Damage: 2% (initial throw), 2% (each laser that hits) (8% max)

Up Throw: High Laser Throw
Damage: 2% (initial throw), 2% (each laser that hits) (8% max)

Down Throw: Throwdown Laser
Damage: 9%

--------------
Special Attacks:

Standard Special: Blaster
Fox's trusty Blaster has rapid-fire capabilities, but the shots don't stun the
opponents. This is a great way for stealing kills! The laser is ranged, and
the power of the laser decreases the farther you are from the opponent.
Damage: 3% (up close)

Side Special: Fox Illusion
Fox starts up, then in a flash, appears far forward! This blinding speed can
damage enemies and can be good for a surprise attack! If you're a little too
close to the ledge, quickly press the Special Attack button to stop yourself
short.
Damage: 4%

Up Special: Fire Fox
Fox charges up, and fire builds up. He then launches in the direction you point
the Control Stick! Great for recovery, and since the charge-up can damage, can
be good for foiling interceptions!
Damage: 2% (each hit during charge-up, can do up to 14% damage), 14% (launching
attack)

Down Special: Reflector
Have you ever been wondering exactly where Fox's Reflector has been coming
from?  Well in Brawl, they've added a little disc that he always carries that
brings up his Reflector!  This can cause damage when executed while touching
an opponent, and it can also deflect projectiles.
Damage: 5% (up close)

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

Final Smash: Landmaster
Fox brings out his Landmaster to blow away the competition! Holy crap, that's
huge! The Landmaster is fully controllable and has three moves: Hover, Barrel
Roll, and Cannon Blast. Hover is done by holding A, Barrel Roll is done by
tilting the Control Stick down, and Cannon Blast is used with the attack
button, of course.
Damage: 5% (if Fox hits someone while jumping up), 15% (if you run over 
opponent), 18% (average damage for Cannon Blast), 11% (Barrel Roll)

Recovery Techniques:
Aside from his Fire Fox, which can be a predictable recovery, he can also use
Fox Illusion right to the ledge (best use), Reflector constantly in the air to
stall yourself, and forward aerial to extend your second jump, since it lets
you float a bit.

Tips for the Fox player:
Fox is a great character to use. He's fast and agile, and his Reflector is
quick and painless to the Fox player. His aerials have slight landing lag, but
nothing too awful. The move with the worst landing lag is his up aerial, so
try not to use it when approaching the ground. If you are in timed free-for-
alls, and someone is bound to not be able to recover, try to pop in a little
Blaster shot to steal the kill. Whoever hits the opponent last before the KO
gets the point, so remember that! A good, but short ground combo that I tend to
use is a down aerial to quick Reflector. It may be good for you as well, and
you can follow up with a Blaster or Fox Illusion, just be careful of your move
choice.

How to deal with a Fox player:
Since Fox is quick and can get potshots with his Blaster in, dodge the shots
and approach him. Don't get too close that you get shined however. (Term for
quick Reflector.) Since his Fire Fox is predictable, learn the timing and
edgeguard. His Landmaster is nearly unavoidable, even in large stages. The best
you can do is to stay behind and constantly jump and dodge, and if you happen
to land on it, get off it quick, as he'll likely carry you off the screen.

###############################################################################

Falco *UNLOCKABLE* [CharFal]
Representing: The Starfox franchise
Status: Returning
Description: Fox's wingmate has returned to fight once more! This cocky little
freak has got guts in the battlefield, and always seems to let his ego get in
the way. While he sports some similar moves to Fox, he is quite different from
him. Try winning a match against Fox or Wolf for a little conversation...

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Falco (white vest, brown pants)
Yellow Falco (yellow vest, red pants)
Grey Falco (grey vest, blue pants)
Red Falco (red vest, black pants)
Green Falco (green vest, black pants)
Blackbird Falco (black feathers, brown vest, black pants)

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

Taunts:
Up Taunt: Kicks around his Reflector "Piece o' cake."
Side Taunt: Poses "Don't try me."
Down Taunt: Spins and swipes his hand "Hands off my prey!"

Stage Entrance: Falco's Arwing flies by, and he jumps off it onto the stage.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slap, Slap, Hurricane Wing (multi-hit)
Damage: 4% (first Slap), 2% (second Slap), 1% (each hit for Hurricane Wing)

Side Attack: Kick
Damage: 9% (Damage does not change for up or down diagonal Kicks)

Up Attack: Overhead Wing Sweep
Damage: 4% (first hit), 5% (second hit)

Down Attack: Tail Whip
Damage: 12%

Dash Attack: Flying Kick
Damage: 9%

Ledge Attack: Lunge Kick
Damage: 8%

Ledge Attack: (High %): Flip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Dual Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spinning Wing
Damage: 3% (first hit), 3% (second hit), 2% (third hit), 4% (final hit)

Front Attack: Barrel Roll
Damage: 2% (each hit for 4 hits), 3% (last hit)

Back Attack: Back Kick
Damage: 13% (Damage decreases over time)

Up Attack: Flip Kick
Damage: 11%

Down Attack: Meteor Drill
Damage: 13% (at start-up, strong meteor effect) (Damage decreases over time)

--------------
Smash Attacks:

Side Smash: Arm Hammer
Damage: 21%

Up Smash: Power Flip Kick
Damage: 19%

Down Smash: Split Kick
Damage: 21%

--------------
Grab: Wing Grab

Attack: Knee
Damage: 2%

Front Throw: Push
Damage: 7%

Back Throw: Back Laser Throw
Damage: 2% (initial throw), 2% (each laser hit) (8% max)

Up Throw: High Laser Throw
Damage: 2% (initial throw), 2% (each laser hit) (8% max)

Down Throw: Throwdown Laser
Damage: 9%

--------------
Special Attacks:

Standard Special: Blaster
Falco takes out his Blaster and fires! Unlike Fox's, Falco's Blaster isn't
rapid-fire, but to make up for that, it makes the enemy flinch. Though, it can
fire fast enough to prevent people from escaping if the Blaster shots are timed
right...
Damage: 3% (up close)

Side Special: Falco Phantasm
Falco dashes forward in a flash! This swift move can be used as a surprise
attack. What's neat, is that if you use it on an opponent in the air, it'll
smash him straight downwards. If you're daring, try using on an opponent trying
to recover! Just make sure you're facing the stage before doing it... You can
also hit the brakes by quickly pressing the Special Attack button after it's
executed, but it's hard. "I can't stop iiiit!!"
Damage: 7%

Up Special: Fire Bird
Falco charges up fire, then bursts forward at any direction you point the
Control Stick! Not only does the charge-up cause constant damage to an
opponent, it also is multi-hit during the launch!
Damage: 2% (each hit on charge-up), 2% (each hit during launch)

Down Special: Reflector
Falco's Reflector reflects enemy projectiles and harms enemies, but unlike Fox,
he kicks it forward for more lateral range. Falco sure likes to show off,
doesn't he?
Damage: 6% (if Reflector hits opponent)

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

Final Smash: Landmaster
Falco brings out his Landmaster! This huge thing can mow down opponents, and
has three moves: Barrel Roll (press down), Cannon Blast (standard attack
button), and Hover. (hold the jump button) While Falco's Landmaster may look
the same as Fox's, Falco's has a much better Hover, but is compensated for a
lack of power with the Cannon Blast, and performs worse on land than in air.
Try to get some unusual KOs by waiting for foes to hop on it, then Hover 
off-screen!
Damage: 5% (if Falco hits someone as he jumps up), 14% (average damage for
running opponent over), 13% (Barrel Roll), 13% (average damage for Cannon
Blast)

Recovery Techniques:
Even though Falco's the same as Fox for the most part, Falco has lost a couple
of recovery techniques unique to Fox, that being Falco doesn't float with his
Forward Aerial, and his Reflector doesn't stop his mid-air momentum at all.
That just leaves him with his Fire Bird and Falco Phantasm. However, Fire
Bird's range is much shorter than Fox's, so it won't be as good for recovery.
The properties for his Falco Phantasm though, make it worth the effort to use
that move almost solely for recovery, since it can meteor the opponent anytime
during the move. Great for foiling interceptions!

