IIIIIIIIIIIIIIIII
                            IIIIIIIIIIIIIIIIIII
                          7IIIIIIIIIIIIIIII
                       IIIIIIIIIIIIIIIII
                      IIIIIIIIIIIIII7                     =7           
                    IIIIIIIIIIIIII?                    IIIIII,         
                   IIIIIIIIIIIII7                  77IIIIIIIII7        
                  IIIIIIIIIIIII                  IIIIIIIIIIIIIII
                IIIIIIIIIIIII                 7IIIIIIIIIIIIIIIIII
                IIIIIIIIIII                 7IIIIIIIIIIIIIIIIIIIII
                IIIIIIIIII               7IIIIIIIIIIIIIIIIIIIIIIII
                IIIIIIII?               IIIIIIIIIIIIIIIIIIIIIIIIIII
                IIIIIII               IIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                7IIIII              7IIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                 IIII              7IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
             I   +II             $IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
             I                  IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
             I7                7IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
             II               IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
             III            7IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
             7I7           IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
             =7           IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                         7IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                          IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                           7IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                      I      IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                     IIII     7IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                    IIIIIII      IIIIIIIIIIIIIIIIIIIIIIIIIIIIII
                   IIIIIIIIII      7IIIIIIIIIIIIIIIIIIIIIIIIII
                     IIIIIIIII7       7IIIIIIIIIIIIIIIIIIIIII
                      IIIIIIIIII7        ~IIIIIIIIIIIIIIIII
                        7IIIIIIIIII=         77IIIIIIIII7
                          7IIIIIIIIIIII
                             7IIIIIIIIIIII7
                                  IIIIIIIIIIII7

Super Smash Bros. Brawl FAQ for the Nintendo Wii
Version 5.5
Copyright 2010 Banjo2553

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Introduction    |
                |
----------------

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

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

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

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

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

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

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

-~-~-~-~-~-~-~-~-~-~-~-~-~*
Version 5.0
5/13/08

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

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

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

-~-~-~-~-~-~-~-~-~-~-~-~-~*
Version 5.5
2/16/10

Sorry for the rather late update, but life caught a hold of me. Plus I was in
other FAQ projects, so I sort of forgot about this guide, until now, that is!
To make up for the long downtime, there's major updates to the characters 
section, for Mario, Luigi, Peach, and Bowser. All except Peach are still 
incomplete though. Some other things have also been changed up. I will 
gradually update the other characters in time, but for now it's the main four 
Mario series characters. I also have gotten 100% on my file, so the Stickers 
and Trophies lists have been fully updated.

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                |
How to Play     |
                |
----------------

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

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

Basics [Hw2Bsc]
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Super Smash Bros. is a fighting game series based solely on taking multiple 
Nintendo characters from their many franchises and making them face off against
each other.  Brawl is a slight exception to this rule, as a few third-party
characters have joined to face off!

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

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

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

Techniques [Hw2Tch]
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Techniques are various gameplay mechanics that are needed to learn in order to
gain a basic understanding of how the game works. These will be listed below
and explained in detail.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Advanced Techniques [Hw2AdvTch]
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
These are basically techniques to improve your performance and skill in Super
Smash Bros. Most of these take a lot of time to master, others are simple to
learn but still provide for increasing skill. There are also character-specific
techniques. To learn about those, check out the tips for each character in the
Characters section.

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

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

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

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

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

Ukemi
---------------
A fancy name for a simple tech, Ukemi allows characters to stand right back on
their feet after being flown from a blow instead of landing stomach first. To 
perform, simply hold the shield button just before you come into contact with 
the ground, wall, or ceiling. Doing it on the ground lets you stand right back 
up on your feet. On the wall or ceiling, it just keeps you from ricocheting 
everywhere. This is a vital technique to master, as it can really mean the 
difference between life and death. One thing to note as well, if you press left 
or right while performing a Ukemi on the ground, you get to roll in that 
direction. Also, no matter the character, if you Ukemi off a wall, you can wall
jump immediately from it by pushing the Control Stick away from the wall. This
is usually simply called a "tech" though.

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

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

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

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

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

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

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

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

Directional Influence
---------------
Directional Influence (shortened to "DI") is simple, really. If you get knocked 
from an attack, press a direction using the Control Stick to change your 
trajectory. This is most effective if you press the direction as you get 
attacked or before. Keep in mind that just simply moving the Control Stick in
the opposite direction you are being flung does not work. If you're flying
horizontally, you can DI downwards, upwards, or farther in the direction you're
traveling. If you're flying vertically, you can DI left, right, or upwards.

In this game, due to low hitstun, you can also use mid-air attacks to slow your 
momentum. The best way to do this is to use the Control Stick to DI, and the 
C-Stick to perform aerials. It works better the more aerials you perform, so 
try to use your quickest mid-air attacks. This is called Momentum Canceling.

Aside from regular DI and Momentum Canceling, there is also Smash DI. Smash DI 
is something that can help change the direction that you get sent from flying, 
used during hitlag, which is the moment when both characters cannot move when 
an attack is landed. This is best noticed when you test this out on slow speed 
in Training Mode. Get hit with a powerful electric attack (Captain Falcon's 
Forward Aerial, for example) and use the Control Stick to move around as you're 
getting hit. Some moves can't be Smash DI'd out of. 

Both kinds of DI is helpful in escaping attacks that can be never-ending, such 
as Pit's Angel Ring, Fox's standard attack combo, or even a Smart Bomb! Learn 
it well, and you'll soon find that those once inescapable combos can actually 
be escaped with ease!

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

Glide Toss
---------------
Glide Toss is the action in which you slide on the ground while throwing an 
item. It's pretty much like Brawl's wavedash, but not every character can do 
it well. Like the Wavedash though, the distance traveled and effectiveness 
varies between each character that can do it. To do this, pick up an item, then 
roll. The moment you start the roll, attempt to throw the item. It may take a 
few tries to get the timing, but if you succeeded, you'll slide a fair distance 
while throwing the item. This is actually tournament-viable, as even though 
items are usually banned from tournaments, certain characters can produce 
throwable items as part of their moveset, such as Diddy, Peach, and Zero Suit
Samus (her suit parts)

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

Dash Attack-Canceled Up Smash (DACUS)
---------------
Another technique that allows you to slide, but is more dangerous than the 
Glide Toss in that you slide along the ground while performing your Up Smash.
This is different from just performing an Up Smash straight out of a dash, as a
DACUS usually covers MUCH more ground. Once again, not every character can
perform this maneuver well, and the effectiveness varies depending on your 
timing and the character itself. This action is performed by doing an up smash 
right out of a dash attack. It's not that simple though. The best thing to do 
is to press the C-Stick down to do a dash attack, and immediately push the 
Control Stick up while pressing Z. Practice this with Snake, as the timing for 
DACUS with him is extremely lenient. Meanwhile, Sheik has one of the hardest 
DACUSes in the game.

Other methods are switching an unused button, usually the L Button, to Attack,
and pressing that button instead of Z for the Up Smash part of the technique.
It's somehow easier this way to do the more strictly-timed DACUSes. If you use
the Wii Remote + Nunchuk controller combination and have Shake Smash turned on,
shaking the Wii Remote frantically while running can also do this. However, 
it's pretty impractical, and it doesn't work most of the time with characters
other than Snake.

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

Edge Grabbing
---------------
Kind of something useless to know about, but you can actually grab an opponent
while he's hanging onto a ledge when you're above him. Just do a running grab
or regular grab when standing at the opponent's hands and you will do it. Note
that some characters can't be Edge Grabbed by others, it doesn't work with
everyone against everyone.

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

Fox-Trotting
---------------
The action of doing multiple starting dashes in a row. Just tap the Control
Stick forward in a rythmic motion to do this. It's useful for a True Pivot and
doing Smashes out of a dash, but little else. It's not recommended as a 
replacement to dashing, as it can increase the odds of tripping.

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

SHFFAD (Short Hop Fast Fall Air Dodge)
---------------
SHFFAD is the process of abusing Brawl's 10-frame move buffer system (explained
below) to do moves and attacks at the exact frame in which they land on the
ground. You start out with a SHAD first, by short-hopping, and air dodging just
before landing. Now try performing an aerial during the air dodge. You'll
probably notice you instead did a ground attack. This is the SHAD. Once you
become good with it, you can start fast falling. This is really great as a
defensive maneuver, as you can shield the moment you land. Knowing this, you
can do instant roll dodges, side dodges, and grabs.

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

Attacking without throwing an item
---------------
You can actually smash attack without throwing a throwable item! To do so, pick 
up an item and keep holding the attack button as you're picking it up. Now, use 
the C-Stick and you will do Smash Attacks with the item still in your hand. 
Very useful for characters such as Link, Toon Link, and Peach.

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

Speed Hugging
---------------
Hugging is grabbing the ledge from dropping off the stage, pretty useful for
edgehogging. However, you can speed it up by dropping off, and rotating the
Control Stick in a down half-circle so you're pointing it toward the stage.
Your character may appear to just teleport from the stage to grabbing the 
ledge. Very useful for last-minute edgehogging.

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

Out of Shield
---------------
When shielding, you have some options available to you. You can side dodge, 
roll dodge, grab, jump, or perform Up Special. Many characters can utilize the
shield properly like this, and some people forget they can jump themselves 
right out of their shield. Remember these and it will help make your fighting
safer.

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

Advanced Movement
---------------
You can do various things to vary your movement beyond a simple walk and run.

Zero Acceleration Dash: Do a full speed walk (not a dash!), dash in the
 opposite direction, and release the Stick. You should have done the start of
 a dash while completely still. This can be used as a fake-out maneuver. This
 technique is often shortened to ZAD.

Slow Run: You can actually make your character dash in a slower speed than
 normal. It takes a bit of practice, but you basically start a dash, then move
 the Control Stick upwards or downwards in a way so that you're still dashing,
 but you don't stop completely and crouch. You should notice if it's working
 when the dash animation moves slower. With the Slow Run, you can run in place
 on the ledge of a stage when dashing away from it.

X-Slow Run: The slowest dashing speed, this seems to be done after trying a
 Slow Run right after a ZAD. It's hard to do, but with this, it appears that
 your character is dashing in place for a brief moment. Slow Run and X-Slow Run
 appear to serve not much purpose than for faking out an opponent or looking
 flashy.

Ledge Dash: If you stand very close to the edge, where your character appears
 to be "tipping over", you can do a start-up dash in place without falling off
 by tapping the Control Stick away from the stage for a brief moment. This 
 helps if you want to edgeguard with a dash attack.

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

Pivots
---------------
This lists all the pivot-related techniques you can perform. A pivot is 
basically just turning around. These techniques combine the pivot with 
something else, and some of them prove very useful.

Craq-Walking: Jump backwards, while still holding the Control Stick as you
 land. Once you complete the pivot, release. You should notice you slid a 
 distance from your landing point.

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

Dash Pivot Cancel: You can cancel your Dashing pivot into almost anything in
 your character's arsenal. Just something to note about. With some characters,
 you can slide while doing your attack. VERY noticeable with Squirtle.

Pivot Slide: Your character will slide while doing any attack you input during
 a walking pivot.

Pivot Walk: Lets you move forward by abusing the character's pivot momentum.
 Hold the attack button, do a full-speed walk, and constantly but carefully tap
 the C-Stick in an upwards 45° angle in the opposite direction your character
 is walking. Some characters' Pivot Walks are really fast. Marth's is even
 faster than his full-speed dash!

True Pivot: You basically cancel the start of your dash with any attack. It can 
 be done while Fox Trotting.

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

Cancels
---------------
This game features a number of different "cancels" to improve your performance,
such as canceling your jumps or drop-throughs. I'm not listing 
character-specific cancels.

Platform Cancel: This is a technique that allows you to cancel your jump 
 without a landing animation using a platform. This allows you to immediately 
 do an attack or jump again in quick succession. To do this, stand below a 
 platform, jump, and hold down on the Control Stick until you're level with the 
 platform. Release the Stick and input any command. Requires great timing, but 
 if done correctly, your upwards velocity on your jump will be stopped and you 
 will be standing on the platform with no landing lag. Keep in mind that this 
 only seems to work on moving platforms, so this doesn't apply on Battlefield.

Jump-Canceled Item Throw: Dash in a direction while holding an item, jump, and
 throw the item before you even leave the ground. You slide along the ground
 while doing the standing item throw. This decreases the cooldown from throwing
 an item while mobile, so you'll have more time to defend or follow-up.

Jump-Canceled Up Smash: Very similar to the above. Just jump and do an Up Smash
 before you leave the ground and your jump will be canceled into an Up Smash.
 This makes you slide a little bit while dashing. You can turn around while
 doing this by dashing, smashing the Control Stick the opposite way, then 
 quickly rotating the Control Stick to the up position while pressing A. You
 will have turned around and slide in your original direction while performing
 the Up Smash.

Platform Drop Cancel: Purely a fake-out maneuver. When on a platform you can
 drop through, do so, but immediately cancel the Platform Drop with your 
 shield. You'll have done the beginning of the drop-through animation but will
 stay on the platform.

Auto Cancel: There is no form of L-Canceling in Brawl, but some aerial moves
 have a certain point in their animation where, if you land at that time, you
 get no landing lag whatsoever from it and can do anything else immediately
 after landing. The moves that can be Auto Canceled will be noted in each 
 character profile.

Meteor Canceling: This is the act of canceling the downwards momentum from an
 opponent's attack by double jumping or using your Up Special. This is 
 different from Melee's, in which you could meteor cancel a meteor smash 
 instantly. Brawl's version requires some timing. Don't double jump or Up 
 Special too early after getting meteor smashed, otherwise you won't be able to 
 Meteor Cancel at all. Also, unlike Melee, characters with multiple jumps 
 cannot meteor cancel. If your character has a tether recovery with his grab,
 you can also use that to meteor cancel.

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

Special Attack Tricks
---------------
There are certain tricks you can do with your specials. This details what all
can be done with them. Note that the effectiveness for each trick varies 
depending on the character. All of these require practice to get the timing
down on them, so don't get frustrated if you can't do them at first.

Turnaround: You can turn your character around while performing your neutral
 special! To do this, move the Control Stick in the opposite direction your
 character is facing, release the Stick to the neutral position, and 
 immediately press the Special Attack button. This has to be quick! Timed 
 right, your character will face the other way without a turnaround animation 
 while performing his special. This is best done in the air.

Reversal: Similar to the Turnaround, but requires you pressing the Special
 Attack button THEN move the Control Stick in the opposite direction before the 
 Special's animation even starts. Only really noticable when moving in the air, 
 when done right, your character's aerial momentum is completely reversed,
 making you move in the opposite direction while performing your Special. Try
 it on Snake, as it's really noticeable for him.

Recoil: Combines both above tricks into one. Do a Reversal on a Turnaround
 Special and the character will experience recoil while moving in a direction.
 This is extremely hard to do, unless you set your Specials to the C-Stick 
 (GCN) or Right Stick (CC). With Specials set to the C-Stick, you can do the
 Recoil by jumping forward then pressing the C-Stick in the opposite direction.
 Try this out With Lucas!

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

Boosting
---------------
There are many things in the game that can be enhanced by a momentum boost. 
This explains how to do them. DACUS and Glide Toss are Boosting techniques, by 
all intents and purposes, I just felt they needed seperate "articles" to 
explain how to do them, since these other miscellaneous tricks are performed 
similarly.

Boost Grab: Your dashing grab can get a much farther distance than normal,
 allowing your grab range to be increased. Simply act like you're doing a DACUS
 with C-Stick down and the Z Button, but don't move the Control Stick up. 
 Usually the Boost Grab is harder to do than the DACUS itself.

Boost Pivot Grab: A variant of the Boost Grab which makes you slide farther
 when Pivot Grabbing. Do it like the DACUS: C-Stick down to Dash Attack, then 
 press the Control Stick in the opposite direction while pressing Z. Usually,
 all this has to be done at the exact same time, like with Falco. Once you get
 the timing down though, it becomes fairly easy.

Item Boost: A good tech for those that don't have a good Glide Toss, but can
 DACUS decently. (Such as Link!) Simply perform the DACUS while holding an 
 item. You should throw the item forward, but also perform a very quick upward
 throw animation. Nonetheless, you boost forward because of dash attack 
 momentum while throwing the item, plus you have much less cooldown time than
 from a dashing throw, allowing for follow-up attacks. If you want to throw 
 upwards, the dash attack and up smash have to be performed nearly 
 instantaneously.

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

General Discoveries
---------------
Here are various interesting tidbits about the game that may or may not help
you understand it a bit more.

Auto-RAR: With your C-Stick set to Specials, dash, then press the C-Stick in
 the opposite direction. Instead of doing a Special Attack, your character will
 turn around and jump at the exact same time automatically, so you can do any
 aerial for a RAR right afterwards with the attack button. The duration you 
 held the C-Stick determines if your character does a full jump or a small 
 jump/short hop.

C-Stick DI: DI-ing with the C-Stick is differant than in Melee. During hitlag,
 you can smash the C-Stick in any direction and you will inch in that 
 direction, effectively changing your direction before knockback comes into
 effect. This is Smash DI, as I elaborated on before above.

Drifting Aerial Attacks: If you perform a momentum-altering aerial attack (such
 as Zero Suit Samus's or Sonic's down air) while experiencing knockback, you
 won't get the momentum alteration and will instead do the aerial while flying
 from that knockback. This doesn't seem to be a glitch, more like a safeguard
 so that you can't abuse these aerials to make yourself harder to kill.

Delayed Jump and Specials during knockback: You may have noticed that this game
 has little hitstun, which is the point when you cannot do anything while
 experiencing knockback from an opponent's attack. In this game, you can do any
 aerial or an air dodge soon after getting flung from an attack. This prevents
 a lot of combos from occuring, which may be good or bad depending on your
 viewpoint. However, there is added hitstun for doing special attacks and
 double jumping. To negate this, air dodge as soon as you can to erase the jump
 and special attack hitstun.

Edge Popping: Normally, Brawl has a large range of when a character can grab
 onto a ledge, and can even be done during specials. You can negate this by
 holding down on the Control Stick when passing the ledge to not grab it. This
 can be used to fool people who are trying to edgeguard. They'll think they can
 take advantage of your delay for grabbing the ledge, but you'll pass the ledge
 without grabbing it!

Controller Priority: Believe it or not, the controller port that you choose
 actually does matter! If Player 4 grabs Player 1, and Player 2 or 3 does an
 attack that hits both Player 4 and 1, Player 4 experiences Faux-Super Armor
 and does not take knockback while Player 1 takes the full knockback. 
 Similarly, if two players grab each other at the same time, the player with
 the lower number has priority over the other and makes the grab. So, if Player
 1 and 2 both grab each other at the same time, Player 1 will end up grabbing
 Player 2. This also happens if Player 2 lands an attack the moment Player 1
 grabs. Player 1 will grab Player 2 without taking knockback, but will take the
 damage from Player 2's attack. There are likely many other things in the game 
 that are given priority based on the controller ports, these are just two of 
 the most notable.

Input Buffering System: Brawl has a unique buffering system in which you can
 input moves or attacks before you're able to do them. The buffering system
 allows for up to 10 frames to buffer. Such as, if you're experiencing hitstun,
 and you attack within 10 frames before the hitstun ends (in other words, just
 before hitstun ends), you'll do that attack when the hitstun ends. This 
 buffering system can be used for many things, and will be noted for specific
 characters in their own profiles.

Tether Ledge Hogging: Probably obvious, but you can edgehog by hanging from a
 tether. This is so awesome to do when you tether a ledge just before your
 opponent grabs it.

Shield-Canceled Dash: You can cancel your dash by simply bringing up your 
 shield mid-dash. You don't have to let go of anything, either. This is a good
 technique to use, as you can suddenly block an attack while you're dashing,
 and can grab out of a dash too.

Smash Charge Vulnerability: Here's a weird little fact...when you're charging
 up a Smash Attack, you're more susceptible to an attack's knockback by 20%,
 and can die sooner. Weird.

Transform Time: For characters that can change forms (Zelda/Sheik, Samus/ZSS,
 PT's Pokémon), the transform time is actually the time it takes to load the
 character data into the fight. Brawl doesn't have every character or 
 character's aspects loaded up into a match, ready to instantly switch. When
 you switch, the game's disc is being told to load up another character. This
 transform time is significantly reduced if the character you're switching to 
 is already in the match. Like, you're Zelda and you're facing Sheik. Normally,
 it'd take a while for you to switch to Sheik, but now that there's a Sheik
 already loaded into the match, your switch to Sheik is much faster.

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

E-mail me if you find some more! There are some character-specific Advanced
Techniques, and as such won't be mentioned here...rather mentioned in the
character's profile. If you need more info on an Advanced Technique, just 
search for Smash World Forums. They explain things in much greater detail.

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

Control Types [Hw2Ctrl]
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
So many control styles...which one will you choose? Below lists the default
controls for each controller type, but keep in mind you can also fully
customize controls to fit your style.

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

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

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

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

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

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

Special Properties: The Classic Controller is for those people who prefer
traditional control, but don't have a Gamecube Controller. Virtually nothing is
changed, so it's pretty much the exact same thing. Due to the lack of gripping
handles on the sides though, it may prove a little more taxing on some.

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

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

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

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

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

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

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Solo Mode       |
                |
---------------- [Sol]

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

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

Classic Mode
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Yes, Classic Mode is back! In this, you basically fight through 12 rounds of
characters (not counting Break the Targets), finally meeting Master Hand at the 
end. Unlike in Melee though, the rounds have set themes and situations, like 
giant modes, metal modes, or teams. A nice little bonus is that if you finish 
Classic Mode in under 8 minutes, on Hard difficulty or higher, and without 
using Continues, you get to fight Master Hand's alter ego, Crazy Hand. Now 
you're fighting two Hands!

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

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

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

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

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

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

Adventure Mode: The Subspace Emissary [SolAdv]   
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
"In this world, trophies fight. They know nothing but fighting. Fighting is
the sole reason for their existance. Being turned back into a trophy, being
unable to fight, is much like death.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

----------
Cymul
ŻŻŻŻŻ
This metallic enemy has blades and constantly spins when attacked, reflecting
any projectiles thrown at it. The best way to deal with this enemy is from
above or below.
----------
Feyesh
ŻŻŻŻŻŻ
These fish-like enemies with tentacles have one huge eye. They float around,
and wake up when you come near. They attack fiercely with their tentacles, so..
try not to get in TOO much trouble with Zero Suit Samus. ;)

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

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

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

----------
Greap
ŻŻŻŻŻ
This gigantic enemy moves forward and swings two large sickles down at the
ground. This is one weird enemy...a baby carriage with sickles? The weak point
is the head. It can also jump around and spin its sickles around in a wide 
radius. Dude, that's not cool...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Galleom - The Wilds (West), The Ruined Hall

Meta Ridley - The Subspace Bomb Factory (South)

Petey Piranha - Midair Stadium

Porky - The Ruined Zoo

Rayquaza - The Lake

Ridley - The Research Facility (East)

Tabuu - The Great Maze

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______                      _______*
* Kirby |                    | Mario *
**************************************

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Mario |  Zelda  |  Peach  |  Kirby *
**************************************

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

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

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

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

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____                        _______*
* Pit |                      | Mario *
**************************************

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______                _____________*
* Kirby |              | Peach/Zelda *
**************************************

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____________                _______*
* Peach/Zelda |              | Kirby *
**************************************

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

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

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________            ____________*
*Donkey Kong |          | Diddy Kong *
**************************************

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

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

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

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

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

_________________________
The Plain                \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______                        _____*
* Mario |                      | Pit *
**************************************

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____                   ____________*
* Fox |                 | Diddy Kong *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________                   _____*
* Diddy Kong |                 | Fox *
**************************************

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

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

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

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

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

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

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

_________________________
The Ruined Zoo           \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
In the quiet zoo, a lone boy stands...Lucas. Primids and a giant Porky statue
then suddenly appear and chase Lucas!

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______                       ______*
* Lucas |                     | Ness *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______            _________________*
* Lucas |          | Pokémon Trainer *
**************************************

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

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

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

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

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____________                _______*
* Meta Knight |              | Marth *
**************************************

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____      _____________     _______*
* Ike |    | Meta Knight |   | Marth *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*______                       _______*
* Link |                     | Yoshi *
**************************************

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

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

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

Link and Yoshi are stopped by a cliff while trying to chase the Battleship
Halberd, and instead try to find an alternate route. Next, a strange cutscene 
will show a cardboard box sitting in the Halberd's hull. It moves a bit before 
the scene cuts.

(NOTE: After finishing The Subspace Emissary, return to this level. A door will 
be added in the first area, it should be the first one you see. Enter this door 
to face Toon Link. Win the battle and you will have Toon Link unlocked for both 
use in normal brawls and in SSE.)

_____________________________
The Research Facility (West) \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
A scene shows a lean, sexy figure dropping into a hall from a vent. It's Samus!
Well, without her suit. So right now she's Zero Suit Samus. At any rate...

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_________________         __________*
* Zero Suit Samus |        | Pikachu *
**************************************

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

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
*If Zelda was saved:   Pit   | Mario *
*------------------------------------*
*If Peach was saved:   Link  | Yoshi *
**************************************

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
*If Zelda was saved:   Pit   | Mario *
*------------------------------------*
*If Peach was saved:   Yoshi |  Link *
**************************************

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Yoshi | Kirby | Pit | Link | Mario *
**************************************

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Yoshi | Mario | Pit | Kirby | Link *
**************************************

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

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

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

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

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

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_________________            _______*
* Pokémon Trainer |          | Lucas *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Yoshi | Pit | Link | Mario | Kirby *
**************************************

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

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

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

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

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

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

_________________________
The Ruins                \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______            _________________*
* Lucas |          | Pokémon Trainer *
**************************************

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

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

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

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

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

Move right now to see a room filled with Shaydas and Towtows. Eugh. After
killing them, head through the door. You've encountered a wild Charizard!
Battle it, and if you win, Pokémon Trainer will capture it. You now have all
three Pokémon to use! Pokémon Trainer and Lucas will find themselves in a large
chamber.

(NOTE: After beating SSE, return to this level. A door will appear at the very 
bottom of that spiked shaft you went down earlier. Head through to encounter 
Wolf. Defeat Wolf in battle so you can use him in both SSE and normal brawls.)

_________________________
The Wilds (West)         \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
A weird tank is seen dashing across the mesa, and the sword team, Marth, Meta
Knight, and Ike, go to investigate.

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______     _____________      _____*
* Marth |   | Meta Knight |    | Ike *
**************************************

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____________     _______      _____*
* Meta Knight |   | Marth |    | Ike *
**************************************

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

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

_________________________
The Ruined Hall          \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Lucas spots something falling from high above. It's Galleom! And he's not done
yet!

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_________________            _______*
* Pokémon Trainer |          | Lucas *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Mario | Pit | Link | Yoshi | Kirby *
**************************************

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

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

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

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

_________________________
The Swamp                \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____                   ____________*
* Fox |                 | Diddy Kong *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______      ____________      _____*
* Falco |    | Diddy Kong |    | Fox *
**************************************

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________      _______      _____*
* Diddy Kong |    | Falco |    | Fox *
**************************************

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

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

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

Some Primids are seen flying a little carrier, with DK (still as a trophy)
chained up and flying towards a floating island. It's the Research Facility
that Samus and Pikachu are at! Wait...doesn't it look a little like Angel
Island from the Sonic games? Anyway, Falco calls up the Great Fox to help them
fly over there.

(NOTE: After beating SSE, return to this level. An extra door will have opened 
up in the area right after the Giant Dark Diddy battle. Enter the door to face 
Jigglypuff. Defeat her to unlock her to use both in SSE and in normal brawls.)

_____________________________
The Research Facility (East) \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
**************************************
*        CHOOSE YOUR FIGHTER!        *
*_________________          _________*
* Zero Suit Samus |        | Pikachu *
**************************************

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_________________          _________*
* Zero Suit Samus |        | Pikachu *
**************************************

============================
FIGHT: Shadow Samus x2

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_________                    _______*
* Pikachu |                  | Samus *
**************************************

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

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______                    _________*
* Samus |                  | Pikachu *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*________            ________________*
* Olimar |          | Captain Falcon *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Diddy Kong | Donkey Kong |  Olimar *
*------------------------------------*
*           Captain Falcon           *
**************************************

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____________         ______________*
* Meta Knight |       | Ice Climbers *
**************************************

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_________              _____________*
* Lucario |            | Meta Knight *
**************************************

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Link | Pit | Mario | Kirby | Yoshi *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_________   _______    _____________*
* Lucario | | Snake |  | Meta Knight *
**************************************

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____________   _________    _______*
* Meta Knight | | Lucario |  | Snake *
**************************************

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

____________________________
Battleship Halberd Exterior \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Sheik (formerly known as Zelda) opens the door in the room they were kept in,
and both walk out.

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______                      _______*
* Peach |                    | Sheik *
**************************************

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Lucario  |  Sheik  | Peach | Falco *
*------------------------------------*
* Fox            |             Snake *
**************************************

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

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

__________________________________
The Subspace Bomb Factory (North) \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Samus and Pikachu are running along a hall, while the alarm is blaring red.

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_______                    _________*
* Samus |                  | Pikachu *
**************************************

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

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

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

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

__________________________________
The Subspace Bomb Factory (South) \
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**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____________       ________________*
* Donkey Kong |     | Captain Falcon *
*------------------------------------*
* Olimar         |        Diddy Kong *
**************************************

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

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*________________       _____________*
* Captain Falcon |     | Donkey Kong *
*------------------------------------*
*  Diddy Kong  |  Pikachu  |  Olimar *
*------------------------------------*
* Samus           |           R.O.B. *
**************************************

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*_____________       ________________*
* Donkey Kong |     | Captain Falcon *
*------------------------------------*
*  Olimar  |  Diddy Kong  |  Samus   *
*------------------------------------*
* Pikachu          |          R.O.B. *
**************************************

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

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

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

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

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

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

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

**************************************
*        CHOOSE YOUR FIGHTER!        *
*______     ______      _____________*
*Luigi |   | Ness |    | King Dedede *
**************************************

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

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

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

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

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

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

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

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

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

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

_________________________
The Great Maze           \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
**************************************
*        CHOOSE YOUR FIGHTER!        *
*____________________________________*
* Mario | Donkey Kong | Link | Samus *
*------------------------------------*
*  Yoshi  |  Kirby  | Fox |  Pikachu *
*------------------------------------*
*  Luigi  |  Captain Falcon  |  Ness *
*------------------------------------*
*   Bowser   |   Peach   |   Zelda   *
*------------------------------------*
* Ice Climbers        |        Marth *
*------------------------------------*
* Mr. Game & Watch      |      Falco *
*------------------------------------*
* Ganondorf |  Wario  |  Meta Knight *
*------------------------------------*
* Pit | Olimar | Lucas |  Diddy Kong *
*------------------------------------*
* Pokémon Trainer   |    King Dedede *
*------------------------------------*
* Lucario  |  Ike  | R.O.B. |  Snake *
**************************************

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Solo Events

-------------------------
Event #1: Two Trouble Kings
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Delfino Plaza
Player: Mario
CPU Partner: N/A
Opponent: Bowser & King Dedede

Objective: Simply KO both Bowser and Dedede once in the fastest time possible.
 You lose if you get KO'd.

-------------------------
Event #2: Landmaster Ignition
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Corneria (Melee)
Player: Fox
CPU Partner: N/A
Opponent: Sheik & Meta Knight

Objective: You have infinite Final Smashes. KO your opponents with the
 Landmaster as many times as you can in under 1 minute to set a record. You 
 lose if you get KO'd. You only need one KO to win.

-------------------------
Event #3: Pink Ball Repulsion
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Halberd
Player: Meta Knight
CPU Partner: N/A
Opponent: Kirby

Objective: KO Kirby before the platform touches down on the Halberd. Kirby
 mainly tries to stay away from you.

-------------------------
Event #4: Cleaning House in Skyworld
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Skyworld
Player: Pit
CPU Partner: N/A
Opponent: Wario

Objective: Destroy all terrain with attacks. Wario, for whatever reason, tries
 to keep you from your objective by attacking you. You have one stock, he has
 three stocks, so if you're looking to set a record, just avoid him as much as
 you can, instead of wasting time trying to get rid of him.

-------------------------
Event #5: Become the Champion!
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Pokémon Stadium 2
Player: Pokémon Trainer
CPU Partner: N/A
Opponent: Pokémon Trainer

Objective: KO all of the opposing trainer's Pokémon to win. Both you and the
 opponent have three stocks, though you can freely switch Pokémon.

