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    Damage Guide by Xen0nex

    Version: 1.25 | Updated: 03/19/08 | Printable Version | Search This Guide

    Super Smash Bros. Brawl
    Character Damage FAQ
    Version 1.25
    
    =====Contents=====
    
    *About
    *Explanation of Testing
    *Terms
    *Misc
    *Characters
    
    
    =====About=====
    
    This FAQ will list the damage done by most of each character's attacks.
    I have not yet included information on Final Smashes, attacks made while
     grabbing an enemy, or attacks you make when standing back up after a fall.
      Also there is a little bit of information on each character's fighting 
    style or special notes.
      This guide is primarily for the curious, as many other factors besides just
    raw damage, such as knockback, speed, and lag, affect a move's effectiveness.
    The characters are listed according to their icon placement in the SSBB
    character select screen, going from top to bottom, left to right.
    Use the 'Find' function (press the 'Ctrl' button and the 'f' button
    at the same time) and search for a character's name in [square brackets] 
    to find them.  Both Japanese and English names are given, in English 
    
    Updates:
    
    20/1/08 - Updated various attack effect descriptions.
    22/1/08 - Updated various attack effect descriptions, expecially Kirby,
     Wario, and Dedede.
    24/1/08 - Updated various attack effect descriptions, including certain Final
     Smash effects in Giant Brawl.
    25/1/08 - Updated various attack effect descriptions, corrected mistake that
     implied I could bend the laws of space-time and calendars.
    26/1/08 - Updated various attack effect descriptions, especially Link and Toon
     Link's bomb damage conditions, and Ganondorf's B^
    26/1/08 - Updated various attack effect descriptions, especially for Zelda
     and Ganondorf, and Snake.
    11/03/08 - Updated various attack effect descriptions, especially on listing 
    'spikes,' added information on 'unflinching.'
    13/03/08 - Updated various attack effect descriptions for Fox, Falco and Wolf.
    19/03/08 - Updated various attack effect descriptions.
    
    
    
    =====Explanation of Testing=====
    
    These tests are with the initial Japanese copy of the game, purchased on 
    January 31st, 2008.
    All tests in Training Mode on Battlefied vs. Koopa/Bowser (The high weight 
    makes it easier to land multi-hit attacks).  This also means the damage 
    listed is theinital damage for the attack, before attacks get weakened in the
     casewhere you use the same attack over and over again.
    
    All directable > attacks (Such as A> And Smash> for most characters) are done
     at horizontal level, instead of tilting up or down.  Tilting up usually 
    increases the damage a few (0~2) points and raises the angle the enemy gets
     hits flying, for many characters.  Tilting down usually decreases the damage
     a few (0~2) points and lowers the angle the enemy gets hits flying, for many
     characters.  
    
    All ledge attacks were performed with character's damage at 0%, and the enemy
    right at the edge.
    
    All damage for attacks is listed as the maximum possible damage the attack will
    do, if all hits land on the opponent.  If it is a multi-hit attack, 
    the number of hits will be listed in brackets after the attack, and separated 
    with a'-', e.g. 32 (15-17) means an attack does 30 damage total, 15 on the 
    first hit,
    and 17 on the second.  A '~' indicates the move does variable damage for
    some reason, e.g. 10~8 means the moves deals between 10 and 8 damage in 
    various circumstances.  Usually I try to point out what circumstances
    these are.  The note "if all hits land" means that the stated damage will only
    occur if all of the individual hits connect with the enemy, which may or
    may not happen depending on circumstances for that particular move.
    
    As a note, the SSBB engine seems to record the damage for each character in 
    fractions or percentages, such that the displayed health for a character or
    move may nto be entirely accurate, such as doing two consecutive 4 damage
    attacks to an enemy, and them having a total of 9 damage afterwards, implying
    the attacks actually did something like 4.5 damage or something.  I mostly 
    ignored this, so all damages here may differ 1 oe 2 points in play depending
    on the situation.
    
    
    =====Terms=====
    
    This is an explanation of some of the terms, as used in this FAQ.
    
    All references to 'character' or 'you' mean the fighter you are currently 
    controlling, and all references to 'enemy' mean the person you are attacking.
      All references to character positions mean the character being controlled,
    e.g., '30 above head, 26 in front,' means the attack does 30 damage if the 
    enemy is above your head, and 26 damage if the enemy is in front of you.
    Likewise, '20 at heel, 5 otherwise,' means the attack will do 20 damage
    if you hit the enemy with your heel, and 5 damage if you hit with a part
    other than your heel.
    
    "First hit knocks enemy away," means that for a multi-hit attack, the first 
    hit will push the enemy out of range for the subsequent hits, so the only way
    top get the maximum damage is to use it while they are frozen, or stuck in
    the ground or something.
    
    A sexkick is an attack that lasts a little while, and gets a little bit weaker 
    the longer is is out.
    
    Neutral aerial attack = Nair
    Forward aerial attack = Fair
    Backward aerial attack = Bair
    Upward aerial attack = Uair
    Downward aerial attack = Dair
    
    Fthrow = Forward throw
    Bthrow = Backward throw
    Uthrow = Upward throw
    Dthrow = Downward throw
    
    FSmashv = Downward smash with the enemy in front of you.
    BSmashv = Downward smash with the enemy behind you.
    
    A 'spike' refers to any move which will send an airborne enemy downwards...
    really fast... as determined by my subjective judgement.  I make no 
    distinction between 'spikes' and 'meteor smashes' because I do not know how
    to tell the difference.  I may not have labelled all spikes yet.
    
    'Helpless' refers to the state some characters enter after using their B^
    attack, where they cannot jump, attack or dodge, only fall and drift until
    they either touch the ground or are attacked.  I will list 'helpless' after
    an attack to indicate that upon the completion of this move, you will be in 
    the 'helpless' state.
    
    'Unflinching,' when used in this guide, refers to a state that some moves, 
    attacks, or power-ups can give you.  WHile you have the 'unflinching' status,
     you will still take damage from all attacks as normal, but you will not get
     sent flying, knocked back, or otherwise interrupted by attacks.  This is 
    different from being 'invincible,' where you take no effects from attacks 
    whatsoever (e.g. the starman powerup grants you the 'invincible' status 
    temporarily).  Any moves that give you a significant 'unflinching' status are
     marked as 'unflinching.'
    
    
    =====Misc=====
    
    You can only do 4 footstool jumps without landing, and these do no count 
    against your regular 2nd air jump. It does not matter if these 4 jumps 
    are on the same enemy or different ones.
    
    
    
    =====Characters=====
    
    
    [Mario]
    
    A 3
    AAA 3-2-4
    A> 8
    Av 5
    A^ 7
    
    Smash> 17 if the fireball hits, 14 at close range
    Fsmashv 15
    Bsmashv 12
    Smash^ 14
    
    Charged Smash> 23 if the fireball hits, 19 at close range
    Charged Fsmashv 21
    Charged Bsmashv 16
    Charged Smash^ 19
    
    Dash attack (sexkick, 9~7)
    Ledge attack 8
    
    Nair 10 (sexkick, 10~5)
    Fair 12 at the front, 13 at sweetspot, can spike
    Bair 12
    Uair 11
    Dair final hit 7, 12 if all hits land
    
    B 5
    B> 5
    Bv 0? (pushes enemies away, can aim up and down)
    B^ 12 if all hits land, helpless
    
    Fthrow 9
    Bthrow 12
    Uthrow 8
    Dthrow 6
    
    Notes:
    
    
    
    
    [Luigi]
    
    A 3
    AAA 3-2-5
    A> 10
    Av 9
    A^ 9
    
    Smash> 14
    Fsmashv 16
    Bsmashv 16
    Smash^ 15 (12 if they are standing right in front of you)
    
    Charged Smash> 19
    Charged Fsmashv 22
    Charged Bsmashv 22
    Charged Smash^ 21 (16 if they are standing right in front of you)
    
    Dash attack 8 (in 7 hits)
    Ledge attack 8
    
    Nair (sexkick, 14~6)
    Fair 10
    Bair 12
    Uair 13
    Dair 11
    
    B 6
    B> 5, 26 fully charged (Sometimes 'misfires,' firing at full power
    without any charging)
    Bv 12 (if all hits land)
    B^ 25 at sweetspot(just down and to the side of enemy), 20 if just 
    overlapping, 1 if not, helpless
    
    Fthrow 9
    Bthrow 12
    Uthrow 8
    Dthrow 6
    
    Down-Taunt 2
    
    Notes:
    If Luigi uses his Final Smash while in Giant Brawl, the area of effect is 
    also enlarged (Super mushrooms do not count).
    
    
    
    [Peach]
    
    A 3
    AA 3-3
    A> 13~6 (Lower damage at the peak of the kick)
    Av 10
    A^ 13
    
    Smash> Frying pan 18, Tennis racket 12, Golf club 15
    Fsmashv 10 (5-5)
    Bsmashv 10 (5-5)
    Smash^ 17 if standing behind her, 15 if above her, 8 if in front of her
    
    Charged Smash> Frying pan 25, Tennis racket 16, Golf club 21
    Charged Fsmashv 14 (7-7)
    Charged Bsmashv 14 (7-7)
    Charged Smash^ 17 if standing behind her, 21 if above her, 23 if in front of 
    her
    
    Dash attack 8 (4-4)
    Ledge attack 6
    
    Nair (sexkick, 13~9)
    Fair 15
    Bair 14
    Uair 11-13
    Dair 14 (in 4 hits)
    
    B 12 (3-3-3-3 if all hits land)
    B> 15
    Bv 5 if light throw, 6 if hard throw (usually, varies based on turnip face)
    B^ 12 (in 4 hits, if they all land), helpless, but allows you to float on 
    the parasol, enemies take 3 damage if they touch the parasol during flight.
    
