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    Wolf by Heifer_of_doom

    Version: 1.3 | Updated: 03/18/09 | Printable Version | Search This Guide

    
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                              OOO  OOO   OOO   OO
                              O  O O  O O   O O
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                              O  O OO   O   O    O
                              OOO  O O   OOO   OO .
    
           OOOOOOOO     OOOOOOOO       OO      OO        OO  OO
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           OOOOOOOO     OOOOOOOO     OO  OO     OO      OO   OO
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           OOOOOOOO     OO   OOOO  OO      OO     OO  OO     OOOOOOOOOO
    
    
    (The above is my first attempt at keyboard character art. Insult me
    only privately… please.)
    
    Copyright 2008, Michael Mann
    
    Wolf Guide
    
    Table of Contents
    
    ooooooooooooooooooooooooooooooooooooo
    1. Copyright Stuff	-	[CS]
    2. About the Guide	-	[ATG]
    3. How to Unlock		-	[UNL]
    4. Pros and Cons		-	[P&C]
    5. Move List		-	[ML]
    6. Final Smash		-	[FS]
    7. Tactics			-	[TX]
    8. Misc.			-	[MSC]
    9. Vs. (?)			-	[VS]
    10. Stadium Challenges  -	[SC]
    11. Version History	-	[VH]
    ooooooooooooooooooooooooooooooooooooo
    
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    [CS] Copyright Stuff: This may be not be reproduced under any
    circumstances except for personal, private use. It may not be placed on
    any web site or otherwise distributed publicly without advance written
    permission. Use of this guide on any other web site or as a part of any
    public display is strictly prohibited, and a violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders.
    
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    2. About the Guide								[ATG]
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    Okay, so seriously... this is my first FAQ/guide (except for my
    Legendary Pokemon Guide for Pokemon Sapphire and Ruby, which was in a
    format incompatible with gamefaqs.com). In other words, there will be
    many mistakes and overlooked sections that will probably need to be
    corrected by you readers. Don't hesitate to email me at
    MTMann92@gmail.com with corrections, suggestions, flames, and social
    security numbers (okay, scratch the last one.)
    
    Anyways, I’m writing this guide because I have repeatedly played every
    character in Super Smash Brothers Brawl, and have finally decided that
    Wolf is my favorite character, and he will remain so until I can find a
    truly exploitable weakness in the way I play. I have been checking
    gamefaqs daily for a guide on Wolf, but have been let down every time.
    I have finally decided to write my own. Without further ado, here’s my
    guide.
    
    Disclaimer: I assume you know the basic functions and jargon of this
    game. If you don’t know what a KO, Smash Attack, or an aerial is, you
    may be confused by this guide.
    
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    3. How to Unlock									[UNL]
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    Wolf is a very good character, but unfortunately, he is annoying to
    unlock. In fact, he is the last character to unlock, for many people.
    To unlock him, you can do one of three things:
    
    -Play 450 brawls
    -Beat Boss Battles with either Falco or Fox
    -Enter the secret cavern in the Ruins after beating the Subspace
    Emissary. To do so, follow these instructions:
    
    Enter the Ruins and follow the level until you reach the descending
    platform with all the spikes coming out of the wall. When you get to
    the bottom, do not head right as if normally would, but there should be
    a red door at the bottom. Go through it and see Wolf.
    
    As with all other unlockable characters, you must face Wolf and beat
    him to finally unlock him.
    
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    4. Wolf – Pros and Cons								[P&C]
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    Pros:
    -Delicate balance between strength and speed makes him a formidable
    character
    -A reflector
    -A projectile (and spammable, too!)
    -Nasty aerials
    -His final smash is downright awesome
    -Two meteor smashes
    -Imo, he has the second most annoying taunts in the game—second only to
    Pikachu (“PIKA PIKAAAAA!!”)
    -All of his smash attacks are powerful, making for easy star KOs, spike
    KOs, and regular KOs.
    -Most physical attacks have extended range due to claws.
    
    Cons:
    -Bad recovery (you can make it average with practice, but it is a
    difficult learning curve. I will explain)
    -Easy to SD
    -Meteor smashing is the primary means of KOing heavies
    -Landings have significant lag time
    
    Many FAQ-writers mention the ease at which their respective character
    can be KOed. I would have done so, but Wolf is so incredibly average
    that I couldn’t decide which to put it in. Also, his throws are
    average, so they weren’t mentioned either.
    
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    5. Move list									[ML]
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    My format is this--
    
    Move:
    Damage:
    Knockback:
    Rating:
    Explanation:
    
    I’ll begin with the basics
    
    4a. Physical attacks
    
    Move: A
    Damage: 3
    Knockback: Low
    Rating: 2 out of 5
    Explanation: Wolf’s fastest, but most useless attack. He slices with
    his claw. It can be used to cancel other short ranged moves, but that
    is its only use.
    
    Move: A+A
    Damage: 5 (3+2)
    Knockback: Low
    Rating: 2 out of 5
    Explanation: Wolf swipes once, then slices again. Ditto the above.
    
    Move: A+A+A
    Damage: 9 (3+2+4)
    Knockback: Low
    Rating: 3 out of 5
    Explanation: Wolf slices three times in succession. This move is used
    sparingly, ultimately only when the opponent has a low damage
    percentage. If you use B neutral immediately afterwards, it’s nice for
    quickly racking up damage.
    
    Move: Forward A Strong
    Damage: 11
    Knockback: Low
    Rating: 4 out of 5
    Explanation: Wolf slices in an open-fan fashion with both hands--Fast
    and to the point. Because of its decent range, use while approaching
    while walking.
    
    Move: Down Strong A
    Damage: 6
    Knockback: Low
    Rating: 1 out of 5
    Explanation: Quick, fast, but weak. The upside? It can trip opponents.
    I don’t use it too often though. If you want to put it in your fighting
    style, go ahead.
    
    Move: Up Strong A
    Damage: 10
    Knockback: Low-Medium
    Rating: 3 out of 5
    Explanation: A quick move you might want to pull every once and a while
    to catch your opponents off guard. Maybe if you’re ending your juggle
    and want to get them on the ground for a smash, you can do this to keep
    them in the air, but bring them down gently. Another use is, when you
    use an A^ smash, your opponent might shield. Afterwards, launch this
    move for a surprisingly quick and unexpected attack.
    
    Move: Side Smash A
    Damage: 15 (does two hits, 5+10—19 when charged)
    Knockback: Medium-High
    Rating: 4 out of 5
    Explanation: For a side smash, this move is pretty good. It’s not
    exactly going to KO a heavy at 50% (we have meteor smashes for that :)
    ), but it does the trick. This move has incredible range. It’s easy to
    use this move to slide across the stage, catching an opponent in an
    endless cycle of 15% damage hits. Any good SSBB player will know how to
    roll out of it, however.
    
    Move: Up Smash A
    Damage: 18 (6+12, the first hit has range and catches the opponent, and
    the last hit launches them skyward—25 when charged)
    Knockback: Medium-High
    Rating: 5 out of 5
    Explanation: Wolf does a scissor-like kick into the air with his feet.
    The first hit will catch the opponent, and the next one will launch
    them into the sky for an easy star KO. If your juggling hasn’t paid off
    and you can’t seem to KO them in the air, try this move. It’s a nice
    way to KO Light/medium-weights at 80-120% damage.
    