Tips for the Falco player:
Falco's Blaster is good for approach, and to use it best, use it during Small
Jumps just before you land. To really freak with the opponent, time the Blaster
shot just right so that the shot comes out right as you land, but the sound of
the shot doesn't come out. If the opponent gets too close in front of you, use
his Reflector to knock the opponent away. Falco's Blaster can be an infinite if
timed just right: during the opponent's fall, a well-timed Blaster will begin
the infinite, where the opponent won't have time to recover as he keeps getting
hit by Blaster shots. Don't use it throughout the whole match, it can be a
broken technique! Overall, Falco's playstyle has changed from Melee. Instead of
an all-out offense, a good Falco player here in Brawl requires defense.

How to deal with a Falco player:
Falco plays differently to Fox, and requires a different strategy to work
against him. Always try to get behind Falco, as he's vulnerable in that spot,
where his Reflector cannot reach. Since a Falco player needs to rely on
defense, mindgames are the way to go to leave an opening. Like, try to fake an
interception. Falco will likely attempt to avoid you, so at this point, get
back to the stage. This can really mess him up, especially since he doesn't
have as much range in recovery like Fox does. His Final Smash is as much of a
pain to avoid as Fox's is. Same rules apply in trying to not get KO'd. You're
pretty much guaranteed to get hit, but not getting KO'd is important.

###############################################################################

Wolf *UNLOCKABLE* [CharWolf]
Representing: The Starfox franchise
Status: Newcomer
Description: The leader of Star Fox's rival team, Star Wolf, this headstrong
pilot also has sports some tremendous fighting potential. His attacks overall
are strong and fast, making him a great character to play. Try winning a match
against Fox or Falco and Wolf may say something different...

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Wolf (blue vest, black shirt)
Purple Wolf (red and purple clothes)
Black Wolf (black and white clothes, dark fur)
Green Wolf (green and yellow clothes, brown fur)
Blue Wolf (blue clothes)
White Wolf (red and white clothes)

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

Taunts:
Up Taunt: Howls
Side Taunt: Kicks around "What's the matter, scared?"
Down Taunt: Plants a claw onto the ground and growls

Stage Entrance: Wolf's Wolfen flies by, and he jumps off it onto the stage.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash, Slash
Damage: 3% (first Slash), 2% (second Slash), 4% (third Slash)

Side Attack: Double Claw
Damage: 5% (first hit), 6% (second hit) (Damage does not change for up or down
diagonal Double Claws)

Up Attack: Upper Kick
Damage: 10% (side), 9%/8% (up top, damage depends on distance from opponent)

Down Attack: Low Kick
Damage: 6%

Dash Attack: Dashing Flip Kick (sends opponent up)
Damage: 9%

Ledge Attack: Lunge Kick
Damage: 8%

Ledge Attack: (High %): Flip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Dual Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Curl Spin
Damage: 8% (beginning hit), 1% (each hit if beginning of move doesn't connect)

Front Attack: Claw Swipe
Damage: 11%

Back Attack: Back Kick
Damage: 13%

Up Attack: Overhead Claw Swipe
Damage: 12%

Down Attack: Meteor Claw
Damage: 15% (meteors opponent)

--------------
Smash Attacks:

Side Smash: Claw Rush
Damage: 7% (rushing hit), 14% (ending hit)

Up Smash: Overhead Scissor Kick
Damage: 8% (first hit, only on side, sets up for second hit), 17% (second hit),
16% (if only second hit hits, from above)

Down Smash: Double Claw Swipe
Damage: 19% (front), 18% (back)

--------------
Grab: Claw Grab

Attack: Spike Knee
Damage: 1%

Front Throw: Push
Damage: 7%

Back Throw: Back Claw
Damage: 7%

Up Throw: Overhead Claw
Damage: 7%

Down Throw: Down Claw
Damage: 12%

--------------
Special Attacks:

Standard Special: Blaster
When activated, Wolf thrusts out his Blaster, and fires a single powerful shot.
Wolf's Blaster fires even slower than Falco's, and the shots travel slow too.
However, if you notice, Wolf's Blaster has a dagger attached to it. That's
where Wolf's extra animation comes in. When he thrusts his Blaster out, he
hits anyone in front of him with the dagger. Ouch!
Damage: 4% (dagger hit), 5% (laser, up close or far away), 6% (laser, in
between initial shot and ending range)

Side Special: Wolf Flash
Wolf starts up, and dashes forward and up in a diagonal direction! This quick
move is pretty useful in some cases, and even though it hits along the way, it
does the most damage (and meteors) at the end of it, so learn the distance and
time it well!
Damage: 3% (if middle of it hits), 10% (end hit, meteors)

Up Special: Fire Wolf
Kind of a misleading name, as this move doesn't even use Fire...oh well. Almost
as soon as it's executed, Wolf lunges forward in any direction you point the
Control Stick, and complements it with a kick at the end! This move is multi-
hit, and at higher percents, can lead right into the ending kick.
Damage: 1% (each hit), 3% (ending hit)

Down Special: Reflector
Wolf brings out his red Reflector! Not only does this reflect projectiles, but
it can damage opponents at start up. Wolf even has invincibility at the start
of it! This invincibility can be useful in avoiding Final Smashes, just
remember that the invincibility is only available RIGHT when you start the
move.
Damage: 3% (if Reflector hits opponent at start-up)

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

Final Smash: Landmaster
Wolf has studied Fox and Falco's Landmaster technology, and designed one
himself! ...Couldn't he have used something else? I mean, three Landmasters?
Eh, anyway. Wolf's Landmaster is better in every way compared to Fox and
Falco's Landmasters, Power, Agility, Boosters...but the time the Landmaster
stays on-screen is much shorter, so work hard on getting those KOs!
Damage: 5% (if Wolf hits an opponent as he jumps up), 19% (average damage when 
running over opponent), 15% (Barrel Roll), 20% (average damage for Cannon 
Blast)

Recovery Techniques:
Like Falco, Wolf only has two real recovery moves. Wolf Flash is a bit weird in
that if you want to grab the ledge with it, you'll have to be slightly below
the ledge. His Fire Wolf is actually better than Fox and Falco's. Better than
both in that it has relatively little start-up time, and better than Falco's in
that it has great range. However, his Wolf Flash has the least range of Fox and
Falco's Side Specials.

Tips for the Wolf player:
Once again, Wolf requires a different kind of tactic to make him work well. His
strength is in his ground combat, as he has weird aerials that don't have much
knockback. His throws aren't too good either for KOing, but can be good for
certain set-ups. Wolf's Blaster isn't as good a ranged attack as the other
Blasters due to how slow it is, and is better used as a close-range surprise
attack. It can be used to get in a few hits in a FFA, though. If you're 
especially daring, try Wolf Flash as someone is trying to recover. If the end 
hits, whoo, meteor time. But then again, Wolf has a better and less riskier 
meteor with his down aerial, so it's best to practice that instead.

How to deal with a Wolf player:
It may not look like it at first, but Wolf is the heaviest of the Star Fox
characters, so it'll take a little more effort to KO him. Once again, stay
behind him, play mindgames, look for an opening so he doesn't perform his
Reflector on you. If you have projectiles, a good mindgame to play is to fire
projectiles at him. Likely, he'll try to reflect them with his Reflector, so
approach and attack as he does this, preferrably from above. Once again, almost
an impossible-to-avoid Final Smash, and is actually harder to not get KO'd, due
to it being faster AND more powerful. Luckily, you don't have to dodge it as
much as Fox or Falco's Final Smashes.