-------------------------
Event #6: Super Bowser Bros.
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Mushroomy Kingdom
Player: Bowser
CPU Partner: N/A
Opponent: Three Marios

Objective: Reach the end of the stage without getting KO'd. You can set a
 record by trying to KO as many Marios as you can. The stage scrolling speed is
 dependant on the difficulty. (Hard is really fast)

-------------------------
Event #7: Diddy Kong Panic
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Mario Circuit
Player: DK
CPU Partner: N/A
Opponent: Fifteen Tiny Diddy Kongs

Objective: KO all the Tiny Diddy Kongs before you get KO'd. Don't worry, you
 don't face them all at once, just three at a time.

-------------------------
Event #8: Go! Triple Finish!
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Pokémon Stadium (Melee)
Player: Pikachu
CPU Partner: N/A
Opponent: Squirtle, Ivysaur, and Charizard

Objective: Fight three wild Pokémon as Pikachu! They're all on a team against
 you, so be alert. Each opponent has one stock, and you have two, for good
 measure.

-------------------------
Event #9: The Monster beneath the Earth
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Castle Siege
Player: Ike
CPU Partner: N/A
Opponent: Two Diddy Kongs & Giant Donkey Kong

Objective: KO both Diddy Kongs before the stage gets to the dungeon part. If
 you fail to do so, prepare for a hard battle, but you can still win the event
 if you KO DK as well. Each opponent and you all have one stock.

-------------------------
Event #10: All-Star Battle Regulars
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Final Destination
Player: Choose
CPU Partner: N/A
Opponent: Mario, DK, Link, Samus, Yoshi, Kirby, Fox, and Pikachu

Objective: Battle the original eight fighters from the first Smash! Battle two
 of them at a time! Each character has one stock, you have two.

-------------------------
Event #11: Yoshi's Rainbow
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Rainbow Ride
Player: Ice Climbers
CPU Partner: Nana (well duh)
Opponent: Six Yoshis

Objective: Be careful here! You're supposed to KO each Yoshi in a certain color
 order. KO the red one first, then the pink, then yellow, green, pale blue, and
 finally blue. If you KO the wrong color Yoshi, you automatically fail the
 event. Be quick, because after the airship part, the Yoshis tend to suicide.

-------------------------
Event #12: Sleeping in the Eggs
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Yoshi's Island
Player: Yoshi
CPU Partner: N/A
Opponent: Kirby & Pikachu

Objective: Use Yoshi's Egg Lay special and encase both opponents in eggs before
 either break out! They like to jump around a lot, and you only have one stock,
 so it will be difficult, considering they will attack you.

-------------------------
Event #13: Dragoon Strike
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Halberd
Player: Kirby
CPU Partner: N/A
Opponent: Three Warios

Objective: Gather the Dragoon parts and KO the Warios! The Warios keep coming
 back if you KO them normally, so you must use the Dragoon. You have two 
 stocks.

-------------------------
Event #14: Sproutrage of the Flower Pikmin
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Distant Planet
Player: Olimar
CPU Partner: N/A
Opponent: Pokémon Trainer & Pikachu

Objective: Guard six Pikmin until their flowers bloom! Best strategy is to stay
 away from the opponents. Using moves will harm the Pikmin. Also, please note
 that you only start out with three Pikmin and must pluck out three more at the
 start. (Standard Special) A lot of people seem to be confused by this. You 
 also have one stock, so try not to get KO'd yourself. (In case you're 
 wondering about the supposed typo in the name, that same typo is in the game, 
 as well.)

-------------------------
Event #15: The Hammer of the King
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Smashville
Player: King Dedede
CPU Partner: Two King Dededes
Opponent: Giant Metal King Dedede

Objective: With the help of your colleagues, defeat the Giant Metal King Dedede
 to win! Each of you, including the opponent, have one stock.

-------------------------
Event #16: Power Suit ON!
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Frigate Orpheon
Player: Zero Suit Samus
CPU Partner: N/A
Opponent: Two Zero Suit Samus's

Objective: Grab the Smash Ball and perform your Final Smash to gain back your
 Power Suit! Each of you have two stocks, and it doesn't matter if you KO your
 opponents.

-------------------------
Event #17: Super Waterfall Climb
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Rumble Falls
Player: Zelda
CPU Partner: N/A
Opponent: Two Ice Climbers

Objective: Reach the top of Rumble Falls! You can set a record by trying to KO
 the opponents as many times as you can. Just be careful, you only have one
 stock.

-------------------------
Event #18: Dark Link Duel
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Bridge of Eldin
Player: Link
CPU Partner: N/A
Opponent: Dark Link

Objective: It's a stamina battle to the death! Both of you have 200 HP each.
 Deplete Dark Link's stamina to 0 to win! Just be sure the same doesn't happen
 to you...

-------------------------
Event #19: Wario Bros.
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Mario Bros.
Player: Wario
CPU Partner: N/A
Opponent: Mario & Luigi

Objective: KO the Mario Bros. before they do! All of you have two stocks each.
 Remember to throw the monsters that appear to help you with KOs!

-------------------------
Event #20: All-Star Battle x 1
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Battlefield
Player: Choose
CPU Partner: N/A
Opponent: Wario, Meta Knight, Pit, Zero Suit Samus, Olimar, Lucas, Diddy Kong,
Pokémon Trainer

Objective: Battle the starter newcomers in Brawl! Fight two at a time. Each
 character has one stock, you have two.

-------------------------
Event #21: Visit to Onett
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Onett (Melee)
Player: Lucas
CPU Partner: N/A
Opponent: Ness

Objective: KO Ness twice before Ness can do the same to you! A fairly 
 straightforward event.

-------------------------
Event #22: Monkeys Unite
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Rumble Falls
Player: Diddy Kong
CPU Partner: Giant DK
Opponent: Sheik & Lucario

Objective: Protect Donkey Kong and KO your opponents! Everyone has two stocks
 each. And, despite the event description, if DK happens to lose all his 
 stocks, you don't lose the event. However, it is very hard to KO your 
 opponents without him, as they seem a bit heavy.

-------------------------
Event #23: Molten Norfair
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Norfair
Player: Samus
CPU Partner: N/A
Opponent: Captain Falcon & Fox

Objective: When the lava wave comes, make sure you're in the safety capsule to
 win this event. Everyone starts out at 300%, you have two stocks, and your
 opponents have infinite stocks, so you can try to set a record by KOing them 
 as many times as you can while you wait for the lava wave. Just be very 
 careful, since with damage like that, it's very easy to get KO'd.

-------------------------
Event #24: Come On, Blue Falcon
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Port Town Aero Dive
Player: Captain Falcon
CPU Partner: N/A
Opponent: Two R.O.B.s

Objective: KO both of your foes with your Final Smash before the stage makes a
 lap around the course! KOing them normally won't do any good, they just keep
 coming back!

-------------------------
Event #25: The Aura Is With Me
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Spear Pillar
Player: Lucario
CPU Partner: N/A
Opponent: Ness & Sheik

Objective: You start out at 182% damage, so you already have some power to KO
 your opponents. However, this also makes you vulnerable, and you only have one
 stock. Your opponents also have one stock each. Be careful and vigilant of the
 Pokémon that effect the stage as well when you're fighting.

-------------------------
Event #26: The Slow and Easy Life
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Smashville
Player: Ness
CPU Partner: N/A
Opponent: Three Tiny Olimars

Objective: You're trying to enjoy K.K. Slider's concert, but these little guys
 are bugging you! KO them all once to win. You also have one stock, so try not
 to get one-upped by them.

-------------------------
Event #27: Three-Beast Carnage
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: New Pork City
Player: R.O.B.
CPU Partner: N/A
Opponent: Giant DK, Giant Charizard, Giant Bowser

Objective: KO the giant beasts each once to win! It might be quite difficult,
 considering you can get thrown around quite easily from their attacks. You 
 only have one stock as well, so make it count.

-------------------------
Event #28: Flower Blooms in the Echoes
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Hanenbow
Player: Peach
CPU Partner: N/A
Opponent: Olimar

Objective: Turn all the leaves of the right tree (the one you start on) red by
 attacking them. Olimar tries to keep you from your mission, but he has one
 stock, so you can KO him if he gets annoying. You have one stock as well, so
 try not to get KO'd. To best do this, stand near the middle, and spam Peach's
 Down Smash. Standing near the middle will have the attack affect the leaves on
 both sides.

-------------------------
Event #29: All-Star Semifinal Regulars
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Yoshi's Island (Melee)
Player: Choose
CPU Partner: N/A
Opponent: Luigi, Captain Falcon, Ness, Jigglypuff

Objective: Battle the original four unlockables on the first Smash! You face
 two at a time. Each character has one stock, you have two.

-------------------------
Event #30: Sonic Boom
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Green Hill Zone
Player: Sonic
CPU Partner: N/A
Opponent: Fifteen Sonics

Objective: KO those fakers! You face three at a time, and each one has one
 stock, while you have two to work with. Also, the track "Sonic Boom" fittingly
 plays here.

-------------------------
Event #31: The Ultimate Bodyguard
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Castle Siege
Player: Marth
CPU Partner: Zelda
Opponent: Two Ganondorfs

Objective: Protect Zelda as she focuses her magic! She does nothing but crouch
 on the floor. You and Zelda both have one stock each, while the Ganondorfs 
 have two stocks each. If you are able to fend them off until you get to the 
 dungeon part, Zelda will have finished focusing her power and transform into 
 Sheik to help you. It is possible to KO the Ganondorfs and win the event 
 before that happens, though.

-------------------------
Event #32: Bird in Darkest Night
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Brinstar (Melee)
Player: Falco
CPU Partner: N/A
Opponent: Mr. Game & Watch

Objective: KO Mr. Game & Watch twice (you have two stocks as well) in a very
 dark Brinstar! You can't see the stage very well, but can luckily still see
 yourself and the opponent. Just be careful you don't accidentally jump off!

-------------------------
Event #33: Advent of the Evil King
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Temple (Melee)
Player: Ganondorf
CPU Partner: N/A
Opponent: Link, Zelda, Pit

Objective: KO all your opponents once each! You have two stocks, but with three
 people against you, it's gonna be a bit hard.

-------------------------
Event #34: All-Star Battle Melee
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Pokémon Stadium (Melee)
Player: Choose
CPU Partner: N/A
Opponent: Bowser, Peach, Zelda, Ice Climbers, Marth, Mr. Game & Watch, Falco,
Ganondorf

Objective: Battle the eight newcomers from Melee! You fight two at a time. Each
 character has one stock, you have two.

-------------------------
Event #35: The Visitor to Flat Zone
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Flat Zone 2
Player: Mr. Game & Watch
CPU Partner: N/A
Opponent: Toon Link, Peach, Jigglypuff

Objective: KO your opponents once each! You have one stock as well, so try not
 to get KO'd. There's not much I can say.

-------------------------
Event #36: High-Tech Special Forces
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Shadow Moses Island
Player: Solid Snake
CPU Partner: N/A
Opponent: Samus, Captain Falcon, Wolf

Objective: FOXHOUND has sent three bounty hunters to kill you. KO your
 opponents before they KO you twice!

-------------------------
Event #37: The Pirate Airship
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Pirate Ship
Player: Toon Link
CPU Partner: N/A
Opponent: Two Yoshis

Objective: KO the Yoshis when the ship's up in the air from the tornado! KOing
 the Yoshis at any other time just won't do. You have two stocks.

-------------------------
Event #38: The Wolf Hunts the Fox
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Lylat Cruise
Player: Wolf
CPU Partner: N/A
Opponent: Fox & Falco

Objective: KO your rivals! They both each have one stock, and you have two.
 Make sure they scream REAL good before they die!

-------------------------
Event #39: All-Star Battle x 2
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Skyworld
Player: Choose
CPU Partner: N/A
Opponent: King Dedede, Ike, Lucario, R.O.B., Toon Link, Snake, Sonic, Wolf

Objective: Battle the remaining Brawl newcomers, including secret ones! You
 fight two at a time. Each character has one stock, you have two.

-------------------------
Event #40: The Final Battle
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Final Destination
Player: Choose
CPU Partner: N/A
Opponent: Bowser, King Dedede, Ganondorf

Objective: It's the final battle, and with the evilest of characters! They're
 all in a team against you, and they each have one stock. You have two, so 
 fight on!

-------------------------
Event #41: The FINAL Final Battle
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Final Destination
Player: Choose
CPU Partner: N/A
Opponent: Giant Mario, Snake, Sonic

Objective: Just kidding, this is the real final battle! The same stock rules
 apply, except your opponents have two stocks each!

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

Co-op Events

-------------------------
Event #1: Two Trouble Kings
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Delfino Plaza
Players: Mario & Kirby
Opponent: Bowser & King Dedede

Objective: The same as the Solo Event, except now you have a partner! Take out
 those kings! Both players have two stocks, the opponents have one each.

-------------------------
Event #2: Master the Pokémon Tag Battle
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Pokémon Stadium 2
Players: Pokémon Trainer & Pikachu
Opponent: Pokémon Trainer & Pikachu

Objective: With your Pikachu friend, defeat the opposing Pokémon to win the
 battle! Both Pikachus have one stock each, and both Pokémon Trainers have 
 three stocks each.

-------------------------
Event #3: Fastest, Shortest, Sudden Death
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: WarioWare, Inc.
Players: Yoshi & King Dedede
Opponent: Pit & Lucas

Objective: KO your opponents as many times as you can in 10 seconds without
 getting KO'd yourself! And yes, everyone has 300% damage.

-------------------------
Event #4: The DK Tag Calamity
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Mario Circuit
Players: Tiny DK & Tiny Diddy Kong
Opponent: DK & four Diddy Kongs

Objective: You have gotten tiny! To even the blow, seek out the Lightning item
 and deliver those KOs! Both players have one stock each.

-------------------------
Event #5: The Yoshi Team of 50
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Rainbow Ride (Melee)
Players: Meta Knight & Pit
Opponent: Fifty Yoshis

Objective: KO all Yoshis before the stage makes a lap around back to the
 airship! Both players have two stocks. The Yoshis all fall in the same center-
 ish spot on the screen, so it's easy to just stand at their spawn point and KO
 them the second they appear.

-------------------------
Event #6: Unwanted Suitors
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Port Town Aero Dive
Players: Zelda & Zero Suit Samus
Opponent: Invisible Luigi & Invisible Captain Falcon

Objective: KO those invisible foes! Each character, including the players, have
 two stocks each. A fairly simple event.

-------------------------
Event #7: Battle of the Dark Sides
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Bridge of Eldin
Players: Link & Samus
Opponent: Dark Link & Dark Samus (lol, it's not the Dark Samus from the Prime
 series)

Objective: It's the battle of dark sides! Defeat your dark forms before they
 defeat you in a 200 HP Stamina battle to the death!

-------------------------
Event #8: All MINE!
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Skyworld
Players: Wario & Bowser
Opponent: Mario & Luigi

Objective: It's a super coin battle! Collect a cumulative of 2,000 coins before
 your opponent does! Just be sure that neither of you get KO'd!

-------------------------
Event #9: Those Who Wait in Onett
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Onett (Melee)
Players: Lucas & Ness
Opponent: Yoshi & Luigi

Objective: KO Luigi and Yoshi both twice! Both players have two stocks each as
 well. Fairly straightforward objective.

-------------------------
Event #10: The R.O.B.'s of Tomorrow
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: The Summit
Players: Lucario & Ice Climbers
Opponent: Five R.O.B.'s

Objective: KO all the R.O.B.'s! Each one is bigger than the last, so be
 prepared! Both players have two stocks each. But wait, the last R.O.B. is a
 tiny one...?

-------------------------
Event #11: The Great Remodeling Battle
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Luigi's Mansion
Players: Luigi & Peach
Opponent: Ike & Marth

Objective: It's a coin battle! Have your team gather 300 coins for the remodel
 without destroying any part of the house! Just don't get KO'd! The best tip I
 can give you is to fight at the roof, but the CPU players like to hit the 
 house for no reason.

-------------------------
Event #12: Come Back, Falcon Flyer!
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Big Blue
Players: Captain Falcon & Captain Olimar
Opponent: Two Samuses

Objective: KO both Samuses before the Falcon Flyer disappears from view. And 
 that's about thirty seconds, so hurry! All characters have one stock each.

-------------------------
Event #13: Blades of the Quick and Mighty
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Temple (Melee)
Players: Marth & Ike
Opponent: Link, Meta Knight, Ganondorf

Objective: KO all opponents! It's fairly simple. Everyone has one stock each.

-------------------------
Event #14: The Dark Guardians
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: New Pork City
Players: Tiny Ganondorf & Tiny Wolf
Opponent: Giant DK & Giant Charizard

Objective: KO the giant opponents! Everyone has one stock each, so give it all
 you got!

-------------------------
Event #15: Four Swords Brawl
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Pirate Ship
Players: Toon Link & Toon Link
Opponent: Toon Link & Toon Link

Objective: It's a Four Sword battle! Be the first team to grab 500 coins! Of
 course, don't get KO'd.

-------------------------
Event #16: Jigglypuff's Great Comeback
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Castle Siege
Players: Tiny Jigglypuff & Tiny Mr. Game & Watch
Opponent: Giant Ness & Giant Lucas

Objective: Fend off your opponents. As the stage changes, so will Jigglypuff
 and the opponents. Jigglypuff grows, while the opponents shrink in size. But
 poor Mr. Game & Watch still stays small. KO your opponents! Everyone has one
 stock each.

-------------------------
Event #17: Sonic & Mario
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Green Hill Zone
Players: Sonic & Mario
Opponent: Three Marios & Three Sonics

Objective: It's the epic pair-up! KO all opponents! Both players have two
 stocks each.

-------------------------
Event #18: The New Weapon of Shadow Moses
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Shadow Moses Island
Players: Snake & R.O.B.
Opponent: R.O.B. & R.O.B.

Objective: KO your opponents! Simple as that. Only this time, the players have
 one stock each, while the opponents have two stocks each. Do your best!

-------------------------
Event #19: Shadow of Andross
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Lylat Cruise
Players: Fox & Falco
Opponent: Wolf

Objective: Don't be fooled, Wolf has brought reinforcements! You'll have to 
 deal with an endless Andross Assist Trophy attack throughout the battle. 
 Everyone has one stock each.

-------------------------
Event #20: The Final Battle for Two
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Final Destination
Players: Choose
Opponent: Wario, King Dedede, Wolf, Meta Knight, Ganondorf, Bowser

Objective: It's a fight against the villians! Both players have two stocks
 each, and you'll have to KO each opponent just once.

-------------------------
Event #21: The True All-Star Battle
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stage: Battlefield
Players: Choose
Opponent: Everyone

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Handicap
---------------
Handicap is back and a bit different this time! With this on, go to the
character select screen and you should see a Handicap window on your panel when 
you select a character. Setting this actually sets the starting percentage for
the character. Turning the Handicap to Auto will automatically set the damage
percentage for each player, determined by KOs acquired total without leaving
Brawl mode. (KOs are counted by stars below each player's panel.)

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

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

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

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

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

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

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

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

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

_________________________
Team Attack              \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
For playing teams, turning this on will allow you to attack your teammates. Oh
how cruel! It can be used for strategic team combos and helping your teammate
to recover, so maybe it's not all bad.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tourney
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Like in Melee, there's a Tournament mode where you can set up to 32 people to
play in a tournament bracket! You can choose the amount of entrants, then set
up the rules for the tournament, such as type of match (I.E.: Stock or Time),
time limit (if applicable), Handicap, and Damage Ratio. You can also set the
stages to chosen, set, or random. You can also go into more detailed rules and
set the items. After the rules are set up, it's time for the entrants to choose
their characters and names. After everything is set up, the tourney can begin!

The matches are set up in a bracket, and the winners move forward while the
losing entrants are disqualified. Climb up the ranks and try to be number one!
Wouldn't this have been grand if it was online-compatible?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Team Multi-Man Brawl
---------------
Here you can play co-op online with friends from your Friend Roster! Once this
mode is selected, you can choose one of the 6 Brawls (detailed in the Multi-Man
Brawl subsection in the Solo Mode section above) and your character. Then you
just invite a friend to battle some Alloys with you!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

As of recently, Nintendo has stopped sending daily replays. However, they still
send daily snapshots and Custom Stages.

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

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

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

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

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

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

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

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

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

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

Also, the more enemy formations you completely shoot down, rarer trophies and
stickers that you don't already have appear more frequently.

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

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

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

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

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

As of recently, Nintendo has disabled the Submit feature, but are still sending
Snapshots and Custom Stages daily.

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

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

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

As of recently, Nintendo has disabled the Submit feature, but are still sending
Snapshots and Custom Stages daily. They must have a huge backlog!

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

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

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

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

As of recently, Nintendo has stopped sending Replays daily. As such, the button
which you use to send Replays to Nintendo is no longer available.

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

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

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

_________________________
Donkey Kong              \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 0:30

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

_________________________
Ice Climber              \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 0:40

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

_________________________
Super Mario Bros.        \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 1:00

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

_________________________
The Legend of Zelda      \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 2:00

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

_________________________
Kid Icarus               \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 1:30

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

_________________________
F-Zero                   \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 0:40

The first game that started the semi-popular high-speed racing series. Don't be
fooled though, F-Zero is known for its quality. That's why it's always been
represented in Smash Bros. It's one of the few SNES games to sport a Mode 7
graphics style, with the view in back of the vehicle. This Masterpiece demo has
you playing at Mute City with the Blue Falcon, Captain Falcon's trademark
racing car. With 40 seconds though, you won't seem to even go 1 lap around the
course.

_________________________
Super Mario World        \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 2:00

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

_________________________
Super Mario Bros. 2      \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 1:30

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

_________________________
Kirby's Adventure        \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 2:00

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

_________________________
Super Metroid            \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 3:00

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

_________________________
Star Fox 64              \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 3:00

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

_________________________
Zelda: Ocarina of Time   \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Time Limit: 5:00

The Zelda series' first foray into 3D, and thus many fans consider it the best 
ever. That is still a matter of opinion though. Retains the same ol' Zelda 
style, but now that it's 3D, it has much more in-depth puzzles and cinematic 
storytelling. This Masterpiece demo starts you off at the title screen, and 
already has two save files. The first starts you off at the beginning with 
Young Link, and the second starts you off at Adult Link's beginning. To get 
started easily into a dungeon for Young Link, head east from his house and 
enter the giant tree for your first dungeon. For Adult Link, head out of Castle 
Town, call Epona (right C item, then press Up, left, right on the C-Stick) and 
ride south to Kokiri Forest. Go north to Lost Woods, and follow the music to 
the Forest Temple...if you can reach it in time.

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

Chronicle
---------------
Want to feel like a game collector but just don't have the money to do so? No
need to worry with this! The Chronicle lists all the Nintendo games ever
released, organized by system, then date of release. The number of games listed
adds on when you collect stickers, trophies, or anything else that represents a
game. This truly is the ultimate list for games.

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

Options
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Options is where you go to modify game settings and/or do various things.
There are actually many options menus in the game, but this is the main one,
and as such is shown on the main menu.

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

Screen
---------------
This game supports Widescreen TVs. This option allows you to change to
Widescreen or stay at Normal. With Widescreen, you can enjoy a wider view 
during your battles! In other words you can see more around you than a person 
with Standard TVs can. Of course, there's the chance that the screen may be 
distorted, but there's an easy way to tell! In the screen where you can switch 
from Standard to Widescreen, there's a circle in the background. If the circle 
is perfectly round, you've got the right screen settings.

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

Deflicker
---------------
With Deflicker, you can change the screen output of the game. You can have
smooth graphics, or razor sharp graphics. Choose which one you want! Personally
the razor sharp setting hurts my eyes too much.

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

Rumble
---------------
Here you can set the rumble on or off for your various controllers, and you
can even get your name's controller settings in there. The Classic Controller's
rumble is set to off on default because, well, the Classic Controller doesn't
have rumble.

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

Controls
---------------
Name making is back from Melee, but now it's more useful! This time it's used
for personal configurations, like your personalized button configurations for
each of the four control types, which you modify here on this option. You can 
even disable "Tap Up Direction for Jump" and have Shake Smashing for the 
Nunchuk + Wiimote controller. Once you pick the Controls option, you will be 
prompted to create a name if you haven't already. Afterwards is the control 
config. After setting your preferred controls, you can test it out on the 
testing screen, accessed by pressing the "Test" button under Default. Testing 
controls without ever leaving the control config...how convenient!

On top of this, you can even transfer your preferred control settings to your
Wii Remote! This saves the arduous task of having to set up your controls again
when playing on a different Wii. To do this, press + on the Wii Remote while in
the Names menu to bring up a confirmation window. Press 1 and 2 simultaneously
and your controller configurations, set to your name, will be transferred to
your Wii Remote! Of course, doing the same thing once the settings are on your
Wii Remote will transfer it to the Wii you're playing on.

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

Sound
---------------
With Sound, you can set the volume level of the sound effects and music. Thus,
you can have soundless battles, or musicless battles! It's fairly basic. You
can reach the Sound Test from here.

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

My Music
---------------
A new feature, and a truly awesome one indeed, is My Music, which lets you play
a certain track on a stage instead of having a preset one all the time. Don't
get too excited, this doesn't mean that you can use music on your SD Card to
play in stages. Basically, in My Music, select a stage, and you'll have a list 
of music related to the stage's theme to choose from. Each music track has a 
meter. The more the meter is filled, the more chance that track will play when 
playing in that stage. Say, in the Bridge of Eldin stage, there's the main 
theme of LoZ, main theme of Twilight Princess, Dark World, and Forest music. If 
you set the bar of...lets say Twilight Princess's main theme, higher than the 
rest, that track will have more of a chance of playing than the other tracks in 
the Bridge of Eldin stage.

This means that Brawl is the first game to have an expansive mash-up of
excellent music at your disposal. It doesn't stop there though. Throughout
the game, you can collect items called CDs. Collecting one unlocks a track to 
use in My Music. Pretty darn sweet, eh?

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

Erase Data
---------------
Unless you like doing everything over again, I would suggest to NOT go here.
You can permanently delete records of your High Scores, your Adventure Mode
progress, your Vault data, or even all of it at once. Choose wisely.

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

Data
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Here in Data mode, you can look at various achievements in the game, such as
special messages, (I.E. "You've cleared Classic Mode for the first time!") your
Brawl records (does not apply to online), and even videos.

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

Movies
---------------
Feel like relaxing and watching some good ol' movies? Well with this mode, you
can! You can watch How to Play, the first ever trailer for Brawl, and even the
introductions for Snake and Sonic! These are all very interesting yes, and you
can even rewatch the cutscenes for Subspace Emissary here.

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

Records
---------------
Look at various records! Here's the lowdown for each of the Records modes.

_________________________
Group Records            \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Here's where you can look at your records of matches played in Group mode.
This has many pages detailing in-depth information about even the slightest
thing.

Page 1: Details the amounts of matches each character has played against
another character in a grid-like fashion. Want to know how many matches Mario 
has played against Kirby? You can with this.

Page 2: Determines by ranking, which character has gotten the most of
practically anything, including KOs and Drownings. Oh lookee, Samus is ahead 
with 107 KOs, but King Dedede is just behind her in second place with only 104 
KOs! Try to fight to be on top, Dedede!

Page 3: Here's where things get interesting. In this page, every single
character has in-depth stats you can look at. Let's take Mario as an example.
He has 32 KOs, 31 Falls, 3 Self-Destructs, a hit percentage of 38.50%, 3846%
damage given, 3623% damage taken, and 59% damage recovered. Wow, that's sure
in-depth, isn't it?

Page 4: Page 4 is pretty much the same as Page 3, except it deals with the
overall records of each name registered in the game.

_________________________
Brawl Records            \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
More in-depth records! Here you can view records of about anything SSBB-
related, even the amount of times you turned on the game! Yep, this includes
time spent on Subspace Emissary, time spent online, time spent on VS. Mode...
everything.

_________________________
Notices                  \
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Throughout the game, it will be apparent you will get various achievement
messages as you play. "You cleared Classic for the first time!", "You cleared
the Subspace Emissary for the first time!" are some of the messages you may
encounter. Well, with this mode, you can keep track of your history by looking
at the achievement messages you've gotten. Below are the list of notices, by
type, and in alphabetical order.

Stages:
- A new stage has appeared! It's the super-retro construction site, 75m!
- Behold, the Great Sea! The new stage Pirate Ship has appeared!
- Fight fierce battles in a flat world! The new stage Flat Zone 2 has appeared!
- It's an acoustic flood! The new stage Hanenbow has appeared!
- It's the famed shuttle loop! The new stage Green Hill Zone has appeared!
- The new stage Luigi's Mansion has appeared! Home sweet home!
- The new stage Mario Bros. has appeared! Mysterious pipes, turtles, and crabs!
- The new stage Spear Pillar has appeared, featuring both Dialga and Palkia!
- You've unlocked the Melee stage called Big Blue!
- You've unlocked the Melee stage called Green Greens!
- You've unlocked the Melee stage called Jungle Japes!
- You've unlocked the Melee stage called Pokémon Stadium!
- You can now use all Brawl stages! Play as much as you like on all 41 stages!

Characters:
- Captain Falcon, the invincible F-Zero pilot, has joined the brawl!
- Falco, Star Fox's brash pilot, has joined the brawl!
- Ganondorf, the resurrected king of evil, has joined the brawl!
- Jigglypuff, the Balloon Pokémon, has joined the brawl!
- Lucario, the Aura Pokémon, has joined the brawl!
- Luigi, the green wonder, has joined the brawl!
- Marth, the emblem prince, has joined the brawl!
- Mr. Game & Watch, the denizen of Superflat World, has joined the brawl!
- Ness, the PSI-powered youth, has joined the brawl!
- R.O.B., the robot with the scorching beam, has joined the brawl!
- Snake, the legendary soldier of fortune, has joined the brawl!
- Sonic The Hedgehog, the world's fastest hedgehog, has joined the brawl!
- Toon Link, the swordsman of the Great Sea, has joined the brawl!
- Wolf O'Donnell, the leader of Star Wolf, has joined the brawl!
- You can now use all fighters! Now the real battle begins!

Modes:
- The Random stage choice has been added! Choose Rules from the Group menu.
- You can now use additional rules options! Choose More Rules from the Rules 
 menu.
- You can now view all of the movies from The Subspace Emissary!
- You cleared 10 Co-op Events!
- You cleared 20 solo Events!
- You cleared 21 Co-op Events!
- You cleared 41 solo Events!
- You cleared all stages of The Subspace Emissary on Intense difficulty!
- You cleared All-Star for the first time!
- You cleared All-Star on Intense difficulty!
- You cleared All-Star with all characters!
- You cleared Boss Battles for the first time!
- You cleared Boss Battles on Intense difficulty!
- You cleared Boss Battles with all characters!
- You cleared Classic for the first time!
- You cleared Classic on Intense difficulty!
- You cleared Classic on Intense difficulty with only one stock!
- You cleared Classic with all characters!
- You cleared level 1 of Target Smash with all characters!
- You cleared level 2 of Target Smash with all characters!
- You cleared level 3 of Target Smash with all characters!
- You cleared level 4 of Target Smash with all characters!
- You cleared level 5 of Target Smash with all characters!
- You cleared The Subspace Emissary for the first time!
- You got Parts Set A for your Stage Builder! Make a new stage with these extra 
 parts!
- You got Parts Set B for your Stage Builder! Make a new stage with these extra 
 parts!
- You got Parts Set C for your Stage Builder! Make a new stage with these extra 
 parts!
- You've gotten all the Stage Builder Parts! Now start making new stages!
- You survived 15-Minute Brawl for the first time!
- You won 100-Man Brawl for the first time!
- You've added a new game mode! Choose Boss Battles from the Stadium menu under 
 Solo.
- You've added a new mode! Choose All-Star from the Solo menu.
- You've collected all of the online Friend Icons! Choose your favorite!

Stickers, songs, and Trophies:
- You now have 100 different stickers!
- You now have 200 different stickers!
- You now have 300 different stickers!
- You now have 400 different stickers!
- You now have 500 different stickers!
- You now have 600 different stickers!
- You now have 100 different trophies!
- You now have 200 different trophies!
- You now have 300 different trophies!
- You now have 400 different trophies!
- You now have 500 different trophies!
- You now have over 150 songs!
- You now have over 200 songs!
- You now have over 250 songs!
- You've collected all boss trophies from The Subspace Emissary!
- You've collected all Enemy trophies from The Subspace Emissary!
- You've gotten all of the songs! Now enjoy your collection of musical 
 masterpieces!
- You've gotten all of the trophies! Congratulations! And thank you!
- You've gotten all the stickers! Now start stickering!