    Move: Down Smash A
    Damage: 14 or 13 (depending on which slash you are struck by—19/18,
    respectively, when charged)
    Knockback: Medium and Ideal
    Rating: 5 out of 5
    Explanation: Wolf crouches down and does two quick slashes with his
    claws; the first hit does 14 damage and hits in front of him, and the
    second one does 13 damage and hits behind him. As you can see, I’ve
    added two words to the knockback report. This knockback is ideal
    because it’s horizontal. It is perfect for setting up the Av aerial.
    Meteor smashes are your best friend!
    
    
    
    
    4b. Aerials
    
    Move: Neutral Air (Nair)
    Damage: 8 max, but 6 if caught in the spinning afterwards.
    Knockback: Low
    Rating: 2 out of 5
    Explanation: Wolf does a somersault in the air. The first hit will
    knock opponents away, but the rest will make the opponents caught in it
    and they will receive minimal damage. I like to do this move when
    people are dashing at me. I just jump and immediately hit my A button,
    resulting in a quick 8 damage.
    
    Move: Forward Air (Fair)
    Damage: 11
    Knockback: Medium
    Rating: 4 out of 5
    Explanation: This is one of Wolf’s nasty aerials. He slashes violently
    at the air in front of him. It’s fast, strong, with the downside of low
    range. The move has about a 70 degree upwards knockback if hit
    correctly, which makes it nice for juggling.
    
    Move: Back Air (Bair)
    Damage: 13
    Knockback: Medium-High
    Rating: 4 out of 5
    Explanation: Tired of juggling with Uair? Try finishing them with this
    kick. It’s got decent range (for a kick) and does 13 damage. It’s
    rather difficult to aim and time, though.
    
    
    Move: Up Air (Uair)
    Damage: 12
    Knockback: Medium
    Rating: 5 out of 5
    Explanation: This, my fellow Wolfers, is the one of Wolf’s single most
    spammable moves he has. Nothing is more satisfying than doing 60 damage
    to someone by repeatedly jumping and slashing their bottoms with this
    move. Even with its speed and strength comes formidable knockback, and
    it is very possible to star KO with this move. Uair away!
    
    
    Move: Down Air (Dair)
    Damage: 15
    Knockback: High
    Rating: 1/0 out of 5
    Explanation: If you think the last air was good, I’ve saved the best
    for last. This move is a tide-turner—the spike. When, after much
    practice, you learn how to spike, it will be your best friend. Wake up
    and talk with this move over breakfast. Take this move to the movies.
    Share a quick drink with this move! Learn how to spike, and you will
    reach the summit of Wolf’s awesomeness.
    
    4c. Miscellaneous
    
    Move: Dash Attack
    Damage: 9
    Knockback: Medium
    Rating: 3 out of 5
    Explanation: Wolf does a back flip out of a dash. This is basically
    Fox’s A^ Smash, but without the crazy knockback. It’s a “meh” dash
    attack. Use to get opponent in the air.
    
    Move: Ledge Attack 1
    Damage: 8
    Knockback: Low
    Rating: 3 out of 5
    Explanation: It’s a ledge attack… seriously.
    
    Move: Ledge Attack 2 (occurs when Wolf’s damage surpasses 100%)
    Damage: 10
    Knockback: Low
    Rating: 3 out of 5
    Explanation: Ditto the above.
    
    4d. Special Attacks
    
    Move: B Neutral (Blaster)
    Damage: 9 max (4 on the draw, 5 when too close or too far away, and 6
    when at medium length)
    Knockback: Low
    Rating: 4 out of 5
    Explanation: The only reason that this receives such a high rating is
    that it is Wolf’s only projectile. The rating system I used is all
    relative to the other moves that Wolf has. This move will be used
    against heavy characters without projectiles and fast characters played
    by aggressive opponents. It can also be used to get someone away from
    you at close range when you can’t seem to get him off you.
    
    Move: B Side (Wolf Flash)
    Damage: 3, 10, or 15 (3 if caught in the trail, 10 if hit at the tip,
    and 15 if you hit directly into the opponent’s body)
    Knockback: Medium-High
    Rating: 4 out of 5
    Explanation: Wolf launches himself at a thirty degree angle. This works
    as a good recovery move, and also as a spike. If you nail someone with
    this move while you are over a ledge, they will plummet to their
    certain dooms. No matter how often I hit my opponents with this move,
    they never seem to be able to dodge it (although it is rather hard to
    aim). I think Wolf is the only character with a move of this angle.
    It’s just so hard to anticipate. It is possible to cancel, but very
    difficult. There are three frames through which Wolf passes on the way
    from his beginning point to ending point. Pressing B during any of
    these will cancel. Remember that there are three places (i.e. frames)
    where you can cancel. After this move, your character will enter
    helpless mode.
    
    This is truly the most amazing move Wolf has. If his aggressive “hello
    face, meet Mr. Claw!” manner didn’t intrigue you enough, having a move
    that spikes, is capable of doing 15 damage, can KO, and has range is
    insanely good. On top of that, it can be used to hit edge-guarders. If
    someone is standing at the tip of the edge, you can time this move just
    right and do a 15 damage wonder to them.
    
    This move can also be used for edge glitching, which I will explain
    later.
    
    Move: B Up (Fire Wolf)
    Damage: 13 (if all 9 hits land)
    Knockback: low-medium
    Rating: 3 out of 5
    Explanation: This is Wolf’s recovery move. It’s not all that great, and
    should seldom be used as an attack, much less in the air. I do like
    being on a small stage and catching my opponents in this move as I soar
    across the stage. It is also quite useful because of its difficulty to
    anticipate. It gets a low rating because its primary purpose is a
    recovery move, and it is one of the worst recoveries in the game. After
    this move, your character will enter helpless mode.
    
    
    Move: B down (Reflector)
    Damage: 3
    Knockback: Low
    Rating: 5 out of 5
    Explanation: It’s a reflector. Seriously. It gets 5 out of 5. Secondly,
    it can be used as a counter-attack. You become invincible for the split
    second upon which you activate it. Sadly, it isn’t a true counter-
    attack, as it only does 3 damage. Use this move to stun your opponents,
    after which you can A> smash attack them. Other than that, it is used
    for reflecting annoying projectiles. (Tip: If you are playing casual,
    i.e. with items, you can use this to reflect curry into the face of he
    who has eaten it.)
    
    Note: Projectiles are reflected at 2x the original speed.
    
    4e. Throws
    
    Move: Neutral
    Damage: 1
    Knockback: None
    Rating: 3 out of 5
    Explanation: Wolf knees the face of the person he grabbed. I like to
    hit the person twice with this before I throw them. It just adds to the
    damage.
    
    Move: Front Throw
    Damage: 7
    Knockback: Low-Medium
    Rating: 2 out of 5
    Explanation: Weak, and not much knockback. Not worth using unless you
    just want to chuck the opponent away from you.
    
    Move: Back Throw
    Damage: 7
    Knockback: Low-Medium
    Rating: 2 out of 5
    Explanation: Ditto the above.
    
    Move: Up Throw
    Damage: 7
    Knockback: Low
    Rating: 4 out of 5
    Explanation: Alright, so if this move does just as much damage as the
    front and back moves, why did it get 4 out of 5? Well, it’s the ideal
    move for setting up a juggle. Throw, Up Aerial, Up Aerial, Up Aerial,
    Up Aerial… Taunt. It’s that simple.
    
    Move: Down Throw
    Damage: 12
    Knockback: Low
    Rating: 4 out of 5
    Explanation: It does 12 damage, which, when coupled with 2-3 damage
    from Wolf’s “knee in the face” move, is quite impressive. Try aerialing
    after the knockback.
    