    Fthrow 10 (2-8)
    Bthrow 11 (2-9)
    Uthrow 8 (2-6)
    Dthrow 7
    
    Notes:
    
    
    
    
    [Koopa]/[Bowser]
    
    A 5
    AA 5-5
    A> 11
    Av 14-11 (first hit usually knocks them out if reach of the second)
    A^ 12
    
    Smash> 33 (10-23) (must be close for the 10 hit)
    Fsmashv 21 (in 7 hits, if they all land)
    Bsmashv 21 (in 7 hits, if they all land)
    Smash^ 15 at tail or head, 20 at peak of the shell
    
    Charged Smash> 46 (14-32)
    Charged Fsmashv 29 (in 7 hits, if they all land)
    Charged Bsmashv 29 (in 7 hits, if they all land)
    Charged Smash^ 21 at tail or head, 28 at peak of the shell
    
    Dash attack 11
    Ledge attack 8
    
    Nair (sexkick, 13~9)
    Fair 13
    Bair 15
    Uair 17
    Dair up to 15 in 5 hits
    
    B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller
    with time)
    B> 18
    Bv 4 on the way up, 20 at impact, 11 if not close to the impact
    B^ 22 (11-5-3-3, difficult for all hits to land), helpless
    
    Fthrow 10
    Bthrow 10
    Uthrow 10 (in 9 hits)
    Dthrow 12
    
    Notes:
    If Koopa/Bowser uses his Final Smash while in Giant Brawl, he becomes
    even larger.
    
    
    
    [Donkey Kong]/[DK]/[D.K.]
    
    A 4
    AAA4-6 
    A> 10
    Av 8
    A^ 9
    
    Smash> 20 close, 21 at fist
    Fsmashv 14 close, 17 at fist
    Bsmashv 14 close, 17 at fist
    Smash^ 18
    
    Charged Smash> 28 close, 29 at fist
    Charged Fsmashv 19 close, 23 at fist
    Charged Bsmashv 19 close, 23 at fist
    Charged Smash^ 25
    
    Dash attack 11
    Ledge attack 8
    
    Nair (sexkick, 11~8)
    Fair 16 (spike)
    Bair 13
    Uair 14
    Dair 16 (spike)
    
    B 10, 28 fully charged
    B> 10, 14 from the air (spike)
    Bv 14-14-14-14-14-14-14-14......
    B^ 34 (in 9 hits, difficult for all hits to land), helpless
    
    Fthrow (Up 7, Forward 8, Down 6)
    Bthrow 11
    Uthrow 9
    Dthrow 7
    
    Notes:
    
    
    
    
    [Diddy Kong]
    
    A 3
    AAA 3-2-2 2-2-2-2-2-2-2-2-2-2..... (1-1-1-1-1-1-1-1... at tip of the tail)
    A> 11
    Av 7
    A^ 7
    
    Smash> 18 (5-13)
    Fsmashv 16
    Bsmashv 12
    Smash^ 16 (5-5-6)
    
    Charged Smash> 25 (7-18)
    Charged Fsmashv 22
    Charged Bsmashv 16
    Charged Smash^ 22 (7-7-8)
    
    Dash attack 9 (3-2-4)
    Ledge attack 8
    
    Nair 6
    Fair 14 (11 at tip)
    Bair 9
    Uair 11
    Dair 12 (spike)
    
    B 5 (17 fully charged, enemies can catch peanut shells [therefore they can be
     eaten by Kirby, Wario or Dedede as a way to block], sometimes the shells 
    break open and nuts can restore health)
    B> 10 if A or B is pressed in midair, if you grab an enemy, then press A/B 15
     (5-10), Up 10 (5-5), Up is a spike 
    Bv 1~4 (stronger if closer, lays a banana peel that will trip enemies, 
    yourself and enemies can pick them up, however, and throw for 7~1 damage 
    depending on speed, and lay them as traps again, can only have 2 out at a 
    time)
    B^ 10 (can be charged for increased flight distance, and aimed, helpless)
    
    Fthrow 11
    Bthrow 10
    Uthrow 9 (4-5)
    Dthrow 9
    
    Notes:
    
    
    
    
    [Yoshi]
    
    A 3
    AAA 3-6
    A> 9
    Av 10 (5 at the tip)
    A^ 11-10
    
    Smash> 16
    Fsmashv 14
    Bsmashv 14 up close, otherwise 13
    Smash^ 16
    
    Charged Smash> 22
    Charged Fsmashv 19
    Charged Bsmashv 19 up close, 18 otherwise
    Charged Smash^ 22
    
    Dash attack 9
    Ledge attack 6
    
    Nair (sexkick, 12~6)
    Fair 16-15
    Bair 14 (4-3-3-4)
    Uair 13
    Dair 33 (in 13 hits)
    
    B 7
    B> 4, 8, or 12 per hit, depending on speed
    Bv 4 on the way up, 15 from impact, (or 4 from stars if it misses)
    B^ 9
    
    Fthrow 7
    Bthrow 7
    Uthrow 5
    Dthrow 4
    
    Notes:
    DUring Yoshi's airjump, he is 'unflinching' for most of the jump.
    
    
    
    
    [Wario]
    
    A 6
    AAA 6-6
    A> 13
    Av 8
    A^ 10
    
    Smash> 19
    Fsmashv 13-10-? (first hit usually knocks them away)
    Bsmashv 13-10-? (first hit usually knocks them away)
    Smash^ 15 (1-1-1-1-1-10)
    
    Charged Smash> 26
    Charged Fsmashv 18-14-7 (first hit usually knocks them away)
    Charged Bsmashv 18-14-7 (first hit usually knocks them away)
    Charged Smash^ 21 (in 6 hits)
    
    Dash attack (sexkick, 7~5)
    Ledge attack 8
    
    Nair (sexkick, 9~4)
    Fair (sexkick, 7~5)
    Bair 10
    Uair 17
    Dair 16 (in 7 hits)
    
    B 19 (2-2-2-2-2-2-2-5, if all hits land)
    B> 1~9 per hit, depending on speed (You can only have one Bike out at a time.
      To make a new one you must either eat, destroy, or throw the old one off 
    the stage.  Alternatively if you walk near a bike lying on it's side, you 
    can press B> again to get back onto it.)
    Bv 0-40, depending on time since last use
    B^ 19 (in 12 hits, if they all land)
    
    Fthrow 12
    Bthrow 9 (2-7)
    Uthrow 10 (4-6)
    Dthrow 7 (4-3)
    
    Notes:
    Wario can use Bite (B) to eat any item that can be picked up, except for 
    Pokeballs and Mr. Saturni.  Large, container items, such as crates, barrels,
     boxes or party balls, take a bit longer to swallow.  Bombs or explosives 
    (e.g. Bobomb, mine or Snake's Grenade), will do 6 damage to Wario upon being
     swallowed.  Healing items such as food or hearts, and any status item (metal
     block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT 
    Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon 
    being eaten.  Wario must be very close to swallow items, even closer than the
     range required to pick them up using A, however, if multiple items are all 
    within this range, they can be swallowed simultaneously.
    
    
    
    [Link]
    
    A 4
    AAA 4-3-5
    A> 13
    Av 12
    A^ 9
    
    Smash> 15-17 (first hit usually knocks them away)
    Fsmashv 14
    Bsmashv 16
    Smash^ 17 (4-3-10)
    
    Charged Smash> 21-23 (first hit usually knocks them away)
    Charged Fsmashv 19
    Charged Bsmashv 22
    Charged Smash^ 23 (5-4-14)
    
    Dash attack 12 (10 at tip)
    Ledge attack 8
    Clawshot 4 (if 'grab' is used in the air, tether recovery)
    
    Nair (sexkick, 10~6)
    Fair 21 (9-12)
    Bair 11 (4-7)
    Uair (sexkick, 15~13)
    Dair 22 or 18, depending on speed
    
    B 4, 12 fully charged
    B> 5, 7 at close range
    Bv 7, 8 when thrown hard from the ground, 9 if thrown vertically up or down 
    from the ground or air(regardless of how hard you throw it,) (When thrown 
    horizontally in the air, the damage is 7~9, increasing with distance bomb 
    travels in the air, regardless of how hard you throw it) (5 from letting it 
    blow up in your hand or throwing it straight down while standing) (Bombs can
     damage yourself) and if you time it properly, you can dodge or air-dodge at
     the same time the grenade goes off, so it can damage enemies while not you.
    B^ 12, (19 fully charged on first hit on the ground.)  14 (in 5 hits in the
     air, if all hits land), helpless
    
    Fthrow 7 (3-4)
    Bthrow 4
    Uthrow 7 (5-2)
    Dthrow 7 (3-4)
    
    Notes:
    If Link's shield happens to be positioned correctly, it will block projectiles
    
    
    
    [Zelda]
    
    A 6 (3-3-3)
    AAA - (3-3-3) (3-3-3) (3-3-3)...
    A> 13 (11 if close)
    Av 7 (seems to have a roughly 50% chance of knocking enemy onto their butt 
    i.e. making them slip and fall upon contact)
    A^ 11
    
    Smash> 17 (in 5 hits)
    Fsmashv 12
    Bsmashv 10 (12-10 if very close)
    Smash^ 15 (in 11 hits)
    
    Charged Smash> 23 (in 5 hits)
    Charged Fsmashv 16
    Charged Bsmashv 14 (16-14 if very close)
    Charged Smash^ 20 (in 11 hits)
    
    Dash attack 12, 9, or 7, stronger if closer
    Ledge attack 6
    
    Nair 13 (in 5 hits)
    Fair 20 at heel sweetspot, 4 otherwise
    Bair 20 at heel sweetspot, 4 otherwise
    Uair 15
    Dair 16 at heel sweetspot, 5 otherwise (spike)
    
    B 10 (in 6 hits, if all hits land, reflects projectiles)
    B> 8~16, getting stronger the farther away you are, helpless
    Bv Transform into Shiek!
    B^ 6 at start, 6 at end, helpless
    
    Fthrow 12
    Bthrow 11
    Uthrow 11
    Dthrow 10 (2x5)
    
    Notes:
    Transforming resets any Poison mushroom, super mushroom status, as well
     as the counter for 'diminishing returns' on consecutively used moves
    
    
    
    [Shiek]
    