Assist Trophies and Poké Balls:
- Barbara from Daigasso! Band Bros. and Master of Illusion is now an Assist 
 Trophy!
- Custom Robo was added to your Assist Trophies!
- Gray Fox from Metal Gear Solid was added to your Assist Trophies!
- Shadow The Hedgehog was added to your Assist Trophies!
- The tanks and infantry from Advance Wars were added to your Assist Trophies!
- You've gotten all of the Assist Trophies! Battle side by side with all of 
 them.
- You encountered Celebi for the first time! This is a rare thing indeed.
- You encountered Jirachi for the first time! Make a wish!
- You encountered Mew for the first time! Strange things do happen.

Chronicle and Masterpieces:
- All Game & Watch titles have been revealed in the Chronicle!
- All Game Boy Advance titles have been revealed in the Chronicle!
- All Game Boy titles have been revealed in the Chronicle!
- All Nintendo 64 titles have been revealed in the Chronicle!
- All Nintendo DS titles have been revealed in the Chronicle!
- All Nintendo Entertainment System titles have been revealed in the Chronicle!
- All Nintendo GameCube titles have been revealed in the Chronicle! 
- All Super Nintendo Entertainment System titles have been revealed in the 
 Chronicle!
- All Virtual Boy titles have been revealed in the Chronicle!
- All Wii titles have been revealed in the Chronicle!
- The Chronicle has been filled! Look at the history of Nintendo!
- The classic Donkey Kong appeared! Play a demo version in Masterpieces!
- The classic F-Zero appeared! Play a demo version in Masterpieces!
- The classic Super Mario Bros. 2 appeared! Play a demo version in 
 Masterpieces!
- The classic Super Mario World appeared! Play a demo version in Masterpieces!
- The Legend of Zelda: Ocarina of Time appeared! Play a demo in Masterpieces!
- You've got all of the Masterpieces! Learn character origins in the demo 
 versions.

Matches:
- You've played 100 matches!
- You've played 1,000 matches! You're quite dedicated!
- You've played 4,999 matches! A penny a match? What a deal!
- You've played 10,000 matches! This is no ordinary dedication!
- You've played 50,000 matches! That's a ridiculous number of matches!
- You've played 100,000 matches! That's too much! I give up.

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

Sound Test
---------------
Listen to various music tracks and sound bytes in the game! The music and sound
effects are listed in their own categories, like say if you want to listen to
music from the Donkey Kong series featured in this game, simply go to the
"Donkey Kong" category, and all the currently available music will be available
for you to listen to. Like My Music, the music and sound choices increase as
characters, stages, and music are unlocked.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Characters      |
                |
---------------- [Char]

What good is a fighting game without its supporting character cast? This will
cover ALL the playable characters in the game, including hidden ones. This
will also cover each character's movesets. This will not cover how to unlock
the hidden characters, however. Check in the Secrets section for unlock 
details. The characters will be listed in the order the game lists them, from
top to bottom. A few things to note about this section:

- During some characters' moves, there will be a period in which they don't 
flinch from attacks. This is called Super Armor, and the moves that do have 
Super Armor will be noted as such.

- Downward attacks on the ground have a high tendency to trip your opponent.

- Most characters' side moves have an up and down diagonal tilt. I will note 
these and give proper damage coordinates for these diagonal tilts and smashes.

- It's a general rule in Smash Bros. that characters can't do any other moves
until they land after they perform their Up Special. Thus, I won't mention
that. However, for the other moves that have that same effect, and Up Specials
which are exempt from this rule, I will note those.

- Character attributes are compared based mostly on Mario's, as he's a fairly 
well-rounded character.

- KO percentages will be listed for each move as a seperate section from the
 moveset sections, and are basically the amount of damage your opponent needs 
 before you KO with that certain attack. These will be based against Bowser, 
 the heaviest character, on Final Destination, a medium-sized stage. This 
 doesn't factor in DI or momentum canceling, so the KO percentages can be used
 as estimates/averages.

- Ledge Attacks are attacks the character can do while getting up from hanging
on a ledge. Each character has two ledge attacks, one of them being during high
damage. A Trip Attack is the character attacking as he gets up from a trip. A
Fallen Attack is the character attacking while getting up from landing, such as
after being attacked. Each character has two Fallen Attacks, one from on their
back, and one from on their stomach.

- Each profile will cover the following: Character Name, representation, 
 status, short description, attributes, alt. costumes, taunts, stage entrance,
 moveset, recovery options, various tips/character-specific ATs, KO %ages, and 
 matchup list w/general tips. Yep, pretty detailed. For matchup lists, the left
 number represents you, and the right number represents the opponent. The lower
 your number from the opponent's in the ratio, the more trouble you'll have
 winning. Opposite if your number is higher than the opponent's.

- At times, I may use shortened names for some moves. Directions are shortened
 to F, B, D, U, N. (Forward, Backward, Down, Up, Neutral) These letters are
 usually put in front of such terms as tilt (directional attack), air (aerial),
 or smash (Smash Attack). So, if I'm talking about a character's back aerial,
 I may just refer to it as "Bair". Something you may see used for a select few
 characters is "Zair". This refers to the character's grab being used in the
 air, usually as an extra attack, activated by pressing the grab button 
 (usually Z on the GCN controller, hence the name).

- When discussing viable team strategies, I use the tournament rules, so always
 assume that these strategies are applicable with Team Attack on unless 
 otherwise stated.

NOTE: I'm going to need help with some of the attributes, so give me a hand on 
that. Also, if you come up with creative names for the alt. costumes (colors),
let me know! They'll be better than just saying "Red Falco" or something like
that.

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

Mario [CharMar]
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: The Mario franchise
Status: Veteran
Description: Known as "Mr. Nintendo" or "Mr. Video Game", he's the most
 recognizable video game character around. His overall balanced statistics make
 him a good fighter for beginners, but also has a fair learning curve to really
 get good with.

--------------
Attributes: (out of 5 *'s)
ŻŻŻŻŻŻŻŻŻŻ
Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Default Mario (blue overalls, red shirt and hat)
Fire Mario (red overalls, white shirt and hat)
Classic Mario (red overalls, blue shirt and hat, black shoes)
Wario Mario (purple overalls, yellow shirt and hat, green shoes)
Gameboy Mario (black overalls, white shirt and hat, blue shoes)
SMB Luigi Mario (brown overalls, green shirt and hat)

--------------
Taunts:
ŻŻŻŻŻŻ
Up Taunt: Super Mario (performs a stance and grows, Super Mushroom style)
Side Taunt: Turns and takes off his hat
Down Taunt: Flips in the air and lands on his back (AKA, "Donkey Kong" death)

Stage Entrance: Mario appears stylishly from a pipe rising from the ground.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:
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=< Standard Attack Combo: Punch, Punch, Kick
- A quick combo. Good for setting up some damage.
* Damage: 3% (first punch), 2% (second punch), 4% (kick)

=< Side Attack: Strong Kick
- A long kick forwards. Good for setting some distance away from the opponent.
* Damage: 8% (Damage does not change for up or down diagonal Strong Kicks)

=< Up Attack: Uppercut
- A spinning upper punch on the ground that sends the opponent straight up. 
 Sets up for a quick aerial at low percents. (Such as 50%)
* Damage: 7%

=< Down Attack: Sweep Kick
- A sweeping kick that sends the opponent up into the air.
* Damage: 5%

=< Dash Attack: Sliding Kick
- A sliding kick like the one Mario performs in Super Mario 64. Sends the
 opponent to the sky.
* Damage: 7%

=< Ledge Attack: Flip Kick
* Damage: 8%

=< Ledge Attack (High %): Slow Kick
* Damage: 10%

=< Trip Attack: Double Kick (hits behind first)
* Damage: 5%

=< Fallen Attack (Back): Spin Kick
* Damage: 6%

=< Fallen Attack (Stomach): Double Punch (hits behind first)
* Damage: 6%

--------------
Standard Aerial Attacks:
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- Standard Attack: Standard Kick
Mario sticks his foot out for a second or two. The start of this attack is the
most powerful, but the damage and knockback wears off as the kick is out.
Damage: 10% (start)

=< Front Attack: Meteor Punch
- Mario punches downward with a giant fist. This can meteor if the hand itself
 hits. It doesn't matter at which time, just as long as the hand hits. If you
 are too close to the opponent, the meteor will not work and instead send the
 opponent up and away from you.
* Damage: 13% (if meteor smash is successful), 12% (if meteor is not 
 successful)

=< Back Attack: Full Kick
- Mario puts his whole body into a two-legged kick. A good move for keeping 
 some-one from chasing.
* Damage: 12%

=< Up Attack: Flip Kick
- Mario does a forward flip, with a kick. Sends opponent up and away from him.
* Damage: 11%

=< Down Attack: Mario Tornado
- Used to be his Down Special, Mario spins and spins, creating constant damage,
 then spreads out his fists at the end, knocking everyone away. This is 
 actually your best aerial move for KOing.
* Damage: 1% (first five hits), 7% (final hit), 2% (landing hit)

--------------
Smash Attacks:
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=< Side Smash: Super Fireball
- Mario charges up a fireball, then releases it! The move is stronger if only 
 the fireball hits. It can also be aimed up or down.
* Damage: 17%-23% (if the edge of fireball hits), 14%-19% (if closer)
* Up Diagonal Damage: 18%-25% (if the fireball hits), 15%-21% (if closer)
* Down Diagonal Damage: 16%-22% (if the fireball hits), 13%-18% (if closer)

=< Up Smash: Overhead Headbutt
- Mario charges up for a giant headbutt that sweeps from behind him to in front
 of him. Sends the opponent straight up.
* Damage: 14%-19%

=< Down Smash: Dance Kick
- Mario does a breakdance kick similar to the same move in Super Mario 64,
 hitting in both directions.
* Damage: 15%-21% (front), 12%-16% (back)

--------------
Grab: Double-handed grab

Attack: Headbutt
Damage: 3%

Front Throw: Spin Throw
Damage: 9%

Back Throw: Super Spin Throw
Damage: 12%

Up Throw: Toss
Damage: 8%

Down Throw: Throwdown
Damage: 6%

--------------
Special Attacks:
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=< Standard Special: Fireball
- Mario fires a fireball from his hand. Has a low trajectory, and bounces along
 the ground, meaning it always falls. No knockback, but is good for approach.
* Damage: 5%

=< Side Special: Cape
- Mario swings his cape from Super Mario World forward. Can be used to make
 opponents face the other way, and to reflect projectiles. If done in the air,
 some of Mario's falling speed is halted, but only with the first time.
* Damage: 8%

=< Up Special: Super Jump Punch
- Mario jumps up with his fist in the air. Scores consecutive hits (signified 
 by coins popping out of the opponent) and is great for recovery.
* Damage: 5% (starting hit), 1% (each mid-attack hit), 3% (final hit) (12% max)

=< Down Special: F.L.U.D.D.
- Mario whips out his trusty F.L.U.D.D. and charges it up. Shield or press a
 direction to store the charge. When it's fully charged, you'll hear a small
 ding. Execute the move to unleash a powerful stream of water that you can aim
 up or down! Does no damage, but can be good to push opponents away from the
 stage who are trying to recover.
* Damage: None
--------------

=< Final Smash: Mario Finale
- Mario sends out two huge fireballs that spread out vertically. It's best to 
 do this move when faced on the far left or right of the stage. Hits multiple
 times. Doesn't do much damage, but makes up for that by shoving the opponent
 off the stage if caught.
* Damage: 3% (average for each hit, hits about 5 times or more) (19% max 
 average)

-------------------------------------------------------------------------------
Tips & Tricks:

Mastering Mario seems like an easy character, and is good for beginners, but
has a lot of potential if you train intensively with him. His ground game 
isn't as good as others, but he's excellent in the air. His quick aerials 
combined with pretty good air agility makes him a combo master. Combine that
with his Cape and F.L.U.D.D., and he's also a master of gimping. Of course, 
Mario does have some moves that are quite situational.

--------------
Recovery Tricks:
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- F.L.U.D.D. can be used to help Mario recover. The aerial momentum Mario
 receives from releasing a fully-charged F.L.U.D.D. can be used to your 
 advantage by spraying it when Mario isn't facing the stage. It may also be
 used to push away or stall an edgeguarding opponent.

- The Cape, when used the first time when in the air, can stall your momentum
 for the duration of the attack, as well as pop you up a bit. This can be used
 to get that tiny extra distance that you may need.

- Super Jump Punch is a great recovery tool, and your main one. Due to its
 forward momentum, it's a great move for ledge popping (holding down during the
 move to prevent yourself from grabbing the ledge). It can also punish sloppy
 edgeguarders with possible stagespiking potential.

--------------
Fireball:
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- Is Mario's only and great approaching tool. Anything can follow up from a
 Fireball. Proves to be affective against crawlers, can disrupt ledgeguarders,
 and can stop certain recoveries if timed right (Mario is Ness's/Lucas's worst
 nightmare, forget about Giygas).

- Unfortunately, the Fireball is slow, can be Power Shielded easily, doesn't
 travel far, and has low priority.

--------------
The Cape:
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- The Cape is a bit changed from Melee. While it still reflects projectiles and
 turns opponents around, it can actually reverse the opponent's momentum. This
 can really mess up certain recoveries. It is still really useful against the
 Star Fox characters. Due to Brawl's new physics engine, the Cape has a lot of
 versatility, as explained below.

- It aids recovery yourself, messes opponents up in general, punishes laggy
 moves and other moves that put the opponent into a helpless state, and is
 great for mindgames.

- Its only cons are that it might be predictable over time unless you mix it 
 up, and its recovery application is limited to just the first use. It is still
 one of Mario's best moves, primarily used to gimp.

- When against Snake, Sonic, or Mr. Game & Watch, using the Cape on them during
 or after their Up Specials can allow them to perform their Up Special again 
 without having to get attacked. This can be good and bad. The bad is 
 obvious...when against these characters, it is useless as a gimping tool. The
 good side can be when you're in a Team Battle. If your partner is either three 
 of these characters, you can help them out if they're not going to make it.

- Cape Gliding, or Aerial Cape Extension (A.C.E.) is a flashy, but sometimes
 useful, edgeguarding tool. When running off the stage, Cape just before 
 falling. If done right, Mario should glide forward a little bit while in the
 air. The distance Mario glides differs on the timing. You can travel really 
 far with this, the length of the two lower Battlefield platforms!

- Cape Gliding can be reversed! Yep, when attempting a Cape Glide, press the
 Control Stick back toward the stage as soon as you execute the move. You 
 should slide back along the stage. It's a bit easier to do if you set the 
 C-Stick to Specials.

- You can Cape and jump at the same time! Just do your Cape move a few frames
 within your jump. This can be used to mix-up your comboing. When your opponent
 tries to punish your comboing, you can throw a Cape Jump in to mess him up and
 continue pummeling.

- Use the Cape to stall your aerial movement a lot! It can be used to trick an
 edgehogging opponent, by stalling just enough so that you can Up B the
 opponent just when his invincibility frames run out. You can also use this
 while you're edgehogging. Just move away from the ledge when hanging from it
 to let go, and immediately Cape. You should Cape and immediately grab the
 ledge again. It makes for pretty safe edgehogging.

- The Cape can be used against some characters in such a way that, while 
 they're recovering, if Caped right before they sweetspot the ledge, they turn
 around and appear to be hanging onto nothing. They get stunned for a brief
 moment, possibly leading to a stage spike. The timing for this Cape Teleport 
 is extremely strict to pull off, and the stun the opponent gets is pretty 
 small. It's a weird technique that seems like it could be useful, but due to
 the timing needed, it's not really too useful.

- The Cape can actually reverse damage certain attacks that aren't really 
 considered projectiles, dealing damage to the opponent using his own attack.
 Such attacks are: Charizard's Rock Smash, Mario's Cape, Peach's Toad, 
 Pikachu's Thunder (Down B), R.O.B.'s Laser, Snake's Up-Smash, and Zelda's 
 Din's Fire. That last one obviously only damages Zelda if it's used in 
 extremely close range.

- Cape Induced Landing Lag. This can be used to stall an opponent's reaction 
 time, allowing you to attack. CILL can be used by Caping an opponent just as 
 he lands. This somehow adds extra frames to the opponent's landing animation, 
 allowing you to possibly throw in another attack.

- Just for giggles, here's a weird glitch you can perform on any opponents 
 who use Meta Knight and his Dimensional Cape extensively to incite many "WTF" 
 reactions. If Meta Knight performs the Dimensional Cape towards you, cape him
 just as he attacks out of it for varying reactions, such as killing Meta 
 Knight outright on the side, spiking if he uses DC towards you from above, and
 otherwise pushing him an insane range so that he may be KO'd anyway. Not much
 use in competitive play, but it's a funny sight anyway.

--------------
F.L.U.D.D.:
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- F.L.U.D.D. is a great edgeguarding and gimping tool. Don't pass it off as a
 useless attack, it has great, but situational uses. It can stop most 
 projectiles, can prevent yourself from getting edgeguarded, and can stall many 
 attacks.

- Use F.L.U.D.D. to kill an opponent's approach and deliver an attack of your
 own. They'll usually fall short of hitting you with their attack when doused
 with F.L.U.D.D.

- As detailed above, F.L.U.D.D. can be used to help your recovery. You can
 either use it to push yourself toward the stage while facing away from it, or
 use it to push away an edgeguarding opponent so you can make your move.

- Some characters go into a helpless state after using a special attack, or 
 have special attacks that last way too long. Well, F.L.U.D.D. can be used to
 punish the use of these specials, by pushing them off as they are using the
 attack or charging one up.
 Such attacks are DK's Giant Punch, Ganon's Warlock Punch, Ike's Eruption and 
 Quick Draw, Link's Up Special, Ness's and Lucas's Up and Standard Specials, 
 Mario's F.L.U.D.D., Marth's Shield Breaker, Snake's Side Special, Toon Link's 
 Up Special, and Zelda's Din's Fire.

- If your opponent is way too shield-happy, punish his shields to the point of
 breaking. When it breaks, the opponent is sent up into the air before landing
 back down in a dazed animation. While they're in the air, they cannot do
 anything. Use this to your advantage and douse them with a fully-charged
 F.L.U.D.D. attack so they are pushed off the stage. Free KO!

- F.L.U.D.D. Induced Hit Lag, or FIHL, is a really useful technique, but sadly
 enough only a few characters are severely affected by this. F.L.U.D.D. can
 out-prioritize some of these attacks, making the opponent actually lag out the
 attack, making it last longer. Now while this seems useful to the opponent, it
 is actually bad for them. You can use this to come in for a kill while the
 opponent is still locked in his attack due to hitlag caused by F.L.U.D.D.'s
 water.
 The characters and moves severely affected by this are: DK's Up Special, 
 almost every move in G&W's arsenal, every move in Snake's arsenal except for 
 Specials, Luigi's Fair and Nair, all of Marth's aerials, Meta Knight's Drill 
 Rush and Glide Attack, and Sonic's Nair and Dair.

- When charging F.L.U.D.D., Mario's falling speed is increased. This does not
 increase his weight however, so having F.L.U.D.D. on Mario's back all the time
 will be just for show. F.L.U.D.D. can also be really helpful in Team Battles.

--------------
Super Jump Punch:
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- Your main method of recovery, but also has other uses as demonstrated here.

- Last hit of the attack is the most powerful hit, able to stagespike on stages
 with slanted edges on the bottom. Has invincibility frames at the beginning to
 interrupt rapid attacks, has amazing range and priority, goes through a lot of
 attacks, is a good Out-Of-Shield option, and can true combo from many aerials.

- Don't be over-reliant on the move however. If it misses, it can have serious
 backlash. Plus, if the opponent isn't at a high enough damage, they can punish
 your landing lag.

--------------
Neutral A (Jab):
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- Mario's jab is extremely fast, and its only con is short range. When holding
 down the attack button, Mario rapidly does his first punch until he connects,
 which then leads to the other two attacks. This can punish spotdodging.

- This is also a great move for the Jab Lock. The Jab Lock is keeping your 
 opponent on the ground, unable to react, by jabbing once, walking forward, and 
 jabbing again. This can be repeated indefinitely, or until the edge of the 
 stage. Just make sure that the opponent has to have landed on his back or
 stomach for this to work. This is very easy with C-Stick set to Attack and
 pressing it behind you while constantly walking forward.

--------------
Down Aerial:
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- The Mario Tornado is a great overall aerial. It makes it hard to shield grab
 you with, punishes side and roll dodges, baits pretty well, combos into other
 aerials, good priority, instant startup and no ending lag, is a better Out of
 Shield option than Super Jump Punch, goes through projectiles, and can eat
 through shields.

- When fighting the Ice Climbers, it's a very good attack to help seperate 
 them.

- When shorthopped, there's no landing lag. This makes for great followups,
 such as a Down Smash.

- Other properties include: Can pick up items if Dairing over them, has a
 landing hitbox that can push opponents away, the last hit pokes through Meta
 Knight's Tornado, and it's a great followup from a down throw to punish those
 who airdodge immediately after being thrown.

- Some of the cons though, are lack of range, lack of purpose except for aerial
 approaching, doesn't KO well, doesn't allow gimping, and can only be used in
 low percentage combos.

--------------
Back Aerial:
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- The Bair is considered Mario's best aerial. It's got great range, knockback,
 damage, is a decent spacer, is a fast aerial with small ending lag, and is
 excellent to RAR.

- Considering the Bair's versatility, it can lead into the following attacks:
 Reverse USmash, Stutter-Stepped FSmash, Bair>Bair, Uair, or Nair.

- Its only cons though, and which may be costly, are that it can be easily
 readable, can easily be powershielded, and you can easily get shield-grabbed
 from it.

--------------
Up Aerial:
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- The Uair is a great, fast aerial that can juggle well, can lead into other
 attacks easily, is virtually lagless, and is a great edgeguarding tool. Due to
 its quickness, two Uairs can be performed in one Short Hop.

- It can deal damage and doesn't deteriorate, and decent undiminished 
 knockback. On the other side, it's not as powerful as the Bair, can be easily
 shield-grabbed, and doesn't reach below him.

--------------
Forward Aerial:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Mario's Fair is mainly used for meteor smashing, but can also set up for a
 Jab Lock, certain ground combos, among other things.

- The hitbox on the Fair is pretty big. It can reach slightly above him, and 
 has okay frontal range. As such, it can hit from below.

- Can autocancel on platforms, lasts just enough to do a Uair or Nair when done
 during a full jump, and can combo from a Uair to spike. However, it's really
 slow, and a weak meteor. It's better than nothing though.

--------------
Neutral Aerial:
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- Otherwise known as the basic "sex kick", it has decent damage and knockback
 when it starts, and slowly deteriorates until the move is over. It has good
 priority, lasts long, comes out fast, is lagless, can escape juggles and chain
 grabs with ease, and is good as an Out of Shield option.

- It's got decent horizontal knockback, very good for edgeguarding and Jab Lock
 setups, and can be led from a short-hopped Dair for some good shield pressure.
 On the downside, it's only an okay K.O.ing move and has small range.

--------------
Down Tilt:
ŻŻŻŻŻŻŻŻŻ
- If you're a serious Mario player, you probably shouldn't use this move. It's
 extremely situational, if that. The only good thing it's got going for it is
 a disjointed horizontal hitbox, but has so much lag after the hitbox that the
 opponent can easily punish (free Fsmash). It may be good to play mindgames 
 with Meta Knight users though.

--------------
Up Tilt:
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- Utilt is a fast ground move that can juggle many opponents, is a decent Out 
 of Shield move, leads to aerials, hits through platforms in some stages (like
 Battlefield) and can finish combos nicely.

- However, it lacks damage, isn't a good KO move, bad range in general, and
 characters with good Nairs can break out of the juggle within the first few
 hits no matter the damage.

--------------
Forward Tilt:
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- Ftilt is a surprisingly good, versatile ground attack. It can be canceled 
 into other moves soon after the hitbox, has good priority, can semi Jab Lock,
 a good spacing move, can follow many aerials into it, can be angled for better
 reach, shield pokes well, is a good Out of Shield option, and can be a good
 substitute for Smashes at times.

- Ftilt has a weird property. After the hitbox, and right when Mario puts his
 kicking leg down, it can be interrupted into other things. However, during the
 rest of the animation, you may notice that Mario moves his left foot backward
 to get back into his original position. Oddly enough, if you cancel the 
 animation right when he's moving his foot, you'll slide backwards a tad. The 
 distance is determined by your timing. It's a weird technique, but it's very
 reminiscient of wavedashing from Melee.

- Ftilt's only cons are weak knockback and only okay range.

--------------
Up Smash:
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- Usmash is a decent move all around. It's got decent KO power, decent speed,
 and is a decent Out of Shield option. It's got a big hitbox however, can be
 DACUSed, can hit opponents on ledges from behind you, and can combo at low
 percents.

- Its only con though, is that Stale Moves really breaks this attack. If 
 staled, its knockback is severely limited. It must be kept unstaled to remain 
 a decent KO move.

--------------
Down Smash:
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- Dsmash is another decent attack, with a decent startup, punishes well,
 knockback has a low trajectory to set up for gimping, and is a good side dodge
 tool.

- The cons are is that it isn't useful for opponents who like aerial battles,
 only has okay reach, and isn't a killing move for long.

--------------
Forward Smash:
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- A good Smash attack and his main killer when it comes to Smashes. It has
 excellent range, great killing power, has a disjointed sweetspot, and has even
 better range when simply C-Sticking in the opposite direction, which is called
 stutter stepping.

- Its only cons are that it's slow, and the knockback isn't as great when not
 sweetspotted.

--------------
Playstyles:
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- Due to Mario's versatility, he allows for many different playstyles. A good
 Mario main will master each style and learn when to use them. These are the
 three main playstyles that Mario players differentiate from.

- Jumpman style. This uses Mario's aerial game to your advantage. You 
 constantly set up for aerial combos and always keep up the aerial pressure.
 Gimping is the main source for kills, and Nair is a common finisher to combos.
 It's got great advantages against characters that have poor defensive options
 against aerial specialists, but can become pretty predictable easily. The way
 to combat that is to never let up on your attacks when you hit the opponent.

- Mario style. This focuses on your ground game. While not the best playstyle,
 it does allow for some options. It's great for mixing up, using all of Mario's
 attacks, staying unpredictable, keeping up the pressure, and also including
 aerial combos. Because Mario's ground game is not so good, it can be beaten by
 other characters easily, especially Olimar and King Dedede. Just mix it up,
 keep your opponent guessing, never rely on something that obviously won't 
 work, know when to back off, and use your Fireballs for approaching.

- Luigi style. This is a cowardly style, hence the name. It's very slow and not
 recommended for impatient people, but it gets the job done decently over time. 
 You constantly stay away from the opponent, spamming Fireballs, waiting for 
 openings to punish and then run away, using Bair for spacing, relying on OoS
 options a lot of times, and relying of F.L.U.D.D.-based gimps and KOs. Beware,
 using this style may make you hated within your peers...

- As said before, you can stick to one style, or master every style and switch
 between them when faced with changing opportunities. If you can't use aerials
 well, switch to Mario style. If you're feeling overwhelmed, use the Luigi
 style. Good luck with using Mario.

-------------------------------------------------------------------------------
KO Percentages:

Standard Attack: 405%
Forward Tilt: 250% (240% when angled) 
Up Tilt: 180%
Down Tilt: 430%
Dash Attack: 315%
Neutral Aerial: 200% (at starting hitbox)
Forward Aerial: 220% (horizontal knockback), 270% (vertical knockback)
Back Aerial: 180%
Up Aerial: 200%
Down Aerial: 205%

Uncharged Forward Smash: 120% (fireball), 140% (close)
 |- Down-Angled: 125% (fireball), 145% (close)
 |- Up-Angled: 110% (fireball), 120% (close)
Charged Forward Smash: 80% (fireball), 90% (close)
 |- Down-Angled: 85% (fireball), 95% (close)
 |- Up-Angled: 70% (fireball), 80% (close)
Uncharged Up Smash: 140%
Charged Up Smash: 95%
Uncharged Down Smash: 160% (front), 200% (back)
Charged Down Smash: 110% (front), 140% (back)

Forward Throw: 280%
Back Throw: 190%
Up Throw: 220%
Down Throw: 410%

Neutral Special: N/A (no knockback)
Side Special: N/A (no knockback)
Up Special: 240%
Down Special: N/A

-------------------------------------------------------------------------------
Matchup Data: *INCOMPLETE*

--------------
List:
----

Ganondorf:       65-35
Captain Falcon:  60-40
Ivysaur:         60-40
Link:            60-40
Samus:           60-40
Yoshi:           60-40
Bowser:          55-45
Ike:             55-45
Jigglypuff:      55-45
Ness:            55-45
Pokémon Trainer: 55-45 (overall)
R.O.B.:          55-45
Sonic:           55-45
Zelda:           55-45
Charizard:       50-50
Diddy Kong:      50-50
Donkey Kong:     50-50
Fox:             50-50
Kirby:           50-50
Luigi:           50-50
Lucas:           50-50
Pikachu:         50-50
Pit:             50-50
Sheik:           50-50
Squirtle:        50-50
Toon Link:       50-50
Zero Suit Samus: 50-50
Wolf:            48-52
Falco:           45-55
Lucario:         45-55
Olimar:          45-55
Peach:           45-55
Snake:           45-55
Ice Climbers:    40-60
King Dedede:     40-60 (without infinite)
Wario:           40-60
Marth:           38-62
Meta Knight:     35-65
Mr. G&W:         35-65
King Dedede:     30-70 (with dthrow infinite)

--------------
Tips:

-------
Ice Climbers
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As is with any other character you play as, against Ice Climbers, you'll have 
to focus on seperating the two while avoiding grabs. Simply stay defensive, use
retreating aerials (Nair and Bair are good ones) and take advantage of the
moments where the ICs try to desynch. Knock the CPU Climber off the stage while
keeping the other at bay. Nana can be downed easily with a Fair. Once there's
one left, it'll be easier on you. Ice Climbers may resort to using Blizzard if
grabs don't work, which has weird priority. Your attacks can't go through it,
but your Fireball may. I guess it makes sense though. Blizzard is just a risky
move for them if you get above them.

-------
Meta Knight
ŻŻŻŻŻŻŻŻŻŻŻ
Meta Knight has superior offensive capabilities, so you'll have to go Luigi
style on his ass. Be defensive, in other words. Force Meta Knight to approach
using your Fireballs to camp. When he does, keep on the defensive and 
capitalize on any mistakes he might make. Watch for his Shuttle Loop and 
D-Smash when in high percents. Since they're close range, he'll try to get next
to you, so prevent that from happening. Jab Cancel combos work great when close 
to him, and if you grab him, use your left or right throws. Down throw will
never work as far as comboing goes. When offstage, you don't have much to
protect yourself with, unless you have a charged F.L.U.D.D., which you can use
to push Meta away. If you happen to get MK off the stage, Cape can work, but
only if you use it strategically and you know Meta can't do anything. 
F.L.U.D.D. can also push Meta Knight away during his tornado, leaving for some
punishing due to his freefall.

-------
Olimar
ŻŻŻŻŻŻ
Olimars may usually try to camp and throw their Pikmin at you. Nair or Dair
works great at knocking them off, since both moves' hitboxes cover Mario's
entire body. Approach with Fireballs if possible, and shield the Smashes, 
following up with a grab or an Out-of-Shield attack. Grab is preferable so you
can get some aerial combos in. Olimars love to shield grab, so you'll have to
do some trickery to bait their shield grabbing without actually getting 
grabbed so you can punish. If you manage Olimar off the stage, things get much
easier. He only has a tether to help him recover, so knock him far from the
stage then just edgehog.

-------
Snake
ŻŻŻŻŻ
Use the Jumpman playstyle here. Snake is poor in the air and can be comboed
well because of his weight. Spamming Fireballs here is great, as it wrecks
Snake players, who usually are good at the match by keeping their groove going.
If Snake happens to approach, U-tilt if he's close enough. Shield any obvious
U-tilts and F-tilts from him and punish with your jab combo. (If he wants to 
get close to you, that means he wants to pull them off.) Now for a few tips.
Fair is great to knock Snake out of his Cypher. It usually won't kill him, but
the damage will rack up. Use the Cypher grab gimp (without pummel) if he 
happens to be close to the stage when recovering so that he can't use Cypher
again. Mario's Cape after he lets go of the Cypher also does this job well. 
Using the Cape on Snake's mortars can also make them hit him. It's not tried 
usually, so it's often a big surprise to Snake players!

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

Luigi *UNLOCKABLE* [CharLui]
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Mario franchise
Status: Veteran
Description: Mario's famous and...not-so reliable brother Luigi, is ready to
 Brawl! He may be a brother to Mario, but most of his attacks are different 
 from the plumber in red.