###############################################################################

Captain Falcon *UNLOCKABLE* [CharFalc]
Representing: F-Zero series
Status: Veteran
Description: The mean and buff racer has returned! And he's ready to FALCON
PUNCH some heads! This guy's fast in foot and has some excellent killing moves.
He's sure to be a favorite of many.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ****
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Falcon (blue jumpsuit, yellow gloves and boots)
Black Falcon (black jumpsuit, white gloves and boots, orange scarf)
Blood Falcon (red jumpsuit, purple gloves, boots, and helmet, orange scarf)
Green Falcon (green jumpsuit, yellow gloves, boots, and helmet, red scarf)
Light Blue Falcon (light blue jumpsuit, red helmet and gloves, green boots,
white scarf)
Pink Falcon (white jumpsuit, pink gloves, boots, and helmet, yellow scarf)

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

Taunts:
Up Taunt: Charges up
Side Taunt: Motions his hand forward "Come on!"
Down Taunt: Salutes "Show me your moves!"

Stage Entrance: Drives in with the Blue Falcon, and hops off as it drives away.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, The Gentleman (Knee), Multi-Punch
Damage: 3% (first Punch), 2% (second Punch), 6% (The Gentleman), 2% (each hit
for Multi-Punch)

Side Attack: Kick
Damage: 10%, 11% (up diagonal), 10% (down diagonal)

Up Attack: Scissor Kick
Damage: 13%

Down Attack: Trip Kick
Damage: 10%

Dash Attack: Dashing Shoulder Barge
Damage: 6%

Ledge Attack: Flip Kick
Damage: 10%

Ledge Attack: (High %): Punch
Damage: 8%

Trip Attack: Double Punch
Damage: 5%

Fallen Attack (Back): Helicopter Kick
Damage: 6%

Fallen Attack (Stomach): Flip Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: One-Two Kick
Damage: 4% (first kick), 6% (second kick)

Front Attack: Knee of Justice
Damage: 19% (if hit right at knee, high knockback), 3% (if not hit at knee)

Back Attack: Back Punch
Damage: 14%

Up Attack: Flip Kick
Damage: 13%

Down Attack: Stomp
Damage: 14%

--------------
Smash Attacks:

Side Smash: Epic Elbow
Damage: 26%

Up Smash: Double Overhead Kick
Damage: 11% (first kick), 17% (second kick)

Down Smash: Dual Power Kick
Damage: 25% (front), 22% (back)

--------------
Grab: Falcon Grab

Attack: Knee
Damage: 2%

Front Throw: Jaw Punch
Damage: 9%

Back Throw: Back Kick
Damage: 9%

Up Throw: Jaw Palm
Damage: 7%

Down Throw: Throwdown
Damage: 7%

--------------
Special Attacks:

Standard Special: Falcon Punch
Captain Falcon's most famous attack, he charges up, and thrusts his fist
forward, causing a flaming falcon to form from his hand! Something added to 
this move is the Reverse Falcon Punch. If you press the Control Stick in the 
opposite direction Captain Falcon is facing while he's winding up the Falcon 
Punch, he turns around and Falcon Punches! The Reverse Falcon Punch has a bit 
more power than the regular Falcon Punch.
Damage: 27%, 28% (Reverse Falcon Punch)

Side Special: Raptor Boost
Captain Falcon dives forward, and if he comes into contact, does a fiery upper-
cut to the opponent! In the air, if he comes into contact, he'll punch downward
and pop up a bit.
Damage: 7%

Up Special: Falcon Dive
Captain Falcon jumps up! If he comes into contact with someone, he grabs the
opponent, then jumps away with an explosion. "Yes!" This can be used multiple
times, as long as you always latch on to someone.
Damage: 5% (latching hit), 12% (explosion)

Down Special: Falcon Kick
Perform this move on the ground, and Captain Falcon shoots forward like an
arrow with a flaming kick. Done in the air, Captain Falcon flies in a downward
trajectory. Best used as a surprise attack!
Damage: 11% (ground), 15% (air)

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

Final Smash: Blue Falcon
Captain Falcon calls in his pride and joy, his F-Zero racer, Blue Falcon to the
fray! If the Final Smash connects with someone, Captain Falcon jumps in the
Blue Falcon and a short cinematic shows the opponents flying to an unknown
F-Zero track, with the Blue Falcon approaching at a fast pace! Captain Falcon
then runs over the opponents, causing almost an instant KO! Ouch, road rash!
Damage: 10% (if Blue Falcon hits), 20% (when Blue Falcon runs over opponent in
the cutscene), 10% (as opponent gets launched)

Recovery Techniques:
Captain Falcon has around three Special Attacks to use for recovery. Falcon
Kick in the air can help close the gap, especially if you are high above the
stage, Raptor Boost can not only be good for reaching the ledge, but also for
foiling interceptions. Falcon Dive is the most obvious move here, and is also
a great move for foiling interceptions.

Tips for the Captain Falcon player:
Captain Falcon's game is not as effective as it was in Melee, with his down
aerials and Knee of Justice, but he's still pretty good. His neutral aerial is
good for racking up damage without much knockback, his Stomp can keep an
opponent on the ground, and his Knee is a good finisher. Use Reverse Falcon
Punch occasionally to play mindgames. You'll be surprised at how many times
people fall for it!

How to deal with a Captain Falcon player:
Captain Falcon has laggy aerials, so exploit them. If your opponent is known to
do Reverse Falcon Punches, simply jump away from him. Be careful when
intercepting, since he's got two mean Special Attacks. Can't really think of
anything else at the moment. For his Final Smash, just stay away from him. As
long as you aren't directly in front of him, you should be okay.

###############################################################################

Pikachu [CharPika]
Representing: The Pokémon franchise
Status: Veteran
Description: The most recognizable of all Pokémon, this yellow mouse-like Poké-
mon uses his power of electricity to battle his foes. He's considered an all-
around character.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: Yes

--------------
Alt. Costumes: 

Default Pikachu (yellow skin)
Cap Pikachu (red hue'd skin, red hat resembling Red's hat)
Headband Pikachu (green hue'd skin, green headband on its head)
Goggle Pikachu (slightly lighter yellow skin with blue goggles on its head)

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

Taunts:
Up Taunt: Charges up electricity
Side Taunt: Waves at the screen
Down Taunt: Rolls around

Stage Entrance: Appears from a Poké Ball.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Quick Headbutt (can be done rapidly)
Damage: 2%

Side Attack: Mule Kick
Damage: 9%, 10% (up diagonal), 8% (down diagonal)

Up Attack: Upper Tail
Damage: 7%

Down Attack: Trip Tail
Damage: 7%

Dash Attack: Flying Headbutt
Damage: 7%

Ledge Attack: Flip Tail
Damage: 8%

Ledge Attack: (High %): Tail Whip
Damage: 10%

Trip Attack: Double Tail
Damage: 5%

Fallen Attack (Back): Tail Spin
Damage: 6%

Fallen Attack (Stomach): Spin
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin
Damage: 12% (Damage decreases over time)

Front Attack: Volt Spin
Damage: 2% (each hit)

Back Attack: Body Spin
Damage: 1% (each hit for 7 hits), 4% (final hit)

Up Attack: Aerial Tail Spin
Damage: 6% (close to Pikachu), 5% (hit with tail)

Down Attack: Down Volt Spin
Damage: 12%

--------------
Smash Attacks:

Side Smash: Super Volt
Damage: 28% (up close), 19% (farther away)

Up Smash: Iron Tail
Damage: 18% (side), 15% (above)

Down Smash: Jolt Spin
Damage: 2% (first hit), 3% (each hit for 4 hits), 2% (sixth hit), 5% (final
hit)

--------------
Grab: Pika Grab

Attack: Jolt
Damage: 2%

Front Throw: Volt Toss
Damage: 2% (each hit) (10% max)

Back Throw: Roll
Damage: 9%

Up Throw: Headbutt
Damage: 10%

Down Throw: Body Slam
Damage: 10%

--------------
Special Attacks:

Standard Special: Thunder Jolt
Pikachu unleashes a thunder ball! When it lands, thunder trails along the
ground for a little while until it dissipates. Good for ground cover!
Damage: 6%

Side Special: Skull Bash
Hold the Special Attack button during this move to let Pikachu charge up this
move. When you're ready to go, let go of the button and Pikachu will charge
forward with powerful ferocity. Just be careful with those fully-charged ones
though...
Damage: 25% (fully charged)

Up Special: Quick Attack
Quick Attack allows Pikachu to jump in any direction you point the Control
Stick to! If you press another direction as soon as the first jump is executed,
Pikachu will execute a second jump! Keep in mind that you can't do two jumps
both in the same direction, so you'll need some strategy for recovering.
Damage: 3% (first Quick Attack), 2% (second Quick Attack)

Down Special: Thunder
Pikachu summons a surge of electricity from the sky down towards the ground! If
the bolt hits Pikachu, a blast effect will occur, damaging nearby opponents.
The bolt itself can also damage opponents. Also, when the bolt hits Pikachu, he
actually has some invincibility frames. Don't believe me? Try this move near a
Blast Box...
Damage: 10% (if just the bolt hits), 17% (if an opponent is near when the bolt
makes contact with Pikachu, high knockback)

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

Final Smash: Volt Tackle
Pikachu encases himself in a ball of electricity and starts flying every which 
way. Don't worry though - you can control it, slightly, but beware that you 
aren't over a pit when the move ends! During the attack, press an attack button 
to discharge a lot of electrical power that reaches beyond the normal Volt
Tackle. Use that often.
Damage: 13% (normal damage), 15% (electrical discharge, high knockback)

Recovery Techniques:
Pikachu's got two moves to recover with. His Skull Bash, and his Quick Attack.
Both are very effective in recovery and for foiling interceptions. His Quick
Attack takes a bit of time to learn how to use properly, because the
inexperienced player may likely fail to make the second part of Quick Attack
happen. If you plan on maining Pikachu, keep in mind that when using Quick
Attack to recover, you must always change direction after the first Quick
Attack, assuming the first doesn't get you back to the stage.

Tips for the Pikachu player:
Quick Attack can be used for surprise attacks, such as Quick Attacking through
an opponent towards the ground during a small jump, then performing a down 
Smash, or using it as part of an aerial combo, etc. I'm sure you can be 
creative. If the opponent is high up, rely on the Thunder move for your kills.
Use Thunder Jolt solely for approach, and Skull Bash is good for an unexpected
intercepting maneuver.

How to deal with a Pikachu player:
First thing, don't stay above Pikachu, unless you want to be Thunder'd.
Constantly stay in the air to avoid Thunder Jolt, and since Skull Bash has a
bit of ending lag, dodge and use the available opportunity to do some damage.
The only thing you'll have to worry about is the Quick Attack, as that can
always come up unexpectedly. However, dodge it if you can sense it happening.
(Especially if Pikachu spams it.) Volt Tackle is easy to avoid, even if the
person knows how to control it. Since it moves too erratically, simply dodge
when you can.

###############################################################################

Pokémon Trainer [CharTrain]
Representing: Pokémon franchise
Status: Newcomer
Description: What's this? A Pokémon Trainer in SSBB? Unusual...considering the 
fact the Trainer himself doesn't fight. Instead, he lets his three Pokémon; 
Ivysaur, Squirtle, and Charizard; to battle for him. Thus, I have 3 whole 
movesets to cover for this character. :O
Each Pokémon shares the same damage, so you can't switch out characters just to
prevent from getting damaged too much. Also, the Pokémon have stamina. If you
keep one Pokémon out for too long or if you switch too frequently, their
stamina will decrease and hinder their battle performance. You can even
visually see that they are tired, so if that happens, it's time to switch.

--------------
Squirtle's Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes, can also Wall Cling
Can Crawl: Yes

--------------
Ivysaur's Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Charizard's Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (has three mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes: (I may have the "names" of the alt. colors for Pokémon Trainer
wrong, so if I do, let me know. I know some of the alt. colors are supposed to
reference other Trainers in Pokémon games.

Default Trainer (Red Trainer, orange Charizard, green Ivysaur, blue Squirtle)
Orange Trainer (Orange Trainer, red Charizard, green Ivysaur with red spots,
purple Squirtle)
Green Trainer (Green Trainer, dark green Charizard, dark green Ivysaur, green
Squirtle)
Blue Trainer (Blue Trainer, pink Charizard, blue Ivysaur, dark blue Squirtle)
White Trainer (White Trainer, yellow Charizard, green Ivysaur with white bulb,
white-shelled Squirtle Squirtle)

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

Squirtle's Taunts:
Up Taunt: Flips
Side Taunt: Spins on tail
Down Taunt: Spins in shell

Ivysaur's Taunts:
Up Taunt: Spins bulb around
Side Taunt: Dances around on front legs
Down Taunt: Dances with vines

Charizard's Taunts:
Up Taunt: Roars loudly
Side Taunt: Roars and flaps wings
Down Taunt: Roars while stomping

Stage Entrance: Appears from a Poké Ball.

-------------------------------------------------------------------------------
Squirtle Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe, Kick, Tail Whip
Damage: 3% (Swipe), 2% (Kick), 4% (Tail Whip)
Tired Damage: 2% (Swipe), 1% (Kick), 3% (Tail Whip)

Side Attack: Tail Attack (Damage does not change for up or down diagonal Tail
Attacks)
Damage: 6%
Tired Damage: 4%

Up Attack: Headbutt
Damage: 6%
Tired Damage: 4%

Down Attack: Spin
Damage: 2% (each hit for four hits), 5% (last hit)
Tired Damage: 1% (each hit for two hits), 2% (third hit), 1% (fourth hit), 4%
(last hit)

Dash Attack: Shell Ram
Damage: 9%
Tired Damage: 6%

Ledge Attack: Tail Spin
Damage: 8%
Tired Damage: 5%

Ledge Attack: (High %): Headbutt
Damage: 10%
Tired Damage: 7%

Trip Attack: Double Tail
Damage: 5%
Tired Damage: 3%

Fallen Attack (Back): Upside-down Spin
Damage: 6%
Tired Damage: 4%

Fallen Attack (Stomach): Spin
Damage: 6%
Tired Damage: 4%

--------------
Standard Aerial Attacks:

Standard Attack: Water Spin
Damage: 9% (Damage decreases over time)
Tired Damage: 6%

Front Attack: Kick
Damage: 12%
Tired Damage: 8%

Back Attack: Tail Attack
Damage: 10%
Tired Damage: 7%

Up Attack: Aerial Tail Spin
Damage: 11%
Tired Damage: 7%

Down Attack: Drill Tail
Damage: 1% (each hit for five hits), 5% (last hit)
Tired Damage: 1/2% (each hit for five hits), 3% (last hit)

--------------
Smash Attacks:

Side Smash: Super Shell Ram
Damage: 19%
Tired Damage: 13%

Up Smash: Water Spout
Damage: 4% (initial pound), 18% (water spout)
Tired Damage: 2% (initial pound), 13% (water spout)

Down Smash: Super Water Shell
Damage: 15%
Tired Damage: 10%

--------------
Grab: Squirtle Grab

Attack: Headbutt
Damage: 2%
Tired Damage: 1 & 1/3%

Front Throw: Kick
Damage: 9%
Tired Damage: 6%

Back Throw: Back Kick
Damage: 10%
Tired Damage: 7%

Up Throw: Shell Ram
Damage: 11%
Tired Damage: 7%

Down Throw: Pound
Damage: 7%
Tired Damage: 4%

--------------
Special Attacks:

Standard Special: Water Gun
Press the button once and Squirtle will charge up. Press again and he will spit
a burst of water forward, able to really push opponents around! A completely
uncharged burst can do constant damage at point-blank range.
Damage: 2% (each hit, uncharged blast)
Tired Damage: 1 & 1/3% (each hit, uncharged blast)

Side Special: Withdraw
Squirtle gets in his shell and skims along the ground, leaving a trail of water
in his wake. Get those opponents and show them what Squirtle can do! In this
state, he's completely invulnerable to most things, but be careful! If you get
stomped, Squirtle flips onto his back, completely helpless for a few seconds.
Don't let that happen!
Damage: 7%
Tired Damage: 6%

Up Special: Waterfall
Squirtle summons a flood of water and rides up it. Good for recovery, and also
hits rapidly.
Damage: 2%/1% (each hit), 3% (last hit)
Tired Damage: 1 & 1/3% (each hit), 2% (last hit)

Down Special: Pokémon Change
The Pokémon Trainer withdraws Squirtle and summons Ivysaur.
Damage: No damage done.