    A 3
    AAA 3-3 2-2-2-2-2-2-2-2-2-2...  (2-2-2-2 hits are 1-1-1-1-1 at longer range)
    A> 5
    Av 8
    A^ 13 (6-7 first hit is above head, second hit is in front, difficult to land
     both hits)
    
    Smash> 14 (5-9, moves forward between first and second hit)
    Fsmashv 33 (13-10-10 first hit usually knocks them away)
    Bsmashv 33 (13-10-10 first hit usually knocks them away)
    Smash^ 29 (17-12 first hit is above head, second hit to sides, difficult to 
    land both hits)
    
    Charged Smash> 19 (7-12, moves forward between first and second hit)
    Charged Fsmashv 46 (18-14-14 first hit usually knocks them away)
    Charged Bsmashv 46 (18-14-14 first hit usually knocks them away)
    Charged Smash^ 40 (23-16 first hit is above head, second hit to sides,
     difficult to land both hits
    training mode says)
    
    Dash attack 7
    Ledge attack 8
    
    Nair (sexkick, 13~5)
    Fair 9
    Bair (sexkick, 11~6)
    Uair (sexkick, 11~6)
    Dair 10 (forced dive, but only for ~2 seconds) (spike)
    
    B 3 per needle (18 fully charged in 6 hits)
    B> 3~5 per hit of the chain, depending on... probably speed and direction,
    can be used as a tether recovery
    Bv Transform into Zelda!
    B^ 15 (just at start of move), helpless
    
    Fthrow 7 (5-2)
    Bthrow 7 (5-2)
    Uthrow 5 (3-2)
    Dthrow 6 (3-3)
    
    Notes:
    Transforming resets any Poison mushroom, super mushroom status, as well
     as the counter for 'diminishing returns' on consecutively used moves
    
    
    
    [Ganondorf]
    
    A 9 at hand sweetspot, 7 up close
    A> 13 at foot, 12 if closer
    Av 12
    A^ 27, 19 at edge of explosion (very long windup time, sucks enemies in
     front of you, towards you during windup)
    
    Smash> 24
    Fsmashv 19 (5-14, opponent gets kicked in front then behind)
    Bsmashv 14
    Smash^ 22 above the head, 19 in front
    
    Charged Smash> 33
    Charged Fsmashv 26 (7-19, opponent gets kicked in front then behind)
    Charged Bsmashv 19
    Charged Smash^ 30 above the head, 26 in front
    
    Dash attack 15
    Ledge attack 10
    
    Nair ~18 (11-7~5 two hits, first usually knocks enemy away)
    Fair 17 if below, 15 if in front
    Bair 16
    Uair 13 if close, 12 otherwise
    Dair 22 at feet, 17 from feet to chest, spike
    
    B 32 (really long windup time, also, if the opposite direction you are facing
     is pushed shortly after pressing B, you will turn around.  If this is done,
     the attack will do 35 damage, and take slightly longer)
    B> 9 if you are on the ground, 12 if you are in the air, can 'kamikaze' if 
    there is no solid ground below you
    Bv 12~10 if you are on the ground, 15~14 if you are in the air
    B^ 11 (1-1-1-1-7) from grabbing during first part of attack, OR, if no-one is
     grabbed during the first part of the attack, he swings his arm for 7 damage,
     helpless (if you successfully grab someone, you do not enter helpless)
    
    Fthrow 13 (5-8)
    Bthrow 10 (5-5)
    Uthrow 7 (4-3)
    Dthrow 7
    
    Notes:
    
    
    
    
    [Toon Link]
    
    
    A 3
    AAA 3-2-5
    A> 9
    Av 9
    A^ 9
    
    Smash> 23 (10-13 first hit does NOT knock the enemy away)
    Fsmashv 17 (6-11, opponent gets hit in front then behind)
    Bsmashv 11
    Smash^ 15
    
    Charged Smash> 32 (14-18 first hit does NOT knock the enemy away)
    Charged Fsmashv 23 (8-15, opponent gets hit in front then behind)
    Charged Bsmashv 15
    Charged Smash^ 21
    
    Dash attack 10
    Ledge attack 8
    Hookshot 4 (if 'grab' is pressed in the air, tether recovery)
    
    Nair 20 (10-10 first swings in front, then behind, so difficult to land both
    hits)
    Fair 13
    Bair 10
    Uair (sexkick 14~12)
    Dair 16~13-8 (can hit twice, the first hit is stronger the sooner you hit the
    enemy) (spike)
    
    B 4 (12 fully charged)
    B> 5 at a distance, 8 closer, 11 (8-3) at very close range
    Bv 5, 6 when thrown hard from the ground, 7 if thrown vertically up or down 
    from the ground or air(regardless of how hard you throw it,) (When thrown 
    horizontally in the air, the damage is 5~7, increasing with distance bomb 
    travels in the air, regardless of how hard you throw it) (3 from letting it 
    blow up in your hand or throwing it straight down while standing) (Bombs can
     damage yourself)  and if you time it properly, you can dodge or air-dodge at
     the same time the grenade goes off, so it can damage enemies while not you.
    B^ 12 (in 10 hits) on the ground, 19 (in 10 hits) fully charged on the ground,
    14 (in 5 hits, if all hits land) from the air, helpless
    
    Fthrow 7 (3-4)
    Bthrow 7 (3-4)
    Uthrow 7 (5-2)
    Dthrow 7 (3-4)
    
    Notes:
    If Toon Link's shield happens to be positioned correctly, it will block 
    projectiles
    
    
    
    [Samus]
    
    
    A 3
    AA 3-7
    A> 7
    Av 14
    A^ 12 above head, 13 in front
    
    Smash> 13
    Fsmashv 15
    Bsmashv 14
    Smash^ 23 (4-4-4-5-6, difficult to land all hits)
    
    Charged Smash> 18
    Charged Fsmashv 21
    Charged Bsmashv 19
    Charged Smash^ 32 (5-5-5-7-8, difficult to land all hits,
     I know it doesn't add up but that what training mode says)
    
    Dash attack 10
    Ledge attack 8
    Grapple beam 4 (if 'grab' is pressed in the air, tether recovery)
    
    Nair (sexkick, 9~6)
    Fair 18 (4-3-3-3-5)
    Bair 14 at heel, 10 otherwise
    Uair 11 (in 6 hits)
    Dair 15 (spike)
    
    B 3 (25 if fully charged)
    B> 5 if tilted, 10 if smashed.  Homes in on enemies if tilted
    Bv 9 (4-5, don't explode on contact)
    B^ 13~12 (in 12 hits, if all hits land), helpless
    
    Fthrow 9
    Bthrow 8
    Uthrow 9 (in 6 hits)
    Dthrow 6
    
    Notes:
    Samus' grab attack can be used consecutively very quickly, but you must
    keep pushing A or the grab button at a certain rate, as pushing it too quickly
    will just result in the grab attack being performed slowly.
    
    
    
    [Zero Suit Samus]/[Zerosuitsamus]/[Zerosuit Samus]/[ZSS]/[0SS]
    
    
    A 2
    AAA 2-2-3
    A> 6
    Av 6
    A^ 11 (5-6, first hits is on both sides, second hit is above)
    
    Smash> 10~6 (Stronger if closer, also does 6 damage to behind)
    Fsmashv 11 (stuns)
    Bsmashv none
    Smash^ 12 (in 7 hits, if all hits land)
    
    Charged Smash> 14~6 (Stronger if closer, also does 6 damage to behind)
    Charged Fsmashv 15 (stuns longer with more charge)
    Charged Bsmashv none
    Charged Smash^ 16 (in 7 hits, if all hits land)
    
    Dash attack (sexkick, 7~5)
    Ledge attack 8
    
    Nair 10
    Fair 17 (6-11)
    Bair 13
    Uair 10
    Dair ~10 (5~4 while descending, another 5 on impact with floor,
    causes forced, inescapable dive) (spike)
    
    B 4 (6 if fully charged, stuns longer with more charge)
    B> 19 (3 while extending, 16 at the tip sweetspot), can be used as a tehter
     recovery
    Bv indirect, causes a somersault move where you do a 12 damage kick if you 
    push an attack button, can spike if tipped at sweetspot
    B^ 15 (in 4 hits, if all hits land), can be used as a tehter recovery
    
    Fthrow 9 (7-2)
    Bthrow 6 (2-4)
    Uthrow 10 (2-8)
    Dthrow 7 (2-5)
    
    Notes:
    
    
    
    
    [Pit]
    
    
    A 3
    AAA 3-3-5 OR 3-3 1-1-1-1-1...... if A is pressed extremely fast (the 5 hit 
    usually knocks the enemy away)
    A> 12
    Av 11
    A^ 13 (6-7)
    
    Smash> 19 (7-12)
    Fsmashv 13
    Bsmashv 10
    Smash^ 13 (3-2-8)
    
    Charged Smash> 26 (9-16 I know it doesn't add up but that what training
     mode says)
    Charged Fsmashv 18
    Charged Bsmashv 14
    Charged Smash^ 18 (4-2-11)
    
    Dash attack 12
    Ledge attack 8
    
    Nair 11 (1-1-1-1-1-1-1-4, if all hits land)
    Fair 13
    Bair 15
    Uair 12 (2-2-2-2-2-2, if all hits land)
    Dair 12
    
    Glide attack 12 (if A is pressed while gliding)
    
    B 5 (11 if fully charged, can shoot left, right or upwards, and can aim the 
    arrow after it has left the bow)
    B> Many 1 and 2 damage hits, for as long as you keep pressing B, very 
    difficult to predict how many you can land on the enemy.  Anywhere between
     10-40, depending on circumstances.  Reflects projectiles
    Bv none, reflects projectiles, blocks any other attack
    B^ none, allows you to fly, negates remaining jumps, can use aerial A attacks
     to cancel this move partway through, helpless if allowed to go to time limit,
     cannot glide
    
    Fthrow 10 (6-4)
    Bthrow 8
    Uthrow 11 (4-7)
    Dthrow 6 (2-4)
    
    Notes:
    
    
    
    
    [Ice Climbers]
    (This is assuming you have both ice climbers together, also, the first hit 
    listed is usually Popo's (Human) and the second hit Nana's (CP))
    