--------------
Attributes:
ŻŻŻŻŻŻŻŻŻŻ
Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Default Luigi (blue overalls, green shirt and hat)
Orange Luigi (light blue overalls, orange shirt and hat)
Pink Luigi (red overalls, pink shirt and hat, red shoes)
Aqua Luigi (blue overalls, light blue shirt and hat, black shoes)
Fire Luigi (green overalls, white shirt and hat)
Waluigi Luigi (dark blue overalls, purple shirt and hat)

--------------
Taunts:
ŻŻŻŻŻŻ
Up Taunt: Multi-Pose
Side Taunt: Falls down on his stomach
Down Taunt: Bashful Kick (does 2% damage, sends opponents flying upwards, can
meteor someone if near an edge)

Stage Entrance: Luigi shyly jumps out of a pipe from the ground.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Attack Combo: Punch, Punch, Buttslam
- Luigi punches twice, then hits foes with his bum.
* Damage: 3% (first punch), 2% (second punch), 5% (butt slam)

=< Side Attack: Strong Kick
- A long kick forwards. Good for setting some distance away from the opponent.
* Damage: 10% (Damage does not change for up or down diagonal Strong Kicks)

=< Up Attack: Overhead Sweep Punch
- Luigi sweeps a fist over his head in a weird punch.
* Damage: 9%

=< Down Attack: Shy Kick
- Faces his back to the opponent and reaches out with his foot to kick.
* Damage: 9%

=< Dash Attack: Sissy Slap
- Luigi runs forward, waving his arms frantically. He hits about 7 times with
 weak punches, then finishes off with a double punch.
* Damage: 1% (each hit), 2% (final hit)

=< Ledge Attack: Flip Kick
* Damage: 8%

=< Ledge Attack (High %): Slow Kick
* Damage: 10%

=< Trip Attack: Double Kick (hits behind first)
* Damage: 5%

=< Fallen Attack (Back): Spin Kick
* Damage: 6%

=< Fallen Attack (Stomach): Double Punch (hits behind first)
* Damage: 6%

--------------
Standard Aerial Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Attack: Standard Kick
- Luigi sticks his foot out for a second or two. The start of this attack is 
 the most powerful, but the damage and knockback wears off as the kick is out. 
 This brother's version sends the opponent straight up.
* Damage: 14% (start)

=< Front Attack: Karate Chop
- Luigi chops with his hand in a quick, downward motion.
* Damage: 10%

=< Back Attack: Full Kick
- Luigi puts his whole body into a two-legged kick. A good move for keeping 
 some-one from chasing.
* Damage: 12%

=< Up Attack: Flip Kick
- Luigi does a forward flip, with a kick. Sends opponent up and away from him.
* Damage: 13%

=< Down Attack: Spin Kick
- Luigi spins around once, sticking his feet out below him. Hits only once, but
 hits hard.
* Damage: 11% (can Meteor Smash if facing away from opponent)

--------------
Smash Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Side Smash: Poke of Death
- "Punches" with his hand outstretched, almost like a knife. The direction of 
 the knockback depends on where you aim this move.
* Damage: 14%-19%
* Up Diagonal Damage: 15%-21%
* Down Diagonal Damage: 13%-18%

=< Up Smash: Overhead Headbutt
- Luigi charges up for a giant headbutt that sweeps from behind him to in front
 of him. Sends the opponent up and behind Luigi.
* Damage: 15%-21%

=< Down Smash: Power Sweep Kick
- Luigi does a breakdance kick while on one hand, spinning once to hit both
 sides. The move sends the opponent up and behind Luigi.
* Damage: 16%-22% (both sides)

--------------
Grab: Double-handed grab

Attack: Headbutt
Damage: 3%

Front Throw: Spin Throw
Damage: 9%

Back Throw: Super Spin Throw
Damage: 12%

Up Throw: Toss
Damage: 8%

Down Throw: Body Slam
Damage: 6%

--------------
Special Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Special: Fireball
- Luigi fires a green fireball from his hand. The fireball spirals in a
 horizontal trajectory, never losing or gaining altitude. Luigi's Fireball also
 has less range than Mario's. Does no knockback.
* Damage: 6%

=< Side Special: Green Missile
- Luigi shoots forward like a missile! Hold the B Button to charge it up,
 increasing the power and range, but be careful with this move! There's a 1/8 
 chance of it spontaneously misfiring, sending Luigi careening forward in an
 explosive manner. It also sends him a bit higher than normal.
* Damage: 5%-26%, 25% (Misfire)

=< Up Special: Super Jump Punch
- Named the same as Mario's Up Special, but Luigi's works entirely different. 
 Luigi jumps straight up and has absolutely no lateral distance, so it's only
 good for recovery if you're right below the stage. If you hit the opponent 
 with it, you'll only graze the opponent once and do minor damage. However, if 
 you hit the opponent right when it starts, it turns into the Fire Jump Punch 
 and sends the foe aflame and rocketing upwards. This is a good KO'ing 
 maneuver. Finally, you can't use any other moves after using this until you 
 land.
* Damage: 1% (hit anywhere other than start), 25% (hit at start for Fire Jump
 Punch), 20% (Aerial Fire Jump Punch)

=< Down Special: Luigi Cyclone
- Luigi spins rapidly in a cyclone. Is multi-hit, and is extremely fast on the
 ground. Not to mention, great for recovery if you mash the special attack
 button. He can go as high as two of his jumps if you mash that button with the
 Control Stick/Pad on neutral!
* Damage: 2% (each hit), 4% (final hit) (12% max)
--------------

=< Final Smash: Negative Zone
- Has Luigi gotten ahold of too many Mushrooms!? When activated, Luigi dances
 around, creating a weird field around him that not only warps the colors, but
 also does a number of random effects toward the opponents which include:

- Drastically reduced attack power
- Greater launch distance when hit
- Increased likelihood of slipping
- Steady increase in damage percentage
- Flower growth on head
- Dizziness
- Uncontrollable taunting
- Sudden sleepiness
- Decreased movement speed

Some of these effects render your opponents completely unmovable. Use this
chance to perform a Fire Jump Punch on your opponents! Or choose to humiliate
them with weak moves! Your choice!
* Damage: An average of 50%/60% for steady damage increase

-------------------------------------------------------------------------------
Tips & Tricks:

Luigi's game differs a bit from his older brother's. While he can gimp pretty
well still, he offers more comboability than Mario does and is pretty reliant
on ground setups. His quick aerials provide low knockback, so combine that with
his floatiness and you've got some combos going! In fact, Luigi is one of the
few characters in the game that can perform true combos. Due to his slippery
traction, he can also approach using ground attacks while sliding to his 
opponent. This also means that if he's hit with an attack and he DIs downward
toward the ground, he'll be pushed pretty far back, so be careful.

--------------
Recovery Techniques:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Aside from his double jump, he has three available recovery options, all
 extremely viable. Learning how and when to use these moves makes Luigi a hard
 character to KO, so practice! You can even go in Training Mode and test his
 recovery capabilities.

- His Super Jump Punch is an obvious one. This one can't be used reliably when
 away from the stage however, as his does not have very much horizontal range,
 even with his added falling maneuverability. This is just best used when 
 you're below the lip of a stage.

- His Luigi Cyclone provides insane vertical range. Simply mash the Special
 Attack button once performed and you'll rise. This can even be done from the
 ground. This special attack relies on momentum for its reach, so if you do it
 while falling, you won't get much height from it at all. So, to best use it,
 double jump, then perform the move as you're rising.

- Green Missile is Luigi's horizontal recovery move. The more it's charged up,
 the farther it can fly. Since there's a lot of lag afterwards though, it's not
 recommended when you're anywhere below the stage. This is best used when 
 you're higher than the stage. If Misfired, Luigi flies in an upward arc as
 opposed to normally. This can be used to your advantage to pop up onto the
 stage, but as it's random, don't rely on it.

--------------
Fireball:
ŻŻŻŻŻŻŻŻ
- Luigi's only projectile. It's not exactly too great however, at least
 compared to Mario's. It flies straight and its range is limited. You can, 
 however, use it to strategically limit your opponent's options. Throw a 
 Fireball into the air as you approach so the opponent can't just jump. If an
 opponent ends up getting hit by the Fireball, he sustains enough stun so that
 you can quickly follow up with a grab or any other move. It's not a huge part
 of Luigi's game, and is a pretty poor choice for approaching. It's a good tool
 for camping and situational setups though.

--------------
Super Jump Punch:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- A high risk move that can provide a decent reward when the opponent is at
 higher percentages. It's difficult to land, but can be oh so satisfying. It's
 not very reliable a move, as if you miss, you can be easily punished. Other
 moves can lead up into it, but I suggest keeping it strictly to recovery 
 unless necessary.

- The Super Jump Punch is weaker when sweetspotted in the air. You can also
 tell because the signature sound it makes when on the ground isn't heard. Keep
 this in mind when trying to land the Fire Jump Punch. You don't want to be
 punished while you can't do anything after the move.

--------------
Green Missile:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
- As an attack, the Green Missile is a medium risk, low reward option. There
 can't be much to say about this really. It's just a bad idea in general to use
 this as purely an attack. Stick to using it as a recovery. If you get in a few
 lucky hits with it, great. Just don't rely on it at all to damage the 
 opponent.

--------------
Luigi Cyclone:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
- This is an excellent approaching tool. It has great speed and range on the
 ground, and you can raise yourself by mashing the Special Attack button at any
 time during the attack if you need to do an aerial followup. The knockback of
 each hit is designed to just suck in your opponent--it's very easy to connect
 all the hits. The final hit sends the opponent upwards. Thankfully the end of
 the attack doesn't have much lag at all, so you can escape or follow-up with
 aerials, if you're daring.

- There is a trick you can do with the Cyclone. Actually, it's more of a 
 glitch, but...if you perform the Luigi Cyclone before you land, you can touch
 the ground and immediately start rising. What's the significance of this? 
 Well, you normally can only do a Rising Cyclone once in the air, but with 
 this, you can perform another Rising Cyclone without technically landing! This
 also restores your second jump after this Infinite Cyclone Jump to gain more
 height. This can be used to trick opponents or just be flashy. Whatever you
 prefer.

--------------
Jab:
ŻŻŻ
- The basis of Luigi's ground game is, oddly enough, his jab. The jab provides
 a lot of options for him, as it is fast, has virtually no lag, and stuns the
 opponent a decent amount. There must be something made clear though: don't
 use the second jab to follow up anything unless it's to the final hit (the
 butt bash). It's slower than the first jab, and has more ending lag to it.

- That said, if you're going to main Luigi, you need to learn the Jab Cancel.
 To do this, just jab, buffer a crouch (remember that this game allows a 10
 frame buffer to input attacks), and cancel the start of the crouch with 
 another jab or a different attack. This prevents you from using the inferior
 second jab so you can have better followup opportunities. Just be sure you're
 not holding down on the Control Stick when attacking, otherwise you'll perform
 a down tilt.

--------------
Up Tilt:
ŻŻŻŻŻŻŻ
- Luigi sweeps his right fist up and over his head. It's quick, has decent
 knockback, and sends the opponent above and towards him. This can be used as
 a juggle for low percentages. Performing it too fast makes you lose the juggle
 though. In this case, try to start an air combo. There's not much I can say as
 far as application for this move.

--------------
Forward Tilt:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- A slow, reaching kick, much like Mario's. It's not too good a move for 
 stringing attacks together, but can be used to give you a little breathing
 room if your opponent is keeping too close. Not much application to this move,
 I'm afraid.

--------------
Down Tilt:
ŻŻŻŻŻŻŻŻŻ
- Far more useful than Mario's down tilt. There's not as much lag after the
 hit itself, is powerful, and has a high chance of tripping the opponent. Has a
 slightly long windup though, so you have to set it up. Once the opponent 
 trips, you're free to do anything to follow up, such as a jab, a grab, an Up 
 Smash, or a Fire Jump Punch if you're close enough. Overall, great setup move,
 and is the second best move for Luigi's ground game.

--------------
Dash Attack:
ŻŻŻŻŻŻŻŻŻŻŻ
- A really long dash attack with multiple hits...but it's not a good move. As
 it provides little stun to the opponent, then can easily shield the last hit,
 most likely it being a Perfect Shield, so they can immediately grab or 
 counterattack.

--------------
Crawling:
ŻŻŻŻŻŻŻŻ
- This is really just added in for the heck of it, but as Luigi can crawl, he
 can do something called "Crawl Dashing". Simply walk forward, start a 
 backwards crawl, and release the Control Stick. With most characters, they
 just move backwards a smidge. With Luigi's slippery traction though, he can
 travel a fair bit more distance. It's like a slower and less effective 
 "wavedash."

--------------
Neutral Aerial:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- One of Luigi's best killing moves. It's quick, powerful at the start, and
 sends the opponent straight vertically. You can even do a pseudo juggle with
 constant N-airs. Good finisher for aerial combos.

--------------
Forward Aerial:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- This quick karate chop attack, with its low knockback, makes it a great move
 for aerial combos. Due to its knockback trajectory, this can also be used to
 chase opponents off the stage and gimp recoveries. Basically, it has the same
 gimping effectiveness as Mario's back aerial.

--------------
Back Aerial:
ŻŻŻŻŻŻŻŻŻŻŻ
- Similar to Mario's back aerial, this move is one of Luigi's slower moves. It
 does provide decent knockback. However, it's not a good choice if you wish to
 continue an aerial combo. It's a nice alternative to the Neutral Air when it
 comes to finishers though.

--------------
Up Aerial:
ŻŻŻŻŻŻŻŻŻ
- A nice, quick aerial. Pretty basic, but is another great move for aerial 
 combos. It lasts longer than the F-air, so you can still hit with it even if
 not initially.

--------------
Down Aerial:
ŻŻŻŻŻŻŻŻŻŻŻ
- Don't forget about this move! This has decent power and sends the opponent in
 a horizontal direction, and can be used for comboing. When sweetspotted 
 though, it becomes a spike. It's really hard to hit though, so practice with
 it in various situations until you can get the spike hitbox just right. It's
 located at Luigi's fists, and is best reached when the opponent is hit from
 behind Luigi.

--------------
Forward Smash:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Luigi mains, adore this move. It is an extremely powerful attack, even when
 uncharged, killing close to 90%. If it's angled upward, it ends up being even
 more powerful and an even quicker move, killing close to 80%, even moreso when
 fully charged. (Close to 50%!) As the up-angled forward smash is quicker and
 more painful, always try to angle it that way. For best results, use as a
 buffered fast fall landing move (air dodge before landing then input the 
 smash) after a combo, or out of a Jab Cancel or Down Tilt trip.

--------------
Up Smash:
ŻŻŻŻŻŻŻŻ
- A similar, but more powerful move to the up tilt, and has equal opportunities
 for juggling, oddly enough. This Up Smash has more range at the start behind
 Luigi, so you need to make use of that. What's the best way? Reverse Jump 
 Cancel! Just dash in a direction (make sure you don't do this during the start
 of the dash or you'll do a true pivot), change your direction, then 
 immediately jump (button preferred, or Tap Jump off) then Up Smash to cancel
 the jump. Practice it, as this all needs to be done almost simultaneously.

--------------
Down Smash:
ŻŻŻŻŻŻŻŻŻŻ
- A powerful attack that sends the opponent behind Luigi. At low percents, sets
 up perfectly to a b-air. Is also equally powerful on both sides, which is
 interesting. This can be used very effectively during Luigi's full-speed walk.
 Again, due to his traction, he can slide a fair distance while performing the
 down smash, effectively increasing the attack's range.

--------------
AD Buffering:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- This is an essential AT that must be mastered for a Luigi player. AD stands
 for "air dodge." The buffering should be obvious: this utilizes the 10 frame
 buffer. Basically, air-dodge before you land and input whatever you're going
 to do just before landing, and you'll do it the moment you land. This allows 
 you to do attacks and moves more quickly and allows you to plan ahead. It 
 doesn't seem like much, but 10 frames is good in fighting games.

-------------------------------------------------------------------------------
KO Percentages:

Standard Attack: 360%
Forward Tilt: 210%
Up Tilt: 150%
Down Tilt: 550%
Dash Attack: 480%
Neutral Aerial (starting hitbox): 140%
Forward Aerial: 225%
Back Aerial: 170%
Up Aerial (starting hitbox): 190%
Down Aerial: 170% (230% with spike hitbox)

Uncharged Forward Smash: 110%
 |- Up-Angled: 95%
 |- Down-Angled: 115%
Charged Forward Smash: 75%
 |- Up-Angled: 60%
 |- Down-Angled: 70%
Uncharged Up Smash: 120%
Charged Up Smash: 80%
Uncharged Down Smash: 150%
Charged Down Smash: 100%

Forward Throw: 285%
Back Throw: 170%
Up Throw: 220%
Down Throw: 700%

Neutral Special: N/A (too little knockback to KO)
Side Special: 90% (fully charged), 75% (Misfire)
Up Special: 60% (if hit right at start)
Down Special: 230%

-------------------------------------------------------------------------------
Matchup Data: *INCOMPLETE*

Mario
Peach
Bowser
Donkey Kong
Diddy Kong
Yoshi
Link
Zelda
Sheik
Ganondorf
Toon Link
Samus
Zero Suit Samus
Pit
Ice Climbers
R.O.B.
Kirby
Meta Knight
King Dedede
Olimar
Fox
Falco
Wolf
Captain Falcon
Pikachu
Charizard
Ivysaur
Squirtle
Lucario
Jigglypuff
Ike
Ness
Lucas
Mr. G&W
Sonic

--------------
List:
----

Wario:           45-55
Snake:           45-55
Marth:           30-70

--------------
Tips:

-------
Wario
ŻŻŻŻŻ
A close matchup, slightly in Wario's favor. You'll need to be really patient in
this matchup, as this usually takes a while. Both characters have great air
games. If Wario doesn't know this matchup however, it can easily swing in your
favor. Don't rely on followups after your Jab, excluding another jab or a grab.
Up-angled F-Smash and Up Smash are your best options for killing since Wario
can approach from many angles. Shield if you have to, don't camp unless Wario
is aggressive, your N-air and B-air are your best aerial options, with an
occasional D-air. Remember, your moves have great priority compared to Wario's,
especially your Cyclone. Spaced well, you can dominate.

-------
Marth
ŻŻŻŻŻ
This matchup is difficult because of one thing: Marth has range. Marth plays a
counter defensive game here, and uses his really quick attacks constantly to
keep you from getting in his face. Your best option is to change your 
playstyle. If you usually play a bit aggressive, you'll have to play slower,
more cautiously, and punish when necessary. Your goal is to get inside Marth's
range, but don't be careless. It takes time. If you do manage to get inside,
test out some jab combos and see the Marth's reaction. If he Up B's out of a
jab a lot, adjust by shielding after a jab, then punish. If he doesn't do 
anything while you shield, grab. Just keep him guessing. Don't be at the edge, 
because that's where Marth will excel at. If you're knocked off the stage, try 
recovering from really high if you can. This limits Marth's options.

-------
Snake
ŻŻŻŻŻ
Snake is a tough, but do-able matchup. What you need to do is stay at a 
distance from Snake, but not too far so that you'll get punished with all his
projectiles. This is so you can stay away from his powerful disjointed tilts
and grenade luring. Patience is the key: wait for an opening and take it. If
you find Snake up in the air, try to take advantage of that, as Luigi's aerial
game is much better than Snake's. That said, pick stages that have platforms or
otherwise force Snake to be in the air to chase you.

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

Peach [CharPea]
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Mario franchise
Status: Returning
Description: Peach is back, with an even fancier dress than before! How
elegant! Don't let her appearance fool you, she's quite the fighter! With her
powerful slaps, smacks, and...butt attacks, she can bring any character to
their knees begging for forgiveness. Who's the helpless little @*$#& now?

--------------
Attributes:
ŻŻŻŻŻŻŻŻŻŻ
Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: * (but she can float in the air after any jump by holding jump)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Default Peach (pink dress)
Daisy Peach (yellow dress, brunette hair)
Red Peach (red dress)
Aqua Peach (blue dress)
Green Peach (green dress)
Nurse Peach (white dress)

--------------
Taunts:
ŻŻŻŻŻŻ
Up Taunt: Twirls her umbrella while saying "Sweet!"
Side Taunt: Dances and sings
Down Taunt: Twirls around and gives a playful wink

Stage Entrance: Appears on the stage holding her umbrella.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Attack Combo: Slap, Back-hand Slap
- Peach slaps twice with one hand. That must hurt...
* Damage: 3% (both attacks)

=< Side Attack: Can-can Kick
- Peach does a wide upward kick. Sends opponent skyward.
* Damage: 11%

=< Up Attack: Heart-throb
- Peach holds her hand up above her, and a giant heart appears above her.
* Damage: 13%

=< Down Attack: Hand Sweep
- Peach crouches down and sweeps her hand across the floor in front of her. Can
 meteor against an opponent trying to recover.
* Damage: 10%

=< Dash Attack: Hand Push
- Peach puts both hands in front of her (first hit), then sweeps away. (second
 hit)
* Damage: 4% (each hit)

=< Ledge Attack: Hip Attack
* Damage: 6%

=< Ledge Attack (High %): Spin Kick
* Damage: 10%

=< Trip Attack: Spin Kick (hits behind first)
* Damage: 5%

=< Fallen Attack (Back): Spin Kick
* Damage: 6%

=<Fallen Attack (Stomach): Spin Kick (hits behind first)
* Damage: 8%

--------------
Standard Aerial Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Attack: Spin
- Peach spins around, with arms outstretched. The damage for this attack
 decreases as it's out.
* Damage: 13%

=< Front Attack: Crown Swipe
- Peach takes the crown on her head, and sweeps with it in front of her.
* Damage: 15%

=< Back Attack: Bum Hit
- Peach thrusts her butt behind her. Is a fast attack, so it could be used for 
 a surprise attack.
* Damage: 14%

=< Up Attack: Overhead Kick
- Peach kicks up once. Good for a surprise upper attack and...well, should I
 really say it? >_>;
* Damage: 13%

=< Down Attack: Multi Kick (hits four times)
- Peach kicks down four times, the last kick being the most powerful. Despite
 what it looks, it doesn't meteor.
* Damage: 3% (each hit), 5% (last hit)

--------------
Smash Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Side Smash: Item Smash
- Peach pulls out one of three items at random, (Tennis Racquet, Frying Pan, 
 Golf Club) and then swings it. Each item does different damage and knockback.
* Damage: 12%-16% (Tennis Racquet), 13%-18% (Racquet, sweetspotted), 18%-25% 
 (Frying Pan, sends foe upward), 15%-21% (Golf Club)

=< Up Smash: Pirouette
- Spins around with her hand held above her. Good for launching, but not as a
 damaging move. Her up attack (up tilt) has better reach than this one.
* Damage: 8%-11% (behind), 15%-21% (regular hit), 17%-23% (sweetspotted)

=< Down Smash: Peach Tornado
- Peach spins around, causing multiple hits. The range of this attack has been 
 decreased from Melee.
* Damage: 5%-7% (each hit)

--------------
Grab: One hand grab

Attack: Foot Stomp
Damage: 2%

Front Throw: Power Slap
Damage: 10%

Back Throw: Hip Flip
Damage: 11%

Up Throw: Palm Hit
Damage: 8%

Down Throw: Hip Drop
Damage: 7%

--------------
Special Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Special: Toad
- Peach pulls out Toad, her faithful servant. He sends out spores if attacked,
 which is basically a counterattack. The damage dealt by these spores depends 
 on how far you are from the opponent.
* Damage: Varies.

=< Side Special: Peach Bomber
- Peach spins and bombs forward, hip first! If this move hits, hearts come out
 and she does a rebound. This is great for combos!
* Damage: 15%

=< Up Special: Peach Parasol
- She jumps up with her Parasol out, then elegantly floats down to the ground.
 The start of this move is multi-hit, and the umbrella can hit once as she
 floats down. You can fast fall then press up on the Control Stick to bring up
 the umbrella again, and it will hit again. However this must be done in quick
 succession if you wish to multi-hit someone as you float down.
* Damage: 5% (first hit), 1% (each hit), 4% (last hit), 3% (if umbrella hits as
 you go down) (11% max, not counting the 3% damage)

=< Down Special: Vegetable
- Peach pulls out a turnip and carries it around like an item! Occasionally,
 Peach may pull out various other items, like a Mr. Saturn, a Beam Sword, or
 even a Bob-omb! The turnips she pulls out vary in damage, and the damage is
 shown by the face the turnip has on it. I will list those turnips. Note that
 this move can't be performed in the air. Of course, the last one listed is the
 rarest, with a 1/58 chance of appearing. Consider yourself lucky if you get
 it, just make sure your opponent doesn't grab it!

* Damage (left number is damage from afar, right number is damage up close):
":)" = 5%-9% (if thrown normally), 6%-12% (if Smash thrown)
">.o" = 9%-13% (if thrown normally), 10%-16% (if Smash thrown)
"-.-" = 5%-9% (if thrown normally), 6%-12% (if Smash thrown)
"O.O" = 5%-9% (if thrown normally), 6%-12% (if Smash thrown)
"°_°" = 15%-19% (if thrown normally), 16%-22% (if Smash thrown)
"u.u" = 5%-6% (if thrown normally), 6%-12% (if Smash thrown)
"^.^" = 5%-9% (if thrown normally), 6%-12% (if Smash thrown)
"Ĥ‡" = 33%-37% (if thrown normally), 34%-40% (if Smash thrown)
--------------

=< Final Smash: Peach Blossom
- Peach dances elegantly and the screen is covered with self-portraits of 
 Peach! All of a sudden, nearby foes are damaged and fall asleep! Not only 
 that, but almost thousands of health-restoring peaches drop down! So that 
 means you have two choices with this Final Smash. Either restore health, or 
 give a beatdown to the sleeping opponents! It's especially brutal with the 
 Home-Run Bat...
* Damage: 10%-40%

-------------------------------------------------------------------------------
Tips & Tricks:

Peach is a unique character. With her floating ability, she can be very 
aggressive and still remain safe. It's also useful for some mean mindgames. The
typical Peach plays around and floats at various heights, waiting for an 
opening to strike with some true combos, always having turnips on hand. She
spaces her moves and aerials well, and you may see a lot of her Fair. Overall,
Peach proves that a girl doesn't have to be an alien hunter to kick some ass.

--------------
Recovery Techniques:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Peach's recovery options aren't very diverse, but what she has works wonders.
 Just keep in mind that her vertical recovery isn't really that great, though
 using her recovery options just right can really make up for it.

- First of all, her glide. Obviously. Her glide lasts about 3 seconds, and she
 can gain some serious horizontal distance with this. Her glide is activated by
 holding the jump button, and can stop gliding when the button is released. A
 good thing to know is that Peach can start her glide at any time if you hold
 down with the Control Stick, so you don't have to wait for her jump animation
 to finish.

- Peach's double jump doesn't give her much vertical range at all, but most of
 the time that little extra height is all you need to recover successfully. 
 It's best used to mix up your recovery to prevent from getting too 
 predictable.

- Her Up Special is another obvious choice. It gives her a lot of vertical
 range, and her float afterwards is often more than enough to make it back to
 the stage. I don't recommend using this to float back to the stage if you're
 even a little below the stage. You'll be right in easy range for the opponent
 to attack that way. It's safe to use it if you're below the ledge, of course.

- Though a weird one to use, her Standard Special can pop her up a bit and 
 stall her for the duration of the move's animation. Even after the first use,
 you can still use it to mid-air stall, but you don't pop up and you start 
 falling sooner. This can be a good thing to use if you're too far below the
 stage and need that extra boost aside from your double jump.

- Finally her Side Special has great range compared to how it was in Melee. 
 This can auto-grab the ledge in the middle of the animation, making it a 
 pretty safe way to recover.

--------------
Standard Special:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- This move's main purpose is as a counter, like Marth's, Ike's, or Lucario's.
 As such, Peach has invincibility frames until Toad disappears. The counter 
 actually covers her whole body despite what it looks like, but only has the
 attack hitbox in front of her. Knowing this will help you decide when it's
 safe to use Toad.

- This is actually a very good move, it just doesn't see much use because it's
 a bit laggy in general. But when it connects, boy does it hurt. It can be used
 as a bit of a surprise attack when you know a powerful attack is coming. It
 can even be a bit of a counter to projectile spammers. It's even effective
 against Snake! Rejoice!

- This can even be used to gimp recoveries, such as against Ike, Olimar, or
 Meta Knight, to name a few. Make good use of this move, but don't become
 predictable with it. Also, know your opponent's attacks, as if you haphazardly
 use Toad to counter the attacks, with some of them, Toad's spores can be
 reflected back at you and damage you, or you'll be left vulnerable due to the
 ending lag.

--------------
Side Special:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- Aside from recovering, this move is a great move. Not only does it do decent
 damage, Peach gets knocked back a safe distance when it connects, as well. It
 goes through shields, which is really nice.

- The move has three ranges: The regular one, the slingshot (activate it then
 immediately pull back; you'll move a bit backward then shoot forward), and the
 Smash version, which you obviously treat like a Smash Attack. That Smash
 version has the most range.

--------------
Up Special:
ŻŻŻŻŻŻŻŻŻŻ
- This move is an average vertical recovery move, but it gives Peach near
 limitless horizontal recovery. When it's activated, the hitboxes surround
 Peach and make it a bit of a disjointed attack, making it a fairly safe move
 to use. It can stage spike pretty well, and can protect her from attacks from
 above while she's floating, once. You can refresh the hitbox after it hits by
 fast-falling, then pressing up again.

--------------
Down Special:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- This will be your most used Special, as it's Peach's only form of a 
 projectile. It's unique though in that the Vegetables she pulls up act just
 like items, in that they can be thrown at any time. Keep this in mind: a good
 Peach never throws away her Vegetables immediately after plucking them. They
 can be used to attack and to gimp recoveries. Another great thing is that you
 can throw them out of your shield, making for a nice and quick out-of-shield
 option.

- Glide Tossing serves Peach well in regards to her Turnips. If you throw your
 Turnips while on the ground, there's usually no reason to not Glide Toss.
 Remember, to Glide Toss, just roll and then immediately cancel the roll by
 throwing your Turnip. You can throw the Turnip anywhere during the Glide Toss,
 even behind you, though directional-thrown Glide Tosses take a bit of 
 practice.

- Just as an item, Turnips can be dropped instead of thrown by pressing Z when
 in the air. This can be used to quickly follow up the dropped Turnip to 
 something else if it hits, as if you down throw it, you likely won't have the
 time to use a follow-up. You can also mix it up and play mindgames by dropping
 the Turnip as you air dodge. Just act like you're doing a quick shield grab,
 except in the air.

- Just because you have a Turnip however, doesn't mean you have to always 
 conserve them or make sure you hit them. They can be intentionally used to
 simply bait opponents into making a wrong move so that you can punish, like
 throwing a Turnip upwards toward someone above you, forcing them to air dodge,
 and punishing their ending lag of the air dodge with another attack.

- Always try to make the most of a single Turnip. Practice using a single 
 Turnip multiple times in a combo by recatching it before it lands on the 
 ground, disappearing. Recatching Turnips is an essential skill to learn with
 Peach, as it may be useful when using Mr. Saturn, a Beam Sword, or the coveted
 Stitch-faced Turnip...

- Alongside Turnips, Peach may rarely pull out a Bob-omb, Beam Sword, or Mr.
 Saturn, regardless of if items are on or off. If you pull out a Bob-omb, stay
 calm and read your opponent, as your opponent may try to be more defensive.
 If you pull out a Mr. Saturn, use it to diminish the opponent's shield so much
 that they have to wait for their shield to regenerate, giving you an easier
 time to land hits. If you pull out a Beam Sword, well...details for that are
 below.

- When you first pluck a Beam Sword, Peach may hold it a little bit weirdly and
 her attacks with it aren't as effective as usual. Just revert to the normal
 usage by dropping it and picking it up, or by using Toad/Up B. The Sword Jab
 is quick and has lots of range, the forward tilt is flashy, but only hits in
 the front. It has a lot of range though. The Forward Smash is your most ranged
 move with this. Overall, if you're lucky enough to get the Beam Sword, don't
 throw it away; keep it as long as possible. Peach becomes much better when she
 has the Sword, and can possibly turn the tide of the match if used well.