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    6. Final Smash – Tactics							[FS]
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    “We’re gonna have fun with this thing!”
    
    Alright, so Wolf has, in my opinion, the most stacked final smash in
    the game (except Sonic, who has 18 seconds of golden glory). He has 12
    seconds to fly an enormous tank around the screen. It is stronger than
    both Fox’s and Falco’s, and has the maneuverability of both. The con is
    that it has 6-second shorter lifetime.
    
    Controls:
    
    Move: Use the control stick.
    Turn: Tap the control stick twice in the opposite direction.
    Fly: Hold down the jump button
    
    Here are the moves…
    
    Move: Calling in the tank
    Damage: 5
    Knockback: Low
    Rating: 2 out of 5
    Explanation: When Wolf flies into the air before getting his tank, you
    can hit people next to you on your ascent.
    
    
    Move: Roll
    Damage: 15
    Knockback: High
    Rating: 4 out of 5
    Explanation: The tank does a quick roll, launching anyone on top (or
    under) around the screen. This move can only be used on the ground
    
    Move: Plasma Cannon
    Damage: 18
    Knockback: High
    Rating: 4 out of 5
    Explanation: This is a move that, if you position yourself properly,
    can result in the death of any particular character. One shot will send
    them careening horizontally of the screen, and the next will finish
    them. Spam away.
    
    Move: Fly KO
    Damage: None
    Knockback: Instant KO
    Rating: 5 out of 5
    Explanation: (Alright, this isn’t exactly a move, but I felt like
    writing it anyways.) When people take the top of your tank for refuge,
    hold down the jump button and fly them to the top of the screen. BE
    warned that if you fly TOO high, you can also die. Also, if anyone is
    in the air, you can fly under them and fly them to their dooms. It’s
    really an annoying move to use, so if you’re that kind of person (like
    me), knock yourself out.
    
    Move: Tank Pwnage
    Damage: 15
    Knockback: Medium-High
    Rating: 3 out of 5
    Explanation: Fairly simple. Just ride the tank into an enemy. They’ll
    get hit.
    
    Overall, this is an amazing final smash. Use it well.
    
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    7. Tactics										 [TX]
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    Alright, I’m going to run through some basic tactics that I constantly
    use while playing Wolf. These tactics aren’t particularly special.
    They’re just a few basic tricks I like to pull when playing against my
    opponent. A few of them involve timing and a thorough knowledge of the
    moves and the speed at which they hit. If you have trouble following
    along, go play some level 6 computers with Wolf, using as much variety
    in your moves as possible. (For practice reflecting, turn on all
    projectile items and face Link, whose special moves are 75%
    projectiles. Chances are, there will be frequent projectiles. If not,
    always be aware of projectiles, because they will occur eventually.)
    
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    |Rolling|
     -------
    
    This is the most basic tactic for playing in both multi-player and
    single-player. To roll, you must hold your shield button and tap in one
    direction or the other. If you roll forwards, you character will face
    the opposite direction of the way he was originally facing. This is
    good for getting behind characters and following up with an smash. Any
    will work, depending on what you want to follow. To juggle, do A^; to
    set up a meteor smash, do an Av; and to just cause mayhem (assuming the
    former two don’t anger your opponent into causing mayhem), do an A>.
    
     -------------
    |Side-Stepping|
     -------------
    
    This technique is similar to rolling in the sense that you are
    invincible while you are doing it. At the same time, it is different
    because you don’t move while you are doing it. To sidestep, hold you
    shield button and press down on your control stick. This can be used to
    dodge anticipated moves and counter-attack quite successfully.
    
     ----------
    |Reflecting|
     ----------
    
    I’ve already gone over this briefly. This section should expand over
    the next couple of weeks as I add to the list of things that can be
    reflected. Some things can and can’t be reflected. As for right now, I
    will say that anything that must fly through the air before hitting you
    can be reflected. If you can email me with exceptions to this rule, I
    would appreciate it.
    
    Cannot be reflected:
    
    Zelda’s B Side move, Din’s Fire
    
     ---------------
    |Meteor Smashing|
     ---------------
    
    Sometimes called “spiking,” this technique can turn the tide of even
    the most lopsided battles. The procedure works like this. The opponent
    is sent over the edge by any move that does that sort of thing (Wolf’s
    Av smash works best), you jump over their head, and do an Av aerial. If
    the move connects, the opponent will plummet unceremoniously to his
    death. Be more careful meteor smashing at first—the recovery afterwards
    can be difficult sometimes.
    
    NOTE: I have gotten many comments from people who think that I play up
    meteor smashing to be more important and necessary than it is, so let
    me give my spiel. Meteor smashing is not necessary in the sense that
    you do not need meteor smashing to win. I do, however, believe that
    meteor smashing is an insanely good tactic to master. Meteor smashing
    when you’re up by one stock can seal a battle, and it can slip you
    right back into the swing of things if you manage it while you are down
    one stock. Secondly, meteor smashing is Wolf’s primary means of killing
    heavies, as I mentioned in the Cons section at the beginning. The
    reason I say this is because you don’t want an enemy to stick around
    for too long (especially Lucario). If they get up to around 150%
    damage, that means that they too have been damaging you while you got
    them up that high. This is why I believe that it is completely
    necessary to meteor smash heavies. Lighter characters, however, can be
    KOed easily at around 100%, and meteor smashing is merely optional.
    
    Bottom line: Meteor smashing is practically necessary against heavies,
    completely optional against other opponents. Just remember that a
    meteor smash is useful at any time. In fact, I attempt one every time
    my enemy is recovering from below or horizontally.
    
     ----------------
    |Blaster Spamming|
     ----------------
    
    This technique is pretty straight-forward. If someone is standing at a
    distance and waiting for your approach (e.g. Kirby, in an attempt to
    exploit your awful recovery by inhaling you and jumping off the edge),
    fire the blaster in their face repeatedly until they decide to leave
    their camping spot.
    
     --------
    |Juggling|
     --------
    
    Again, this is a technique that is easily mastered, as long as you know
    how to work Wolf’s A^ smash. Jump, smash—when they begin their descent,
    jump, smash again. It’s surprisingly simple and difficult to get out
    of. On the other hand, if you find yourself caught in a juggle, try air
    dodging their up smash. If you land before the air dodge ends, your
    opponent might hit you back into the air, in which case you must start
    all over again. Keep dodging until you land. If you have a counter
    move, use that.
    
     -------------------------
    |Edge Glitching (Scarring)|
     -------------------------
    
    This is an advanced technique and requires some quick fingering. When
    you are hanging from a ledge on levels with a thick base and slanted
    edges, you can perform this trick. While hanging, press down to fall
    and then do a B> move immediately afterwards. Wolf should go through
    the edge of the level with his Wolf flash. It takes some practice to
    perfect, but when you do, you can remove edge-guarders quite
    effectively. I personally prefer to Wolf Flash them while falling,
    seeing as it is easier to do, but when you are recovering from the
    bottom of the stage (e.g., after a botched meteor smash attempt), you
    might need to try this move.
    
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    8. Miscellaneous/FAQS								[MSC]
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    I’m just going to run through some basic things that you might need to
    know or might just have a curiosity to know. I’ll start with the
    taunts.
    
    7a. Taunts
    
    Wolf has some pretty annoying taunts, which, when used repeatedly, can
    vex your opponent into a rash offensive barrage. My favorite is the
    side taunt, but the up taunt is just as annoying.
    