    
    A 5 (3-2)
    AAA 3-2-4-2 3-2-4-2 3-2-4-2 ...
    A> 16 (9-7)
    Av 11 (6-5)
    A^ 17 (in 11 hits, if all hits land)
    
    Smash> 23~21 (13~12-10~9)
    Fsmashv 20 (12-8) (if very close, it's possible to do 38 damage, hitting
    both front and back)
    Bsmashv 21 (12-9)
    Smash^ 20 (11-9)
    
    Charged Smash> 30 (16-14)
    Charged Fsmashv 28 (16-11 I know it doesn't add up but that what training
     mode says) (if very close, it's possible to do 53 damage, hitting both front 
    and back)
    Charged Bsmashv 29 (16-12 I know it doesn't add up but that what training
     mode says)
    Charged Smash^ 28 (15-13)
    
    Dash attack 10 (6-4)
    Ledge attack 16 (8-8)
    
    Nair 12 (7-5)
    Fair 24~19 (12-12~7, does more damage if enemy is below)
    Bair 19 (11-8)
    Uair 17~12 (sexkick, 10~6-7~5)
    Dair 13 (8-5, causes a forced dive for ~2 seconds)
    
    B 4~6 (2-2, 3-3 if at close range)
    B> 32 (in 8 hits, difficult to land with all hits)
    Bv 9~3 on ground (stronger if closer), up to 28 if started in the air so both
    climbers face the same direction.  Can freeze enemies at higher damage
    B^ 16 (if the Computer controlled climber hits), helpless
    
    Fthrow 8
    Bthrow 6
    Uthrow 6
    Dthrow 6
    
    Notes:
    
    
    
    
    [Robot]/[ROB]/[R.O.B.]
    
    
    A 3
    AA 3-3
    A> 6
    Av 4
    A^ 8 (3-5, enemy must be above head for second hit to land)
    
    Smash> 14~13 (stronger at close range)
    Fsmashv 13 (in 5 hits)
    Bsmashv 13 (in 5 hits)
    Smash^ 14 if above head, 12~13 at sides
    
    Charged Smash> 19~18 (stronger at close range)
    Charged Fsmashv 18 (in 5 hits)
    Charged Bsmashv 18 (in 5 hits)
    Charged Smash^ 19
    
    Dash attack 5
    Ledge attack 7
    
    Nair 10
    Fair (sexkick, 10~6)
    Bair 11
    Uair 19 (in 5 hits)
    Dair 11
    
    B 16 at close range, 9 at a distance at full charge, 12 at close range, 
    5 at a distance at medium charge, and 7 at very close range for no charge
    (it takles ~3 seconds of no laser use to go from no charge to medium charge, 
    and quite a bit longer still to get to full charge, and his charge status can
     be seen by looking at the red LED light on his head)
    B> 8 (2-2-2-2, difficult to land with all hits), reflects projectiles
    Bv 5 (8 at close range, 18 when fully charged)
    B^ none, lets you fly by pressing jump, up, or B, can let go and press it
     again until gas runs out.  Gas 'recharges' while standing on solid ground. 
     After using this you cannot use any other B attacks or your 2nd jump until
     hitting the ground, getting attacked, OR using one of your A attacks.  If 
    you use an A attack, you can then use any B attacks or remaining jumps, but
     pressing up or B will no longer make you fly, unless you press B^ again, 
    provided you still have gas remaining.
    
    Fthrow 10
    Bthrow 10
    Uthrow 10
    Dthrow 10
    
    Notes:
    Some of his air attacks using jets will propel him in the oppostie direction
    of the attack.
    
    
    
    [Kirby]
    
    
    A 2
    AAA 2-3 2-2-2-2-2-2.... (1-1-1-1-1-1 if not close)
    A> 8
    Av 5~6 (stronger if farther away)
    A^ 7 if the enemy is behind you, 5 if in front of you
    
    Smash> 15
    Fsmashv 14
    Bsmashv 14
    Smash^ 15~11 (stronger the earlier you hit them)
    
    Charged Smash> 21
    Charged Fsmashv 19
    Charged Bsmashv 19
    Charged Smash^ 21~16 (stronger the earlier you hit them)
    
    Dash attack 14 (2-2-2-2-2-4, if all hits land)
    Ledge attack 6
    
    Nair (sexkick, 12~6)
    Fair 12 (4-3-5, if all hits land)
    Bair (sexkick, 12~9)
    Uair 10
    Dair 14 (2-2-2-2-2-2-2 if all hits land) (spike?)
    
    B 6 if Copy (B, or 'down') is used, 10 if Spit (A) is used, 18~9 damage to 
    someone else if they are hit by the star when someone is spat out, stronger
     if the character spat out is heavier, also, when the character reverts 
    from a star back into a character, it can damage enemies about 1~3
    B> 23 on the ground, 17-15 (in 2 hits) in the air (first hit usually knocks 
    the enemy away)
    Bv 18, or 14 from ground shockwave or if used in the ground (becomes 
    invincible to a certain amount of damage, except for grabs, until time 
    expires or you press B again)
    B^ 15 (8-2-5 if all hits land), or 6 from the shockwave projectile, cannot
    stop until you hit the ground
    
    Fthrow 8
    Bthrow 8
    Uthrow 10
    Dthrow 12 (in 11 hits)
    
    Notes:
    Kirby can use Swallow (B) to eat any item that can be picked up, except for 
    Pokeballs and Mr. Saturni.  Large, container items, such as crates, barrels,
     boxes or party balls, take a bit longer to swallow.  Bombs or explosives 
    (e.g. Bobomb, mine or Snake's Grenade), will do 5 damage to Kirby upon being
     swallowed.  Healing items such as food or hearts, and any status item (metal
     block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT 
    Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon 
    being eaten.  Kirby must be very close to swallow items, even closer than the
     range required to pick them up using A, however, if multiple items are all 
    within this range, they can be swallowed simultaneously.
    
    If Kirby uses Copy on Lucario, the resulting Aura Sphere (B) used by
    Kirby will do a constant 7~18 damage (depending on charge), instead of
    powering up the more damage is taken, like with Lucario.
    
    If Kirby uses Copy on Olimar, then B just picks and throws a single Pikmin,
    which immediately dies.  These pikmin do not latch on to enemies, but just
    smack into them and send them flying like a Purple Pikmin.  They do the 
    following damage:
    Red= 1
    Yellow= 2 (high arc)
    Blue= 3
    White= 4 (fast, long range)
    Purple= 5 (low range)
    
    
    
    
    [Metaknight]
    
    
    A 2-2-2-2-2-2... (1-1-1-1-1... if not close)
    A> 12 (4-3-5, if pressed repeatedly)
    Av 4
    A^ 7 (6 if directly in front, 8 sometimes?)
    
    Smash> 14
    Fsmashv 11
    Bsmashv 13
    Smash^ 9 (3-2-4)
    
    Charged Smash> 19
    Charged Fsmashv 15
    Charged Bsmashv 18
    Charged Smash^ 12 (4-3-5)
    
    Dash attack (sexkick, 8~6)
    Ledge attack 8
    
    Glide attack 12 (if A is pressed while gliding)
    
    Nair 12-7~6-5 (in 3 hits, first hit usually knocks enemy away)
    Fair 10 (3-3-4 if all hits land)
    Bair 10 (3-3-4 if all hits land)
    Uair 6 (can be repeatedly used almost immediately)
    Dair 7
    
    B 9 (in 7? hits), ~22 (in ~20 hits) if B is pressed repeatedly.  Difficult to
    get all hits to land, helpless
    B> 10 (in 8 hits, difficult to get all hits to land), helpless
    Bv 14 (if B is held or A is pressed while invisible), helpless
    B^ 9 on ascent, 6 during loop (Difficult to hit same enemy with both,
    additionally, puts you into a glide, during which a glide attack can 
    be performed), helpless
    
    Fthrow 9
    Bthrow 10 (7-3)
    Uthrow 12
    Dthrow 11 (in 11 hits)
    
    Notes:
    Many of Metaknight's moves have low knockback, so his B^, Bv, glide attack and
     downward smash are some options for killing moves.
    
    
    
    [Dedede]
    
    
    A 6
    AAA 6-5 2-2-2-2-2-2...
    A> 6
    Av 10
    A^ 12
    
    Smash> 24 at mallet, 5 just beyond mallet from ground shaking, 13 at close 
    range
    Fsmashv 15
    Bsmashv 15
    Smash^ 14
    
    Charged Smash> 33 at mallet, 7 just beyond mallet from ground shaking 18 
    at close range
    Charged Fsmashv 21
    Charged Bsmashv 21
    Charged Smash^ 19
    
    Dash attack 16
    Ledge attack 8
    
    Nair (sexkick, 12~7)
    Fair 15
    Bair (sexkick, 13~9)
    Uair 19 (in 8 hits, if all hits land)
    Dair 17 (in 7 hits, if all hits land)
    
    B 10 from spitting someone out, 18~9 to someone else if they are hit by the
     star when someone is spat out (stronger if the character spat out is heavier,
    also, when the character reverts from a star back into a character, it can 
    damage enemies about 1~3
    B> 5 for Waddle Dee (common), 7 from Waddle Doo (uncommon), Waddle Dee may 
    jump and attack for 8 damage, and Waddle Doo's can then shoot sparks for 
    27 damage (in 9 hits) (May also throw Gordos, star rods for 13 damage, bombs 
    for 26 damage, capsules for 14~15 damage, deku nuts, probably more things 
    too...)
    Bv 11 (30 if fully charged, you take 1 damage per second while you hold it
     charged)
    B^ 15 from hitting on the way down, 11 from impact, and 5 from stars shooting 
    out sideways after you hit the ground (possible to hit with all 3, but 
    very difficult), can cancel by pressing down, which puts you into helpless, 
    also can spike, but you may die before your enemy unless you quickly cancel
     quickly afterwards.
    