- One last thing I need to mention about the down special: the Turnip 
 Free-Pull. This lets Peach pull a Turnip out of the ground while moving. How 
 to do this? Well, your Specials have to be set to the C-Stick. Next, simply
 perform the Down Special using said C-Stick while turning around from a 
 stand-still. Done right, Peach will begin to move! She can move backwards at a
 faster rate if you immediately move the Control Stick in the opposite 
 direction after pulling. If done near the edge, you can move her off the edge
 while pulling a Turnip out. Her pulling animation will be canceled as she 
 falls off the stage, letting her use it sooner.

--------------
Float Properties:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Some interesting tricks can be performed with the Float. One of them is the
 Ledge Float Cancel. Hang on a ledge, and press Jump plus down. If timed right,
 Peach will act like she's doing a ledge jump, but will suddenly float onto the
 stage, without the help of the Control Stick moving her. With this, if you
 release the jump almost immediately, you can do a ground attack or grab 
 immediately.

- Peach also can do something with her Float that makes her look like she's
 wavedashing. It's even performed the same way too. Simply tap jump, and 
 immediately air dodge while holding down-left or down-right. Done fast enough,
 Peach will look like she left the ground, but then suddenly land.

--------------
Jab:
ŻŻŻ
- Peach's Jab is her fastest move in her arsenal, and also reaches the 
 farthest. It's great for following up to grabs and other moves. It's also the
 best move to use if you missed an auto-canceled Fair, to protect yourself.

--------------
Dash Attack:
ŻŻŻŻŻŻŻŻŻŻŻ
- A simple move with two hitboxes that can actually lead to some decent combos.
 Here's a nice combo to try with the Dash Attack: Dsmash, Dash Attack, USmash.

--------------
Forward Tilt:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- Forward Tilt is an interesting attack. It consists of four hitboxes: the
 close range one, which is the most powerful; average range, which is at her
 leg; far range, which is at the tip of her foot, and the sourspot, which is
 above her head after the first few frames of the attack. Overall though, this
 is a good move that starts suddenly, allowing you to send opponents into the
 air for combos.

--------------
Up Tilt:
ŻŻŻŻŻŻŻ
- A fast attack with a large, disjointed hitbox. Most of the time, you should
 be using this moreso than your Up Smash, as it has so much range and can knock
 opponents away pretty far on its own. It can also block most aerial attacks
 from above.

--------------
Down Tilt:
ŻŻŻŻŻŻŻŻŻ
- Another quick move that can send opponents into the air, especially if 
 sweetspotted. The sweetspot for this attack is her hand, and can actually 
 spike if done on a mid-air opponent.

- You may notice that Peach kinda moves back a little bit after her hand sweep.
 Well, the move can actually be canceled into another move after the hitbox and
 during that backward motion. By canceling the move during her backward motion,
 Peach can actually slide back! Pretty weird, but it can be useful at times. 
 It's basically a bit like Mario's Ftilt backslide.

--------------
Forward Smash:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Peach's Forward Smash is pretty unique in itself. It's got three different
 properties chosen at random, and it all depends on which item she throws out.
 The Golf Club is the best one as it has the most range, hits behind her, and
 KOs the best. The Racquet has a sweetspot at its edge, but its range is pretty
 short. The sweetspot can make up for it though, as it's really powerful. The
 Pan is the smallest weapon, has the shortest range, but can knock opponents
 upwards.

--------------
Up Smash:
ŻŻŻŻŻŻŻŻ
- Peach's Up Smash has three hitboxes: behind her, her hand, and her shoulders.
 The first one is the sourspot, so it doesn't have much damage or knockback.
 Her shoulders provide the most knockback and damage, so try to connect the
 sweetspot as much as you can.

--------------
Down Smash:
ŻŻŻŻŻŻŻŻŻŻ
- Not an excellent move, but still great. As it has a long duration, it can
 punish opponents who side dodge a lot, can go through shields, keep opponents
 off of you, is a good move refresher, and can stage spike. It doesn't KO at
 reliable percentages though, so don't use it expecting a KO.

--------------
Neutral Aerial:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- This is her fastest aerial by far. It can be a good mixup from just using her
 Forward Aerial all the time. This is also a great Out-of-Shield 
 option--possibly her best one.

--------------
Forward Aerial:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- This will most likely be a Peach user's most-used aerial. It's got the most
 horizontal range of all her aerials, has nice damage and knockback, and it has
 almost no landing lag when landing right after her swing. The move decay 
 really eats away at it though, so try to use other moves to keep it from 
 decaying so badly.

--------------
Back Aerial:
ŻŻŻŻŻŻŻŻŻŻŻ
- First, let me just say...DAT ASS. Anyway, her back aerial has nice speed (is
 her second fastest aerial, I believe) and it sweetspots at the start. Her 
 hitbox after the beginning has just enough knockback, however, to perform a
 "Jab Lock" with it. It's very difficult to perform without quick fingers 
 though, and is really just a flashy way of getting some damage in. It's not
 necessary to learn, but it looks and feels awesome to kick ass with...well...
 your ass.

--------------
Up Aerial:
ŻŻŻŻŻŻŻŻŻ
- Not too useful a move. Can be used for juggling combos and for poking 
 opponents who are on platforms above you. Not too much use other than that.

--------------
Down Aerial:
ŻŻŻŻŻŻŻŻŻŻŻ
- Probably her most versatile move. It's a multi-hit attack (which means it
 never decays), and the last hit sends the opponent straight up, allowing her 
 to follow up with any other aerial of her choice...even another Dair, if 
 applicable. I could list all the combos you could do, but it'd probably make 
 this as long as the Down Special tips part. Just experiment.

--------------
Grabs:
ŻŻŻŻŻ
- Peach doesn't have too powerful throws, but what she has is decent enough.
 All throws have their own uses against different characters. Her least used
 throw has to be her up throw, however. It can be used to position opponents on
 platforms, and the weakest (thus best) throw to use if you accidentally grab
 your teammate on team battles. Very situational.

- Her back throw...isn't TOO great, but it is a good spacing tool. Doesn't have
 much knockback growth as a result. Her forward throw is probably her best
 throw, as it ends fast after the actual throw, and can be chained together
 against opponents who don't DI the throw. The down throw can actually chain
 into other down throws at low percentages against fast fallers (namely the
 Star Fox characters) if you use the Pivot Grab, as her Pivot Grab has insane
 range.

-------------------------------------------------------------------------------
KO Percentages:

Standard Attack: 480%
Forward Tilt: 160% (normally), 220% (far away), 470% (sourspotted)
Up Tilt: 170%
Down Tilt: 195%
Dash Attack: 270%
Neutral Aerial: 170%
Forward Aerial: 150%
Back Aerial: 170%
Up Aerial: 180%
Down Aerial: 240%

Uncharged Forward Smash:
 |- Frying Pan: 150%
 |- Golf Club: 170%
 |- Tennis Racquet: 240%, 120% (sweetspotted)
Charged Forward Smash: 110% (Frying Pan), 110% (Golf Club), 170% (Racquet)
 |- Frying Pan: 105%
 |- Golf Club: 110%
 |- Tennis Racquet: 170%, 80% (sweetspotted)
Uncharged Up Smash: 90% (sweetspotted), 115% (normal), 220% (sourspotted)
Charged Up Smash: 55% (sweetspotted), 70% (normal), 160% (sourspotted)
Uncharged Down Smash: 400% (tops)
Charged Down Smash: 300% (tops)
(The Down Smash isn't good for KOing, since it doesn't do a good job of keeping
the opponent in the full spin.)

Forward Throw: 270%
Back Throw: 405%
Up Throw: 340%
Down Throw: 350%

Neutral Special: 220%
Side Special: 265%
Up Special: N/A
Down Special: 800% (":)"), 550% (">.o"), 750% ("-.-"), 750% ("O.O"), 400% 
 ("°_°"), 750% ("u.u"), 750% ("^.^"), 150% ("Ĥ‡")

-------------------------------------------------------------------------------
Matchup Data:

--------------
List:
----

Captain Falcon:  70-30
Olimar:          70-30
Ganondorf:       65-35
Bowser:          60-40
Ice Climbers:    60-40
Ivysaur:         60-40
Link:            60-40
Lucas:           60-40
Ness:            60-40
Sheik:           60-40
Sonic:           60-40
Wario:           60-40
Diddy Kong:      55-45
Fox:             55-45
Ike:             55-45
Jigglypuff:      55-45
Kirby:           55-45
Mario:           55-45
Pit:             55-45
Pokémon Trainer: 55-45 (overall)
Squirtle:        55-45
Yoshi:           55-45
Zelda:           55-45
Donkey Kong:     50-50
Falco:           50-50
King Dedede:     50-50
Lucario:         50-50
Luigi:           50-50
Pikachu:         50-50
R.O.B.:          50-50
Samus:           50-50
Zero Suit Samus: 50-50
Charizard:       45-55
Mr. G&W:         45-55
Toon Link:       45-55
Wario:           45-55
Marth:           40-60
Snake:           40-60
Meta Knight:     35-65

--------------
Tips:

-------
Mario
ŻŻŻŻŻ
Careful of Mario's Uair and Utilt damage racking moves, and his powerful, 
ranged Up Smash. His Cape can reflect your Turnips, so throw them when he least
expects it. Fair can outspace his aerials, Dair cautiously for damage racking,
Powershield Fireballs, and don't rely on Toad. Fireballs can be dodged with
relative ease by staying above the ground, and F.L.U.D.D. isn't too effective.

-------
Luigi
ŻŻŻŻŻ
Luigi's Nair is his greatest asset to avoid getting combo'd. Watch out for 
that. Play defensive at first, throwing Turnips to damage him/or until an
opening provides itself, then get in there and be aggressive. Don't get too
ambitious with your attacking, because of that Nair. Rely on your ground game
against Luigi. Luigi has great reach with his recovery, but it's only decent,
as his Tornado isn't too safe, and can be easily shot down by your Turnips,
forcing him to use other means to recover. Edgehog when you can.

-------
Bowser
ŻŻŻŻŻŻ
Bowser is large and heavy, and can be susceptible to a lot of Dair combos and
shield pressuring. Be careful to avoid his grabs as well, as he can perform
some nasty stuff when he does grab you. You really don't want to know what kind
of stuff. Just float a lot and space yourself well. When float approaching,
make sure you're above Bowser so that you can reach with your Dair while still
avoiding grabs and Out-of-Shield Fortress attacks. Bowser has a decent aerial
game as well. Keep on your toes here, and save your killing moves until you
really need them...he's quite heavy.

-------
Donkey Kong
ŻŻŻŻŻŻŻŻŻŻŻ
Donkey Kong is a bit slower than Bowser, but he has REALLY good range and just
as good or better killing power. Meanwhile, your range is slightly better, and
your Turnips can ruin him. This makes the matchup even mostly. Watch out for
his insane range on his Smashes, his Giant Punch (which has Super Armor), his
spikes, and his Cargo Throw stage spike, which you can tech if you time it just
right. Your float game and Turnips will be your guide here.

-------
Diddy Kong
ŻŻŻŻŻŻŻŻŻŻ
As Diddy's usual main game is throwing bananas like crazy at people, your float
can really decrease Diddy's options, making this matchup slightly in your 
favor. Don't get too comfortable, he still has some moves to watch out for, 
such as his Peanut Popgun (can stop your float approaches pretty easily), Side
B flying kick (can eat through Toad), his general aerials (he's faster than you
in the air), and his smashes. (Two of his three are multi-hit) Avoid trying to
use Turnips, as you'll most likely not have the time to use them. Instead,
stealing Diddy's bananas and using them to counter him is a much better tool.
Your Glide Toss gives you better range, so make good use of it. Reverse Glide
Tossing is a really good option to keep away from Diddy.

-------
Yoshi
ŻŻŻŻŻ
Yoshi has decent aerial movement, as well as some good aerials. Uair is 
powerful and quick, Bair is multi-hit and spaces him well, and his Fair and 
Dair can spike. (Though his Dair is more a drag-down spike.) Up Smash is a 
great killing move that needs to be avoided, his Egg Throws need to be 
powershielded in order to properly approach, his grab range is long and his
Pivot Grab is godly, so don't try to chase him. If you find Yoshi gets into his
egg shield, PRESSURE HIM. He can't jump out of it, and he can only roll or grab
out of it. As well, his animation to get out of his egg shield is longer than
other characters', so you can get in a well-timed Fair or other powerful 
attack.

-------
Wario
ŻŻŻŻŻ
Wario has great aerial mobility and his aerials can be easily autocancelled, so
it'll be hard to grab him. His Waft can be sudden and very powerful, it's hard
to predict when he might do it. (Of course, if he tries to get himself really
close to you, that might be a sign.) Bite has some nice priority, so don't try
to beat it with any aerials if you're in front. Try to outcamp and outspace him
here. When Wario bikes on the stage, knock him off of it and try to keep him
away from the bike, instead of breaking it. As Bike is almost needed for a good
recovery for Wario, one already out can really hurt his recovery. If you can
get a grab in at high percents, go for the normal grab release that sends him
into the air. Due to his trajectory, he can't react to...say an Up Smash out of
a grab release.

-------
Link
ŻŻŻŻ
Link has a better projectile game than you do, so you may have some problems
approaching, but he has some fairly slow attacks. He's got great DI 
capabilities, and his Dair and Uair are really long and powerful attacks you
have to watch for. His Smashes are pretty powerful too, but they can be 
predictable. Basically, Perfect Shield his projectiles (dodge his bombs) to get
inside his range, and combo him to oblivion. The Gale Boomerang can't push you
anywhere if you're shielding, so keep that in mind. Your Utilt beats Link's
Dair for obvious reasons, so try to use it if you expect him to Dair you. If 
you get him off the stage, go for the gimp kill, his recovery sucks.

-------
Zelda
ŻŻŻŻŻ
Zelda's had quite a few buffs from her Melee self. She's no longer useless! Her
Smash Attacks are powerful and can stick well. In fact, her Up Smash sticks so
well that it CAN'T be DI'd out of. She has a Reflector against your Turnips and
a nice ranged projectile (Din's Fire) that has decent power, so you'll have to
shield that. Air game is decent, and her tilts are strong. Her U-tilt is 
especially powerful, and its speed is deceptive. Your mentality during this
matchup is basically to bait and punish, so there needs to be a mix of 
defensiveness and aggressiveness. Turnips work really well here, and Zelda's
recovery can be a bit predictable and punishable with moderate ease. Also, 
D-tilt here can out-range Zelda's D-tilt, as well as hit her during her U-Smash
safely.

-------
Sheik
ŻŻŻŻŻ
Sheik...is quite agile. She's a ninja, of course. Quick overall on the ground,
especially her tilts, Needles to interrupt what you're doing, and a strong 
U-Smash. Be careful if the Sheik you're playing has mastered the DACUS, as 
Sheik's has a damn good one. That said, Sheik can't F-tilt lock you, so use 
Nair whenever Sheik attempts one. Dair combos work well against her, Turnips
are good to gimp Sheik's recovery, and your Bair can outprioritize Sheik's
aerials. DAT ASS.

-------
Ganondorf
ŻŻŻŻŻŻŻŻŻ
Ganondorf is a very powerful character with deceptive range, but he's pretty
slow. You got your Turnips, so use them, as well as properly-ranged Dairs to
rack up damage. His recovery is pretty easily gimped, just watch for his dark
punch at the end of his Up B, and well, his Side B, obviously. Out-of-Shield 
punishing works well, and you can Nair him right out of his Up B if he grabs
you in it. (No hitstun whatsoever FTW!)

-------
Toon Link
ŻŻŻŻŻŻŻŻŻ
Toon Link is pretty much a better Link, so you'll have a slight disadvantage
here. He's got great aerial agility, and you may expect a lot of projectiles
flying...maybe even moreso than against Link. His recovery is a lot better than
Link's, and his Up Smash can be his main killer, especially when used whilst
running. Despite his projectile game, it's not impossible or dangerous to
approach him, just be cautious. Watch for his Dair, as it can spike. Make it
hard for them to land it though, as if they miss, they most certainly will 
Self-Destruct. If he attempts to use FSmash, DI upwards on the first hit while
holding jump and you can float just out of the second hit's range. Never 
approach in the air if you can help it.

-------
Samus
ŻŻŻŻŻ
Samus is around an even matchup. She's got a great range game, making 
approaching a tad difficult. You'll need to learn powershield in this matchup
as a result. When up close, you'll have to deal with F-Smash and D-Smash, as
both are Samus's killing moves, along with the really fast D-tilt. You'll have
to approach on the ground and with Glide Tossed Turnips, as aerial approaches
can get knocked down easily with her Zair. Fair is your best friend for KOing
Samus here.

-------
Zero Suit Samus
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
ZSS is quite a bit more agile than when in her armor. Her projectile game is
gone, but what she gets in return more than makes up for it. She's got strong
aerials, a Down B that acts as a recovery and can also spike, high jumping
ability, a powerful Side B, and a variety of stunning moves that can make some
brutal set-ups. She always gets armor pieces to use, so avoid them as much as
you can. You may even try to use them against her. You'll have to use OoS 
attacks and short hopped Dairs effectively here, Turnips for approaching, and
focus on getting to the ground if ZSS wants to juggle you. ZSS mostly relies on
tether recovery, so edgehog when possible.

-------
Pit
ŻŻŻ
Pit is a bit unique. He can't approach Peach worth a crap, but he can sure be
annoying with his Arrows. That said, expect a lot of arrows flying around in
this match. Pit may even try to use the arrow loop technique in his game, but
it's very uncommon, so don't expect it until you see it done to you. Pit has a
lot of multi-hit moves, which are worthless if you Smash DI out of them. He's
got fast start-up to a lot of his moves, though most of them lag enough at the
end to punish him. Don't attempt to Turnip him if he uses Down B and Side B a
lot, as they're reflectors. Watch for F-Smash, Bair, and Uair for killers. 
Focus on gimping him with a single hit (Turnips FTW) when he's recovering with
his Up B. If he gets hit during it, it's a free kill for you. OoS Turnips are
also great against this angel.

-------
Ice Climbers
ŻŻŻŻŻŻŻŻŻŻŻŻ
Ice Climbers are normally pretty scary because of their infinite chaingrab on 
pretty much every character, and this is no exception. Except, Peach has the
proper tools to take care of Ice Climbers if used properly. Turnips and 
properly-spaced Dairs can be safe ways of damaging ICs. Basically, stay away
when you can, use Dair to seperate the two, and try to kill Nana as fast as
possible to make it easier. If you find ICs get uncomfortably close, use your
Jab. It knocks them far, and is really fast.

-------
R.O.B.
ŻŻŻŻŻŻ
R.O.B.'s aerials are pretty bad, and by bad, I mean godly. R.O.B. is something
to be feared when in the air, so watch out for those aerials. He can camp 
pretty well too, using his laser and his gyro. You can grab the gyro with a 
dash attack though, so grab it and do some floating aerials so he can't use the
gyro. Nair is pretty good as it's faster than most of his aerials, Toad is
effective here since R.O.B.'s moves also have noticeable startup, approach with
Turnips as your main weapon, and Dair combos can work well.

-------
Kirby
ŻŻŻŻŻ
The super tuff pink puff has a couple of pretty good Smashes and a powerful 
Side B. He's got some good priority on his aerials, so be careful. At best, 
hits will be traded. Careful of his down air, it can actually spike. Abuse 
Turnips as he doesn't have a proper projectile. (Can't really call his Up B 
wave a projectile.) Float a lot here, as your aerial movement is faster than
his, and you can punish properly. If he tends to suck you in to try to get your
power, you can hold jump before you pop out to float right above him, allowing
for a free hit. Kirby can't be easily gimped because of his recovery, so don't
try it unless in some situations.

-------
Meta Knight
ŻŻŻŻŻŻŻŻŻŻŻ
This match-up is borderline impossible, or just plain hard. Meta Knight doesn't
have much killing power, but the way he is, he doesn't need killing power. He
is impossible to edgeguard, his tornado has stupid priority, and his 4-frame
Down Smash is powerful as well. His Dair can gimp you pretty well, he can do
OoS Up Special well, and he's one of the best characters in planking. (Which is
re-grabbing the ledge to keep from getting attacked.) So now that I've listed
the bad, what do you need to do here? Be very patient. Don't be offensive 
unless the opportunity presents itself, which is rare. Force Meta to approach,
and punish him however you can. Being defensive with Turnips and baiting is all
I can say. A few things to note about: DSmash can poke through Meta Knight's
shield, FSmash has better priority than his tornado, and Bair also works 
against it if you're above. All said and done, Meta Knight will really test 
your patience, spacing skills, and reflexes. Can be quite a fun match.

-------
King Dedede
ŻŻŻŻŻŻŻŻŻŻŻ
Dedede is fat. He also has really good grab range and good throws in general.
What you'll have to do is camp, use your Turnips, and use Dairs to rack up
damage. However, don't try to float right above his head, as his u-tilt is 
just...ouch. If you do happen to have him in the air, combo the crap out of 
him, as it's pretty easy. If you happen to mess up, get the hell out of there
before he grabs you. Be careful of his unique projectile game (his minions), as
he may occasionally pull out a painful Gordo. A full shield can safely block 
it.

-------
Olimar
ŻŻŻŻŻŻ
Olimar is pretty tricky, since he's a small target and his Pikmin get quite
annoying. If he throws his Pikmin on you, don't let them damage you, attack 
them to knock them off. Despite how he looks, he has some really powerful moves
as well, and he can combo well. His grab range is also godly. Basically you 
just have to keep moving, stay in his face, use high-priority moves, and 
edgehog him. Also, make sure you're mostly out of Olimar's range. He's pretty
helpless if you're floating somewhere that he can't reach at all unless he 
takes to the air.

-------
Fox
ŻŻŻ
Fox is faster, shoots his laser fast (but it's less annoying than Falco's 
because there is no stun), has the best Reflector of the Star Fox characters, 
and a painful Up Smash. Peach has a slight disadvantage here. Don't rely on 
your Turnips unless he's recovering, Peach has a Dthrow chaingrab against Fox 
up to 30%, your U-tilt and Ftilt beats his aerials, and don't fall for his
float-approach baiting. Your Bair does a really good job at outprioritizing his
aerials as well.

-------
Falco
ŻŻŻŻŻ
Falco is an even matchup for Peach. He has lasers, and he can reflect your
Turnips. So, you can't rely too much on your Turnips with this character. Peach
does have a dthrow chaingrab up to 30% on him though, so make sure to do this
when you can to rack up early damage. Don't get too predictable with that 
though. His lasers can keep you away if you're not careful, so approach 
patiently. They can also eat up your float. If Falco uses his Shine to reflect
Turnips, then avoid it and punish him up close when the Reflector comes back to 
him, as it doesn't have a hitbox then, but can still reflect. Falco's recovery
is predictable, so you'll likely have an easy time intercepting/edgeguarding.

-------
Wolf
ŻŻŻŻ
Wolfs may rely on their Blaster to camp a lot, and who can blame them? It's
slower than the other lasers, has a larger hitbox, and does more damage ALONG
with flinch. That said, you'll have to do some serious powershielding and 
dodging. Always be wary of his Side B recovery, as it can spike if he ends up
above you. His Smashes have insane range, so also be careful of that. Gimps 
will help you in this matchup. Nair can outprioritize all his recovery options,
and unlike Fox, he can't use his shine to suspend his falling. Doing chaingrabs
on him is possible, but the timing is more strict compared to Fox and Falco.
Turnips can mess up his approach.

-------
Captain Falcon
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
A very easy match-up, so you shouldn't have much to worry about, right? Well,
you'll have to change your playstyle against the Falcon if you use float a lot.
Stay on the ground as much as you can, float on the ground, anything to prevent
his Knee. His Uair is nasty, so watch out for that. Turnips can gimp him easily
however, since he has poor recovery. Most of his moves have crappy priority as
well, so throw out an aerial against one of his and you'll either beat his move
or trade hits. Just beware of his Smashes, they are pretty powerful.

-------
Pikachu
ŻŻŻŻŻŻŻ
Pikachu can be annoying...REALLY annoying. His Thunder Jolt may be spammed a
lot. In that case, learn to powershield them or avoid them safely. His Quick
Attack has low priority, so Nair can work really nicely against it. If you get
caught in his Dsmash, Smash DI out of it, and tech when you land on the ground.
Toad is a great tool in close combat with Pikachu. Use your floating cleverly
to keep the Pikachu guessing, don't fall for his Thunder tricks, and refrain
from using Turnips when trying to gimp Pikachu's recovery. Turnips only help
him since they don't do much knockback. (If you somehow have a stitch-face 
Turnip though, that'd do nicely.)

-------
Pokémon Trainer
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Squirtle is the fastest of the bunch, and can be a pain. Air game is 
 excellent, has a strong D-throw, U-Smash, and F-Smash. Squirtle can also Jab
 Lock pretty well, so try to tech whenever you can. Bair can stop Squirtle's
 approaches, Fair can be a good killer since he's light, and watch out for a
 Glide Toss if he grabs one of your Turnips. Even all that said, you'll have to
 space well and use your Turnips. Many good Squirtle's also use Hydroplaning. 
 It'll be hard to predict, but Squirtle isn't invulnerable doing it. If 
 Squirtle attempts a Side B for whatever reason, footstool him to get a free
 Smash Attack in.

- Ivysaur can be an annoyance. He's got decent anti-air play (Bullet Seed and
 aerials with weird range), a spammable projectile, and a powerful, deceptive
 Up Smash. What you'll need to do is to bait his aerials and Bullet Seed and
 punish accordingly, use Out-of-Shield Turnip attacks, Bair or Perfect Shield
 his Razor Leaf, and by all means, edgehog when he tries to recover, as his
 tether is all he's got. Time it well so that you don't get hit by his tether's
 hitbox for a possible stage spike, though.

- Peach is at a slight disadvantage against Charizard, but it's doable. You 
 just have to watch out for his Rock Smash, which a Charizard will most likely
 be relying on, as it's got a lot of priority and is really powerful. Keep away
 and play defensively to avoid these (especially autocanceled aerials) and
 punish the ending lag on it and many of Charizard's other ground moves. 
 Despite being a flying character, Charizard's vertical recovery is bad, so try
 to gimp him. Be wary of his Side and Up Specials when he's recovering, as both
 have super armor.

-------
Lucario
ŻŻŻŻŻŻŻ
Lucario is a tough cookie, as his really good priority (most all of his attacks
have disjointed hitboxes, so that's why), power that grows as he gets damaged,
and his attacks not having much cooldown makes this an even matchup, so it 
could easily go either way. Basically, try to camp him with Turnips to 
interrupt his attacks so you can go in and attack. You'll have to cleverly use
Float to dodge his attacks and punish accordingly. Fair can be a good killing
tool to use, so try to save it if you can, so it doesn't stale. Lucarios will
also roll a lot since it's faster than their run, so try to predict them. 
Overall, kill him early (edgehogging is safe since his Up B can't hurt you) 
before he grows too strong.

-------
Jigglypuff
ŻŻŻŻŻŻŻŻŻŻ
Looks like you've got a rival to your aerial game. Except Jiggly's is better.
So let's be cautious. Jigglypuff has great recovery, so don't even think you
can gimp Jigglypuff. Instead, since Jiggly is the lightest character, focus on
getting killing hits once she's past 50%. On the way there, don't try to 
confront her in the air and instead use your best anti-air moves on the ground.
Pound is a nasty move with insane priority, so don't try to out-prioritize it.
Toad can be used if Jiggly is predictable, Out-of-Shield Up Smash is great for
shielding Pound and punishing poor spacing.

-------
Marth
ŻŻŻŻŻ
This is a bad matchup for Peach. You'll have to watch for his tipper, nice
range, Dancing Blade, and his Out-of-Shield Dolphin Slash. Basically, Marth has
a better offensive game than you do, so you'll have to take a defensive 
approach here. Just space your aerials to mindgame him, use your Turnips 
whenever you can, and if you manage to get him off-stage, then try to edgeguard
him as much as possible. You need those early kills.

-------
Ike
ŻŻŻ
Ike is a powerful dude. Just because most of his moves are slow, doesn't mean
you should underestimate him. His Bair comes out quick, is powerful, and can
even auto-cancel when short-hopped. Nair can also auto-cancel, and covers 
almost all-around him. Use your Turnips as usual, be careful with your 
floating so it isn't predictable, be cautious of his Jab, use Toad when Ike
can't react, and overall just be safe. You can even use your own mindgames to
bait some of his attacks.

-------
Ness
ŻŻŻŻ
Ness has some dangerous properties to him. Mostly, his strong aerials 
(including Dair, which is a solid spike that can be deceptive with its 
start-up), his insane back throw (so avoid getting grabbed when at high 
percents), his tripping Dtilt, his weird specials, and his reflective bat. 
Playing against Ness is a bit similar to Lucas here. Don't fall for the PK 
Thunder and PK Flash tricks, gimp his recovery when you can, and powershield 
his PK Fire. You have a grab release chaingrab against Ness since he suffers
from a longer grab release animation than other characters. This also includes
Lucas. You must continually pummel when in a grab to force a ground release
though, as if he's released with a jump in the air, you can't re-grab him while
he's in his stun.

-------
Lucas
ŻŻŻŻŻ
You have an advantage against this PSI kid, but you have to watch out for his
often-deceptive Up Smash, and his Forward Smash, which can reflect things. 
Ftilt can beat all of Lucas's aerial approaches, unless Lucas is weirdly 
spaced. Don't try to rush to Lucas if he's doing PK Thunder. Just because he is
immobile, doesn't mean he can't hit himself with the Thunder and possibly kill
you. (Though Lucas can't kill as well with his PKT2 as Ness can) Power Shield
his PK Fire, clank his PK Thunder, and know that his grab range is a bit longer
than most other characters. When he's recovering, edgehog to prevent him from
tether recovering (his Rope Snake can't hurt), then gimp his PK Thunder 
recovery in the process.

-------
Mr. G&W
ŻŻŻŻŻŻŻ
Slight disadvantage, but nothing too serious. The most notable things you have
to watch for is the reliance of Bair (it's too good) and his deceptive, 
powerful Smash Attacks. Just use Turnips to mess up his Bair approach, use Toad
to counter some of his attacks if you can catch them, and space your floating
so you can punish his attacks accordingly. Now for a few tips. Your utilt can
beat his dair, obviously due to the better-ranged disjointed hitbox on your
part. If you can grab the G&W during his Up B, DON'T pummel him. Instead, just
let him escape from your grip. He'll fall to his death.

-------
Snake
ŻŻŻŻŻ
Up tilt...up tilt...THAT DAMN UP TILT. Anyway...in case you couldn't tell, you
have to be careful when in Snake's front range because of that up tilt's stupid
range. He also has his awesome DACUS, and his great stage control with his
grenades, C4, and mines. You won't win against any of Snake's tilts if you try
to compete with them, so just avoid or shield them. As Snake is heavy, getting
a kill on him will be difficult, so try going for the Cypher gimp by grabbing
him without pummeling him during his Up B. You can also get an easy Fair on
him when he's recovering. Basically, you have to have patience here, just like
with Meta Knight. It's a difficult matchup, and any screw-up could cost you.

-------
Sonic
ŻŻŻŻŻ
Sonic's pretty fast and can punish well, so you'll have to be defensive against
him, forcing him to approach you. Don't be slow in your plans (Sonic demands 
it!) and also be patient. Don't be predictable, make good use of your Turnips.
You have much better priority than Sonic does, so hit him out of his spins. 
Homing Attack can basically mean a free U-Smash for you. Many Sonics like to
go for Star KOs, so airdodge well. Finally, Sonic has the same gimp like Snake
does, so if you happen to grab him during his Up B, just don't pummel him.

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

Bowser [CharBow]
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: The Mario franchise
Status: Returning
Description: Bowser's back and kicking! Bowser may not be the fastest 
character, but he makes up for that with strong attacks and heavy girth,
keeping him from being flung from the stage too far. Bowser has quite a
learning curve, but he remains one of the underdogs.

--------------
Attributes:
ŻŻŻŻŻŻŻŻŻŻ
Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Default Bowser (yellow skin, green shell, red hair)
Black Bowser (brown skin, black shell, bright red hair)
Fire Bowser (orange skin, dark red shell, yellow hair)
Aqua Bowser (green skin, blue shell, yellow hair)
Jewel Bowser (grey and silver skin, silver shell with gold trimmings, dark red
hair, silver and gold arm gauntlets)
Brown Bowser (brown skin, yellow shell, brown hair, silver arm gauntlets)

--------------
Taunts:
ŻŻŻŻŻŻ
Up Taunt: Roars
Side Taunt: Bites forward repeatedly
Down Taunt: Dances on one leg

Stage Entrance: Walks into stage while on fire.

-------------------------------------------------------------------------------
Moveset: (NOTE: Because of Bowser's Final Smash, all damage counters for 
attacks will show the damage for normal Bowser, then damage for Giga Bowser, 
including any additional effects.)