    Up Taunt: Wolf rears back his head and howls loudly
    Side Taunt: Wolf kicks three times in front of him and asks, “What’s
    the matter…scared?”
    Down Taunt: Wolf slaps his paw against the ground and roars
    
    These are fun to do during a Star KO, when your opponent has nothing to
    do but watch his own character fly into oblivion.
    
    7b. Training
    
    Some people might want to know how to train with Wolf. Since Wolf
    shines primarily in the spiking department, I like to play against
    three level 3 computers with three stock on Final Destination and spike
    as many as I can.
    
    If you want to be better at 1v1s, face a level 8 or 9 computer on Final
    Destination. Level 8s and 9s will air dodge to avoid your spikes and
    juggles, but this shouldn’t stop you from beating them in the classic
    style… roll, A> smash, roll, AAA, roll, Av smash, etc…
    
    
    If you hate fighting computers because you think it’s boring… play with
    a sibling. If you have no siblings, play on the internet. If you have
    no internet, invite a friend over. If you have no friends… I am very
    truly sorry.
    
    7c. Recovery
    
    Alright, I’m going to try and explain why Wolf is so bad at recovery,
    but you can learn how to make him better at it. Wolf has two average
    jumps, and then an average B^ move. Doesn’t this give him average
    recovery? Well, not exactly. After your B^ move ends, Wolf will fall at
    a remarkable rate towards the pit below.
    
    Another problem with the B^ move is that when you land, there is a
    half-second or so lag. This is just enough for an enemy to nail you
    back over the edge, or even KO you. To solve this, you must learn how
    to aim the B^ move to hit the ledge directly below or next to it. My
    favorite method is this:
    
           W                  W = Wolf starting point
            \           _____ w = Wolf ending point
             \     __  w      J = Jump
              \   /  \ ^      ^ = B^ move
               \J/    \^      \ + / + _ = Path
                       \
    
    
    This looks fairly simple (if you actually understand what’s going on. I
    really wish I could have drawn it better). The problem is getting the
    B^ timing right. If you are moving sideways during the execution of the
    move, Wolf will slide slightly with his momentum before actually flying
    in a straight line upwards. It is a very slight movement, but it can be
    enough to completely destroy your chance of recovering.
    
    Another option is this:
    
    W            ______  W = Wolf starting point
     \    (B>)  /        \ + / + _ = Path
      \     /
       \ /
    So, Wolf does his B> move to grab the edge. The problem with this is
    that I have noticed a glitch with the B> move recovery. Occasionally,
    if you do it just right, Wolf will flicker on the ledge for a second,
    and then he’ll fall. You get your mid-air jump back, so it shouldn’t be
    too hard to recover from it if you have quick reflexes. Use your B^ as
    soon as possible because you will be directly under the ledge.
    
    The third method of recovering should be used when you are recovering
    from above the stage but don’t want your opponent to take advantage of
    your laggy landings and grabbing the ledge is too risky. I mentioned
    this in the description of B Side. Try to line yourself up so that a B
    Side will hit the opponent standing near the ledge.
    
    7d. Smash Taunt
    
    This is amusing to watch if you are a fan of the Star Fox series. If
    you go to the Lylat System stage while you are facing Fox, you can
    perform this trick. All you need to do is tap the down for a split
    second, and then wait for the stage to warp. A dialogue should begin.
    Don’t do this unless you are fooling around with friends. If you can
    pull this off in a serious battle, props to you.
    
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    9. Vs. (?)										[VS]
    Xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    
    These are listed in the order that they come on the game screen. To do
    a search, just put a bar at the end of the character’s name, e.g.
    “|Fox”.
    
     -----
    |Mario|
     -----
    
    Difficulty: 2 out of 5
    
    Mario is designed to be an average character. Wolf is similar to Mario
    in that he is just as fast. Your advantages are the projectile
    (stinking fireballs are so easily spammable), more KO moves, and an
    easier meteor smash.
    
    Overall, this fight shouldn’t be too hard, since Mario was nerfed from
    his N64 version. Apparently game developers thought that Mario was too
    easy to learn.
    
    Basic Strategy: Constantly roll, juggle, and meteor smash when
    possible.
    
     -----
    |Luigi|
     -----
    
    Difficulty: 3 out of 5
    
    He’s a slower, stronger Mario with better moves. Beware the B Side move
    which will KO you at 60%+, and also watch out for the Fire Punch (B
    Up). If you’re constantly rolling, as I mentioned in the tactics
    section, you’ll have no problem avoiding this and exploiting Luigi’s
    horrible lag when failing this move. Be wary of his air game. He’s got
    above average aerials.
    
    Basic Strategy: Similar strategy to Mario’s, but juggling will be
    difficult.
    
     -----
    |Peach|
     -----
    
    Difficulty: 3 out of 5
    
    Peach is pretty annoying. Her recovery is insanely good—her horizontal
    recovery is practically unlimited. Reflect her B down move if she
    enjoys spamming projectiles, spam her with the B neutral, and don’t let
    her get a good smash attack on you. Her A^ smash is particularly
    powerful. Juggling will work because her down aerial isn’t particularly
    good.
    
    Basic Strategy: Spam B neutral, roll often, reflect the turnips. Don’t
    bother meteor smashing because peach is very light. Try for a star KO
    via juggling.
    
     ------
    |Bowser|
     ------
    
    Difficulty: 1 out of 5
    
    Bowser is a piece of cake. He has no projectiles, so spam your B
    neutral. When he gets close, roll behind him, Av smash, and meteor
    smash the largest character in this game. It is possible to reflect his
    fire. Every tactic works on this bulging hunk of noobishness. However,
    don’t let him get a one-up on stock because his B> is a really cheap
    and annoying way to win a match. Keep your distance and approach
    cautiously.
    
    Basic Strategy: Bowser isn’t even good, and imo he is the worst
    character in the game. Roll, Av smash, and meteor smash. It’s that
    simple.
    
     -----------
    |Donkey Kong|
     -----------
    
    Difficulty: 2 out of 5
    
    Donkey Kong has some good moves, but, as with all projectile-less
    enemies, your B neutral will be useful here. Donkey Kong is also huge,
    so meteor smashing him is easy. The percentage at which you meteor
    smash him doesn’t matter because his vertical recovery is awful.
    Remember that Donkey Kong also has a slow fall time, so juggle away.
    
    Basic Strategy: Donkey Kong is the perfect victim for all of your
    tactics. Use B to build up damage at a distance to about 30%, use
    smashes to get him up to about 60%, then use Av aerial to do a meteor
    smash (he will not be KOed any other way until at least 150%).
    
     ----------
    |Diddy Kong|
     ----------
    
    Difficulty: 5 out of 5
    
    Diddy Kong is the opposite of Donkey Kong. He’s small, fast, has
    projectiles, and also has amazing vertical recovery. Reflect the
    stinking peanuts and watch out for those annoying banana peels. If you
    slip on one, Diddy will take advantage of you. Don’t let it happen. The
    only upside is that his Up B has prep time, leaving him open for meteor
    smashes.
    
    Basic Strategy: Reflect the peanuts, use AAA + B neutral to rack up
    damage. Meteor smashing is difficult, but possible.
    
     -----
    |Yoshi|
     -----
    
    Difficulty: 4 out of 5
    
    Yoshi rides the line between heavyweight and lightweight, exactly like
    Wolf. He is strong enough to kill you at 80%+, and fast enough to do it
    easily. His B Side move is a treat, because it is easily rolled
    through. You can reflect Yoshi’s eggs.
    