-------------------------------------------------------------------------------
Ivysaur Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Rapid Vine Whip (becomes multi-hit after first two hits)
Damage: 3% (first hit), 2% (second hit), 1 & 2/3% (each hit, multi-hit)
Tired Damage: 2% (first hit), 1% (second hit), 1% (each hit, multi-hit)

Side Attack: Leaf Fan
Damage: 2% (each hit)
Tired Damage: 1 & 1/3% (each hit)

Up Attack: Vine Stand
Damage: 7%
Tired Damage: 4%

Down Attack: Double Vine
Damage: 2% (first hit), 5% (second hit)
Tired Damage: 1% (first hit), 3% (second hit)

Dash Attack: Dashing Bite
Damage: 12%
Tired Damage: 8%

Ledge Attack: Ledge Vine
Damage: 8%
Tired Damage: 5%

Ledge Attack: (High %): Ledge Bite
Damage: 10%
Tired Damage: 7%

Trip Attack: Dual Vine
Damage: 5%
Tired Damage: 3%

Fallen Attack (Back): Vine Flip
Damage: 6%
Tired Damage: 4%

Fallen Attack (Stomach): Vine Spin
Damage: 6%
Tired Damage: 4%

--------------
Standard Aerial Attacks:

Standard Attack: Saur Spin
Damage: 2% (each hit) (14% max)
Tired Damage: 1 & 1/3% (each hit) (9% max)

Front Attack: Aerial Vine
Damage: 12%
Tired Damage: 8%

Back Attack: Back Double Vine
Damage: 2% (first hit), 3% (second hit)
Tired Damage: 1% (first hit), 1% (second hit)

Up Attack: Bulb Burst (Ivysaur plummets)
Damage: 16%
Tired Damage: 11%

Down Attack: Down Bulb Burst
Damge: 10% (explosion), 8% (hit with bulb, meteors)
Tired Damage: 7% (explosion), 5% (hit with bulb, meteors)

--------------
Smash Attacks:

Side Smash: Vine Catapult
Damage: 22%
Tired Damage: 15%

Up Smash: Super Bulb Burst
Damage: 23%
Tired Damage: 16%

Down Smash: Super Dual Vine
Damage: 11%
Tired Damage: 7%

--------------
Grab: Vine grab

Attack: Squeeze
Damage: 3%
Tired Damage: 2%

Front Throw: Vine Toss
Damage: 8%
Tired Damage: 5%

Back Throw: Vine Spin
Damage: 10%
Tired Damage: 7%

Up Throw: Bulb Hit
Damage: 10%
Tired Damage: 7%

Down Throw: Vine Slam
Damage: 10%
Tired Damage: 7%

--------------
Special Attacks:

Standard Special: Bullet Seed
Ivysaur's flower bulb on his back fires a rapid seed barrage straight into the
air. Great for catching an aerial fighter off guard, and for comboing.
Damage: 4% (bite at beginning, sends opponent up), 2% (each seed)
Tired Damage: 2% (bit at beginning, sends opponent up), 2% (each seed)

Side Special: Razor Leaf
Ivysaur produces a leaf and flings it forward. It can be slightly controlled,
but cannot be aimed beforehand.
Damage: 8%
Tired Damage: 8%

Up Special: Vine Whip
Ivysaur sends out a vine that connects to the nearest ledge when in the air as
a tether recovery. The tip of the vine, if it connects to an opponent, can also
damage opponents!
Damage: 10%
Tired Damage: 9%

Down Special: Pokémon Change
The Pokémon Trainer withdraws Ivysaur and summons Charizard.
Damage: No damage done.

-------------------------------------------------------------------------------
Charizard Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash, Wing Slap
Damage: 3% (first Slash), 4% (second Slash), 6% (Wing Slap)
Tired Damage: 2% (first Slash), 3% (second Slash), 4% (Wing Slap)

Side Attack: Fire Tail (Damage does not change for up or down diagonal Fire
Tails)
Damage: 11%
Tired Damage: 7 & 2/3%

Up Attack: Wing Stab
Damage: 8%
Tired Damage: 5%

Down Attack: Low Bite
Damage: 12%
Tired Damage: 8%

Dash Attack: Dashing Kick
Damage: 11%
Tired Damage: 7%

Ledge Attack: Ledge Bite
Damage: 8%
Tired Damage: 5%

Ledge Attack: (High %): Tail Whip
Damage: 10%
Tired Damage: 7%

Trip Attack: Swipe
Damage: 5%
Tired Damage: 3%

Fallen Attack (Back): Double Swipe
Damage: 6%
Tired Damage: 4%

Fallen Attack (Stomach): Tail Whip
Damage: 6%
Tired Damage: 4%

--------------
Standard Aerial Attacks:

Standard Attack: Fire Spin
Damage: 9% (Damage decreases over time)
Tired Damage: 6%

Front Attack: Flame Attack
Damage: 4% (first hit), 3% (second hit), 2% (third and fourth hits)
Tired Damage: 2% (first hit), 2% (each hit)

Back Attack: Back Tail Whip
Damage: 5% (first hit), 9% (second hit)
Tired Damage: 3% (first hit), 6% (second hit)

Up Attack: Overhead Bite
Damage: 10%
Tired Damage: 7%

Down Attack: Meteor Stomp
Damage: 14% (meteors opponent)
Tired Damage: 9% (meteors opponent)

Glide Attack: Spin Bite
Damage: 12%
Tired Damage: 8%

--------------
Smash Attacks:

Side Smash: Super Headbutt
Damage: 7% (first hit), 23% (second hit)
Tired Damage: 4% (first hit), 17% (second hit)

Up Smash: Double Wing Slap
Damage: 7% (first hit), 15% (second hit)
Tired Damage: 4% (first hit), 11% (second hit)

Down Smash: Ground Pound
Damage: 22%
Tired Damage: 15%

--------------
Grab: Mouth Grab

Attack: Bite
Damage: 2%
Tired Damage: 1 & 1/3%

Front Throw: Mouth Toss
Damage: 10%
Tired Damage: 7%

Back Throw: Back Toss
Damage: 10%
Tired Damage: 7%

Up Throw: Headbutt
Damage: 11%
Tired Damage: 7%

Down Throw: Flame Throw
Damage: 1% (each hit) (6% max)
Tired Damage: 1/2% (each hit) (4% max)

--------------
Special Attacks:

Standard Special: Flamethrower
Charizard spits out a stream of fire in front of him for as long as the Special
Attack button is pressed. You can aim slightly up or down using the Control
Stick, as well! Be careful that you don't use it for too long, as it will
dissipate.
Damage: 2% (each hit)
Tired Damage: 2% (each hit)

Side Special: Rock Smash
Charizard picks up a rock, and smashes it to pieces with its head, sending bits
of shrapnel in front of him. Uh, are you gonna be okay?
Damage: 18% (initial impact), 5% (shrapnel hits)
Tired Damage: 12% (initial impact), 5% (shrapnel hits)

Up Special: Fly
Charizard starts flying upwards, spinning in a bout of flame. Good for recovery
and also multi-hits.
Damage: 5% (starting hit), 2% (each hit)
Tired Damage: 3% (starting hit), 1 & 1/3% (each hit)

Down Special: Pokémon Change
The Pokémon Trainer withdraws Charizard and summons Squirtle.
Damage: No damage taken.