--------------
Standard Ground Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Attack Combo: Swipe, Swipe
- A quick combo attack that is mainly used as a keep-away move.
* Damage: 5% (each swipe)
* Giga Bowser Damage: 7% (first swipe), 9% (second swipe)

=< Side Attack: Punch
- Long-ranged punch that is great for spacing. It can be aimed diagonally.
* Damage: 11% (Damage does not change for up or down diagonal Punches)
* Giga Bowser Damage: 17% (has dark flame power)

=< Up Attack: Overhead Swipe
- Bowser swipes a claw over him. Nice and quick at the start, but has bad 
 ending lag.
* Damage: 12%
* Giga Bowser Damage: 13% (has dark flame power)

=< Down Attack: Trip Double Swipe
- Bowser crouches low and swipes ahead of him at the ground. Has nice knockback
 even at low percents.
* Damage: 14% (first swipe), 11% (second swipe)
* Giga Bowser Damage: 9% (first swipe), 15% (second swipe, has dark flame 
 power)

=< Dash Attack: Headbutt Trip
- Bowser falls over on himself, then thrusts his head upward in an attempt to
 hit far enemies. It's a pretty slow move.
* Damage: 11%
*Giga Bowser Damage: 15% (first hit), 9% (second hit)

=< Ledge Attack: Shell Spin
*Damage: 8%
*Giga Bowser Damage: 16%

=< Ledge Attack (High %): Claw Swipe
*Damage: 10%
*Giga Bowser Damage: 16%

=< Trip Attack: Double Swipe (hits behind first)
* Damage: 5%

=< Fallen Attack (Back): Double Swipe
* Damage: 6%

=< Fallen Attack (Stomach): Crawl Attack (hits behind first)
*Damage: 6%

--------------
Standard Aerial Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Attack: Shell Spin
- Bowser gets in his shell and spins around. Works like most "sex kicks" in 
 that damage decreases from the initial hit until the move ends.
* Damage: 13% (damage decreases over time)
* Giga Bowser Damage: 15% (electrocutes)

=< Front Attack: Midair Swipe
- Bowser's best aerial overall. Fast, good for spacing, and doesn't have awful
 landing lag.
* Damage: 11%
* Giga Bowser Damage: 15% (has dark flame power)

=< Back Attack: Shell Stab
- A strong attack at high percents that comes out insanely quickly, yet has bad
 landing lag. Also has "sex kick" properties with a weaker hitbox after the 
 initial hit.
* Damage: 15% (initial hit), 7% (sourspot)
* Giga Bowser Damage: 17% (electrocutes) (no sourspot)

=< Up Attack: Overhead Swipe
- Bowser does an aerial version of his grounded up attack, yet has more 
 start-up time and is much more powerful.
* Damage: 17%
* Giga Bowser Damage: 20%

=< Down Attack: Drill Shell Spin
- Bowser gets in his shell and spins, spikes pointing downward. Last aerial hit
 has extremely weak spiking properties.
* Damage: 3% (each midair hit), 2% (if landing while attack is going, has 
 average knockback)
* Giga Bowser Damage: 3% (each hit, electrocutes), 10% (landing attack, dark
 flame properties)

--------------
Smash Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Side Smash: Super Headbutt (hits twice)
- Bowser rears his head, then thrusts it forward. This powerful attack has slow
 start-up, but it hits really hard. If done at point-blank range, the opponent
 gets hit with an inside hitbox before the actual hit for extra damage.
Damage: 10%-14% (first inside hit), 21%/23%-32% (second hit)
Giga Bowser Damage: 39% (creates an explosion)

=< Up Smash: Overhead Shell Stab
- Bowser jumps up, using the spikes on his shell to deal a powerful attack. Has
 multiple hitboxes, including his landing animation from it.
* Damage: 15%-21% (if hit on the side), 20%-28% (if hit with top), 10%-14%
 (during landing animation)
* Giga Bowser Damage: 36% (electrocutes)

=< Down Smash: Super Shell Spin (multi-hit)
- Bowser gets in his shell and spins in place, sucking in opponents if they get
 caught in it.
Damage: 2% (starting hit and second-to-last hit), 3% (each hit), 13% (final
hit)
Giga Bowser Damage: 4% (each hit, starts to increase as opponent gets frozen)

--------------
Grab: Double-handed Grab

Attack: Headbutt
Damage: 3%
Giga Bowser Damage: 6% (lights foe on fire)

Front Throw: Spike Stab
Damage: 10%
Giga Bowser Damage: 18% (lights foe on fire)

Back Throw: Back Toss
Damage: 10%
Giga Bowser Damage: 18% (has dark flame power)

Up Throw: Ground Shell Spin (hits 9 times)
Damage: 1% (each hit), 2% (final hit)
Giga Bowser Damage: 2% (each hit, electrocutes), 10% (final hit)

Down Throw: Koopa Rape
Damage: 12%
Giga Bowser Damage: 21% (is a body slam)

--------------
Special Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
=< Standard Special: Fire Breath
- Bowser breathes a constant stream of fire, of which the range steadily
 decreases until it's just a smolder. At this point, you'll have to let his 
 Fire Breath charge up automatically after a while. You can also aim the Fire 
 Breath!
* Damage: Starts at 2% each hit, then slowly decreases over time
* Giga Bowser Damage: Starts at 3% each hit, then slowly decreases over time

=< Side Special: Flying Slam
- Bowser swipes forward with his claw! If it connects, he grabs onto the 
 player, jumps high up, then body-slams the opponent. This is a deadly move in 
 the hands of a master, especially considering that Bowser's jump can be fully 
 controlled. The damage taken for both parties (Bowser and opponent grabbed) 
 can also affect the usefulness of the move. If the opponent has high damage, 
 it's harder for the opponent to break free by wiggling the Control Stick 
 everywhere. Likewise, if Bowser has high damage, he has a hard time holding on 
 to the opponent.
* Damage: 18%
* Giga Bowser Damage: 22%

=< Up Special: Whirling Fortress
- Bowser hides in his shell and whirls around wildly. It has mostly horizontal
 trajectory in the air, but can be a good move to start a combo. It hits
 multiple times, with the first hit being the strongest.
* Damage: 10% (start-up hit in the air), 3% (each hit, weakens over time), 11%
 (start-up hit on the ground), 5% (each ground hit, weakens over time)
* Giga Bowser Damage: Same

=< Down Special: Bowser Bomb
- Bowser jumps up, and then slams back down to the ground with a butt slam, ala
 his attack in Super Mario Bros. 3. Be careful using this though, as Bowser is
 left defenseless for a second or two after landing. Bowser can also use this
 while in the air, but lacks the lateral distance done from the ground. If done
 on the ground, Bowser's jump can hit on the way up.
* Damage: 4% (on the way up), 20% (on the way down)
* Giga Bowser Damage: 4% (on the way up), 23% (on the way down)
--------------

=< Final Smash: Giga Bowser
- What's this? Giga Bowser is playable now? (Nevermind Action Replay) Well, he
 is, and he's even more vicious-looking than before. After transforming, you
 have a limited time to wreak havoc at the opponents. But wait, isn't he too 
 big and get attacked easily? Not to worry, he won't even flinch when attacked.
* Damage: See the moveset above for details.

-------------------------------------------------------------------------------
Tips & Tricks:

Bowser is the heaviest character in the game, yet is surprisingly not the
slowest. Bowser players have no worries getting too damaged up since he's 
really hard to KO, especially if they're good at DI and Momentum Canceling. 
This doesn't mean a Bowser player should get reckless though. If they feel they
can win a match easily, by all means tank it. Bowser's strengths are using his
attacks in clever ways to punish or catch opponents off guard.

--------------
Recovery Techniques:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Bowser's recovery is mostly strictly horizontal. His only free recovery move
 is his Up B, aside from his double jump, and it only goes pretty much 
 horizontal with little vertical reach. Thus, if you're below the stage, you're
 pretty much screwed.

- Bowser's Side Special can also help him recover by using an intercepting
 opponent as a crutch. This is situational though, and may be more dangerous
 than simply air dodging or moving away from the opponent, especially if said
 opponent has a spike. But the option is there, and it can be a great move, as
 usually your opponent doesn't want to waste a stock just to KO you. Unless 
 he's ahead of you by one or two stocks and you're on your last one...in which
 case don't use it.

--------------
Standard Special:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Bowser's Firebreath may not seem like too much, but it is a pretty good 
 edgeguarding tool against opponents just below you, and the Star Fox 
 characters. It's also great for trapping opponents for some hefty damage. Best
 yet, even if opponents try to DI up or down from it, you can aim the fire 
 breath up or down. Try to use this as much as you can when using safe 
 edgeguarding.

--------------
Side Special:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- Massively improved from Melee's version, this one has Bowser grab the enemy
 and do a massive jump that can be controlled, down onto the ground with a body
 slam. It does nice damage and has a safe knockback straight from the 
 beginning, so you don't get punished after finishing the attack.

- Remember, this attack has grabbing properties, so it can easily go through
 shields. This can actually be a good substitute for killing instead of using
 normal grabs, as you can "Bowsercide" with the opponent by flying off the 
 stage. This is also a decent Out of Shield option.

- If you perform the Side Special as an attempt to "Bowsercide" to win the
 match, you must first know about the move's controller port priority. The 
 outcome of the match is different depending on which ports the players' 
 controllers are at, with the lower number player having more priority. This
 means that if Bowser is...Player 2, and the opponent is Player 3 or 4, the
 outcome of a match-ending Bowsercide will be in Bowser's favor, and win him 
 the match. However, if Bowser is still Player 2, but the opponent is Player 1,
 the match outcome will be a Sudden Death. So before thinking of doing a 
 Bowsercide win, analyze which controller ports both of you are at and then
 figure if it's worth it.

- Another property that the Side Special has is the ability of the Infinite
 Second Jump, which certain other characters can do. This glitch allows 
 characters to do their second jump, even if they already used it, close to the
 ground without touching it, making them permanently in the air. This cannot be
 used for recovery, as there must be ground underneath. With Bowser, it's 
 pretty easy. Simply press the input for the Side Special as you approach the
 ground, then press jump just before you land. The animation will cancel and
 Bowser will double jump just inches from the ground, regardless of if he 
 already double jumped or not. You can do it multiple times so you never touch
 the ground, and the best part is that you can mix it up by inputting another
 aerial before having to input Side B again. This can make for some great 
 mindgames, tricks, and increase his maneuverability.

--------------
Up Special:
ŻŻŻŻŻŻŻŻŻŻ
- Probably Bowser's best special move aside from his Side B. It lasts about 1
 and 1/2 seconds, and has invincibility frames throughout the entire attack 
 while on the ground, making it an extremely safe move to use. It's the best 
 Out of Shield option aside from the obvious Shield Grab, but it doesn't go 
 right out of shield if Tap Jump is turned off.

- You can grab the ledge straight out of an Up Special executed while on the
 stage, just like he could in Melee. You have to face away from the ledge,
 perform it, move off the stage, and as soon as you're off, quickly press up
 and toward the stage and Bowser will grab it. This makes for some pretty 
 flashy edgeguarding and really safe ledge games.

- When used as a recovery, the longer you fall from the end of it, the more
 landing lag there is. So try to be as level with the stage as possible to
 reduce any unnecessary landing lag before using it to recover.

--------------
Down Special:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- A slow but powerful move. Pretty predictable though. I would not recommend
 this move when you're above your opponent, as it can be easily dodged and
 punished due to slow starting and ending lag. It can be an effective 
 edgeguard, as it can automatically grab ledges if you pass by them.

- A decent Out of Shield option, but a really great thing to know about this
 is that if you Jab a fully-shielded opponent, then immediately perform the
 Down B, this guarantees a shield break.

--------------
Jab:
ŻŻŻ
- A fast and pretty damaging move for a jab. Jab Cancel makes it really useful,
 allowing you to connect to other moves easily. As his jab combo is quick, does 
 10% damage unstaled, and keeps the opponent away, it's a great move that 
 should be relied on.

--------------
Forward Tilt:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- Another fairly quick move, and it has great range. It outranges even Marth's
 forward air, and can poke through Meta Knight's Tornado. Pretty good move I'd
 say. It's a good spacing tool, and can be angled well.

--------------
Up Tilt:
ŻŻŻŻŻŻŻ
- A nice quick move that reaches above and behind Bowser...so it's not very 
 good if you are facing your opponent. You'll have to quickly pivot and do the
 up tilt if you wish to hit opponents in front of you. This is a great move to
 use to poke at enemies on platforms above you, like Battlefield and Lylat 
 Cruise.

--------------
Down Tilt:
ŻŻŻŻŻŻŻŻŻ
- Bowser's best directional attack for killing. The first hit has great speed,
 range, and power, and usually is the only one that hits due to its power. The
 second hit is weaker, but the knockback it makes is more horizontal than the
 first hit. Use this to your advantage if you can, and you may find yourself
 using it as a reliable killing move.

--------------
Dash Attack:
ŻŻŻŻŻŻŻŻŻŻŻ
- Nothing too fancy or great, as it's a pretty slow move. It can hit at a nice
 range though, due to his body size. It can hit below him, and always pops the
 opponent up, so it can be used at the ledge to pop up an opponent who is on
 the ledge, ready for another attack.

--------------
Forward Smash:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Forward Smash, despite appearing laggy, is actually a damn good move. 
 Obviously, it has insane damage output and knockback, but the way Bowser rears
 back can actually help him avoid attacks that would normally be able to reach
 back. And then after dodging the attack, he pounds his head towards the 
 opponent...scary move, really. It's a great edgeguarding move as well.

--------------
Up Smash:
ŻŻŻŻŻŻŻŻ
- Bowser's Up Smash has excellent range above him, is also pretty damaging, and
 is about as slow as Forward Smash, which isn't too much. An awesome move on a
 stage with platforms, since it has godly reach, damage, and knockback. And if
 an opponent side dodges the initial hit, they'll always get hit by the landing
 hit, which pushes the opponent away and slightly downward.

--------------
Down Smash:
ŻŻŻŻŻŻŻŻŻŻ
- Not as great as Bowser's other Smash Attacks, as it lacks range, is less
 powerful than the other two, and has bad lag at the end, but it still has its 
 uses. Its longevity can punish even roll dodges, and it does a great job
 sucking in opponents so that it can damage more. Plus it sounds painful when
 it connects.

--------------
Grab:
ŻŻŻŻ
- You'd think that since Bowser is generally a strong character, that his
 throws would reflect that, right? Well, his throws either have set knockback
 and can't kill, or have generally poor knockback growth in the first place.
 That doesn't mean they're useless though. His throws make a good keep-away
 option, especially when keeping opponents off the stage and following into an
 aerial.

- Bowser also has a nice grab release game. He can perform combos from grab
 releases on virtually the whole cast. Knowing which moves you can follow up
 out of grab releases is something nice to know about, and would benefit your
 Bowser greatly.

-------------------------------------------------------------------------------
KO Percentages:

Standard Attack: 250%
Forward Tilt: 180%
Up Tilt: 130%
Down Tilt: 140% (first hit)
Dash Attack: 240%
Neutral Aerial: 210% (initial hit)
Forward Aerial: 165%
Back Aerial: 150%
Up Aerial: 100%
Down Aerial: N/A (knockback grows too slowly for it to even KO at all)

Uncharged Forward Smash: 130% (sourspot), 95% (sweetspot), 90% (first hit 
 connects)
Charged Forward Smash: 80% (sourspot), 55% (sweetspot), 45% (first hit 
 connects)
Uncharged Up Smash: 150% (side hit), 120% (top hit), 140% (landing hit)
Charged Up Smash: 100% (side hit), 70% (top hit), 95% (landing hit)
Uncharged Down Smash: 120% (if caught in the beginning)
Charged Down Smash: 80% (if caught in the beginning)

Forward Throw: 340%
Back Throw: 300%
Up Throw: N/A (has set knockback, doesn't kill)
Down Throw: N/A (has set knockback, doesn't kill)

Neutral Special: N/A (no knockback)
Side Special: 170%
Up Special: 150% (first hit grounded hit)
Down Special: 120%

-------------------------------------------------------------------------------
Matchup Data: *INCOMPLETE*

Link
Ganondorf
Olimar
Captain Falcon

--------------
List:
----

Charizard:       55-45
Ivysaur:         65-35
Jigglypuff:      60-40
Sonic:           55-45
Fox:             50-50
Ike:             50-50
Lucas:           50-50
Luigi:           50-50
Mario:           50-50
Sheik:           50-50
Wolf:            50-50
Falco:           45-55
Lucario:         45-55
Meta Knight:     45-55 (hotly debated, could actually be 40-60)
Ness:            45-55
Samus:           45-55
Wario:           45-55
Yoshi:           45-55
Donkey Kong:     40-60
King Dedede:     40-60 (without infinite)
Kirby:           40-60
Marth:           40-60
Mr. G&W:         40-60
Peach:           40-60
Pikachu:         40-60
Pit:             40-60
R.O.B.:          40-60
Snake:           40-60
Squirtle:        40-60
Toon Link:       40-60
Zelda:           40-60
Zero Suit Samus: 40-60
Diddy Kong:      35-65
Ice Climbers:    25-75
King Dedede:     20-80 (with infinite)

--------------
Tips:

-------
Yoshi
ŻŻŻŻŻ
- Bowser can do well against aggressive Yoshis, though they may be overwhelming
 at first. Once you figure out an aggressive Yoshi's tricks, you can use your
 Out of Shield options easily, Flamebreath, Smash Attacks, Up Special, and many
 more. Your strengths against an aggressive Yoshi (effective ground game, 
 better range, better priority) make it quite easy to win.

- On the other side, cautious Yoshis are what you have to watch out for. He
 knows your strengths and will try to camp and lure you to him. Yoshi's main
 way of camping is the Egg Toss, and the best way to counter them is to Perfect
 Shield them while slowly approaching them. Yoshi has a nasty grab release
 chaingrab on you, so try to mash buttons to break out differently and mess up
 Yoshi's timing, otherwise you'll be gimped off-stage easily. Yoshi beats us in
 the air, so stay to the ground, with the exception of short hops. When off the
 stage, try to space yourself or perform Up Special immediately if you see the
 Yoshi intercepting. That said, if you get Yoshi off the stage, he'll try to
 toss eggs at you from the ledge. Use Forward Tilt to counter these eggs 
 instead of powershielding, since they usually can't go above you here. While
 Yoshi is recovering, wait for his double jump and punish accordingly. (Grab
 the ledge/down tilt if he's aiming for the ledge, predict air dodges if he
 recovers high)

- Bowser does not have a grab release combo on Yoshi, so don't try it. If 
 you're going to grab, use them purely for damage racking, so get some pummels
 in, use the throws, and get back to predicting Yoshi or possibly tech chase.
 Yoshi's shield is his weakness, and will most likely not shield at all, as he
 cannot jump out of shield or perform anything out of shield except for his
 grab, so he'll most likely just use side dodges. Punish with long-lasting 
 attacks.

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

Donkey Kong [CharDK]
Representing: Donkey Kong series
Status: Veteran
Description: He's finally back, to kick some tail! Yes, the slow but powerful
simian is back to cause even more trouble for his fellow Smashers. Like in both 
games, he's a bit hard to control, but can be deadly in the right hands. He's
also a fearsome aerial fighter, boasting a number of meteor smashes!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default DK (brown fur, red tie, tan skin)
Black DK (black fur, yellow tie, brown skin)
Fire DK (red fur, blue tie, tan skin)
Aqua DK (blue fur, purple tie, white skin)
Forest DK (green fur, red-brownish tie, tan skin)
Yeti DK (white fur, red tie, pale white skin)

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

Taunts:
Up Taunt: Beats his chest
Side Taunt: Shakes his head
Down Taunt: Gives a confused gesture

Stage Entrance: Breaks out of a barrel.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe Punch, Uppercut Punch
Damage: 4% (Swipe Punch), 6% (Uppercut Punch)

Side Attack: Back-hand Slap
Damage: 10%, 12% (up diagonal), 9% (down diagonal)

Up Attack: Overhead Back-hand Slap
Damage: 9% (on side), 10% (above)

Down Attack: Sweep Slap
Damage: 8%

Dash Attack: Slide Kick
Damage: 11% (momentum completely stops)

Ledge Attack: Simian Slam
Damage: 8%

Ledge Attack (High %): Slow Slap
Damage: 10%

Trip Attack: Spin Punch
Damage: 5%

Fallen Attack (Back): Double Slap
Damage: 6%

Fallen Attack (Stomach): Double Slap (hits behind first)
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin Punch
Damage: 11% (damage decreases over time)

Front Attack: Double-hand Spike
Damage: 16% (can Meteor Smash if hit with hands instead of arms)

Back Attack: Back Kick
Damage: 13%

Up Attack: Headbutt
Damage: 14%

Down Attack: Spike Kick
Damage: 16% (Meteor Smashes opponent)

--------------
Smash Attacks:

Side Smash: Power Clap
Damage: 28%

Up Smash: Overhead Power Clap
Damage: 25%

Down Smash: Punch Pound
Damage: 23% (both sides)
--------------
Grab: Double-handed grab

Attack: Face Slap
Damage: 3%

Front Throw: Carry (At this point, you can throw the opponent forward, upward,
or backward)
Front Carry Throw: 8%
Back Carry Throw: 8%
Up Carry Throw: 7%

Back Throw: Back Toss
Damage: 11%

Up Throw: Air Toss
Damage: 9%

Down Throw: Face Plant
Damage: 7%

--------------
Special Attacks:

Standard Special: Giant Punch
Activate this move and DK will swing his arm in circles, charging up the Giant
Punch. If you need to evade some attacks while charging, press the shield
button to store the current charge. This attack is most effective when fully
charged: not only does the start give you super armor, but a fully-charged 
Giant Punch is pretty much a one-punch KO at higher percents. If done in the
air, you can't perform any other moves until you land.
Damage: 28%

Side Special: Head Butt
Donkey Kong rears his head back, then headbutts downward with tremendous
ferocity! If it connects, the opponent gets trapped in the ground, but only for
a time proportional to his damage. If this is executed in the air, it becomes a
Meteor Smash.
Damage: 10% (on ground), 14% (in air)

Up Special: Spinning Kong
Donkey Kong spins around and around and around! On the ground, he has his fists
out, ready to punch anyone he hits, but in the air, he spreads out his arms and
hands to get more air. On the ground, it has some startup lag, but in the air,
it's pretty much instant. Used as recovery, it only pretty much goes in a
horizontal direction. If the move ends and you are just above the ground,
almost touching it, then there will be no landing lag whatsoever.
Damage: 5% (if done on the ground, damage decreases with each hit), 10%
(starting hit for mid-air version), 5% (damage decreases with each mid-air hit)

Down Special: Hand Slap
Donkey Kong repeatedly slaps the ground for as long as you tap the special
attack button! Each slap has a small blast radius on both sides of DK, so you
will be protected from people who try to approach you on the ground! You are
still vulnerable to projectiles and attacks from above, and can't move while
performing this though. You cannot use this in the air.
Damage: 14% (each slap)

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

Final Smash: Konga Beat
Donkey Kong breaks out the bongos for some musical hammah time. As DK beats on
the bongos, press the attack button in time with the beat to send out huge
damaging sound waves! Keep it going for deadly results, especially in smaller 
stages! Although, I wouldn't use this on moving stages if I were you...
Damage: 4% (if sound wave isn't timed with button presses), 14% (average damage
for timed beats)

Recovery Techniques:
DK isn't that much for recovery, as his only really useful recovery move is his
Spinning Kong. His Head Butt Special Move can have him stop completely in the
air, but that's pretty much only good for stalling. His strength is his
horizontal recovery, so try to perform the Spinning Kong as quick as possible
if you're knocked off the stage.

Tips for the DK player:
Many of DK's moves are situational...Giant Punch, Head Butt, Hand Slap... and
he even has a few slow moves for both ground and air. However, all moves are
powerful, and can be deadly if executed at the right times. Charge up the Giant
Punch after KOing somebody and nobody else is around, and execute it as a
surprise attack. You can even do it in the air, just make sure you're above
ground. Use his Head Butt when your foes least expect it, and follow up with a
fully-charged Giant Punch! Hand Slap is the most situational special, however.
Only use it for edge-guarding if the opponent is below the stage trying to
recover. Though you can probably find other uses...

How to deal with a DK player:
Since DK has so many aerial meteor smashes, be wary when trying to recover. Try
to avoid the DK player with some aerial mindgames while trying to recover, so
he'll likely mess up his interception. Be careful of DK's grab too, as his
forward throw, the Carry, can be used to carry you to the very edge of a stage
and throw you off. His Final Smash is nearly unavoidable if he knows how to use
it right, but you can have some leeway on some of the larger courses, such as
the Melee stage Temple, or 75m. In that case, distance is the key.

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

Diddy Kong [CharDid]
Representing: Donkey Kong series
Status: Newcomer
Description: Diddy is quite the opposite of his relative Donkey Kong.  Diddy's
very swift, agile, and acrobatic, but as a side effect, his attacks aren't very
hard-hitting.  Some of his moves have homage to the critically-acclaimed Donkey
Kong 64, with his Rocketbarrel Boost, and Peanut Popguns!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes, can also Wall Cling
Can Crawl: Yes

--------------
Alt. Costumes:

Default Diddy (red shirt and cap)
Yellow Diddy (yellow shirt and white cap)
Dixie Diddy (pink shirt and cap, pale skin, yellow fur)
Purple Diddy (purple shirt and cap, orange skin)
Green Diddy (green shirt and cap)
Blue Diddy (blue shirt and cap)

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

Taunts:
Up Taunt: Flips his hat
Side Taunt: Performs a stance and makes a wierd noise
Down Taunt: Dances around, clapping.

Stage Entrance: Breaks out of a barrel and claps his hands.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Kick, Tail Sweep (Tail Sweep is multi-hit)
Damage: 3% (first Punch), 2% (second Punch), 2% (Kick), 2% (each Tail Sweep
hit, damage slowly decreases over time)

Side Attack: Double Punch
Damage: 11% (Damage does not change for up or down diagonal Double Punches)

Up Attack: Overhead Swipe
Damage: 7%

Down Attack: Sweep Slap
Damage: 7%

Dash Attack: Cartwheel
Damage: 3% (first hit), 2% (second hit), 4% (final hit)

Ledge Attack: Tail Whip
Damage: 8%

Ledge Attack (High %): Slow Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Double Slap
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Mid-air Cartwheel
Damage: 6%

Front Attack: Spin Kick
Damage: 14%

Back Attack: Back Kick
Damage: 9%

Up Attack: Flip
Damage: 11%

Down Attack: Hand Spike
Damage: 12% (has a strong Meteor Smash)

--------------
Smash Attacks:

Side Smash: Spin Punch
Damage: 7% (first hit), 18% (second hit)

Up Smash: Super Flip Attack
Damage: 7% (first hit), 7% (second hit), 8% (final hit)

Down Smash: Dance Kick
Damage: 22% (front), 16% (back)

--------------
Grab: Double-hand grab

Attack: Headbutt
Damage: 2%

Front Throw: Toss
Damage: 11%

Back Throw: Back Toss
Damage: 10%

Up Throw: Upper Kick
Damage: 9%

Down Throw: Throwdown
Damage: 9%

--------------
Special Attacks:

Standard Special: Peanut Popgun
Diddy whips out his popgun and fires out a peanut.  Holding down the button
charges up the attack, making the peanut fly farther.  If it's charged too long
though, his popgun explodes in his face, damaging him in the process.  Also,
sometimes when the peanut shells break, they release the peanut inside.  Anyone
can eat these to gain just a little bit of health back. (Around 3% for each
peanut)
Damage: 17% (fully charged)

Side Special: Monkey Flip
Diddy Kong flips forward, and if he hits someone, he latches on to that person!
Press another button to attack him and flip high up off of him. It can also be
done to a foe in mid-air. Can be performed only once in the air, but can still
do other moves. Finally, you can actually attack during the Monkey Flip,
instead of latching on.
Damage: 15% (after attacking), 10% (mid Flip attack)

Up Special: Rocketbarrel Boost
Diddy uses his rocketbarrels to send him flying up, left, or right! This can be 
charged up to go farther. Be careful though, if you get attacked, the 
rocketbarrels fly right off Diddy's back. Be careful, they might crash land
into someone. Diddy cannot produce the Rocketbarrels after they get knocked off
of him until he lands. If performed above someone, the blast can meteor smash.
Damage: 10% (if fully charged, on ground. Damage decreases over time)

Down Special: Banana Peel
Diddy Kong produces a Banana Peel item and flings it over his shoulder. He can
make up to two Banana Peels at one time and use them to trip up opponents. Can
be done in mid-air as well.
Damage: 4% (if thrown normally), 5% (if Smash thrown)

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

Final Smash: Rocketbarrel Barrage
Diddy whips out two Peanut Popguns (dual-wield!!) and a Rocketbarrel on his
back and starts hovering above the ground firing explosive peanuts. You can
move left, right, and up, and while moving, Diddy is flying at an angle. He
continually fires explosive peanuts straight below him, so to master aiming,
you'll have to move him left or right to tilt the aim. When the move ends, the
Rocketbarrels explode for added damage to nearby opponents! You can also pick
up the plethora of edible peanuts to restore some health left from the carnage.
However, if you miss your shots, your opponents can also eat the peanuts left
behind, so be careful.
Damage: 18% (if in collision with opponent), 8% (each peanut that hits), 20%
(if explosion at end hits)

Recovery Techniques:
Unlike his cousin Donkey Kong, Diddy has a plethora of recovery moves. His
Monkey Flip and Rocketbarrel Boost are prime examples. The best thing to do for
recovery is to use his Monkey Flip first, then his Rocketbarrel Boost after a
double jump for best recovery. When the Rocketbarrel Boost is executed though,
Diddy stalls in the air for a brief moment while you charge up. Though this is
good in a way, it can also make him vulnerable to getting intercepted. Think
carefully about when to release the Rocketbarrel Boost.

Tips for the Diddy Kong player:
Diddy Kong is agile with a lot of quick moves, and even his Smash Attacks can
hit multiple times. The expert Diddy player will find himself jumping around
making quick attacks before finishing off with a Smash Attack or two. His
Peanut Popgun flies at a slight arc unless fully charged, and has a slight hit
stun. This can be good for approach and for edgeguarding if you're good at
aiming it. Also, use Monkey Flip to keep people from recovering, and his Banana
Peel to throw around creating traps near ledges. As expected, Diddy has a lot
of edgeguarding tools to use at his disposal.

How to deal with a Diddy Kong player:
Diddy has a fairly decent projectile game, but the weakness for his peanuts
lies on how they are so much like items. A person with great timing can grab
the peanuts in mid-shot and throw them back at Diddy Kong, so try to practice 
that. Also, if he uses Bananas, try to throw them back at him. When he tries to
recover with his Rocketbarrel Boost, attack him so the Rocketbarrels fly off
his back and he'll plummet, just be careful that those Rocketbarrels don't
crash into you as well. His Final Smash is crazy and mostly unpredictable. The
best advice I can give for avoiding a well-executed Final Smash is dodge the
peanuts well, and eat the nuts that pop out.