    Basic Strategy: B neutral and your faster smashes (Av and A> should
    work) will be used to accumulate damage.
    
     -----
    |Wario|
     -----
    
    Difficulty: 4 out of 5
    
    Wario is annoying. He is slower than Wolf and has no projectiles, but
    he has some freaking powerful moves that you should watch out for: A>,
    B Down (when charged), and his final smash. Juggling is not a good idea
    here because of Wario’s eccentric fall. Meteor smashing is slightly
    difficult here because a good Wario player can use his A^ aerial (which
    is amazing).
    
    Basic Strategy: None of Wolf’s tactics really work here except for
    meteor smashing. For this fight, use the strategy that you would with
    any other character: smash, smash, smash…
    
     ------
    | Link |
     ------
    
    Difficulty: 3 out of 5
    
    Link has been severely nerfed from his godly N64 clone, but he still
    formidable. Getting in his face would be a good idea, because after
    being knocked away, his instinct should be to launch a projectile… one
    of his three, that is. That’s right—3 out of 4 of Link’s special moves
    are projectiles. Whereas you might think this is a good thing, a good
    Link will have a bomb in his hands at all times, meaning that at any
    moment he can launch any of his three. This makes it difficult to
    anticipate the reflector time. The other problem with Link is that his
    Down A aerial(the only move that hasn’t been nerfed—22 freaking
    damage!) prevents juggling, giving him his only difficulty point.
    
    Basic Strategy: A> smash works well, and meteor smash at will because
    Link is a relatively large target. Do not juggle.
    
     -----
    |Zelda|
     -----
    
    Difficulty: 4 out of 5
    
    Zelda is no pushover, as she her moves have been jacked up from her
    Melee counterpart. Din’s fire is powerful and cannot be reflected. Even
    worse, she can reflect your neutral B. To top it all off, if you get
    too close, Zelda will pummel you with one of her three godly smashes…
    That’s not very lady-like.
    
    Basic Strategy: Keep on rolling, use AAA + B neutral to get damage up.
    Juggle often.
    
     -----
    |Shiek|
     -----
    
    Difficulty: 3 out of 5
    
    Shiek has been nerfed, but not to an unformidable level. She’s still
    extremely fast, and she has decent power. Unfortunately, she also has a
    A Down aerial move like Zero Suit, making her impossible to juggle.
    Meteor smashing is possible because of her B Up lag, but it’s still
    difficult.
    
    Basic Strategy: B Neutral and AAA + B Neutral will work well here. A>
    smash will work well, and meteor smash when possible.
    
     ---------
    |Ganondorf|
     ---------
    
    Difficulty: 2 out of 5
    
    Ganondorf isn’t exactly all that challenging. All of his moves are
    slow, he’s big, and easy to juggle. I give him a point for difficulty
    because he can KO at extremely low damages. All tactics except for
    reflecting apply.
    
    Basic Strategy: Get in his face, but never stop attacking. Meteor smash
    to kill.
    
     ---------
    |Toon Link|
     ---------
    
    Difficulty: 4 out of 5
    
    Toon Link is an annoying character who is basically Link, but better.
    He’s smaller, faster, stronger, and has better recovery. I really don’t
    see what balances him with Link. The only thing I can think of is that
    Toon Link has shorter range and is lighter.
    
    Basic Strategy: Basically, the same strategy as Link’s applies, but be
    more cautious while approaching.
    
     -----
    |Samus|
     -----
    
    Difficulty: 3 out of 5
    
    Samus is a treat, if played correctly. Her signature move becomes
    feckless against your purple ring of death (Translated: You can easily
    reflect her neutral B). Reflect the missiles as well. On top of this,
    Samus has abysmal recovery (unless the player knows how to bomb jump,
    something probably mentioned in a Samus guide). Meteor smashes almost
    won’t be necessary here, because she is that bad. Beware that juggling
    is difficult because of her B down.
    
    Basic Strategy: Reflect and the AAA + B neutral combo will work well.
    A> smash will probably be enough to kill her.
    
     ---------------
    |Zero Suit Samus|
     ---------------
    
    Difficulty: 5 out of 5
    
    If only Samus’s alter ego was just as easy. Zero Suit Samus is fast,
    has strong moves, and her A> smash attack has an even longer range than
    yours. Be sure to reflect her stun gun, because when it will result in
    either a free smash attack on her or you. She is also impossible to
    juggle because her Down A aerial rockets her towards the ground. On top
    of all this, she is difficult to meteor smash because her primary
    method of recovery is a tether. This, however, can be exploited. If you
    can manage to grab the ledge before Zero suit can grab it, she will
    merely hit you with the tip of the whip and fall to her doom.
    
    Basic Strategy: Block her A> move and counter with your own. Use your
    grabs because most of her moves have lag. AAA + Neutral B is another
    good method of damage. Sorry, but you’ll have to KO this one in the
    hold fashioned way because neither juggling nor spiking will work. Gimp
    as necessary ;).
    
    
    
     ---
    |Pit|
     ---
    
    Difficulty: 3 out of 5
    
    Pit is challenging, but not all that difficult. He is very fast, but he
    lacks any real KO moves (A> smash is your biggest worry, but not below
    100%). Your Neutral B should not be used at all except for when you’re
    in the air and when Pit gets close enough that his melee attacks hit.
    If he uses side B, back out of it and wait for him to stop before you
    counter-attack. You can blaster him or jump over his head and Av aerial
    him if you are able. Juggling and meteor smashing are acceptable.
    
    Basic Strategy: Reflect the arrows, Av smash, and meteor smash. Use
    juggling to rack up damage.
    
     ------------
    |Ice Climbers|
     ------------
    
    Difficulty: 3 out of 5
    
    The Ice Climbers have power and speed at their disposal, as well as a
    projectile. You know how to handle projectiles by now, I assume. The
    difference here is that when both of them are alive, the projectile
    will just be cancelled. This is because they are actually launching two
    projectiles, and the second cancels the first. Juggling is useful
    against these guys since their fall is average speed. If you get rid of
    NaNa, PoPo shouldn’t be too hard to kill because his B Up is
    practically useless without her in the bunch. Meteor smashing shouldn’t
    be necessary.
    
    
    Basic Strategy: Nothing too special with the Ice Climbers. All of your
    moves have some use.
    
     ------
    |R.O.B.|
     ------
    
    Difficulty: 2 out of 5
    
    R.O.B. is a heavyweight with amazing recovery and projectiles.
    Fortunately, he is frighteningly easy to meteor smash, which will be
    your primary method of killing this metal noob. Juggling is also
    acceptable, but be cautious with your own projectile because he can
    reflect them. Reflect projectiles as needed—He has a two of them.
    
    Basic Strategy: Juggle + Meteor Smash = Win
    
     -----
    |Kirby|
     -----
    
    Difficulty: 3 out of 5
    
    Kirby isn’t exactly easy. He may be relatively slow, but he’s a
    powerhouse. Avoid B> and Bv at all costs. Kirby has the ability to copy
    moves, which creates a great irony when he hits the person from whom he
    copied the move with the move that was copied. A double irony is
    apparent, however, when Wolf reflects the copied blaster move back into
    the face of the copier.
    
    Basic Strategy: Meteor smashing and Juggling will work here. B Neutral
    will work, too.
    
     -----------
    |Meta Knight|
     -----------
    
    Difficulty: 4 out of 5.
    