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

Final Smash: Triple Finish
This is a Final Smash that uses all three characters combined for a super
attack, called Triple Finish! Any one of the characters can grab the Smash
Ball. When executed, Charizard, Ivysaur, and Squirtle all come out and use
their super attacks!

Squirtle: Hydro Pump
Ivysaur: Solarbeam
Charizard: Fire Blast

...Ok, so technically those aren't their super attacks, but...anyway. This
Final Smash does damage depending on how far the opponent is from you. If the
opponent is right beside you...It's super effective!
Damage: 58%

Recovery Techniques:
All the Pokémon each have a simple recovery move, which is the Up Special Move.
Squirtle's is fairly simple, but has a short range, Ivysaur's is solely a
Tether Recovery, and Charizard's is simple as well, but extremely short. For
Ivysaur though, his Up and Down Aerials can be used for tricking the opponent
if he tries to intercept. His Up aerial makes him plummet down, and his Down
aerial stops all his falling momentum for a bit. Charizard has the ability to
glide, but is quite less effective than Pit's or Meta Knight's. Nonetheless,
you should definitely make use of Charizard's glide if you're sent far.

Tips for the Trainer player:
Even if you are wanting to main just one of the Pokémon that the Trainer has,
you're going to need to learn how to play as all of them effectively solely
because of the stamina system. You won't KO and do damage as well if your
Pokémon is tired, so remember that. Squirtle has a unique way of moving, called
Shellshifting. It utilizes his unique turn-around animation in useful ways.
Simply begin the turn-around during a run and immediately let go of the Control
Stick. Due to the momentum of his turn-around, Squirtle will slide in the
direction you turned while in the idle stance. You can use this to perform
sliding Smashes, and to overall play with the opponent's mind.

Ivysaur has a few tricks up his sleeve too. His Bullet Seed can stop aerial
attackers in their tracks, his Vine Whip can be a great surprise attack,
considering where it hits, and his Razor Leaf can stun the opponent enough to
come in for some more attacks. Ivysaur has a meteor smash with his down aerial,
but you have to be centered and hit pretty much at the bulb to do it.
Charizard is great too. Even though he's the heaviest and clunkiest of the
Pokémon, he still hits quite hard. His Rock Smash can hit multiple times if
done right, his Flamethrower is a good edgeguard, and he has an effective
meteor smash with his down aerial.

How to deal with a Trainer player:
Three strategies. Squirtle's fast and agile, so dodge constantly and get in
hits when he least expects it. Ivysaur is in the middle, but has good range for
some of his attacks. Therefore, attack only after Ivysaur misses an attack,
since a lot of the attacks have ending lag. For Charizard, stay away and pelt
him with projectiles and quick jabs here and there. For the Final Smash, simply
stay behind the Pokémon. The Final Smash has a little lag right when it's
started, so use that to get away.

###############################################################################

Lucario *UNLOCKABLE* [CharLuc]
Representing: Pokémon franchise
Status: Newcomer
Description: Lucario is a mysterious Pokémon that can sense the aura of a
person and read that person's thoughts and movements. Lucario makes for an
interesting fighter in Brawl, as his power increases as he takes damage. He
may prove to be an unstoppable force with players that can stay alive for a
long time!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes, can also Wall Cling
Can Crawl: Yes

--------------
Alt. Costumes:

Default Lucario (blue fur, yellow upper torso)
Red Lucario (purple fur, red upper torso)
Aqua Lucario (light blue fur, blue upper torso)
Grey Lucario (white fur, white upper torso)
Green Lucario (turquoise fur, green upper torso)

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

Taunts:
Up Taunt: Spreads arms out and roars
Side Taunt: Puts hand forward
Down Taunt: Poses with one leg up

Stage Entrance: Appears and charges up.

-------------------------------------------------------------------------------
Moveset: (NOTE: As said before, Lucario's attack power rises as his damage
percentage rises. This not only includes attacking power, but also the
knockback. However, after 200% damage, Lucario's power no longer rises. In 
other words, his power is maxed at that point. I will show two damage 
percentages for each move, one with no damage taken and one with 200% damage 
taken. The only exception to this are the Ledge Attacks. For the normal Ledge
Attack, I will list the minimum damage it can do, and the maximum damage it
can do BEFORE the high damage Ledge Attack kicks in. Likewise, when the high
damage Ledge Attack kicks in, that will be listed as its minimum damage. Of
course, there are certain attacks that don't use Aura. Those attacks don't
change in damage whatsoever, unless of course through Stale Move Negation.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe, Swipe, Kick
Minimum Damage: 2% (first Swipe), 1% (second Swipe), 5% (Kick)
Maximum Damage: 4% (first Swipe), 3% (second Swipe), 7% (Kick)

Side Attack: Aura Palm (damage does not change for up or down diagonal Aura
Palms)
Minimum Damage: 3% (first hit), 6% (second hit)
Maximum Damage: 7% (first hit), 11% (second hit)

Up Attack: Over Aura Kick
Minimum Damage: 4%
Maximum Damage: 8%

Down Attack: Aura Trip Kick
Minimum Damage: 4%
Maximum Damage: 9%

Dash Attack: Dashing Kick (doesn't use Aura)
Damage: 10% (Damage decreases over time)

Ledge Attack: Ledge Aura
Minimum Damage: 5%
Maximum Damage: 8%

Ledge Attack: (High %): Flip Aura Kick
Minimum Damage: 11%
Maximum Damage: 14%

Trip Attack: Double Kick (doesn't use Aura)
Damage: 5%

Fallen Attack (Back): Double Kick (doesn't use Aura)
Damage: 6%

Fallen Attack (Stomach): Double Palm (doesn't use Aura)
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aura Spin
Minimum Damage: 7%
Maximum Damage: 15%

Front Attack: Aura Kick
Minimum Damage: 3%
Maximum Damage: 7%

Back Attack: Back Aura Palm
Minimum Damage: 8%
Maximum Damage: 16%

Up Attack: Overhead Aura Kick
Minimum Damage: 7%
Maximum Damage: 14%

Down Attack: One-Two Aura Kick
Minimum Damage: 5% (first kick), 6% (second kick)
Maximum Damage: 11% (both hits) (22% max)

--------------
Smash Attacks:

Side Smash: Super Aura Palm
Minimum Damage: 13% (fully charged)
Maximum Damage: 27% (fully charged)

Up Smash: Upper Super Aura Palm
Minimum Damage: 12% (fully charged)
Maximum Damage: 25% (fully charged)

Down Smash: Dual Aura Palm
Minimum Damage: 13% (fully charged)
Maximum Damage: 27% (fully charged)

--------------
Grab: Aura Grab

Attack: Aura Pulse
Minimum Damage: 1/2%
Maximum Damage: 1 & 2/3%

Front Throw: Aura Push
Minimum Damage: 7%
Maximum Damage: 14%

Back Throw: Back Throw (doesn't use Aura)
Damage: 10%

Up Throw: Aura Toss
Minimum Damage: 4%
Maximum Damage: 8%

Down Throw: Throwdown (doesn't use Aura)
Damage: 10%

--------------
Special Attacks:

Standard Special: Aura Sphere
Lucario stands back, puts his hands together, and forms a large ball of Aura
energy. This also serves a rough indicator of Lucario's current power based on
the size of the Aura Sphere. It can charge up to be as big as him if at maxed
power!
Minimum Damage: 1/2% (each hit as it charges), 13% (fully charged shot)
Maximum Damage: 1% (each hit as it charges), 26% (fully charged shot)

Side Special: Force Palm
At a distance, Lucario throws out an Aura attack in front. If done in very
close quarter combat, it changes to a grab that immediately attacks. Has pretty
good knockback, even at minimal power.
Minimum Damage: 6% (far away), 9% (if at point-blank)
Maximum Damage: 14% (far away), 18% (if at point-blank)

Up Special: Extreme Speed
Lucario stops for a minute, then boosts forward in the direction you point the
Control Stick. This doesn't do any damage, but the best part about it is that
you can curve the direction you move after you launch, making for some good
mindgames.
Damage: Doesn't do damage.