    Fthrow 12 (6-6)
    Bthrow 16 (6-10)
    Uthrow 9 (4-5)
    Dthrow 8 (4-4)
    
    Notes:
    Dedede can use Swallow (B) to eat any item that can be picked up, except for 
    Pokeballs and Mr. Saturni.  Large, container items, such as crates, barrels,
     boxes or party balls, take a bit longer to swallow.  Bombs or explosives 
    (e.g. Bobomb, mine or Snake's Grenade), will do 5 damage to Dedede upon being
     swallowed.  Healing items such as food or hearts, and any status item (metal
     block, mushroom, spicy curry, warpstar, lighting, stopwatch etc., NOT 
    Freezie, bunny hood, Franklin Badge or Screw Attack) will take effect upon 
    being eaten.  Dedede must be very close to swallow items, even closer than the
     range required to pick them up using A, however, if multiple items are all 
    within this range, they can be swallowed simultaneously.
    
    
    
    [Pikmin and Olimar]/[Olimar]/[Pikmin]
    
    Damage differs depending on color of Pikmin used for some attacks
    
    ***Olimar's attacks***
    
    A 5 (3-2)
    AA 15 (3-2-10)
    A> 6
    Av 8 (6-2, if both hits land)
    A^ 11 (in 8 hits)
    
    Dash attack 11 (7-4)
    Ledge attack 8
    
    Nair 12 (in 6 hits, if all hits land)
    
    B none, Picks Pikmin
    Bv none, Pikmin Order
    
    Notes:
    His Smash attacks all have a very large range, and his Uair attack
    is very powerful (except with White Pikmin).  His Pikmin can die if attacked
    while separate from him.
    
    ***Attacks with Red Pikmin***
    
    Smash> 15 (9 if far away) 
    Fsmashv 13 (10 if far away) 
    Bsmashv
    Smash^ 15 (12 if far away)
    
    Charged Smash> 21 (12 if far away) 
    Charged Fsmashv 18 (14 if far away) 
    Charged Bsmashv 18 (14 if far away)
    Charged Smash^ 21 (16 if far away) 
    
    Fair 15 
    Bair 13 (11 if far away) 
    Uair 24 (in 7 hits) 
    Dair 16 (7 if far away, can spike) 
    
    B> 16 (in 8 hits, if it stays on) 
    
    B^ 7
    
    Fthrow 6
    Bthrow 7
    Uthrow 9
    Dthrow 9 (1-8)
    
    Notes:
    Immune to fire, attack with fire properties
    
    
    ***Attacks with Blue Pikmin***
    
    Smash> 15 (11 if far away) 
    Fsmashv 12 (9 if far away) 
    Bsmashv 12 (9 if far away)  
    Smash^ 15 (11 if far away)
    
    Charged Smash> 21 (15 if far away) 
    Charged Fsmashv 16 (24 if far away) 
    Charged Bsmashv 16 (24 if far away)  
    Charged Smash^ 21 (15 if far away) 
    
    Fair 13
    Bair 13 (10 if far away) 
    Uair 22 (in 7 hits) 
    Dair 14 (6 if far away, can spike) 
    
    B> 16 (in 8 hits, if it stays on)
    
    B^ 6
    
    Fthrow  13
    Bthrow  14
    Uthrow  12
    Dthrow  12 (1-11)
    
    Notes:
    Immune to water, cannot drown
    
    
    ***Attacks with Yellow Pikmin:***
    
    Smash> 13 (6 if far away) 
    Fsmashv 11 (8 if far away) 
    Bsmashv 11 (8 if far away) 
    Smash^ 14 (10 if far away)
    
    Charged Smash> 18 (12 if far away) 
    Charged Fsmashv 15 (11 if far away) 
    Charged Bsmashv 15 (11 if far away) 
    Charged Smash^ 19 (14 if far away) 
    
    Fair 12
    Bair 12 (9 if far away) 
    Uair 16 (in 7 hits) 
    Dair 12 (6 if far away, can spike) 
    
    B> 16 (in 8 hits, if it stays on)
    
    B^ 6
    
    Fthrow 7
    Bthrow 9
    Uthrow 11
    Dthrow 8 (1-7)
    
    Notes:
    Attack with electric properties, immune to electricity
    
    
    ***Attacks with White Pikmin:***
    
    Smash> 9 (6~3 if far away) 
    Fsmashv 6 (4 if far away) 
    Bsmashv 6 (4 if far away)
    Smash^ 9 (5 if far away)
    
    Charged Smash> 12 (4~2 if far away) 
    Charged Fsmashv 8 (4 if far away) 
    Charged Bsmashv 8 (4 if far away)
    Charged Smash^ 12 (7 if far away) 
    
    Fair 5 
    Bair 5 (4 if far away) 
    Uair 9 (in 7 hits) 
    Dair 8 (4 if far away, can spike) 
    
    B> 48 (in 8 hits, if it stays on)
    
    B^ 6
    
    Fthrow 6
    Bthrow 7 
    Uthrow 6 
    Dthrow 6 (1-5)
    
    Notes:
    
    
    
    ***Attacks with Purple Pikmin:***
    
    Smash> 18 (16 if far away) 
    Fsmashv 15 (12 if far away) 
    Bsmashv 15 (12 if far away)
    Smash^ 16 (13 if far away)
    
    Charged Smash> 25 (22 if far away) 
    Charged Fsmashv 21 (16 if far away) 
    Charged Bsmashv 21 (16 if far away)
    Charged Smash^ 22 (18 if far away) 
    
    Fair 14 
    Bair 13 (10 if far away) 
    Uair 22 (in 7 hits) 
    Dair 14 (6 if far away, can spike) 
    
    B> 6 (knocks enemy away instead of latching on)
    
    B^ 8
    
    Fthrow 7
    Bthrow 9 
    Uthrow 11 
    Dthrow 8 (1-7) 
    
    Notes:
    
    
    
    
    [Fox]
    
    
    A 2
    AAA 2-2 2-2-2-2-2-2-2... (1-1-1-1-1... if not close)
    A> 6 (8 if tilted up, 7 if tilted down, odd..)
    Av 9
    A^ 8 (10 if directly behind you)
    
    Smash> 15
    Fsmashv 14
    Bsmashv 14
    Smash^ 17 (13 if they are behind you)
    
    Charged Smash> 21
    Charged Fsmashv 19
    Charged Bsmashv 19
    Charged Smash^ 23 (18 if they are behind you)
    
    Dash attack (sexkick, 7~5)
    Ledge attack 8
    
    Nair (sexkick, 9~6)
    Fair 23 (in 5 hits, if all hits land)
    Bair 15
    Uair 16 (5-11)
    Dair 21 (in 7 hits)
    
    B 3 (sometimes 2?, no knockback)
    B> 4, helpless
    Bv 5 when on the ground, 4 from the air, reflects projectiles, send airborne
     enemies at a slight downward angle
    B^ 28 (7 2-damage hits while charging, 14 damage from impact, if all hits land
    impact does only 8 damage instead of 14 if not close), helpless
    
    Fthrow 7 (4-3)
    Bthrow 8 (in 4 hits)
    Uthrow 8 (in 4 hits)
    Dthrow 9 (in 3? hits)
    
    Notes:
    If Fox uses his Final Smash in Giant Brawl, then the Landmaster is even
    bigger than normal.
    
    
    
    [Falco]
    
    
    A 4
    AAA 4-2 1-1-1-1-1-1-1-1....
    A> 9
    Av 12 (9 at a distance)
    A^ 9 (4-5)
    
    Smash> 15 (10 at a distance)
    Fsmashv 15
    Bsmashv 15
    Smash^ 14 (12 if behind you)
    
    Charged Smash> 21 (14 at a distance)
    Charged Fsmashv 21
    Charged Bsmashv 21
    Charged Smash^ 19 (16 if behind you)
    
    Dash attack (sexkick, 9~6)
    Ledge attack 8
    
    Nair 12 (3-3-2-4, if all hits land)
    Fair 11 (2-2-2-2-3, if all hits land)
    Bair (sexkick, 13~7)
    Uair 11
    Dair (sexkick, 13~8) (spike)
    
    B 3 per hit
    B> 7, helpless (spike)
    Bv 6 reflects projectiles
    B^ 6 (2-2-2) while charging, 17 in 8 hits while traveling, if all hits land
    DIfficult to land all hits, helpless
    
    Fthrow 7 (4-3)
    Bthrow 8 (2-2-2-2)
    Uthrow 8 (2-2-2-2)
    Dthrow 9 (in 5 hits)
    
    Notes:
    If Falco uses his Final Smash in Giant Brawl, then the Landmaster is even
    bigger than normal.
    
    
    
    
    [Wolf]
    
    
    A 3
    AAA 3-2-4
    A> 11 (5-6)
    Av 6
    A^ 8 (9 if they are directly above you)
    
    Smash> 15 (5-10, moves forward between first and second hit)
    Fsmashv 14
    Bsmashv 13
    Smash^ 18 (6-12)
    
    Charged Smash> 21 (7-14)
    Charged Fsmashv 19
    Charged Bsmashv 18
    Charged Smash^ 25 (8-17)
    
    Dash attack 9
    Ledge attack 8
    
    Nair 8-1-1-1-3??  Difficult to hit both the first hit and the subsequent 
    hits together
    Fair 11
    Bair 13
    Uair 12
    Dair 15, spike
    
    B 6 per hit (5 if too close or too far away), if very close, does 9 (4-5) 
    damage instead
    B> 3 during flight, 10 at endpoint, helpless (possible to spike if you hit the
     enemy at the end of the attack)
    Bv 3 reflects projectiles at double speed, sends airborne enemies at a slight 
    downward angle
    B^ 13 (in 9 hits, if all hits land), helpless
    
    Fthrow 7 (4-3)
    Bthrow 7 (4-3)
    Uthrow 7 (5-2)
    Dthrow 12 (6-6)
    
    Notes:
    If Wolf uses his Final Smash in Giant Brawl, then the Landmaster is even
    bigger than normal.
    