    Meta Knight is so freaking fast. Not to mention, your rolls can be
    cancelled very quickly with an Av smash from his laser-fast sword.
    Nothing’s worse than rolling into an attack. Instead, you should shield
    the frantic sword attacks and grab-counter. Use the Up throw to begin a
    juggle, after which you can use a side throw to set up the meteor
    smash.
    
    Basic Strategy: I think I covered it pretty well in the description.
    
     -----------
    |King DeDeDe|
     -----------
    
    Difficulty: 2 out of 5
    
    DeDeDe has insane power and low speed. The roll and smash tactic will
    work well with him. Use Av to set up the meteor, then carry it out with
    ease. Reflect his waddle-dees, doos, and gordos.
    
    Basic Strategy: All strategies will work here.
    
     ------
    |Olimar|
     ------
    Difficulty: 4 out of 5
    
    Olimar is not a very easy character to master, but when he is mastered,
    he is a formidable opponent. His pikmin do most of the fighting for
    him, but his smash attacks are still quite powerful. Reflect flying
    pikmin, and do not attempt a meteor smash. Instead, grab the edge while
    he tries to recover (see Zero Suit Samus). Fortunately, Olimar’s low
    weight makes him easy to KO.
    
    Basic Strategy: Don’t meteor smash. Use B Neutral and reflect the
    pikmin. AV and A^ will work to KO him.
    
     ---
    |Fox|
     ---
    
    Difficulty: 5 out of 5
    
    The guy is a beast. He has speed, power, and a projectile fast enough
    that you can’t reflect it perfectly. Juggling him is hard because of
    his extended Av aerial. Beware his A^ smash. The only weakness he has
    is the charge time on his B^ move, which make meteor smashing slightly
    easier.
    
    Tip: When Fox rushes you, blaster him and then do a counter-attack.
    
    Basic Strategy: B Neutral often. AAA + B Neutral will work, too, and
    use Av to set up the meteor smash, which should be your secondary
    method of KOing.
    
     -----
    |Falco|
     -----
    Difficulty: 4 out of 5
    
    Falco is slightly slower and stronger than Fox. He is the middle ground
    between Fox and Wolf. Imo, he should be eliminated from the game (I
    can’t even begin to imagine how many people disagree with me). Don’t
    take him lightly though, because he has all of Fox’s moves. On the
    upside, his Av aerial isn’t as extend as Fox’s, so juggling is easier.
    Your biggest worry will be A> smash. If you avoid this, you should do
    reasonably well.
    
    Basic Strategy: Same as Fox’s, but juggling is easier.
    
     ----
    |Wolf|
     ----
    Difficulty: As difficult as you want it to be.
    
    You know Wolf’s weaknesses. Exploit them.
    
    Basic Strategy: N/A
    
     --------------
    |Captain Falcon|
     --------------
    
    Difficulty: 3 out of 5
    
    Captain’s Falcon is a beast in the air. His A> aerial should be your
    biggest worry, because it does crazy damage and has the knockback of a
    Falcon Punch. If you are B> moved, beware the falcon juggle, because it
    is formidable. His B^ move is also beastly—it does 19 damage and can KO
    at higher percentages. Fortunately, Captain Falcon is not a very good
    edge-guarder (primarily because his down smash doesn’t touch the
    ground), so you can probably recover very easily.
    
    Basic Strategy: Use your B Neutral—Falcon has no projectiles. Don’t get
    suckered into being falcon punched. Meteor smashes and juggling are
    useful.
    
     -------
    |Pikachu|
     -------
    
    Difficulty: 5 out of 5
    
    This little guy was my original main for a reason: He is fast, has nice
    aerials, is small, and has a spammable Bv move. On top of that, he has
    a projectile. Watch out for the B> move as well. If you can roll it, do
    so and counter. I personally like to use the reflector to cut this move
    short. Meteor smashing is difficult because of his crazy small size.
    Juggling and B Neutral are your only hope.
    
    Basic Strategy: Juggle and A^ smash for the kill.
    
     -------
    |Lucario|
     -------
    
    Difficulty: 2 out of 5
    
    Lucario can very easily be a pushover. He’s big, slow, and laggy. His
    projectile is slow and easily reflectable. Lucario also falls at a very
    slow rate—he practically floats to the ground. Juggling him will not be
    a difficult task, even if the person controlling him does the tap-dance
    down aerial; just time it to get in between. Next to all of this,
    Lucario is big, making him the target of—you guessed it: the meteor
    smash. You should meteor smash not only because it’s amazing,
    theatrical, and a humiliating finisher, but also because if you don’t,
    Lucario will grow stronger and stronger as you damage him. This is
    where Lucario gets his difficulty point.
    
    Basic Strategy: All tactics apply. Beware the counter.
    
     --------
    |Squirtle|
     --------
    
    Difficulty: 4 out of 5
    
    Squirtle is annoying. He is fast, strong, and destroys with his A>, A^,
    and A< aerials. Fortunately, his Av isn’t very powerful. If you’re
    going to go in for an aerial attack, do it from the bottom. Don’t
    attempt to meteor smash the stupid turtle… he’s too small to be able to
    aim correctly.
    
    Basic Strategy: A lack of projectiles makes Squirtle a nice target for
    your B Neutral. KOing him in the old-fashioned way will normally do the
    trick.
    
     -------
    |Ivysaur|
     -------
    
    Difficulty: 2 out of 5
    
    Ivysaur is a heavy and is difficulty to meteor smash, which, as I
    mentioned, was the primary method of killing heavies. This may bring up
    some problems. Basically, you’ll be on the defense for this fight.
    Reflecting the B> will be necessary, and B Neutral will be one of your
    most frequently used attacks. I’m not saying that he can’t be smashed—
    by all means, don’t be afraid to Roll and smash. I’m just saying that
    if you want to have an overall successful battle, remain on the
    defensive. Try not to approach Ivysaur from above, because his a^ and
    Neutral B are gruesome and have nice range.
    
    Basic Strategy: B Neutral + Roll and smash. It’s that simple. Juggling
    is optional.
    
     ---------
    |Charizard|
     ---------
    Difficulty: 2 out of 5
    
    Charizard is Ivysaur without the meteor-smash problem or projectile. On
    the downside, his smashes are a lot more powerful. Beware B> and juggle
    this guy to get damage. I have tested Charizard’s fire move, and it can
    be reflected.
    
    Basic Strategy: Like I said, juggle to get damage, and B Neutral works
    whenever the opportunity arises.
    
     ----------
    |Jigglypuff|
     ----------
    
    Difficulty: Either 1 out of 5 or 4 out of 5.
    
    Jigglypuff is either amazing or terrible. When she’s terrible, you
    shouldn’t even need a guide. When she’s good, well, here’s the help
    you’ll need. Don’t juggle Jigglypuff. In fact, she’s more likely going
    to be juggling you. “Jugglypuff” is a more fitting name for her. On the
    upside, she has no B^ recovery move, so all of her recovery will come
    on 5 floaty jumps. This makes it easy for her to be meteor smashed, but
    you won’t really need to. Jigglypuff is the lightest character in the
    game. The move you will use to KO will be A^ smash.
    
    Basic Strategy: Stay on the ground, use your blaster. A^ to kill.
    
     -----
    |Marth|
     -----
    
    Difficulty: 4 out of 5.
    