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

Yoshi [CharYosh]
Representing: Yoshi game subseries
Status: Veteran
Description: The cute and lovable Yoshi is back onto Brawl, sporting a new 
look! He retains most of his old moves, but now his Up B can be used for
recovery! Exactly how? Check his Special Moves!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes:

Default Yoshi (green skin)
Red Yoshi (red skin)
Blue Yoshi (dark blue skin)
Yellow Yoshi (yellow skin)
Pink Yoshi (pink skin)
Aqua Yoshi (light blue skin)

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

Taunts:
Up Taunt: Dances around
Side Taunt: Chases his tail
Down Taunt: Waves at the screen

Stage Entrance: Breaks out of an egg.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Kick, Kick
Damage: 3% (first Kick), 6% (second Kick)

Side Attack: Tail Whip
Damage: 9%, 10% (up diagonal), 8% (down diagonal)

Up Attack: Upper Tail Whip
Damage: 11%

Down Attack: Sweep Tail Whip
Damage: 10%

Dash Attack: Headbutt
Damage: 9%

Ledge Attack: Tail Whip
Damage: 8%

Ledge Attack (High %): Head Sweep
Damage: 12%

Trip Attack: Double Tail Whip
Damage: 5%

Fallen Attack (Back): Ball Spin
Damage: 6%

Fallen Attack (Stomach): Double Head Sweep
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 12% (damage decreases over time)

Front Attack: Head Spike (meteor smashes if timed right)
Damage: 15%

Back Attack: Multi-Hit Tail Whip
Damage: 4% (first hit), 3% (other hits)

Up Attack: Mid-air Upper Tail Whip
Damage: 13%

Down Attack: Flutter Kick (semi-meteor, sends opponent down with you for the
duration of the attack)
Damage: 3% (each hit)

--------------
Smash Attacks:

Side Smash: Power Headbutt
Damage: 22%

Up Smash: Upper Power Headbutt
Damage: 22%

Down Smash: Double-sided Tail Whip
Damage: 19% (front), 18% (back)

--------------
Grab: Swallow (uses his tongue to catch foes)

Attack: Chew
Damage: 2%

Front Throw: Spit
Damage: 7%

Back Throw: Back Spit
Damage: 7%

Up Throw: Upper Spit
Damage: 5%

Down Throw: Spit Throwdown
Damage: 4%

--------------
Standard Special: Egg Lay
This move, when executed, has Yoshi stick his tongue out for a fair distance.
If his tongue comes into contact with someone, he will swallow that opponent
whole and lay an egg, inside which the opponent is trapped in. The opponent is
then helpless, as you can pummel the egg with attacks, and the opponent will
still take damage.
Damage: 7%

Side Special: Egg Roll
Yoshi encases himself in an egg shell and rolls around! Trample over your
enemies, but be sure to turn around before you fall off the stage! Press the
special attack button while rolling to cancel it. This move can also negate any
damage done to you, but only once, as the shell breaks.
Damage: Average of 12%, depends on speed

Up Special: Egg Throw
His third egg-based move, Yoshi throws an egg in an arc when performed. The
beauty of this attack is that you can control the trajectory of the arc with a
combination of direction and special attack button pressing. Holding the 
special attack button increases the range, while the Control Stick/Pad controls
direction. This attack has tremendous range potential if used with the hands of
a master.
Damage: 9%

Down Special: Yoshi Bomb
Yoshi jumps, flips around, and plummets down to the ground, landing on his bum!
The attack can hit both on the way up, and on the way down. Not only that, but
damaging stars appear on both sides of Yoshi, keeping people from attacking
during Yoshi's landing lag. If done in the air, Yoshi skips the jump and just
dives right down to the ground.
Damage: 4% (on the way up), 15% (on the way down), 4% (if stars hit)

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

Final Smash: Super Dragon
It seems like Yoshi's true form is really shown here...Yoshi grows angelic
wings and the ability to spew fire! Woah, this is unexpected. During this Final 
Smash, you can fully control where Yoshi flies, and Yoshi can spit a constant
stream of fire (is automatic), or spit out more powerful fireballs! (press a
button) Like Pikachu's Volt Tackle though, don't be over a pit when the Final 
Smash ends.
Damage: 8% (if Yoshi runs over someone), 6% (if Yoshi's automatic fire breath
hits), 17% (if fireball hits)

Recovery Techniques: Yoshi lacks a proper Special Move recovery, with only his
Up Special popping him up a bit, but he makes up for that by having literally
the best double jump in the game. Use the Egg Toss to lengthen your horizontal
recovery.

Tips for the Yoshi player:
Yoshi has lost a bit of his comboing power due to the lack of a Double Jump
Cancel in the game (attack while performing a double jump to cancel the jump)
but he's still a fairly agile character, except for his grab. It's slow in
coming out, and his dashing grab is fast in coming out, but has huge lag
afterwards if it doesn't connect. Thus for this reason, it's best to master the
Pivot Grab, if solely for Yoshi. The Pivot Grab fixes all those slow problems.

How to deal with a Yoshi player:
A Yoshi player may use eggs frequently to try to mess you up and set himself up
for combo opportunities. Always shield against his eggs to prevent that. Also,
if he uses his Egg Roll, use any attack on him to negate the move and
immediately deliver with your own attack. Master trying to break out of the egg
with Egg Lay for those times you get caught in it, so the Yoshi won't have a
chance to attack you. His Final Smash, since it's the best one in terms of
maneuverability, is hard to avoid. Just touching him can harm you, so keep your
distance and perform well-timed air dodges against his fireballs.

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

Wario [CharWar]
Representing: The WarioWare franchise
Status: Newcomer
Description: The wacky Wario has finally joined the fray with a plethora of
strange attacks. He wears his WarioWare biker clothes, but does he have his
normal yellow and purple clothes? Yes, yes he does. Wario also has a form of 
fighting that other characters cannot even see.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes: (NOTE: Wario has a special alternate costume called Overalls 
Wario. This costume has him wearing his classic yellow and purple color scheme, 
though he still plays mainly the same way. Overalls Wario also has different 
color costumes like his Wario Ware costume!)

(WarioWare) Default Wario (blue vest, dark blue shirt, yellow helmet, purple 
pants)
(WarioWare) Red Wario (red vest, black shirt, white pants and helmet)
(WarioWare) Orange Wario (orange vest and helmet, purple shirt, cyan pants)
(WarioWare) Green Wario (turquois vest, black shirt and pants, green helmet)
(WarioWare) Biker Wario (black vest, white shirt, black pants, red helmet)
(WarioWare) White Wario (cyan vest and pants, white shirt, black helmet)
(Overalls) Default Wario (yellow shirt and hat, purple overalls)
(Overalls) Mario Wario (red shirt and hat, blue overalls)
(Overalls) Light Wario (pink shirt, light blue overalls and hat)
(Overalls) SMB Luigi Wario (green shirt and hat, brown overalls)
(OVeralls) Gameboy Wario (black shirt, manilla overalls and hat, brown gloves)
(Overalls) Sailor Wario (white shirt and hat, dark blue overalls, red
wristbands)

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

Taunts:
Up Taunt: Laughs
Side Taunt: Shakes his ass
Down Taunt: Gives three "W" signs

Stage Entrance: Rides in on his bike and crashes.

-------------------------------------------------------------------------------
Moveset: (NOTE: Because of Wario's Final Smash, all damage counters for attacks
will show the damage for normal Wario, then damage for Wario-Man, including any
additional effects.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Uppercut
Damage: 6% (both hits)
Wario-Man Damage: 4% (both hits)

Side Attack: Wind-up Punch
Damage: 13%, 14% (up diagonal), 12% (down diagonal)
Wario-Man Damage: 16%, 17% (up diagonal), 15% (down diagonal)

Up Attack: Raise da Roof
Damage: 10%
Wario-Man Damage: 15%

Down Attack: Hand Plant
Damage: 8%
Wario-Man Damage: 9%

Dash Attack: Trip Attack
Damage: 7% (Damage decreases over time)
Wario-Man Damage: 12%

Ledge Attack: Back Attack
Damage: 8%
Wario-Man Damage: 10%

Ledge Attack (High %): Poke
Damage: 10%
Wario-Man Damage: 10%

Trip Attack: Double Attack
Damage: 5%

Fallen Attack (Back): Spin Punch
Damage: 6%

Fallen Attack (Stomach): Double Hand Attack
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spinning Belly Flop
Damage: 9% (Damage decreases over time)
Wario-Man Damage: 15% (Damage decreases over time, sends Wario-Man upward)

Front Attack: Kick
Damage: 7% (Damage decreases over time)
Wario-Man Damage: 15% (Damage decreases over time, negates all falling speed)

Back Attack: Helmet Crush
Damage: 10%
Wario-Man Damage: 15% (negates all falling speed)

Up Attack: Clap
Damage: 17%
Wario-Man Damage: 18% (sends Wario-Man slightly upward)

Down Attack: Upside-down Head Spin
Damage: 2% (each hit), 4% (final hit) (does 16% max)
Wario-Man Damage: 13% (meteor smashes, sends Wario-Man plummeting), 10% (if
hit on ground)

--------------
Smash Attacks:

Side Smash: Shoulder Barge
Damage: 26%
Wario-Man Damage: 22% (sends Wario-Man charging forward)

Up Smash: Head Spin
Damage: 1% (damage increases with each hit), 14% (final hit) (does 21% max)
Wario-Man Damage: 2% (damage decreases with each hit), 21% (final hit) (does
35% max)

Down Smash: Spin Spin Spin! Hahaha!
Damage: 18% (hits once, but damage steadily decreases over time)
Wario-Man Damage: 25% (hits once, but damage steadily decreases over time, is
faster than normal Wario's Down Smash)

--------------
Grab: Head Grab

Attack: Poke Your Eye Out!
Damage: 2%
Wario-Man Damage: 3%

Front Throw: Spin Throw
Damage: 12%
Wario-Man Damage: 15%

Back Throw: Butt Smash
Damage: 9%
Wario-Man Damage: 17%

Up Throw: Head Butt
Damage: 10%
Wario-Man Damage: 17%

Down Throw: Butt Pound
Damage: 7%
Wario-Man Damage: 17%

--------------
Special Attacks:

Standard Special: Chomp
Hold the Special Attack button and Wario will open his mouth wide open! Release
it and he'll chomp down. If you bite down on an opponent, you can chew him up
before spitting him out! Also, you can eat all kinds of items with this,
including your own bike! My, what an appetite!
Damage: 2% (each chew), 5% (spit)
Wario-Man Damage: 2% (each chew), 10% (spit)

Side Special: Wario Bike
Get in da choppa! When executed, Wario will pull out a motorcycle and ride it,
running over opponents. You can make Wario jump off his motorcycle by pressing
an attack button. Wario also falls off his bike if he runs into something.
There can only be one motorcycle on the screen at all times, and him among
other characters can throw the bike around as an item. It can be destroyed if
pummeled enough, where you can throw the various bits and pieces left of it
around! Other characters can actually ride the bike as well, and Wario can
perform wheelies (hold up) and taunts while riding the bike!
Damage: 10% (at max speed)
Wario-Man Damage: 25% (at max speed)

Up Special: Corkscrew
Wario spins and spins around, while rising up. This move can be used for
vertical recovery, but is better used as an attack, as this can hit multiple
times!
Damage: 5% (first hit), 1% (each hit), 4% (last hit) (19% max)
Wario-Man Damage: 14% (each hit, electrocutes)

Down Special: Wario Waft
Wario seems to eat lotsa Super Mega bean burritos before he starts a fight, as 
his gas seems to always build up over time. When it hasn't charged much, he 
lets out very little gas and does minor damage. Uncharged, it just makes the
opponent trip with no damage. However, when it's been charged fully, it can 
have explosive results!
Damage: 40% (fully charged)
Wario-Man Damage: 50% (fully charged)
-------------------------------------------------------------------------------

Final Smash: Wario-Man
Wario eats a full garlic clove (ewww) and transforms into...WARIO-MAN! Da da da
da DAAAA! This mysterious masked man has powered up moves, his aerials can make 
him fly and are infinite (can be done repeatedly), and he has tremendous 
running and jumping ability! Not only that, but he has a hyperactive stomach, 
as he can charge up a Wario Waft in seconds flat! His bicycle is his kryptonite 
however... whatever you do, DON'T RIDE HIS BIKE! It can mean doom as the 
villainous bike loses control! Wah! That dastardly thing.
Damage: See the moveset above for details.

Recovery Techniques:
Aside from Wario-Man being a god of recovery, it's likely you'll want to know
the recovery techniques for good ol' normal Wario. Well, to start off, his
Corkscrew, though your typical recovery move, isn't that great for recovery
compared to his other moves, as it only goes so far. Only use if you're right
below the ledge, because otherwise it's just not good. However, oddly enough,
using Wario's Bike and jumping off of it is actually really good for recovery.
Finally, a fully-charged Wario Waft has perhaps the best vertical distance in
the game. I wouldn't advise relying on it too much though, as it literally
takes around 2 or 3 minutes to fully charge.

Tips for the Wario player:
Wario is a fun and quirky character. Although he has a somewhat "meh" ground
game, he has one of the best aerial agilities in the game, making his aerial
game deadly. When fighting on the ground, avoid using his forward and downward
Smashes at inopportune times, as those moves have heavy lag afterwards. If you
use Wario's Bike, a good idea would be to eat it so that nobody can use it
against you. You can also eat items if you wish for your opponents to not use
any.

How to deal with a Wario player:
A good Wario player is largely quirky and unpredictable, but there are some key
moves to watch out for: His Forward Smash. It only hits at the very beginning,
so since it has huge lag afterwards before Wario can do anything else, use this
opportunity to strike. The Down Smash is similar as far as huge lag, but you
can get hit throughout the move. Use an aerial attack to strike. If Wario fails
to dispose of his bike after using it, either destroy it with your attacks, or
use it against him. You can even ride it if you are persistent with pressing
buttons. Again, Wario's Final Smash is one of the harder ones to avoid,
especially against a skilled Wario. His infinite aerials can literally carry
you to the KO point, so try your best with dodges and rolls.

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

Link [CharLink]
Representing: The Zelda franchise
Status: Veteran
Description: Link has always been the hero of the Zelda universe, even in his
many incarnations. This version of Link is based off of his Twilight Princess
look. His swordplay and wide array of long-distance weapons makes him a
formidable opponent. Fun little fact, too: His shield can actually block
projectiles when he holds it in front of him.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Link (green tunic and cap, light blue shield)
OoT Goron Tunic Link (red tunic and cap, red shield)
OoT Zora Tunic Link (blue tunic and cap, dark blue shield)
Blue Ring Link (whitish tunic and cap, cyan shield)
Gold Link (gold tunic and cap, gold shield)
Dark Link (completely black, red eyes)

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

Taunts:
Up taunt: Link twirls his sword twice then sheathes it, ala Twilight Princess!
Side taunt: Navi the fairy appears from Link's hand, then the fairy flies away.
Down taunt: Link raises his sword in the air and stands on one leg as if in a
battle stance. This is the same as his Smash 64 taunt!

Stage Entrance: Comes in from a gust of wind.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash, Stab
Damage: 4% (first Slash), 3% (second Slash), 5% (Stab)

Side Attack: Power Slash
Damage: 13%

Up Attack: Overhead Slash
Damage: 9%

Down Attack: Sweep Slash (can meteor if used as an edgeguard)
Damage: 12%

Dash Attack: Dashing Slash
Damage: 12%

Ledge Attack: Flip Slash
Damage: 8%

Ledge Attack (High %): Stab
Damage: 10%

Trip Attack: Double Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Double Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 10% (Damage decreases over time)

Front Attack: Double Slash
Damage: 9% (first slash), 12% (second slash)

Back Attack: Double Kick
Damage: 4% (first kick), 7% (second kick)

Up Attack: Overhead Stab
Damage: 15% (Damage decreases over time)

Down Attack: Sword Plant
Damage: 22% (Damage decreases over time, heavy landing lag)

--------------
Smash Attacks:

Side Smash: Super Slash (Press A after the first slash to do a second slash)
Damage: 21% (first slash), 26% (second slash)

Up Smash: Overhead Tri-Slash
Damage: 5% (first slash), 4% (second slash), 14% (third slash)

Down Smash: Power Sweep Slash
Damage: 22% (front), 23% (back)

--------------
Grab: Clawshot (ranged grab, can be used for Tether Recovery)
Damage (in air): 4% (first hit), 6% (when it closes up)

Attack: Sword Hilt Punch
Damage: 2%

Front Throw: Kick
Damage: 7%

Back Throw: Back Kick
Damage: 7%

Up Throw: Overhead Slash
Damage: 7%

Down Throw: Body Slam
Damage: 7%

--------------
Special Attacks:

Standard Special: Hero's Bow
Link whips out his Bow and an arrow and nocks it for as long as the Special
Attack button is held. The longer it's held, the farther the arrow will travel 
before gravity sinks in.
Damage: 12% (fully charged)

Side Special: Gale Boomerang
Link throws his Boomerang! As it comes back to Link, it stirs up wind,
creating a small cyclone. This cyclone carries an opponent slightly towards
Link. The Boomerang can be thrown diagonally upward or downward, and can be
thrown farther if the attack is treated as a Smash Attack.
Damage: 7% (up close, damage decreases as Boomerang halts and returns. No
damage done on return)

Up Special: Spin Attack
The Master Sword glows as Link spins and spins around, creating a wide attack
radius. This attack can hit once, but can now be charged up for a more
powerful attack. Can be used as an effective recovery move and for crowd
clearance. When done in the air, opponents can get caught in it, delivering
multiple blows to the opponent until the final strike, where the opponent is
sent flying.
Damage: 19% (fully charged on ground), 4% (first hit in air), 2% (next three
hits) 4% (final hit, has most knockback)

Down Special: Bomb
Link pulls out a Bomb and carries it with one hand. He can throw the bomb
anywhere at this point. Up, down, left, right, he can throw it anywhere just
like an item. This along with the Boomerang and Arrows make Link to be a great
distance fighter. Smash the directions to make him throw farther and harder.
Damage: 7%, 8% (if Smash thrown)

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

Final Smash: Triforce Slash
Out comes the Triforce from the back of Link's left hand.  If an opponent 
touches the Triforce energy, he'll be trapped and Link's Final Smash will 
begin, rapidly slashing the trapped opponent multiple times.  Link does one 
final slash to send the opponent flying! SKRAAAAAH!
Damage: 4% (every hit), 18% (final hit) (78% max)

Recovery Techniques:
Link has a few obvious recoveries. One is his Spin Attack. It has great
vertical distance, but be careful when using it away from the stage, as it has
little horizontal recovery. Another is his Clawshot grab. It can be used for
Tether Recovery in case you fall short of the stage. Link does have a hidden
recovery though. Pull out a bomb and let it sit in your hand. Do a Spin Attack
as the bomb is ready to blow. When it explodes, you'll fly a little distance
depending on your damage, and you can do the Spin Attack again.

Tips for the Link player:
Link has great swordplay, but a true master of Link should learn to use his
projectiles well! His Arrows make for good hit stun, especially when used for
approach, and his Boomerang can act like another player on the battlefield if
used correctly. On top of that, his Bombs make for great explosive damage.

How to deal with a Link player:
One who knows how to use Link well will be quite a challenge, but as always,
dodging his projectiles should be one of the first things you learn. It may be
difficult though, since fighting against a skilled Link, you'll usually have to
deal with at least three projectiles out at once. If you have good timing, you
can catch Link's bombs and throw them back at him. His Final Smash is easy to
avoid. Just stay out of Link's horizontal range in front of him to avoid the
Triforce Beam. However, if you get caught in it, it is nigh impossible to break
away, unless you manage to block at the exact right time.

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

Zelda [CharZel]
Representing: The Zelda franchise
Status: Returning
Description: Returning from SSBM, Zelda sports her Twilight Princess look, much
like Link. Whoa, look at that detail! Other than a major graphical change, her 
moveset has, for the most part, remained the same as in Melee. However, she's
seen some really good buffs...

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Zelda (purple shirt, white dress)
Red Zelda (red shirt, dark red dress)
Blue Zelda (blue shirt, dark blue dress)
OoT Zelda (blonde hair, pink shirt and light pink dress)
Green Zelda (green shirt, light green dress)
Witch Zelda (black and grey clothes, white hair)

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

Taunts:
Up Taunt: Holds hand up and produces magic
Side Taunt: Puts hands together and produces fire magic
Down Taunt: Toyingly waves

Stage Entrance: Teleports in through magic.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Magic Hand
Damage: 2% (each hit, hits three times)

Side Attack: Magic Swipe (sends opponent behind you)
Damage: 13% (Damage does not change for up and down diagonal Magic Swipes)

Up Attack: Overhead Magic Swipe
Damage: 11%

Down Attack: Trip Kick (can meteor if timed right as an edgeguard)
Damage: 7%

Dash Attack: Dashing Magic Hand
Damage: 9%

Ledge Attack: Spin Kick
Damage: 6%

Ledge Attack (High %): Hand Slap
Damage: 10%

Trip Attack: Spin Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Spin Kick
Damage: 8%

--------------
Standard Aerial Attacks:

Standard Attack: Magic Spin
Damage: 2% (each hit), 5& (final hit) (13% max)

Front Attack: Front Lightning Kick
Damage: 4% (if not hit directly with heel), 20% (if hit with heel, high knock-
back with electrocution)

Back Attack: Back Lightning Kick
Damage: 4% (if not hit directly with heel), 20% (if hit with heel, high knock-
back with electrocution)

Up Attack: Flame Summon (produces ball of flame above head)
Damage: 15%

Down Attack: Meteor Heel Kick
Damage: 4% to 5% (if not hit with heel, does not meteor), 16% (if hit with
heel, does meteor)

--------------
Smash Attacks:

Side Smash: Super Magic Palm
Damage: 1% (each hit), 18% (final hit, but only up-close) (23% max)

Up Smash: Overhead Super Magic Swipe
Damage: 1% (each hit), 9% (final hit, most devastating) (20% max)

Down Smash: Spin Kick
Damage: 16% (front), 14% (back)

--------------
Grab: Magic Grip

Attack: Magic Pulse
Damage: 3%

Front Throw: Magic Toss
Damage: 12%

Back Throw: Over-shoulder Magic Toss
Damage: 11%

Up Throw: Overhead Magic Toss
Damage: 11%

Down Throw: Electric Heel
Damage: 2% (each hit, hits 5 times)

--------------
Special Attacks:

Standard Special: Nayru's Love
Nayru's Love, like in Ocarina of Time, is a defensive move that surrounds Zelda
in a blue crystal. This blue crystal doesn't last as long in the air as it does
on the ground, but either way, it can reflect any kind of projectile. This move
can also be used offensively; when executed, magic blades surround the crystal,
which can cause repeated damage.
Damage: 1% (each hit), 5% (last hit) (10% max)

Side Special: Din's Fire
When executed, Zelda unleashes a burst of flame and explodes it in front of her
causing weak damage. However, if you hold the B button, the fire charges up as
it moves away from Zelda. Release B to make the fire spell burst into flame.
You can also control where the fire spell moves, either in a downward or upward
trajectory. This way, Din's Fire will be much more effective and have quite a
long range.
Damage: 8% (up close), 16% (farthest away)

Up Special: Farore's Wind
Zelda surrounds herself in transportation magic, then disappears! As soon as
the move is executed, move the Control Stick in any direction, and she'll warp
quite a long distance in that direction you pressed! Keep in mind that Zelda
cannot warp through solid surfaces. The transportation magic that surrounds
Zelda in the beginning and end of the move can cause damage to any opponents
that come into contact.
Damage: 6% (starting teleport), 6% (ending teleport, sets foe on fire)

Down Special: Transform
Use the Down Special move and Zelda will turn into Sheik! See Sheik's profile 
for more information on her. You are invincible while transforming.
Damage: No damage.

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

Final Smash: Light Arrow
Zelda's got the Smash Ball! She takes out a huge bow, and nocks a large Light
Arrow. Sh-She must be serious! She fires the Light Arrow in a straight line,
piercing foes in a straight line! This version has vertical knockback.
Damage: 3% (indicative hit if opponent is caught), 39% (actual hit, super high
knockback)

Recovery Techniques:
Zelda doesn't have many recovery moves to speak of. Just Farore's Wind,
although it has long range. Just be careful though, it's hard to maneuver Zelda
after using the Farore's Wind.

Tips for the Zelda player:
Since Zelda is a magic user, she has a lot of unique attacks, especially the
ones that hit multiple times. She also has a lot of killing moves, compared to
Sheik, such as her forward and back aerials, and she even has a meteor smash.
Use those wisely. Her Din's Fire is an easy projectile to use, and can even
juggle people in the air. Use Farore's Wind for quick teleporting and
reflecting projectiles, especially against ones who spam projectiles. Finally,
her Transform can actually avoid Final Smashes, as she's invincible during
transformation! Yep, it's true. But, you have to do it fairly quickly for some
Final Smashes, such as Kirby's. You'll have to do it at about the same time
Kirby performs his Final Smash.

How to deal with a Zelda player:
Zelda has those killer kicks while in the air, so during aerial combat, do your
best to stay away from Zelda's direct left or right. There are likely some
Zelda players who spam Din's Fire. As it can combo easily, just roll dodge or
air dodge to avoid them. Be careful using your own projectiles against Zelda,
as she can use Nayru's Love to deflect all projectiles. Her Final Smash can
easily be avoided. It has infinite horizontal range, so just stay above or
below Zelda before she uses it.

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

Sheik [CharShe]
Representing: The Legend of Zelda: Ocarina of Time
Status: Returning
Description: Zelda transforms into Sheik when you use the Down Special Move!
Sheik is quick, has the agility of a ninja, and isn't that bad-looking either.
Learn to balance between Zelda and Sheik, and you'll be a master of this
character combo in no time! Even though Sheik is technically from Ocarina of
Time, this version has been given a "Twilight Princess" look. Basically the
main differences are more tissue on the legs, and a ponytail.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes, can also Wall Cling
Can Crawl: Yes

--------------
Alt. Costumes:

Default Sheik (blue and dark blue clothes, white face cover)
Red Sheik (red and pink clothes, white face cover)
Blue Sheik (light blue clothes, red face cover)
White Sheik (light blue and white clothes, white face cover)
Green Sheik (green and turquoise clothes, green face cover)
Assassin Sheik (black and white clothes, white hair and face cover)

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

Taunts:
Up Taunt: Stands on her hand
Side Taunt: Brings out her whip
Down Taunt: Poses and shakes her arm

Stage Entrance: Appears in transformation magic.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Rapid Punch
Damage: 3% (first and second punches), 2% (each hit for Rapid Punch)

Side Attack: Kick
Damage: 5%

Up Attack: Overhead Kick
Damage: 6% (first hit), 7% (if her foot hits on the way down)

Down Attack: Trip Kick
Damage: 8%

Dash Attack: Arm Sweep
Damage: 7%

Ledge Attack: Ninja Kick
Damage: 8%

Ledge Attack (High %): Elbow Attack
Damage: 8%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Punch Elbow
Damage: 6%

Fallen Attack (Stomach): Sneak Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 13% (Damage decreases over time)

Front Attack: Arm Swipe
Damage: 9%

Back Attack: Backward Kick
Damage: 11%

Up Attack: Drill Kick
Damage: 11% (Damage decreases rapidly over time)

Down Attack: Down Kick
Damage: 10% (can hit below and above, Sheik plummets to the ground)

--------------
Smash Attacks:

Side Smash: Double Kick
Damage: 7% (first kick), 12% (second kick)

Up Smash: Overhead Arm Sweep
Damage: 16%

Down Smash: Dance Kick
Damage: 18% (front), 14% (back)

--------------
Grab: One-hand Grab

Attack: Elbow
Damage: 3%

Front Throw: Power Elbow
Damage: 7%

Back Throw: Kick Toss
Damage: 7%

Up Throw: Handstand Kick
Damage: 5%

Down Throw: Body Slam
Damage: 6%

--------------
Special Attacks:

Standard Special: Needle Storm
Press the Special Attack button and Sheik will charge up her Needles. The
longer you charge, the more needles Sheik produces. Fully charged, Sheik will
stop charging, though you can shield to hold the current charge. Press the
special attack button again after charging or during charging to throw the
Needles. They're fast, and fly in a straight line for a little while before
landing. Not to mention, they're hard to see. If done in the air, Sheik throws
the needles in a downward diagonal direction in front of her.
Damage: 3% (each Needle) (18% max)

Side Special: Chain
Hold the Special Attack button after performing this move and Sheik will
produce a chain from underneath her sleeve. Then, move the Control Stick any
which way to swing it around. This can cause damage, but the tip of her chain
is electrified, which causes a bit more damage and knockback.
Damage: 3% (normal damage), 5% (electrified tip)

Up Special: Vanish
Sheik vanishes a second after performing this move. Like Zelda's Farore's Wind,
control the direction Sheik transports to using the Control Stick. Of course,
this doesn't have as much range as Zelda's Farore's Wind. To make up for that
though, when she disappears, she creates a small explosion, which can really KO
at high percents!
Damage: 15%

Down Special: Transform
Use the Down Special move and Sheik will turn back to Zelda! See Zelda's
profile for more information on her. You are invincible while transforming.
Damage: No damage.

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

Final Smash: Light Arrow
If you perform a Final Smash as Sheik, it will look pretty much the same as
Zelda's: Sheik takes out a big bow and Light Arrow, and fires it at a straight
line towards foes. Sheik's version of the Final Smash has horizontal knockback.
Damage: 3% ((indicative hit if opponent is caught), 45% (actual hit, super high
knockback)

Recovery Techniques: Sheik's Up Special recovery isn't as good as Zelda's, but
makes up for that by having a tether recovery. Yep, her Chain is now useful for
recovery. It's actually a bit better than her Vanish, as Vanish has some start-
up lag, making it a bit predictable, whereas her Chain is instant. Use her
recovery well, and if you're knocked a fair distance up into the air, use her
down aerial attack to close the distance so you won't get juggled. If you find
yourself quite far from the stage though, too far for Sheik to recover, then
Transform to Zelda and use her Farore's Wind.

Tips for the Sheik player:
Compared to Zelda, Sheik is fast and agile with quick attacks, but suffers 
from a lack of KO-useful attacks. Nevertheless, Sheik is really good at racking
up damage. Most of her aerials have low landing lag, except for her down
aerial, which you should be careful about. Her Needles are good for spacing,
and her Chain can be used to keep people from right below the stage from
recovering. Her Vanish has surprising knockback. Finally, her Transform can 
actually avoid Final Smashes, as she's invincible during transformation! Yep, 
it's true. But, you have to do it fairly quickly for some Final Smashes, such 
as Kirby's. You'll have to do it at about the same time Kirby performs his 
Final Smash.

How to deal with a Sheik player:
A well-trained Sheik player probably likes to play as her more than Zelda. As
such, you'll have to train yourself to dodge a barrage of quick attacks. Try to
expect when Sheik will use her Needles, and dodge accordingly. If you avoid
most of Sheik's attacks, it's likely you won't have to worry about getting
KO'd. If Sheik ends up missing a down aerial, use her landing lag as an
opportunity to rush in with some attacks of your own. Her Final Smash, much
like Zelda's, can be avoided by staying away from her complete horizontal
range.

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

Ganondorf *UNLOCKABLE* [CharGan]
Representing: The Zelda franchise
Status: Returning
Description: Dressed in his Twilight Princess garb this time, Ganondorf has
returned from Melee to kick some tail! A rather sluggish character with not-so-
good jumps, he makes up for that with tremendous power in his attacks.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Ganondorf (red hair, brownish attire)
Elderly Ganondorf (white hair, black and gold attire)
Blue Ganondorf (red hair, blue attire)
Green Ganondorf (red hair, green and brown attire)
Red Ganondorf (red hair, red and black attire)
Brown Ganondorf (brown hair, brown attire)

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

Taunts:
Up Taunt: Spins and laughs
Side Taunt: Punches his fists together
Down Taunt: Brings out his sword, then puts it back (...wtf Ganondork?)

Stage Entrance: Walks in from a dark portal.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Electric Palm
Damage: 7% (has good knockback)

Side Attack: "Leonidas" Kick (if you don't get it, watch 300)
Damage: 13%

Up Attack: Vacuum Scissor Kick
Damage: 27% (sucks enemy in as it charges)

Down Attack: Low Kick
Damage: 12%

Dash Attack: Shoulder Barge
Damage: 15% (sends opponent behind him)

Ledge Attack: Ganon Slap
Damage: 10%

Ledge Attack (High %): Trip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Helicopter Kick
Damage: 6%

Fallen Attack (Stomach): Flip Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Double Kick
Damage: 11% (first kick), 7% (second kick)

Front Attack: Fist Crush
Damage: 15%

Back Attack: Back Fist
Damage: 16%

Up Attack: Flip Kick
Damage: 13%

Down Attack: Meteor Kick
Damage: 22% (meteors the opponent, and electrocutes)

--------------
Smash Attacks:

Side Smash: Dark Shoulder
Damage: 33% (Damage does not change for up or down diagonal Dark Shoulders)

Up Smash: Overhead Power Kick
Damage: 30% (if hit from above), 26% (if hit from side)

Down Smash: Dual Kick
Damage: 7% (front kick, sends opponent behind him), 19% (second kick)

--------------
Grab: One-handed Grab

Attack: Knee
Damage: 2%

Front Throw: Gut Punch
Damage: 13%

Back Throw: Back Kick
Damage: 10%

Up Throw: Upper Palm
Damage: 7%

Down Throw: Slam
Damage: 7%

--------------
Special Attacks:

Standard Special: Warlock Punch
Ganondorf charges up dark energy, then punches! This is a slow, but powerful
attack that can send foes flying at low percentages. This can be done in the
air. A "Reverse Warlock Punch" can also be performed. Simply press the Special
Attack button then immediately turn the Control Stick the opposite side
Ganondorf is facing. Ganondorf should turn around while charging up the Punch,
and the attack should have slightly increased power.
Damage: 32%, 35% (Reverse Warlock Punch)

Side Special: Flame Choke
Ganondorf dashes forward! If he comes into contact with someone, he picks that
person up (it breaks through shields) by the throat and chokes him with dark
flames, making him fall to the ground. If this move is done in the air,
Ganondorf grabs the opponent by the neck, and body slams the opponent towards
the ground. Effective as a suicide maneuver.
Damage: 9% (if done on ground), 12% (if done in air)

Up Special: Dark Dive
Ganondorf jumps and spins around with his arm out above him. If the start of it
connects, he grabs on to his opponent in midair, gives him electrical shocks,
then launches him away. If the end of it connects, Ganondorf just damages his
foe once with dark flames.
Damage: If it grabs: 1% (first four hits), 6% (final hit) If not: 7%

Down Special: Wizard's Foot
Ganondorf charges forward, foot first! Dark energy is centered on his foot,
adding to the power. Has fairly good power and range, faster than his run, and
also has Ganondorf leap away if he hits an obstacle. If done in the air, he 
plummets down, foot first. The aerial version has more power.
Damage: 12% (up close, on ground), 10% (farther away, on ground), 14% (aerial
version), 8% (landing hit, aerial version)

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

Final Smash: Beast Ganon
Ganondorf transforms into his demon pig form! Look at that monstrosity! At this
point, anyone who's not in the air will get paralyzed and stuck in the ground
by Ganon's fierce roar. He then rushes forward in dark flames, KOing anyone in
the way!
Damage: 10% (from roar, then the same damage from stomp), 45% (rushing hit)

Recovery Techniques:
Ganondorf has limited vertical recovery, but fairly good horizontal recovery.
His Dark Dive is his main source of recovery, but Flame Choke can send him in a
slight horizontal direction; and though his Wizard's Foot sends him mostly
straight downward, it is helpful in closing the gap to the stage. If you have
to, take an intercepting opponent down with you with Flame Choke!