    
    
    
    [Captain Falcon]/[C. Falcon]
    
    
    A 3
    AAA 3-2-6 2-2-2-2-2-2... (1-1-1-1-1... if not close)
    A> 10
    Av 10
    A^ 13
    
    Smash> 19
    Fsmashv 18
    Bsmashv 16
    Smash^ 21 (8-13)
    
    Charged Smash> 26
    Charged Fsmashv 25
    Charged Bsmashv 22
    Charged Smash^ 29 (11-18)
    
    Dash attack (sexkick, 8~6)
    Ledge attack 10
    
    Nair 10 (4-6)
    Fair 19 at knee, 6~3 otherwise
    Bair (sexkick, 14~8)
    Uair 13 (12 if behind)
    Dair 14 (spike)
    
    B 27 (23 if not close, also, if the opposite direction you are facing is 
    pushed shortly after pressing B, you will turn around.  If this is done,
     the attack will do 28 damage, 23 if not close)
    B> 7, spikes when used from the air, helpless
    Bv 13~7, stronger if closer
    B^ 17 (5-12), helpless
    
    Fthrow 9 (5-4)
    Bthrow 9 (5-4)
    Uthrow 7 (4-3)
    Dthrow 7
    
    Notes:
    
    
    
    
    [Pikachu]
    
    
    A 2
    AAA 2-2-2-2-2-2-2....
    A> 9
    Av 7
    A^ 7~5 (weaker at peak or arc, hits in front and behind)
    
    Smash> 20~14 (stronger when closer)
    Fsmashv 15 (in 7 hits)
    Bsmashv 15 (in 7 hits)
    Smash^ 14~11 (weaker at peak or arc, hits in front and behind)
    
    Charged Smash> 28~19 (stronger when closer)
    Charged Fsmashv 21 (in 7 hits)
    Charged Bsmashv 21 (in 7 hits)
    Charged Smash^ 19~15 (weaker at peak or arc, hits in front and behind)
    
    Dash attack 7
    Ledge attack 8
    
    Nair (sexkick, 12~6)
    Fair 11 (in 5 hits)
    Bair 11 (in 8 hits)
    Uair 6~4 (stronger when closer?)
    Dair 12 (or, 4 from shockwave released when you hit the ground)
    
    B 6 (9 when used from the air)
    B> 7 (25 if fully charged)
    Bv 10 from lighting alone, or, 17 from explosion when lightning hits yourself
    B^ 5 (3-2, if both hits land), helpless
    
    Fthrow 10 (in 5 hits)
    Bthrow 9
    Uthrow 10 (5-5)
    Dthrow 10 (5-5)
    
    Notes:
    
    
    
    
    [Pokemon Trainer]
    Damage differs depending on 'Stamina,' how tired the Pokemon are, the change
     is visible when you see the Pokemon's standing animation change.  There are
     at least two levels, possibly more, as I have noticed what seemed to be an
    'interim level' for several seconds between 'Healthy' and 'Tired' where the
    damage levels are in between the ones listed here, but these should be the 
    most common ones experienced, and the upper and lower extremes.  As a rule
    of thumb, *most* moves only give around 2/3 or 3/4 damage when 'Tired.'
    Switching Pokemon resets any Poison mushroom, super mushroom status, as well
     as the counter for 'diminishing returns' on consecutively used moves
    
    [Squirtle]/[Zenigame]
    ***At full Stamina***
    
    A 3
    AAA 3-2-4
    A> 6
    Av 13 (in 5 hits, must be close to land all hits)
    A^ 6
    
    Smash> 14
    Fsmashv 11
    Bsmashv 11
    Smash^ ~16 (3-13, enemy must be on the ground to get hit by first part, 
    second part does 13~5, stronger if closer)
    
    Charged Smash> 19
    Charged Fsmashv 15
    Charged Bsmashv 15
    Charged Smash^ ~22 (4-18, enemy must be on the ground to get hit by first
     part, second part does 18~7, stronger if closer)
    
    Dash attack (sexkick, 9~7)
    Ledge attack 8
    
    Nair (sexkick, 9~6)
    Fair (sexkick, 12~6)
    Bair (sexkick, 10~6)
    Uair 11
    Dair 10 (in 6 hits)
    
    B none if used or charged, 14 (in 7 hits) if B is pressed 3 times quickly 
    B> 7~3 (weaker the sooner you hit them), press back or B again to end 
    prematurely, invincible while in shell, but if stepped on from above,
     will get flipped onto back
    Bv Change!
    B^ 15 (in 10 hits, if all hits land), helpless
    
    Fthrow 9 (2-7)
    Bthrow 10 (5-5)
    Uthrow 11 (2-9)
    Dthrow 7 (2-5)
    
    ***When tired***
    
    A 2
    AAA 2-1-2
    A> 4
    Av 9 (in 5 hits, must be close to land all hits)
    A^ 4
    
    Smash> 9
    Fsmashv 7
    Bsmashv 7
    Smash^ ~11 (2-9, enemy must be on the ground to get hit by first part, 
    second part does 9~3, stronger if closer)
    
    Charged Smash> 13
    Charged Fsmashv 10
    Charged Bsmashv 10
    Charged Smash^ ~15 (2-13, enemy must be on the ground to get hit by first
     part, second part does 12~4, stronger if closer)
    
    Dash attack (sexkick, 6~4)
    Ledge attack 5
    
    Nair (sexkick, 6~4)
    Fair (sexkick, 8~4)
    Bair (sexkick, 7~4)
    Uair 7
    Dair 7 (in 6 hits)
    
    B none if used or charged, 9 (in 7 hits) if B is pressed 3 times quickly
    B> 6~2 (weaker the sooner you hit them), press back or B again to end 
    prematurely, invincible while in shell, but if stepped on from above,
     will get flipped onto back
    Bv Change!
    B^ 10 (in 10 hits, if all hits land), helpless
    
    Fthrow 6 (1-5)
    Bthrow 7 (3-4)
    Uthrow 7 (1-6)
    Dthrow 4 (1-3)
    
    Notes:
    
    
    
    
    [Ivysaur]/[Fushigisou]
    ***At full Stamina***
    
    A 3
    AAA 3-2 2-1-2-1-2-1-2-1....
    A> 14 (in 7 hits, if all hits land)
    Av 7 (2-5)
    A^ 7
    
    Smash> 16
    Fsmashv 8
    Bsmashv 8
    Smash^ 17
    
    Charged Smash> 22
    Charged Fsmashv 11
    Charged Bsmashv 11
    Charged Smash^ 23
    
    Dash attack (sexkick, 12~10)
    Ledge attack 8
    
    Nair 12 (in 6 hits, if all hits land)
    Fair 12
    Bair 5 (2-3, second hit becomes 2 at far distances)
    Uair 16 (propels you downward)
    Dair 10 (propels you upward slightly, can spike)
    
    B 59~60 (in 36 hits, if used on the ground, with the enemy to either side of
     you, up to 70 damage in 35 hits if used while on the ground with the enemy 
    just above you, this is all assuming every hit lands and the enemy makes no 
    attempt to escape)
    B> 8~4 damage per leaf (stronger if closer, speed and direction can be 
    controlled with the control stick)
    Bv Change!
    B^ 13~7 (weaker if closer), can be used as a tehter recovery
    
    Fthrow 8
    Bthrow 10
    Uthrow 10
    Dthrow 10
    
    
    ***When tired***
    
    A 2
    AAA 2-1 1-0-1-0-1-0-1-0...
    A> 9 (in 7 hits, if all hits land)
    Av 4 (1-3)
    A^ 5
    
    Smash> 12
    Fsmashv 5
    Bsmashv 5
    Smash^ 11
    
    Charged Smash> 15
    Charged Fsmashv 7
    Charged Bsmashv 7
    Charged Smash^ 16
    
    Dash attack (sexkick, 8~7)
    Ledge attack 5
    
    Nair 8 (in 6 hits, if all hits land)
    Fair 8
    Bair 2 (1-1)
    Uair 11 (propels you downward)
    Dair 7~5 (propels you upward slightly, can spike)
    
    B 59~60 (in 36 hits, if used on the ground, with the enemy to either side of
     you, up to 70 damage in 35 hits if used while on the ground with the enemy 
    just above you, this is all assuming every hit lands and the enemy makes no 
    attempt to escape)
    B> 8~4 damage per leaf (stronger if closer, speed and direction can be 
    controlled with the control stick)
    Bv Change!
    B^ 9~4 (weaker if closer)
    
    Fthrow 5
    Bthrow 7
    Uthrow 7
    Dthrow 7
    
    Notes:
    
    
    
    
    [Charizard]/[Lizardon]
    ***At full Stamina***
    
    A 3
    AAA 3-4-6
    A> 11
    Av 12
    A^ 8
    
    Smash> 22 (5-17, must be close to hit with first attack also)
    Fsmashv 16
    Bsmashv 16
    Smash^ 16 (5-11)
    
    Charged Smash> 30 (7-23, must be close to hit with first attack also)
    Charged Fsmashv 22
    Charged Bsmashv 22
    Charged Smash^ 22 (7-15)
    
    Dash attack (sexkick, 11~9)
    Ledge attack 8
    
    Glide attack 12 (if A is pressed while gliding)
    
    Nair 9
    Fair 11 (in 4 hits, if all hits land)
    Bair 15~12 (5-9~7)
    Uair 10
    Dair 14 (spike)
    
    B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller
    with time)
    B> 43 (18-10-5-5-5, must be overlapping to get all hits, usually just the 
    first hit lands, or the last if you are far away) 
    Bv Change!
    B^ 17 (in 6 hits) if aimed toward enemy, first 3 damage hit misses unless
    you are very close to enemy, helpless
    
    Fthrow 10
    Bthrow 10
    Uthrow 11 (8-3)
    Dthrow 6 (in 6 hits)
    
    
    ***When tired***
    
    A 2
    AAA 2-3-4
    A> 8
    Av 8
    A^ 5
    
    Smash> 15 (4-11, must be close to hit with first attack also)
    Fsmashv 11
    Bsmashv 11
    Smash^ 11 (3-7)
    
    Charged Smash> 21 (5-16, must be close to hit with first attack also)
    Charged Fsmashv 15
    Charged Bsmashv 15
    Charged Smash^ 15 (4-10)
    
    Dash attack (sexkick, 7~6)
    Ledge attack 5
    
    Glide attack 9 (if A is pressed while gliding)
    
    Nair 7
    Fair 8 (in 4 hits, if all hits land)
    Bair 10~8 (4-6~4)
    Uair 7
    Dair 9 (spike)
    
    B 2-2-2-2-2-2-2-2-2-2 (1-1-1-1-1-1 at a distance, directable, and gets smaller
    with time)
    B> 39~38 (13~12-10-5-5-5, must be overlapping to get all hits, usually just 
    the first hit lands, or the last if you are far away) 
    Bv Change!
    B^ 11 (in 6 hits) if aimed toward enemy, first 3 damage hit misses unless
    you are very close to enemy, helpless
    
    Fthrow 7
    Bthrow 7
    Uthrow 7 (5-2)
    Dthrow 4 (in 6 hits)
     
    Notes:
    
    
    
    
    [Lucario]
    MOST of Lucario's attacks increase in damage AND knockback depending on how 
    much damage he has (His Back Throw, Down Throw, and Dash Attack remain 
    constant). For more information, see the Notes below Lucario.
    