Down Special: Double Team
Lucario makes a stance! If he's hit during this stance, he splits into two,
disappears, then quickly does a surprise attack from behind! Not only is this a
good countering move, but it also looks awesome.
Minimum Damage: 7%
Maximum Damage: 15%

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

Final Smash: Aura Storm
Lucario jumps high into the air, floats above the stage, and sends out a
tremendous beam of Aura energy! This move can be angled with the Control Stick,
even before the beam is fired! So try to pinpoint your chosen enemy and let
loose!
Minimum Damage: 10% (if Lucario hits someone during his jump), 2/3% (each hit), 
6% (final hit)
Maximum Damage: 21% (if Lucario hits someone during his jump), 1 & 2/3% (each
hit), 14% (final hit)

Recovery Techniques:
Lucario has pretty much only one recovery technique, and that's his Extreme
Speed. Nonetheless, you can fool opponents easily with it since you can curve
it. Like for instance, if you are straight at the stage, but above the ledge,
you can move forward, then curve down to grab the ledge.

Tips for the Lucario player:
Some Lucario users may think that the best thing to do is take damage until you
are powerful enough to fight. That isn't the case, and you are likely to get
KO'd before you can do anything. It's best to just fight regardless, and let
the higher attack power come in as you get damaged. Just treat him like any
other fighter. You can use Aura Sphere to toy with opponents, Double Team to
counter attacks when they least expect it, and Extreme Speed for extreme
edgeguarding. His down aerial is great, even at low power, and it can stop
Lucario in place during the attack.

How to deal with a Lucario player:
Anticipate the Aura Spheres, figure out how he uses Extreme Speed (since it 
does no damage, don't worry about getting hit with it), and if you get
countered with Double Team, jump or block immediately, as the move has a bit of
lag to attack after getting hit. Lucario is a big threat at high percentages,
so when his damage is up, change your strategy to a more defensive stance, and
attack when you find an opening. His Final Smash, Aura Storm, is easy to avoid,
actually. After it's unleashed, it's easy to outrun it.

###############################################################################

Jigglypuff *UNLOCKABLE* [CharJiggly]
Representing: Pokémon franchise
Status: Veteran
Description: The pink Balloon Pokémon returns! She may control a little
awkwardly at first, but you'll soon realize her slow falling speed makes her
quite a deadly combo machine! She truly has hidden potential.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (has five mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes: (I know some of Jigglypuff's hats are supposed to represent
Pokémon Trainers from the actual Pokémon games, but since I don't know much of
Pokémon, you'll have to help me point them out.)

Default Jigglypuff (light pink skin, light green eyes)
Red Jigglypuff (pink skin, red umbrella hat)
White Jigglypuff (pink skin, white hat)
Yellow Jigglypuff (bright pink skin, straw hat)
Green Jigglypuff (light pink skin, green bedtime cap, blue eyes)

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

Taunts:
Up Taunt: Spins and blinks
Side Taunt: Spins like a tornado and poses at the end
Down Taunt: Deflates and floats down to the ground like a balloon

Stage Entrance: Appears from a Poké Ball.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Jab, Jab
Damage: 3% (first Jab), 3% (second Jab)

Side Attack: Spin Kick
Damage: 10% (Damage does not change for up or down diagonal Spin Kicks)

Up Attack: Tipper Kick
Damage: 9%

Down Attack: Trip Kick
Damage: 10%

Dash Attack: Dive Attack
Damage: 12%

Ledge Attack: Flip Kick
Damage: 6%

Ledge Attack: (High %): Spin Attack
Damage: 6%

Trip Attack: Helicopter Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Spin Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 10% (Damage decreases over time)

Front Attack: Double Kick
Damage: 12%

Back Attack: Back Kick
Damage: 12%

Up Attack: Jiggly Sweep
Damage: 9%

Down Attack: Drill Kick
Damage: 2% (each hit) (16% max)

--------------
Smash Attacks:

Side Smash: Pop Kick
Damage: 22%

Up Smash: Jiggly Thrust
Damage: 18%

Down Smash: Power Spin Kick
Damage: 16%

--------------
Grab: Balloon Grab

Attack: Grab Jab
Damage: 3%

Front Throw: Pop
Damage: 10%

Back Throw: Bodyslam
Damage: 10%

Up Throw: Magic Toss
Damage: 10%

Down Throw: Rock the Cradle
Damage: 10%

--------------
Special Attacks:

Standard Special: Rollout
Press and hold the special attack button and Jigglypuff will charge a roll.
Release, and you'll be rolling around at top speed! You can change your
direction while on the ground, so be careful not to KO yourself...
Damage: 18% (fully charged)

Side Special: Pound
Probably the most unimaginative special attack ever, Jigglypuff simply performs
a strong punch. It can send her farther during her flight, and can actually
extend the vertical distance of her mid-air jumps if performed right when a
jump is performed.
Damage: 11%

Up Special: Sing
Unlike most Up Specials, this one isn't used for recovery. Instead, Jigglypuff
sings with her soft voice. Anyone near her will fall asleep to the melody.
Remember that the higher the damage your opponent has, the longer he'll stay
asleep. If you do this on a foe with a lot of damage, follow up with Rest!
Damage: Does no damage.

Down Special: Rest
When performed, Jigglypuff falls asleep for a few seconds. ...Sounds kind of
worthless, huh? Well, if you use it while you are overlapping your opponent,
KLAAAAAAAAAANG! The opponent gets sent flying! Not only that, but a flower
grows on that opponent's head, causing steady damage. This move is deadly if
used on an opponent in 50% or higher!
Damage: 15% (if Rest's uber impact hits), 1% (each hit, constant damage from
flower)

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

Final Smash: Puff Up
Jigglypuff grabs the Smash Ball! When executed, Jigglypuff puffs up to
monstrous proportions! Then at her biggest, she yells out her name, sending
anyone close to her to get KO'd! This is deadly on small stages, so Jigglypuff 
is at a disadvantage in a big stage like New Pork City.
Damage: 17% (damage if Jigglypuff is touched as she is deflating, high 
knockback)

Recovery Techniques:
Pound is really the only move that can help her with recovery. Other than that,
she has horizontal recovery down pat. However, her vertical recovery sucks in
comparison, so try not to get knocked down below the stage.

Tips for the Jigglypuff player:
Due to Jigglypuff's slow falling speed and excellent aerial agility, she is a
beast in aerial gameplay. As long as she has all her mid-air jumps, she's a
nightmare in the air, so keep chasing the opponent. Pound is a good move during
combos, with what you can pull off in Brawl, that is. Learn to use air as a
weapon, and time the Rest for unexpected attacks, especially if the opponents
are at high damage!

How to deal with a Jigglypuff player:
Jigglypuff is indeed a nightmare in the air, but her main weakness is how
easily she can be thrown around due to her light weight. Use attacks that have
high knockback, and stay on the ground unless you need to dodge. Her Final
Smash is easy to avoid, just stay away from her for the duration of it.