    Marth is a very difficult match for Wolf, primarily because of the
    counter. A good Marth player can counter a Wolf smash very easily.
    You’ll want to roll around constantly, getting in smashes during the
    lag after the counter. Remember, however, that the counter doesn’ stop
    grabs. Don’t attempt a juggle, because Marth’s Av aerial is fast enough
    and has enough range to hit you surprisingly. Keep this fight on the
    ground. When you do juggle, only hit him twice and let the fight come
    back down. You’ll want to alternate frequently.
    
    Basic Strategy: Roll and wait until he counters before you attack
    again. The blaster should work well here.
    
     ---
    |Ike|
     ---
    
    Difficulty: 2 out of 5
    
    Ike is a powerhouse. Fortunately, he’s a slow powerhouse. Keep this guy
    in the air at all times, because his aerials aren’t all that great for
    a heavy. His B> move is difficult to avoid Roll and smash are very
    useful against Ike. Use it often.
    
    
    Basic Strategy: Whereas Marth and Ike may not be very similar in terms
    of special moves, the way you KO them should be similar. Juggle and
    meteor smash.
    
     ----
    |Ness|
     ----
    
    Difficulty: 2 out of 5
    
    Ness is relatively slow, and this should be exploited by Wolf. Dash
    attacks are good against Ness because his smashes are slow. Ness has
    three projectiles, two of which are reflectable. Don’t be afraid to
    juggle, and there’s also a very cheap way to KO Ness… When he does his
    B^ move to recover, jump into the PK Thunder. Ness will fall to his
    doom, and you still have two recovery moves left. This is an
    alternative to meteor smashing.
    
    Basic Strategy: Dash attack, Cheap KOing, and juggling will be good
    against Ness.
    
     -----
    |Lucas|
     -----
    
    Difficulty: 3 out of 5
    
    Lucas is actually more difficult than Ness. He is faster and his
    smashes are better (beware the A^). Also, to KO Lucas by getting rid of
    his PK Thunder, you must reflect it in order for it to succeed. Lucas’s
    PK Thunder goes through opponents. Other than that, the same strategies
    apply.
    
    Basic Strategy: Same as Ness’s
    
     ----------------
    |Mr. Game & Watch|
     ----------------
    
    Difficulty: 5 out of 5
    
    This will be a defensive battle. Game and Watch was jacked up from
    Melee and has become the single most annoying character for me. All of
    his smashes are good, and his B^ move gives him amazing horizontal
    recovery. Do not use your blaster, because every time you do, you give
    him the opportunity of filling his Oil Panic. When he has two
    projectiles absorbed, you must not use any projectiles against him at
    all. Oil Panic is an insanely good move. Game and Watch is easy to KO
    in a practical manner.
    
    Basic Strategy: AAA + B Neutral will work against him. Use the counter-
    grab to block his A> smash. Do not juggle (stinking key move). KO with
    A> and Av.
    
     -----
    |Snake|
     -----
    
    Difficulty: 4 out of 5
    
    Snake is slow, and all of his KO moves have some lag. Use this to your
    advantage. He has two projectiles, both of which can be reflected.
    Don’t hesitate to juggle this guy, but be cautious with the meteor
    smash. Snake has an eccentric recovery. Beware, because a good Snake
    will know how to use his tilts properly.
    
    Basic Strategy: Not much special here. Juggle and do a practical KO.
    
     -----
    |Sonic|
     -----
    
    Difficulty: 5 out of 5
    
    Sonic is the fastest character in the game, has amazing recovery, and
    also has an Av aerial that prevents you from juggling him. On top of
    that, he is difficult to meteor smash because of his small size. Use
    your B Neutral often to stop his annoying B side move. If he spams the
    homing attack, roll dodge and hit him with the tip of your A> smash.
    
    Basic Strategy: Use your Av move and B neutral moves often. Take
    advantage of the range of your A> move. You must damage him in whatever
    manner you can. The KOing isn’t hard.
    
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    10.	Stadium Challenges						[SC]
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    
    9a. Target Smash
    
    Alright, so I’m not able to tell you how to beat the target levels
    quickly. Instead, I’ll give you a universal strategy that works with
    all characters.
    
     --------------------
    |Target Smash Level 1|
     --------------------
    
    Figure it out, smarty.
    
     --------------------
    |Target Smash Level 2|
     --------------------
    
    Jump up and hit the target above you at the very beginning, then jump
    and aerial the one above that in the little alcove shaped like an L.
    Then, grab the smart bomb on the ledge and throw it directly upwards.
    Head through the opening to your left and aerial the target that the
    smart bomb didn’t destroy. Aerial the next target (it will be floating
    right there), and then grab the cracker launcher. When you grab it,
    you’ll be in perfect position to shoot the target up and to the right.
    Afterwards, walk straight off the ledge and lean your control stick to
    the right so that you can shoot the box. Shoot the box. Turn around and
    smash the target in front of you. The box will hit the last two
    targets.
    
     --------------------
    |Target Smash Level 3|
     --------------------
    
    When you start, immediately walk into the launcher thing. It is
    possible to grab the smart bomb a split second before you land, but
    it’s only necessary if you need to shave that extra second. When you
    grab it, there is a way that you can hit three targets: the moving one,
    the one next to the moving one, and the one below the platform that the
    moving one is near. You’ll notice that when you jump off the ledge,
    you’ll see a smaller platform; throw it right after you pass it—like
    literally, the smart bomb should graze the bottom of that platform. If
    done correctly, you should have hit all three targets. After that, jump
    to the right and hit the target on that ledge, and then down aerial the
    target at the top of the moving platforms. After that, run down the
    moving platforms and Nair the one over the pit. Jump and then B^ into
    the spikes above. That should give you momentum to the 9th target on the
    other end of the stage. Hit it, and then double jump. Use the B^
    special move to hit the spring (this should be kind of difficult. As I
    mentioned, Wolf’s B^ move is annoying because he plummets after it’s
    over. Use the spring to reach the target #10. B> works best to get it.
    
     --------------------
    |Target Smash level 4|
     --------------------
    
    This is the hardest target smash level in terms of the challenge that
    you have to beat. At least they gave you more time for this one than
    they did for target smash level 5. Anyways, when you start, jump and
    aerial the one to your upper-left. After that, jump onto the platform
    to your right and wait for the target. When you hit it, immediately
    dash to your left and hit the moving one in the alcove left of where
    you started. At that time, the target that rotates around the entire
    stage should be moving up from the bottom. Hit it. Drop down, run to
    your left and then do a quick Uair to hit that target. Dash to your
    left and drop down. If you were fast enough, the target that moves in
    and out of the ice should be ready for breaking. Use A> to get it. Run
    to the left and up aerial the target moving horizontally, and then wait
    for the next rotating one to come. Hit it when you have the
    opportunity. After that, run to the left and use the same strategy you
    used to get the one hanging over the pit in target smash level 3. The
    B^ move should be enough to grab the ledge. After that, dash to the
    side and jump and B^ move the final target.
    
    Note: Don’t expect to beat the challenge with this strategy. Sonic is
    actually the best for this one.
    
     --------------------
    |Target Smash level 5|
     --------------------
    
    Jump and immediately Uair the target above you. Land, and then run to
    your left, doing a Fair as you come close to it. Freefall to the next
    tairget and Nair it. Jump, and grab the ledge (this may take some
    practice. It’s difficult to recover after that move. When you jump up
    from the ledge, jump into the lower alcove to your right, and then jump
    up into the one above that using a double jump. If you get it just
    right, you can B^ and hit it without landing. Jump to the falling
    platforms to your left and make your way up. Grab the cracker launcher
    and fall onto the lower “/” thing. From there, shoot the cracker
    launcher at the one you’re pointing at, and then throw the cracker at
    the bottom of the “/” thing next to you. It should fall between them
    and break the target in the middle. After that, jump down and grab the
    beam sword. Chuck it into the air as you pass underneath the stationary
    target above you, and then Fair the target on the other side of the
    wall. Land quickly, because you’re going to catch the beamsword on its
    way back down. When you do, immediately throw it at the two stationary
    targets in front of you. The beamsword should it both. Congratulations!
    