    ****At 0-22% damage****
    
    A 2
    AAA 2-3-4
    A> 9 (3-6)
    Av 4~5
    A^ 4
    
    Smash> 11~9 (weaker if closer)
    Fsmashv 10~9
    Bsmashv 10~9
    Smash^ 9
    
    Charged Smash> 15~13 (weaker if closer)
    Charged Fsmashv 14~13
    Charged Bsmashv 14~13
    Charged Smash^ 12
    
    Dash attack 10
    Ledge attack 5
    
    Nair (sexkick, 7~4)
    Fair 3~4
    Bair (sexkick, 8~6)
    Uair 7
    Dair 11 (5-6, halts your momentum)
    
    B 5 (13 if fully charged, 0~1 damage per hit of contact with charging ball)
    B> 7~5 from blast, stronger if closer, if very close becomes a grab for 9 
    damage
    Bv 7 (if you are attacked by anything during the first few moments of this 
    attack, you teleport a short distance away and do a sliding kick against 
    everyone in range, whether they attacked you or not)
    B^ none, can direct during the jump, helpless
    
    Fthrow 7
    Bthrow 10
    Uthrow 4 (0-3)
    Dthrow 10
    
    
    
    ****At 167-999% damage****
    
    A 4
    AAA 4-3-7
    A> 18 (7-11)
    Av 10~9
    A^ 8~9
    
    Smash> 22~19 (weaker if closer)
    Fsmashv 19~20
    Bsmashv 19~20
    Smash^ 18
    
    Charged Smash> 31~27
    Charged Fsmashv 27
    Charged Bsmashv 27
    Charged Smash^ 25
    
    Dash attack 10
    Ledge attack 14
    
    Nair (sexkick, 15~9)
    Fair 7
    Bair (sexkick, 17~12)
    Uair 14
    Dair 22 (11-11, halts your momentum)
    
    B 10 (26 if fully charged, 1 damage per hit of contact with charging ball)
    B> 14~11 from blast, stronger if closer, 18 if very close becomes a grab for 9 
    damage
    Bv 15 (if you are attacked by anything during the fisrt few moments of this 
    attack, you teleport a short distance away and do a sliding kick against 
    everyone in range, whether they attacked you or not)
    B^ none, can direct during the jump, helpless
    
    Fthrow 14
    Bthrow 10
    Uthrow 8 (1-7)
    Dthrow 10
    
    Notes:
    The increase in Lucario's damage output is linear with respect to
    Lucario's current damage, between 23% damage and 167% damage.  I plotted a 
    graph of the percentage increase in Lucario's fully charged forward Smash (at 
    the strongest point, the tip) against his health level.  The results
    seem to indicate that between 0-22% damage, Lucario has 100% power, between
    23-166% damage, Lucario has (1.4[x-22] + 100)% power (with x being Lucario's 
    health), and from 167-999 damage Lucario has 206.667% power.  This means, 
    roughly, that for each ADDITIONAL point of health Lucario takes AFTER he's 
    at 22% health, he has about 1.4% more power(not 1.4% more damage), capping at
     206.6667% net power. (credit to Alex Wall for fixing the precentages)
    (To determine Lucario's power at a damage between 23 and 166, use the 
    equation for a rough estimate or just interpolate between the minimum and 
    maximum values given.)  Also, if you charge a B attack (Aura Sphere), the 
    power of the ball will be related to your health WHEN FIRED, not when charged,
     so even if you charge it fully while at 0% damage, it will power up as you 
    take more damage.
    
    
    
    
    [Jigglypuff]/[Purin]
    
    
    A 3
    AA 3-3
    A> 10
    Av 10
    A^ 9 (8 if they are directly in front of you)
    
    Smash> 16
    Fsmashv 12
    Bsmashv 12
    Smash^ 15 (13 if they are directly in front of you)
    
    Charged Smash> 22
    Charged Fsmashv 16~17
    Charged Bsmashv 16~17
    Charged Smash^ 21 (18 if they are directly in front of you)
    
    Dash attack (sexkick, 12~8)
    Ledge attack 6
    
    Nair (sexkick, 10~6)
    Fair (sexkick, 12~6)
    Bair 12
    Uair 9
    Dair 16 (in 8 hits)
    
    B 8~18 depending on speed and amount of charge
    B> 11
    Bv 15 (plus up to 27 more damage from a flower, if they don't shake it off)
    B^ none, puts enemies to sleep for an amount of time increasing with their 
    damage
    
    Fthrow 10 (5-5)
    Bthrow 10
    Uthrow 10
    Dthrow 10 (4-6)
    
    Notes:
    If Jigglypuff/Purin uses her Final Smash in Giant Brawl, she becomes even
    bigger than normal
    
    
    
    [Marth]
    Marth's sword attacks usually do more damage at the tip than the middle of 
    his blade.  When this applies, the damage from the tip and middle will both 
    be given, spearated by a comma, with the tip damage given first.
    
    A 6,4
    AAA 6,4-6,4
    A> 12,9
    Av 10,9
    A^ 9 (10 if they are behind you)
    
    Smash> 19,14
    Fsmashv 17,14
    Bsmashv 13 (14 if very close)
    Smash^ 18 if behind you, 21 if directly in front of you, 17 if above you
    
    Charged Smash> 26,19
    Charged Fsmashv 23,19
    Charged Bsmashv 18 (19 if very close)
    Charged Smash^ 25 if to the sides, 29 in 2 hits if very close, 23 if above you
    
    Dash attack 12,10
    Ledge attack 8,6
    
    Nair 6,3-12,9
    Fair 13,10
    Bair 14,11
    Uair 13 if it hits soon, 10 if it hits late
    Dair 14,12
    
    B 8 (24~22,20 if fully charged)
    B> Four part attack, the second through fourth hits can be directed up, down,
    or sideways
       First hit    Second hit      Third hit       Fourth hit
    ^  N/A		4,3		5,4		8,6
    >  4,3		4,3		5,4		8,6
    v  N/A		N/A		5,4		13,11 (in 5 hits)
    
    Bv 1.1 times the damage and knockback of the move that hits you?
    B^ 13~7, stronger if it hits earlier, helpless
    
    Fthrow 4
    Bthrow 4
    Uthrow 4
    Dthrow 5
    
    Notes:
    
    
    
    
    [Ike]
    
    
    A 4
    AAA 4-5-7
    A> 15
    Av 14
    A^ 12~9, stronger during the middle of the attack
    
    Smash> 22
    Fsmashv 13
    Bsmashv 16 (13 if very close)
    Smash^ 17
    
    Charged Smash> 30
    Charged Fsmashv 18
    Charged Bsmashv 22
    Charged Smash^ 23
    
    Dash attack 8~7 (weaker if closer)
    Ledge attack 8
    
    Nair 9
    Fair 13
    Bair 14
    Uair 14
    Dair (sexkick, 16~12)
    
    B 10 (37 fully charged, fully charging it does 10 damage to yourself)
    B> 9 (16 fully charged, charging increases range as well), helpless
    Bv 1.2 times the damage and knockback of the move that hits you?
    B^ 25 (in 7 hits, difficult to land all 7 hits, cannot stop until you hit the
     ground, 'unflinching')
    
    Fthrow 6 (2-4)
    Bthrow 6 (2-4)
    Uthrow 6 (2-4)
    Dthrow 6 (2-4)
    
    Notes:
    
    
    
    
    [Ness]
    
    
    A 3
    AAA 3-2-4
    A> 11
    Av 4 (high chance of knocking enemy onto their butt i.e. making them slip 
    and fall upon contact)
    A^ 7
    
    Smash> 24~18 (stronger at tip)
    Fsmashv 13
    Bsmashv 4
    Smash^ 17 (4-13) if in front, 13 otherwise
    
    Charged Smash> 33~25 (stronger at tip)
    Charged Fsmashv 13
    Charged Bsmashv 4 (enemy will get hit for 4 damage if they touch the yo-yo 
    during charging)
    Charged Smash^ 13 (enemy will get hit for 4 damage if they touch the yo-yo 
    during charging)
    
    Dash attack 13 (5-4-4, if all hits land)
    Ledge attack 8
    
    Nair (sexkick, 11~7)
    Fair 11 (in 5 hits, if all hits land)
    Bair (sexkick, 15~8)
    Uair 13
    Dair 12 (spike)
    
    B 9 (37 if fully charged and released in time)
    B> 22 (in 9 hits, if all hits land)
    Bv Absorb energy attacks as health
    B^ 8 if the ball hits an enemy, 1 per hit from the tail (the ball will
     stay intact if an enemy touches the tail), 25~21 from hitting yourself 
    with the ball and slamming into an enemy, stronger if closer.  If you 
    do this, you will enter helpless.
    