###############################################################################

Marth *UNLOCKABLE* [CharMart]
Representing: Fire Emblem franchise
Status: Returning
Description: Marth, the main character of the first and third Fire Emblem games
in Japan, has returned from Melee! His fast and smooth style makes him quite an
easy character to master.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Marth (blue attire all around, blue cape)
Red Marth (red attire all around, red cape)
Green Marth (green attire all around, green cape)
Black Marth (black attire all around, black cape)
White Marth (white attire all around, white and red cape)
Light Blue Marth (light blue attire all around, light blue cape, bright blue
hair)

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

Taunts:
Up Taunt: Holds sword up high as it gleams
Side Taunt: Swings sword then sheathes it
Down Taunt: Swings sword and says something in Japanese

Stage Entrance: A magic warp mark appears on the ground, then shines brightly
to reveal Marth emerging from it!

-------------------------------------------------------------------------------
Moveset: (Note: A unique thing to know about Marth's sword is that its very tip
produces stronger attacks than hitting with the middle of the sword. Like say
for instance, you hit an opponent with a side standard attack with only the
middle of the sword and you'll deal 9% damage. Attack the opponent with the
same attack, but hitting him with the very tip of your sword though, and you'll
deal 12% damage. Because of this, every attack will have two damage %ages, the
first being the damage for attacking with the middle of the sword, and the
second being the damage for attacking with the very tip of the sword.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash
Damage: 4% (first Slash), 4% (second Slash)
Tip Damage: 6% (first Slash), 6% (second Slash)

Side Attack: Power Slash
Damage: 9%
Tip Damage: 12%

Up Attack: Overhead Slash
Damage: 9%
Tip Damage: 12%

Down Attack: Low Stab
Damage: 9%
Tip Damage: 10%

Dash Attack: Dashing Slash
Damage: 9%
Tip Damage: 12%

Ledge Attack: Flip Slash
Damage: 6%
Tip Damage: 8%

Ledge Attack: (High %): Low Slash
Damage: 10%

Trip Attack: Double Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Dual Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aerial Duo Slash
Damage: 3% (first slash), 9% (second slash)
Tip Damage: 6% (first slash), 12% (second slash)

Front Attack: Front Slash
Damage: 10%
Tip Damage: 13%

Back Attack: Back Slash (turns Marth around)
Damage: 11%
Tip Damage: 14%

Up Attack: Aerial Overhead Slash
Damage: 10%
Tip Damage: 13%

Down Attack: Meteor Slash
Damage: 12%
Tip Damage: 14% (meteors opponent)

--------------
Smash Attacks:

Side Smash: Slash Pound
Damage: 19%
Tip Damage: 26%

Up Smash: Tipper (can only hit with tip of sword)
Damage: 25% (at side), 23% (if opponent is above Marth)

Down Smash: Trip Dual Slash
Damage: 19% (front), 18% (back)
Tip Damage: 23% (front), 22% (back)

--------------
Grab: One-hand Grab

Attack: Knee
Damage: 2%

Front Throw: Throw
Damage: 4%

Back Throw: Back Toss
Damage: 4%

Up Throw: Up Toss
Damage: 4%

Down Throw: Throwdown
Damage: 5%

--------------
Special Moves:

Standard Special: Shield Breaker
Hold the Special Attack button and Marth will charge up, and then perform a
powerful stab! If this move is fully charged, it can instantly break someone's
shield, as the name implies.
Damage: 18%
Tip Damage: 22%

Side Special: Dancing Blade
Marth's Dancing Blade lets you choose from nine different attacks through a
combination of a direction and pressing the special attack button. A "chart"
below shows all the different attacks.

First Attack:
Side: Downward Overhead Slash (Damage: 3%, 4% at tip)

Second Attack:
Up: Upward Crescent Slash (Damage: 3%, 4% at tip)
Neutral (no directions pressed) or Down: Leg Slash (Damage: 3%, 4% at tip)

Third Attack:
Up: Downward Slash (Damage: 4%, 5% at tip)
Neutral: Leaning Slash (Damage: 4%, 5% at tip)
Down: Low Stab (Damage: 4%, 5% at tip, can meteor)

Final Attack:
Up: Strong Upper Slash (Damage: 6%, 8% at tip)
Neutral: Strong Downward Slash (Damage: 6%, 8% at tip)
Down: Multi Leg Stab (Damage: 2% each hit, 3% last stab)

So as you can see, you have many different ways of performing the Dancing
Blade, with also varying degrees of damage if all slashes hit. Of course, the
final attack is always the strongest and has the most knockback. Keep in mind
that all the neutral attacks can be performed by also pressing the Control
Stick/Pad to the side.

Up Special: Dolphin Slash
Marth slashes upward in blinding speed, jumping up in the process. Good for a
recovery move, and as a surprise KO attack.
Damage: 13% (at start, damage steadily decreases)

Down Special: Counter
Marth has a Counter move! When activated, Marth holds his sword forward with a
stance. If attacked, he will block the attack and deliver his own counterattack
slash! Marth's damage ratio gives 1.1 times the damage that the opponent
delivered back, with a minimum of 8% of damage.
Damage: Varies.

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

Final Smash: Critical Hit
Marth holds his sword up high, gleams in the air, then he rushes forward with
lightning speed and delivers a critical hit!! This can be done in the air, and
Marth always rushes in a horizontal direction. This can be dodged if someone is
quick enough, but when it connects, it's always an instant KO. It can even hit
multiple opponents if they're in range. Be careful though, if you miss while in
the air, you could self-destruct... However, you can always cancel the Final
Smash at any time by pressing the Special Attack button again.
Damage: 60%

Recovery Techniques:
Marth doesn't have much as far as recovery techniques go. His Side Special
(first slash only) isn't as effective in making him stall in the air like it
was in Melee, but can still be used for recovery. His main move is his Dolphin
Slash, and it has a lot of vertical range to it. Since Marth stalls in the air
a little bit after performing the Dolphin Slash, it's best to sweetspot it to
the ledge so that you automatically grab it before you get in range of the
enemy's attack. A fully charged Shield Breaker in the air can also thrust Marth
forward a fair distance, so use that as your first recovery move.

Tips for the Marth player:
The best tip I can give to a Marth player is to learn to space himself with the
opponent. Learn the ranges for each move and make it so that each hit connects
with the sword's tip for maximum hitstun, knockback, and damage. His Side
Special is now more useful for consecutive hits, so implement that move into
your ground game. A good trick to use, and what many consider the "Ken Combo"
named by famous Marth player "Ken" from Melee, is to constantly chase the
opponent to the edge with small jumped (or shorthopped, for another term)
forward aerial attacks, then finishing quickly with a meteor strike on his
down aerial when the opponent is away from the stage. It takes practice to do,
but it can be so worth it. The Ken Combo is most effective if the tip of the
sword hits on all strikes. The Counter is good only when the opponent least
expects it.

How to deal with a Marth player:
Marth has a good ground and aerial game, so an experienced Marth player is a
force to be reckoned with. Nevertheless, projectiles are Marth's weakness. If
your character has a projectile, use it. Use any moves that might out-
prioritize Marth's moves. Marth's Final Smash is easy to avoid. If you're in
Marth's range as he executes it, just jump out of the way or sidestep dodge.

###############################################################################

Ike [CharIke]
Representing: Fire Emblem franchise
Status: Newcomer
Description: Hailing from Fire Emblem: Path of Radiance on the Gamecube, Ike 
brings to battle his mighty swordplay. Extremely slow, but almost all his moves 
are KO capable, Ike can be a force to be reckoned with in teams or an 
experienced player.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Ike (white pants, blue shirt, red cape)
Golden Ike (almost completely golden clothes, golden cape)
Purple Ike (purple clothes, red cape)
Light Blue Ike (white clothes, light blue cape)
Green Ike (green clothes, dark green cape)
Soldier Ike (black-ish pants, tan shirt, red cape)

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

Taunts:
Up Taunt: Holds sword and acts like he's charging up
Side Taunt: Holds sword beside him and says "Prepare yourself!"
Down Taunt: Plants sword on ground.

Stage Entrance: A magic warp mark appears on the ground, then shines brightly
to reveal Ike emerging from it!

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