    9b. Home-Run contest
    
    When I used Wolf for the Home-Run contest, I used the universal
    strategy at first: Grab the bat and chuck it at the sandbag as many
    times as possible. This worked, and I got about 1500 feet out of it.
    After some experimenting, I came up with this:
    
    Do an A^ smash immediately when you start, and then do a Bair into it.
    Before you land, you should be able to get a Uair into it. The sandbag
    should land close to its original spot. Proceed with the bat-chucking.
    
    I got 2000+ feet this way.
    
    9c. Alloy Brawls
    
     ------------
    |10-Man Brawl|
     ------------
    
    If you need help with this, you fail and should not have bothered
    reading this guide.
    
     -------------
    |100-Man Brawl|
     -------------
    
    Spam your smashes in the center of the stage (exactly where you start).
    Av should be the one you use constantly, and A^ if one spawns right
    above you.
    
     --------------
    |3-Minute Brawl|
     --------------
    
    Same strategy as 100-Man Brawl. You should survive long enough.
    
     ---------------
    |15-Minute Brawl|
     ---------------
    
    I really can not figure out any way to do this. The only thing I can
    think of is spamming your blaster constantly and using A> when the
    alloys come too close. It doesn’t work long enough to be effective,
    though.
    
     -------------
    |Endless Brawl|
     -------------
    
    Use the same strategy as 100-Man Brawl’s.
    
     -----------
    |Cruel Brawl|
     -----------
    
    This is a huge challenge. My most effective strat is to dash to the
    right ledge when you start and Av to get some damage on them. Make sure
    they don’t touch you. When they start to crowd around each other and
    stop trying solo stuff, jump away from the ledge and then B> move into
    the crowd. Those who stayed on the ledge will be blown back by the
    move, and those who jumped off after you won’t be able to recover.
    Stand back on the ledge and Av smash to prevent them from recovering.
    
    9d. Boss Battles
    
    Again, I can give you the general strategies, but that would take too
    long. Instead, I’ll give you the link to another gamefaqs page where
    you can read all about the individual bosses. I will give some specific
    strategies, however. This is the Boss Battle guide, thanks to
    MogAzure10: http://www.gamefaqs.com/console/wii/file/928518/52134
    
     -------------
    |Petey Piranha|
     -------------
    
    This guy is pretty easy. You can blaster spam from the side, or double
    jump and aerial him while he’s swinging the cage. The safest, longest
    way would be to blaster-spam from the side, but the riskier, faster way
    is the aerial approach.
    
     -----------
    |Master Hand|
     -----------
    
    If you stand directly under Master Hand’s wrist, you can Strong A^ him
    very quickly. Reflect the pistol hand thing. Take advantage of the
    loads of time he gives you during his finger laser things. Just pelt
    him with aerials.
    
     ----------
    |Crazy Hand|
     ----------
    
    Sadly, the A^ strong doesn’t work on him as well as against Master
    Hand. Just jump and do Bairs against him. When he does his hand spasm
    thing on the ground, blaster spam him. He doesn’t have the pistol hand
    move :(.
    
     -----------
    |Meta Ridley|
     -----------
    
    This guy is a piece of cake. If you jump in front of his face during
    the fireball move and reflect, you can reflect every one of his
    fireballs. It works better with Fox, though (I used him to…almost… beat
    intense mode on Boss Battles.)
    
     ------
    |Ridley|
     ------
    
    There’s nothing too special about this guy. I think that MogAzure10
    covered it pretty well in his guide (the link is above). The only thing
    I can think of is to blaster spam him when he shrieks and blows wind at
    you.
    
     -----
    |Porky|
     -----
    
    Alright, so this is pretty much my least favorite boss. He’s the only
    one that I have never gotten a perfect on. You can’t reflect anything
    at him and he can KO you in one hit on intense mode. I’d go into
    details about how many times this guy has ruined my runs on intense
    mode in boss battles, but I might start crying. The only thing I have
    to say is, when he dashes at you, you have to double jump and B> move
    over his head.
    
     -------
    |Galleom|
     -------
    
    With Galleom, you can sit between his legs and Av smash him. It does
    loads of damage and is really fast. Do it whenever he’s not attacking
    (which, on intense mode, is not very frequent.) When he does his “happy
    hops” (as I like to call them), sidestep dodge the first three, and
    then aerial him as he lands the fourth time.
    
     --------
    |Rayquaza|
     --------
    
    You can reflect one of Rayquaza’s big Hyper Ball moves. The one where
    Rayquaza puts the majority of his body on the ground and fires the ball
    across the ground is the one you can reflect. Don’t get it confused
    with the one where he rears back his entire body and fires the ball
    diagonally at the ground.
    
     ----
    |Duon|
     ----
    
    This guy is also annoying. Since Wolf’s only range move is his blaster,
    which doesn’t fire very quickly, you might have to aerial him. Do not,
    however, aerial his blue side. He can KO you in one hit as well, even
    at 0%. One of his attacks is reflectable, too. When Duon lowers his
    arms, he will shoot a series of purple lasers, all of which can be
    reflected.
    
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    11. Version History								[VH]
    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
    
    1.0: Original guide, gamefaqs rejected because of “Lack of Content.”
    
    1.01: Added “Vs. Specific character guide.” Rejected again because of
    “Lack of Content.”
    
    1.02: Added Stadium guides: Target Smash, Home-Run Contest, Alloy
    Brawls, and Boss Battles. Crossing fingers desperately.
    
    1.1: Gamefaqs accepted! Realized that underlining doesn’t show up in
    gamefaqs—fixed. Added disclaimer. Put in new move for Final Smash +
    damages. Minor structural corrections.
    
    Version 1.11: Added edge glitching section. Added to the B> move
    section. Fixed Down Throw info. Minor grammatical and structural
    corrections.
    
    Version 1.2: Added some info on final smash. Changed Av strong
    description. Added reflector note. Added numerous changes in the “Vs.
    Specific Character” section. Added smash taunt section.
    
    Version 1.21: Added a pro and con. Minor modifications to Vs. Specific
    Character” section. Added to recovery section.
    
    Version 1.22: Added to B moves section (nearly every one). Added the
    “scarring” clarification. Added to the Peach guide. Added long and
    boring speech about meteor smashing. Fixed name mistake in Ike’s guide.
    
    Version 1.23: Made various changes to the vs. specific character guide
    (primary changes: Link and Toon Link were given a difficulty point
    because of my initial underestimation).
    
    Version 1.24: Minor typo fixes. Changed Lucario’s vs. specific
    character guide.
    
    Version 1.3: Minor typo fixes. Added a search system present in most
    guides on gamefaqs :P. Changed Samus’s and Lucas’s guide. Modified some
    final smash advice. Added reflection idea to Duon Boss guide.
    
    To make corrections, email me at mtmann92@gmail.com.
    
    Thanks for reading!
    
    Mike
    
    Special thanks: Nelson, anax4, John Baima, Random Joe, Joachim, Frederick
    Smith, Emmanuel DempWolff.