    Fthrow 11
    Bthrow 11
    Uthrow 10
    Dthrow 9 (in 6 hits)
    
    Notes:
    
    
    
    
    [Lucas]
    
    
    A 3
    AAA 3-3-4
    A> 11
    Av 6 (slight chance of knocking enemy onto their butt i.e. making them slip 
    and fall upon contact)
    A^ 11 (3-8, must be close to connect with first hit, second hit becomes 4 
    if it doesn't hit soon)
    
    Smash> 15
    Fsmashv 42 (17-14-11, first hit knocks enemy away)
    Bsmashv 42 (17-14-11, first hit knocks enemy away, must be very close)
    Smash^ 21 (2-19, must be close for first hit to land, second hit becomes
     16 if it doesn't hit soon)
    
    Charged Smash> 21
    Charged Fsmashv 58 (23-19-15, first hit knocks enemy away)
    Charged Bsmashv 58 (23-19-15, first hit knocks enemy away, must be very close)
    Charged Smash^ 29 (3-26,  must be close for first hit to land, second hit 
    becomes 16 if it doesn't hit soon)
    
    Dash attack (sexkick, 12~10)
    Ledge attack 8
    
    Nair 17 (in 8 hits, if all hits land)
    Fair (sexkick, 12~8)
    Bair 12~7 (stronger if enemy is above you)
    Uair 13
    Dair 20 (5-5-5-5, if all hits land)
    
    B 10 (19 if fully charged, can freeze enemies, frozen enemies take half 
    damage)
    B> 8 (3-5)
    Bv Absorb energy attacks as health, but about twice as much health gain per 
    absorption as Ness
    B^ 10 if the ball hits an enemy, 1 per hit from the tail (Lucas' ball does
     not disappear upon contact with an enemy, unlike Ness'), 43 (in 12 hits, 
    if all hits land) from hitting yourself with the ball and slamming into 
    an enemy.  If you do this, you will enter helpless.
    
    Fthrow 10
    Bthrow 10
    Uthrow 10
    Dthrow 7
    
    Notes:
    Lucas can use his snake ('grab' in the air) as a tether recovery.
    
    
    
    
    [Mr. Game & Watch]/[Mr. Game and Watch]
    
    
    A 3
    AAA 3-1-1-1-1-1-1-1...
    A> 10
    Av 6 (9 if the enemy is in the air)
    A^ 8
    
    Smash> 18 
    Fsmashv 15 (13 if close)
    Bsmashv 15 (13 if close)
    Smash^ 18
    
    Charged Smash> 25
    Charged Fsmashv 21 (18 if close)
    Charged Bsmashv 21 (18 if close)
    Charged Smash^ 25
    
    Dash attack 11
    Ledge attack 8
    
    Nair 17 (5-4-4-4, if all hits land)
    Fair (sexkick, 16~6)
    Bair 15 (in 5 hits)
    Uair 16 (7-9, also actually blows invisible air which can blow enemies 
    upwards, if they are not hit with the actual attack)
    Dair 14~13 from key, 6 from impact explosion, difficult to hit with both
    
    B 9 if the frying pan touches, 4 per piece of food that hits
    B> Judgement, damage and effect depends on number displayed, randomly from 
    1 to 9.  The different attacks appear to have equal chances of appearing, 
    except for attack #1, which is seems rarer.  
    They are as follows:
    
    #1= 2 damage, no knockback, does 12 damage to yourself, rare??
    #2= 4
    #3= 6 (pulls enemy behind you)
    #4= 8
    #5= 9 (3-3-3, if all hits land) (electric) (SmashDojo says 4-4-4???)
    #6= 12 (fire)
    #7= 14 (an apple may appear, which can restore 4 health)
    #8= 9 (freezes)
    #9= 32, HUGE knockback (possibly *slightly* more frequent than other attacks)
    
    Bv Oil Panic (catch 3 energy projectiles, then release at 2.8x strength  
    later by pressing Bv again once it's full)
    B^ 6 (can then float on parachute or attack, cannot use second jump until you 
    get attacked OR use an A attack)
    
    Fthrow 8
    Bthrow 8
    Uthrow 8
    Dthrow 6 (lays enemy out on the floor)
    
    Notes:
    
    
    
    
    [Snake]
    
    
    A 4
    AAA 4-3-7
    A> 20 (8-12 if A is pressed twice, the second hit may become 10 if the enemy
     is above you)
    Av 10
    A^ 13 (12 if above you)
    
    Smash> 22
    Fsmashv lays mine for 14 damage if it is stepped on by anyone or hit with
     a projectile, can damage yourself, disappears after ~27 seconds
    Bsmashv lays mine for 14 damage if it is stepped on by anyone or hit with
     a projectile, can damage yourself, disappears after ~27 seconds
    Smash^ 14 (4 from laying down mortar, 10 from projectile, projectile randomly
     drifts forward or backward in the air)
    
    Charged Smash> 30
    Charged Fsmashv lays mine for 19 damage if it is stepped on by anyone or hit 
    with a projectile, can damage yourself, disappears after ~27 seconds
    Charged Bsmashv lays mine for 19 damage if it is stepped on by anyone or hit 
    with a projectile, can damage yourself, disappears after ~27 seconds
    Charged Smash^ 14 (4 from laying down mortar, 10 from projectile, projectile
     randomly drifts forward or backward in the air, projectile travels higher the
     longer you charge it, so difficult to get both hits to land if charged)
    
    Dash attack 11 (8 if they are not close)
    Ledge attack 8
    
    Nair 6-5-4-13 (difficult to land all hits)
    Fair 15 at foot, 14 at leg (can spike if they are below you)
    Bair (sexkick, 16~10 at elbow, 14~10 at legs)
    Uair (sexkick, 14~10)
    Dair 6-5-5-12 (difficult to land all hits)
    
    B 3 from impact of grenade (4 if thrown hard), 12 from explosion, can damage 
    yourself, causes you to drop any held items, only 2 grenades out at a time.
    Grenade explodes after 3 seconds from the moment B is pressed, not on contact,
     though projectiles can detonate them.  Hold B to carry the grenade with you 
    to let the timer go down a bit.  Can throw at 3 levels of speed, fast, medium
     and slow, depending on control stick position when B is let go.  Enemies can
     pick up and throw the grenades.  If you make a slow toss, you can then catch 
    your own grenade to throw any way you like, and if you time it properly, you 
    can dodge or air-dodge at the same time the grenade goes off, so it can damage
     enemies while not yourself.
    B> 7 if close or rocket is dropped, 14 otherwise, can tilt to aim the rocket, 
    let go of control stick to make it go faster, shield to stop controlling it
    Bv drops C4 to the ground, press again later to detonate for 17 damage, can 
    damage yourself, projectiles can detonate it as well, auto-detonates after 
    25 seconds.  If very close to an enemy when used, it will plant the bomb on 
    the enemy, and will behave like a 'gummy bomb,' able to transfer between 
    people by contact, until it auto-detonates or you detonate it with Bv
    B^ flies you up, negates your second jump, can release by pressing down or 
    attacking, and if the camera hits the enemy after you let go, it will do 6 
    damage, does not enter helpless ('unflinching') (by alternately using this 
    move while dropping and immediately detonating the C4 [Bv], it is possible 
    to have infinite third jumps, theoretically)
    
    Fthrow 9
    Bthrow 9
    Uthrow 10
    Dthrow 12 (lays enemy on the floor, if you plant a mine with downward smash 
    immediately prior to doing a downward throw, the explosion will not hurt you,
     only the enemy, even if you are still standing on the mine)
    
    Notes:
    
    
    
    
    [Sonic]
    
    
    A 2
    AAA 2-2-3
    A> 11 (4-7, must be close to land first hit)
    Av 6
    A^ 14 (3-4-7, if all hits land)
    
    Smash> 14
    Fsmashv 12 (5 if they get hit by the second spin)
    Bsmashv 9 (5 if they get hit by the second spin)
    Smash^ 14 (in 8 hits, if all hits land)
    
    Charged Smash> 19
    Charged Fsmashv 16 (7 if they get hit by the second spin)
    Charged Bsmashv 12 (7 if they get hit by the second spin)
    Charged Smash^ 19 (in 8 hits, if all hits land)
    
    Dash attack (sexkick, 6~4)
    Ledge attack 8
    
    Nair (sexkick, 11~5)
    Fair 14 (in 6 hits, if all hits land)
    Bair 13
    Uair 9 (3-6)
    Dair 8 (forces you into a dive, but can cancel out of it after ~1 second) 
    (spike)
    
    B 8 (Homing attack, if enemy is in range, will shoot towards them), can be 
    used infinite times in the air, provided there are sufficient enemies to 
    home in on to prevent the default downwards flight path
    B> 5 if hit during intial jump, 7~10 after that, depending on speed (hold B 
    to charge more for more speed and range, if jump, up or A is pressed during 
    intial jump, you will cancel the attack and do a jump.  If A, up or jump is 
    pressed while rolling on the ground, you will jump while still spinning and 
    attacking.  If you continue to press A while jumping in this way, you can 
    perform multiple hits on an enemy, even if they were initially standing, up 
    to 28 damage.  You can use left and right while rolling to change direction)
    If used in the air, it will only do 5 damage if the enemy is hit early on, 
    then no more damage until you touch the ground or cancel the attack.
    Bv same as B>, except no initial jump is performed, and rapidly keep tapping
     B while holding down to charge instead of holding B.  Release B and down to
     attack.  Also, if used in the air in the same manner as B>, you will do 8~11 
    damage instead of 5. 
    B^ Jumps, if used in the air and the spring lands on an enemy, it does 4 
    damage, if used on the ground, the spring remains to be used by anyone for 
    a few seconds, negates 2nd jump and prevents further use of B attacks until
     you land/get attacked, but does not enter helpless
    
    Fthrow 9 (3-6)
    Bthrow 8
    Uthrow 12 (3-9)
    Dthrow 8 (1-1-1-5)
    
    Notes:
    
    
    How am I FAQing?
    seanthegraduate+FAQ [@] gmail [.] com
    
    Copyright 2008 Sean Thomas Davis.
    
    This guide may be freely copied, redistributed, posted, and used in any
     manner. However, this guide my not be used in any manner that is harmful to
    the elderly.
    
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.