Tips for the Ganondorf player:
Ganondorf's specialty in Brawl is his ground game. His aerial game isn't as
good as it was in Melee, simply because all of his aerials have high landing
lag, and there's no L-Cancel in Brawl. (L-Cancel is short for lag cancel, you
could do it by doing an aerial, then pressing L or R just before landing to cut
most of the landing lag.)

How to deal with a Ganondorf player:
As Ganondorf's weakness is his aerial game, try to keep yourself up in the air. 
He has a lot of power in a lot of his attacks, and a lot of them have slow 
start-up and an equally slow recovery. Use that as an advantage. Ganondorf's 
Final Smash is quite hard to avoid. Beast Ganon is huge, and if you aren't hit 
by his roar, you could be hit by the stomp. Just stay in the air while behind 
Beast Ganon, and you should avoid it.

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

Toon Link *UNLOCKABLE* [CharToon]
Representing: Certain games in the Zelda franchise
Status: Newcomer
Description: Hailing from the Zelda games with cartoony graphics (Wind Waker,
Phantom Hourglass, Minish Cap, Four Swords subseries) this version of Link is
ready for action! He sports a few similar moves from normal Link, but is faster
overall. Fun little fact, too: Toon Link's shield can actually block
projectiles when he holds it in front of him.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Toon Link (green and yellow-green tunic, dark green cap)
Red Four Sword Link (red and light red tunic, dark red cap)
Blue Four Sword Link (blue and light blue tunic, dark blue cap)
Purple Four Sword Link (purple and light purple tunic, dark purple cap)
Classic Toon Link (green and brown tunic, dark green cap, brown hair)
Shadow Toon Link (black tunic, completely black face with red eyes, white hair)

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

Taunts:
Up Taunt: Waves the Wind Waker around
Side Taunt: Sheathes sword and looks around
Down Taunt: Waves sword in a flurry

Stage Entrance: Appears from a bomb explosion.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash, Stab
Damage: 3% (first Slash), 2% (second Slash), 5% (Stab)

Side Attack: Power Slash
Damage: 9%

Up Attack: Overhead Slash
Damage: 9%

Down Attack: Sweep Slash
Damage: 9%

Dash Attack: Dashing Slash
Damage: 10%

Ledge Attack: Flip Slash
Damage: 8%

Ledge Attack (High %): Stab
Damage: 10%

Trip Attack: Double Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Double Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Twin Slash
Damage: 10% (front and back)

Front Attack: Upper Slash
Damage: 13%

Back Attack: Back Slash
Damage: 10%

Up Attack: Overhead Stab
Damage: 14% (Damage decreases over time)

Down Attack: Sword Plant (Toon Link plummets to the ground)
Damage: 16% (if hit right when start, meteors) (Damage decreases over time,
ground impact pushes opponents away)

--------------
Smash Attacks:

Side Smash: Super Slash (Press A after the first slash to do a second slash)
Damage: 14% (first slash, no knockback), 18% (second slash, Toon Link takes a
step forward)

Up Smash: Overhead Power Slash
Damage: 21% 

Down Smash: Power Sweep Slash
Damage: 8% (front, sends opponent behind him), 15% (back)

--------------
Grab: Hookshot (ranged grab)
Damage (in air): 4%

Attack: Sword Hilt Punch
Damage: 2%

Front Throw: Headbutt
Damage: 7%

Back Throw: Over-body Toss
Damage: 7%

Up Throw: Overhead Slash
Damage: 7%

Down Throw: Body Slam
Damage: 7%

--------------
Special Attacks:

Standard Special: Hero's Bow
Toon Link knocks an arrow when the Special Attack button is pressed. Release
when fully charged and the arrows fly far! Compared to Link's arrows, Toon
Link's arrows are more aerodynamic. In other words, they fly farther and fly
faster than Link's do.
Damage: 12% (fully charged)

Side Special: Boomerang
Toon Link throws his specialized Boomerang. Compared to Link's, Toon Link's
Boomerang is more versatile and hits harder (not to mention is bigger), but it
doesn't drag opponents back to you. Toon Link can also throw the Boomerang at
tighter angles than Link can with his Gale Boomerang, and can also fly farther
if treated as a smash attack.
Damage: 11% (up close, damage decreases as it slows down)

Up Special: Spin Attack
Press this button combination and Toon Link spins around! Unlike Link's Spin
Attack, this one also hits multiple times on the ground and sucks people in. It
also can be charged on the ground for more power, and when used in the air, 
also is multi-hit.
Damage: 1% (damage steadily increases with each hit on ground), 5% (last hit 
on ground), 4% (starting hit in air), 2% (each other hit in air), 4% (last hit
in air) (14% max in air, 19% max on ground fully charged)

Down Special: Bomb
Toon Link pulls out a small bomb. Though it has less power, it has a bigger
blast than Link's bombs. Good for use in combining with the Boomerang and
Hero's Bow.
Damage: 5% (normal throw), 6% (if smash thrown)

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

Final Smash: Triforce Slash
Toon Link's Triforce mark glows brightly, and sends out a bright beam of light
straight forward. If the beam connects, a brightly-colored Triforce appears and
traps the opponent as Toon Link rushes forward, rapidly slicing the trapped
opponent. He then finishes off with a brilliant stab, guaranteeing a KO.
Damage: 4% (every hit), 18% (final hit) (78% max)

Recovery Techniques:
Much like regular Link, Toon Link has the same kind of recovery techniques. He
has a Tether Recovery with his Hookshot, and a good vertical recovery with his
Spin Attack. He can also Wall Jump, which is a plus, compared to Link. He can
also use the "Bomb Jump."

Tips for the Toon Link player:
If you're good as Link, you'll be even better as Toon Link. Toon Link is fast
and agile, and has great jumping ability, at the slight cost of some power.
Even his Final Smash, which does the same damage as Link's, has less knockback.
Nevertheless, Toon Link is possibly greater in every way compared to Link. His
down air Sword Plant has less of a penalty in that it pushes away anyone on the
ground at ground impact, and it can meteor. Basically, if you learned how to
master Link, Toon Link should be no trouble to master at all.

However, there is a unique technique of his that I like to call "Bomb Trap." In 
can be used against people who are trying to recover from below the stage, and 
is a good mindgame trick. Basically, produce a bomb, drop it by just pressing 
the grab button JUST before you land so it doesn't explode, then jump and 
perform a down aerial. If successful, you should land and push the bomb you 
dropped forward. Go ahead and test this out in Training to figure out the 
distance you need to make the bomb stop rolling right at the edge. If the 
person who's recovering hesitates, come in with an attack of your own.

How to deal with a Toon Link player:
Same strategies apply to fighting against a Link player, as far as watching out
for the numerous projectiles that come flying your way, except since Toon Link
is a lot more agile, you'll have to step up your defenses and offenses and be
more alert. Same rules apply for dodging Toon Link's Final Smash as well.

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

Samus [CharSam]
Representing: The Metroid franchise
Status: Veteran
Description: The female space bounty hunter is back to kick even more ass.
Equipped with a variety of weapons, she's a very good long-distance fighter.
She has had a long history of fighting aliens and a certain space dragon
multiple times, so never doubt her expertise!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Suit (orange with yellow torso)
Fusion Suit (light blue with bright yellow spots)
NES Varia Suit (pink with yellow torso)
Dark Suit (dark brown with silver torso)
Gravity Suit (dark blue with yellow torso)
Green Suit (green with yellow torso)

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

Taunts:
Up Taunt: Thrusts her hand back
Side Taunt: Faces the screen and has her Arm Cannon do crazy stuff
Down Taunt: Looks behind and in front of her

Stage Entrance: Exits a Save Station. 

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Jab, Cannon Punch
Damage: 3% (Jab), 7% (Cannon Punch)

Side Attack: Kick
Damage: 7%, 10% (up and down diagonal)

Up Attack: Scissor Kick
Damage: 13%

Down Attack: Ground Shot
Damage: 14%

Dash Attack: Shoulder Barge
Damage: 10%

Ledge Attack: Jump Kick
Damage: 6%

Ledge Attack (High %): Cannon Jab
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Helicopter Kick
Damage: 8%

Fallen Attack (Stomach): Spin Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 9% (Damage decreases over time)

Front Attack: Aerial Multi-Shot (hits five times)
Damage: 4% (first hit), 3% (each hit for next three), 5% (last hit) (18% max)

Back Attack: Back Kick
Damage: 14% (if hit at the foot, more knockback), 10% (if hit with leg)

Up Attack: Drill Kick
Damage: 3% (first hit), 1% (each hit), 4% (last hit) (11% max)

Down Attack: Meteor Cannon
Damage: 15% (meteor smashes opponent if hit with Cannon)

--------------
Smash Attacks:

Side Smash: Super Cannon Punch
Damage: 18%, 19% (up diagonal), 16% (down diagonal)

Up Smash: Overhead Multi-Shot
Damage: 5% (first hit), 6% (second hit), 5% (third hit), 7% (fourth hit), 9%
(last hit)

Down Smash: Super Sweep Kick
Damage: 21% (front), 19% (back, sends opponent in front of her)

--------------
Grab: Grapple Beam
Damage (in air): 4% (electrocutes)

Attack: Punch
Damage: 1%

Front Throw: Grapple Whip (forward)
Damage: 9%

Back Throw: Grapple Whip (backward)
Damage: 8%

Up Throw: Grapple Shot
Damage: 1% (each hit for first five hits), 4% (last hit)

Down Throw: Grapple Slam
Damage: 6%

--------------
Special Attacks:

Standard Special: Charge Shot
Execute this on the ground and Samus will charge up her Arm Cannon until full.
If danger comes your way, just press R to store the current charge. When the
Charge Shot is charged fully, Samus's Arm Cannon will gleam. When the time is
right, execute the move again to release the shot! Samus automatically shoots
an uncharged shot if executed in the air, and keep in mind that your charge can
be lost if you take too much damage.
Damage: 25% (fully charged)

Side Special: Missile
Samus can fire two types of Missiles. The first one is a homing projectile that
has little knockback. However, if you treat this Special as a Smash Attack,
Samus will fire a Super Missile. These fly faster, and have greater knockback
and damage.
Damage: 5% (normal Missile), 10% (Super Missile)

Up Special: Screw Attack
Samus jumps and spins round and round, electrical energy coursing through her
suit. Now, in the Metroid games, the Screw Attack would instantly kill any
enemy that she touched, but that would be too overpowered for Smash now,
wouldn't it? :P This version is multi-hit, and can be used for recovery.
Damage: 2% (first hit), 1% (each other hit) (13% max)

Down Special: Bomb
Samus goes into Morph Ball and plants a Bomb. The Bomb then slowly falls down
(if done in the air) and then explodes 2 seconds later. If Samus is on top of a
Bomb when it explodes, the bomb pops her up, instead of damaging her.
Damage: 9%

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

Final Smash: Zero Laser
This is it...Samus has launched her last ditch attack! What are you doing,
Samus!? That's dangerous! Samus's Zero Laser is a huge laser beam that's
extremely powerful. This large beam can be aimed up or down slightly as well. 
Unfortunately...the blast is so powerful her suit crumbles away... Told you 
that was dangerous, Samus! Well, at least you can throw pieces of your suit now 
that it's useless...In fact, the parts of her suit have high knockback if
thrown!
Damage: Average of 50% (for blast), 11% (if Arm Cannon is thrown), 9% (if
shoulder pad is thrown), 10% (if leg piece is thrown)

Recovery Techniques:
Samus has a Tether Recovery, and quite a long one too. The Grapple Beam is
quite useful for that. She also has the Screw Attack, and if you use her Bombs
well, you can master the patented Bomb Jump, where you can lengthen Samus's
recovery even more!

Tips for the Samus player:
Samus has quite the projectile game. It's not as good as it was in the previous
game, but it still has its uses. Missiles, particularly her Super Missiles, can
help build up an opponent's damage from afar, so aim well. Bombs can be a
tricky attack to use. You can use Bombs to play mindgames with someone, and
lead them right where you want them. Her Charge Shot is less useful now, as a
fully-charged shot is only guaranteed a KO when the opponent is at or near 100%
damage. Finally, her mid-air Grapple Beam is actually an effective weapon to
use. It is instant, and has decent hit stun. You can use it as many times as
you want in the air, and the landing lag is almost nonexistant.

How to deal with a Samus player:
Samus can use projectiles really well, so dodge and block accordingly. Avoid
her Charge Shot if you see her Arm Cannon glisten, which means it's fully-
charged. Especially avoid it at high percents. If Samus uses Bombs, don't let
it fool you. If Samus stays behind a bomb, stay away so her Grapple can't reach
and be ready to block any projectiles. Or, you can use a projectile of your own
if you have one. Her Final Smash actually has a bigger hitbox than what is
actually shown, so trying to stay above or below the beam just won't prove any
good. Your best bet is to try to get behind her as she activates it, if you are
close enough.

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

Zero Suit Samus [CharZSS]
Representing: Metroid franchise
Status: Newcomer (sort of?)
Description: Well, Samus is without her suit. But don't think that she's
helpless! She has great speedy attacks, and her multi-purpose Paralyzer gun
allows for some interesting fights! Go on Samus! Use that whip function and
be a dominatrix! ...Uh, I mean so you can dominate in battle...yeah. >_>;

A few notes about Zero Suit Samus, is that if you press R (on the Classic/
Gamecube controller setting) before selecting a stage, you'll start off as Zero
Suit Samus. For Sideways Wiimote, hold the - button. For the Nunchuk + Wiimote,
hold the Z button.

Also, during the middle of battle as normal Samus, you can switch to Zero Suit
Samus at any time if you use the up taunt then the down taunt, then the up
taunt again in rapid succession. Do not wait for each taunt animation to
finish, just press the buttons assigned to those taunts in rapid succession and
Samus's suit should fall off without having to use a Final Smash.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: Yes

--------------
Alt. Costumes:

Default ZSS (blue and light blue colors)
Fusion ZSS (mainly blue, light blue at the collar)
Red ZSS (mainly pink, red boots)
Dark ZSS (black, white boots and arms)
Gravity ZSS (light purple sides, white, dark purple boots)
Green ZSS (green and yellow, dark green boots)

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

Taunts:
Up Taunt: Throws her gun into the air and says "Is that all?"
Side Taunt: Waves her whip around and says "Try me."
Down Taunt: Spins around and says "You're mine."

Stage Entrance: Appears as her suit crumbles off.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Elbow
Damage: 2% (first Punch), 2% (second Punch), 3% (Elbow)

Side Attack: Kick
Damage: 6% (normal and up diagonal), 9% (down diagonal)

Up Attack: Twist Kick
Damage: 5% (first hit), 6% (second hit)

Down Attack: Trip Kick
Damage: 6%

Dash Attack: Flying Kick
Damage: 7%

Ledge Attack: Trip Kick
Damage: 8%

Ledge Attack (High %): Arm Attack
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Double Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aerial Whip
Damage: 10%

Front Attack: Double Kick
Damage: 6% (first kick), 11% (second kick)

Back Attack: Back Kick
Damage: 13%

Up Attack: Flip Kick
Damage: 10%

Down Attack: Intercept Kick (Zero Suit Samus plummets)
Damage: 5% (in air, meteors opponent), 5% (landing hit)

--------------
Smash Attacks:

Side Smash: Power Whip
Damage: 14% (front), 6% (back)

Up Smash: Overhead Multi-hit Whip
Damage: 5% (first hit), 2% (second hit), 1% (next five hits), 4% (last hit)

Down Smash: Paralyzer Shot
Damage: 15% (Opponent is stunned temporarily)

--------------
Grab: Whip Grab

Attack: Knee
Damage: 2%

Front Throw: Whip Electrocute
Damage: 9%

Back Throw: Back Kick
Damage: 6%

Up Throw: Flip Kick
Damage: 10%

Down Throw: Scissor Kick
Damage: 7%

--------------
Special Attacks:

Standard Special: Paralyzer
Samus brings out her emergency pistol and fires a paralyzing shot forward.
These can stun opponents for a short time, allowing Zero Suit Samus to attack.
Pretty good for those who move around constantly. You can charge up the shot to
make the paralyzation effect last longer.
Damage: 6% (fully charged)

Side Special: Plasma Whip
Samus's pistol has two functionalities. Besides being used as a laser gun, it
can also be used as a whip! Zero Suit Samus whips forward at an opponent with
this fast attack. The very end of the whip is very damaging! Try to connect it.
Damage: 16% (at the tip), 3% (anywhere other than tip)

Up Special: Plasma Wire
Samus sends out a Plasma Wire straight up into the air. It can be used to pull
either Zero Suit Samus up, or an opponent towards her. Quite useful for those
who spam aerial attacks. Effective as a meteor if the tip of the whip hits.
Damage: 2% (first hit), 4% (second hit), 3% (third hit), 6% (final hit, pulls
opponent down)

Down Special: Flip Jump
Perform this move and Samus jumps forward in the direction she's facing, and
when she lands, she faces the opposite direction! If done near a wall, she
immediately jumps from the wall. If you press an attack button during the flip,
she will perform a kick attack. You can even control the direction that she
kicks by pressing left or right before attacking. Use this move well!
Damage: 12% (if hit at start of kick attack, meteors opponent)

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

Final Smash: Power Suit Samus
When executed, energy builds up around Zero Suit Samus and she spins around.
After a second, she magically regains her Power Suit! If this is executed near
an opponent, the whirling energy sucks them in, then sends them flying.
Damage: 25%, 10% (from the electricity Samus gets when she gets her suit back)

Recovery Techniques:
Zero Suit Samus's recovery moves take a bit more getting used to, but
practically all of her Special Moves help her recover. (Except her Paralyzer.)
Plasma Whip is good for Tether Recovery when you're below the stage, and Plasma
Wire is a good Tether Recovery as well. Her Flip Jump acts as a third jump, and
if someone tries to intercept during your Flip Jump, you're free to use her
kick attack!

Tips for the Zero Suit Samus player:
Compared to her grab in suited form, Zero Suit Samus's grab is rather slow. ZSS
is overall faster than her suited form, at the cost of some attack power. But,
that doesn't mean that she can't dish out some damage, as she's got a wide
variety of ranged attacks. If near a wall, use Flip Jump to catch your opponent
off guard, as it can automatically wall jump. Avoid using her down tilt at
inopportune times, as it has large landing lag, and that can be costly if the
attack misses. Her other meteor attack, which is not as risky, is the kick for
her Flip Jump. As ZSS can still double jump and use other moves other than Flip
Jump after it, you can easily recover after using the Flip Jump.

How to deal with a Zero Suit Samus player:
ZSS is kind of a troublesome character to deal with. She's quick and agile and
is able to attack mercilessly. However, most of her attacks don't seem to have
much knockback. There are still a select few to watch out for, of course, such
as her Forward Smash, which can hit behind her as well. Avoiding her Final
Smash is really simple actually, just stay away from her, even after her suit
regenerates. The moment she's suspended in the air, electricity courses through
her, so don't touch!

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

Pit [CharPit]
Representing: The Kid Icarus series
Status: Newcomer
Description: His angelic aura graces the SSB universe at last.  He mainly
attacks with his Bow of Palutena, which actually splits into two sharp blades.
He can seperate or unite them at will. (Fun little fact, his pose changes
depending on which attack he used last.)

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (has three mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Pit (white attire, gold bracelets)
Golden Angel (golden attire, golden wings)
Light Pit (pink attire, red bracelets)
Green Pit (green and blue attire, gold bracelets)
Blue Pit (white attire, blue bracelets, blue wings)
Fallen Angel (completely black clothing, including black wings)

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

Taunts:
Up Taunt: Spins his daggers above his head and says "The fight is on!"
Side Taunt: Slashes his daggers like in the trailer and says "You're not ready
yet!"
Down Taunt: Floats elegantly and spreads wings

Stage Entrance: Pit descends from the heavens in a bale of light.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Triple Slash (third slash becomes rapid-hit Dagger Spin 
if button is pressed rapidly)
Damage: 3% (first slash), 3% (second slash), 5% (third slash), 1% (each hit for
Dagger Spin), 2% (each hit for Dagger Spin if opponent is above Pit)

Side Attack: Dagger Stab
Damage: 12%

Up Attack: Dagger Stand Kick
Damage: 6% (first hit), 7% (second hit)

Down Attack: Sweep Slash
Damage: 11%

Dash Attack: Dashing Slash
Damage: 12%

Ledge Attack: Flip Kick
Damage: 8%

Ledge Attack (High %): Dagger Stab
Damage: 10%

Trip Attack: Double Blade Spin
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Double Stab
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aerial Blade Spin
Damage: 1% (each hit), 4% (last hit) (11% max)

Front Attack: Aerial Dagger Stab
Damage: 13%

Back Attack: Back Blade Stab
Damage: 15% (if hit right when executed, damage decreases steadily over time)

Up Attack: Overhead Blade Spin
Damage: 2% (each hit) (12% max)

Down Attack: Downward Dagger Slash
Damage: 12%

Glide Attack: Gliding Blade
Damage: 12%

--------------
Smash Attacks:

Side Smash: Double Blade
Damage: 9% (first slash), 17% (second slash)

Up Smash: Super Triple Dagger
Damage: 4% (first slash), 3% (second slash), 11% (final slash)

Down Smash: Sweeping Twin Dagger
Damage: 18% (front), 14% (back)

--------------
Grab: Angel Hand

Attack: Knee
Damage: 2%

Front Throw: Blade Swipe
Damage: 10%

Back Throw: Body Slam
Damage: 8%

Up Throw: Handstand Kick
Damage: 11%

Down Throw: Stomp
Damage: 6%

--------------
Special Attacks:

Standard Special: Palutena's Arrow
Pit readies his special bow to fire an angelic arrow away from him. You can use
the Control Stick to determine the arrow's arc after firing, and you can even
aim straight up and tilt the arrow's arc left or right! Be swift though, those 
arrows are fast!
Damage: 11% (fully charged), 5% (not charged)

Side Special: Angel Ring
Pit puts his daggers together and spins them around so fast, it creates a ring
of energy in front of him. This can hit multiple times, and is deadly when used
against walls, as you can press the Special Attack button to keep it going. Not
only that, but this ring of energy can also reflect projectiles!
Damage: 1% (per hit)

Up Special: Wings of Icarus
Used mainly for recovery, this move makes Pit spread out the wings of Icarus,
letting him fly for a little while by tilting the Control Stick in any 
direction. You can even use any attack to cancel the Wings, but it does have a 
major disadvantage. If Pit is hit while using this move, he cannot use it again 
until he lands. This goes the same with canceling it manually. Try your best 
not to get hit.
Damage: Does no damage.

Down Special: Mirror Shield
Pit produces the Mirror Shield and sits it in front of him. This Mirror Shield
can absorb or reflect certain projectiles, and can even protect him from direct 
attacks.
Damage: Varies.

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

Final Smash: Palutena's Army
Being the captain of Palutena's Army has its perks. Pit calls out to the
Goddess of Light! Look at her majestic form! The Goddess summons her army,
all armed with bows and arrows. They've surrounded the other fighters! This
can't be good...for them. Watch them fly at the opponents and rack up damage!
Damage: 16% (each troop's damage, high knockback)

Recovery Techniques:
Pit has one of the best recoveries if used correctly. Not only does he have
three mid-air jumps, but he can also glide! Add the Wings of Icarus to those
and you've got pretty much an unstoppable character. Just make sure that if you
are using the Wings of Icarus, that you try your best not to get hit.

Tips for the Pit player:
Pit is an all-around good character, with many multi-hit attacks in his
disposal. Not to mention a great recovery. Use Mirror Shield against those who
use projectiles a lot. On the flip side though, I'd advise not to spam attacks. 
Even if they are good, they will lose effectiveness if you keep using them as 
your only means of attack. Yes, I'm talking to you Pit users who spam Angel 
Ring and Palutena's Arrow...

How to deal with a Pit player:
Most of the time you come across a Pit player, he'll likely spam attacks. As
such, learning to avoid walls and his arrows are key techniques to learn. Dodge
constantly and use projectiles of your own to counter the arrows, and always
avoid being too close to him for the Angel Ring. If you're not against a wall
though, you can escape the Angel Ring through directional influence. (See
Advanced Techniques for info.) His Final Smash may seem overwhelming, but can 
be avoided through constant vigil and dodging. Just keep an eye out for Pit, as 
he might join the troops he summons to bring you down.

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

Ice Climbers [CharIC]
Representing: Ice Climber (NES)
Status: Returning
Description: The dynamic duo is back and better than ever! Tear up the
competition with double-team moves and damaging Smash Attacks. What happens if
you lose Nana though....?

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Ice Climbers (blue parka for Popo, pink parka for Nana; Popo's in the
lead)
Red Ice Climbers (white parka for Popo, red parka for Nana; Nana's in the lead)
Blue Twins (light blue parkas for both Popo and Nana; Popo's in the lead)
Salt & Pepper (white parka for Popo, black parka for Nana; Nana's in the lead)
Green Ice Climbers (green parka for Popo, yellow parka for Nana; Popo's in the
lead)
White Twins (grey parkas for both Popo and Nana; Nana's in the lead)

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

Taunts:
Up Taunt: Put hammers down and jump around
Side Taunt: Throws their hammers forward
Down Taunt: Spins around hopping

Stage Entrance: The Ice Climbers come in hanging from the Condor's talons!

-------------------------------------------------------------------------------
Moveset: (NOTE: The Ice Climbers are unique characters. You control a "leader"
Ice Climber, while the other Ice Climber has a limited AI, and follows your
movements and button presses. It's possible that the Ice Climbers may be 
seperated, and if that's the case, your offensive and defensive powers will be 
halved, proving it harder for you to stay alive. So it is essential that the 
other Ice Climber be with you at all times. Also, the damage percentage for 
each move will have two percentages, the first being leader damage, and the 
second being support damage.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Double Hammer Swing
Damage: 3% (first swing, leader), 2% (first swing, support), 4% (second swing,
leader), 2% (second swing, Support)

Side Attack: Power Hammer
Damage: 9% (leader), 7% (support), 9% (up and down diagonal, leader), 9% (up 
and down diagonal, support)

Up Attack: Hammer Spin
Damage: (does 17% max)

Down Attack: Hammer Sweep
Damage: 6% (leader), 4% (support)

Dash Attack: Dashing Hammer
Damage: 6% (leader), 4% (support)

Ledge Attack: Hammer Attack
Damage: 8% (leader), 8% (support)

Ledge Attack (High %): Hammer Sweep
Damage: 10% (leader), 10% (support)

Trip Attack: Hammer Sweep
Damage: 5% (leader), 5% (support)

Fallen Attack (Back): Double Hammer
Damage: 6% (leader), 6% (support)

Fallen Attack (Stomach): Double Hammer
Damage: 6% (leader), 6% (support)

--------------
Standard Aerial Attacks:

Standard Attack: Spinning Hammer Attack (damage decreases over time)
Damage: 7% (leader), 5% (support)

Front Attack: Meteor Hammer (only supporting Ice Climber can meteor smash)
Damage: 12% (leader), 12% (support)

Back Attack: Back Hammer
Damage: 11% (leader), 8% (support)

Up Attack: Overhead Hammer
Damage: 9% (leader), 7% (support)

Down Attack: Plummet Hammer (Ice Climbers plummet to ground)
Damage: 8% (leader), 5% (support)

--------------
Smash Attacks:

Side Smash: Super Hammer
Damage: 16% (leader), 13% (support)

Up Smash: Upper Super Hammer
Damage: 15% (leader), 13% (support)

Down Smash: Sweeping Super Hammer
Damage: 16% (front and back, leader), 12% (front, support), 13% (back, support)

--------------
Grab: One-hand Grab

Attack: Headbutt
Damage: 1%

Front Throw: Hammer Throw
Damage: 8%

Back Throw: Back Toss
Damage: 6%

Up Throw: Hammer Toss
Damage: 6%

Down Throw: Throwdown
Damage: 6%

--------------
Special Attacks:

Standard Special: Ice Shot
A chunk of ice appears in front of the Ice Climber, and then swings his/her
hammer at the ice, making it slide along the ground for a fair distance. When
the other Ice Climber is with you, two ice chunks are shot out, preventing a
reflected ice chunk from getting back at you. These ice chunks have a chance to
freeze an opponent for a brief moment.
Damage: 3% (point-blank range, damage decreases over time)

Side Special: Squall Hammer
The Ice Climber spins around and around with his/her hammer out, hitting
repeatedly. With the other Ice Climber, this move is even more deadly. Hitting
the special move button repeatedly while this move is executed will make the
Ice Climber rise, but is at its best when both Climbers are together.
Damage: 2% to 4% (each hit, both Climbers) (31% average max damage)

Up Special: Belay
This move hardly does anything when only one Ice Climber is present, resulting
in just a small pop up when in the air and loss of previous velocity. But
perform this when you have both Ice Climbers close together, and it becomes a
move with tremendous recovering ability. Since both Ice Climbers are at work,
and the helping Ice Climber doesn't fly as far as the player Climber, it can
confuse opponents who will try to intercept. The sudden upward boost can also
damage opponents. If done near a ledge, it acts as a semi-Tether Recovery.
Damage: 16%

Down Special: Blizzard
When executed, the Ice Climber shoots a brisk, icy cold wind from his wind.
This has the potential to freeze opponents for a brief moment if they come into
contact, but can also inflict repeated damage if they are not frozen. When both
Climbers are together, the helper Climber fires the Blizzard in the opposite
direction of you, providing for back protection. If done in the air, both
Climbers fire the Blizzard in the same direction, providing double the power!
Damage: 2% (each hit, leader), 1% (each hit, support)

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

Final Smash: Iceberg
Popo and Nana put their hands together, and a HUGE iceberg shoots up from the 
ground. Everyone who stays on the iceberg except the Ice Climbers who spawned
it will constantly take damage from the super-coldness of the 'berg, and 
sometimes may even freeze them! Afterwards, the iceberg actually stays on the 
stage for an extended period of time, making it difficult to stay on without 
slipping. But not the Ice Climbers who spawned this Iceberg, they can walk 
around on it with no problem!
Damage: 2% (each hit, but is rapid damage)

Recovery Techniques:
Using Ice Shot pops the Ice Climbers up just a tad when in the air, which can 
be good for recovering. Squall Hammer and Belay are the best recovery moves,
however. By rapidly pressing the Special Attack button, you will rise up
steadily if you have both Climbers together, but it just barely keeps you at
the same height if you only have one. Belay is also useful as a recovery. when
both Ice Climbers are present, you can reach massive distances with it, and it
also acts as a pseudo-Tether Recovery if near a ledge, where the supporting Ice
Climber launches to the ledge, and pulls the leader up.

Tips for the Ice Climbers player:
Oh, you have no idea how much potential Ice Climbers have. Not only do the duo
inflict lots of damage with their attacks, but their Ice Shot is good for
keeping opponents at bay, and the duo has a killer chain grab. How do you
perform the chain grab, you ask? Well, let's try this in Training Mode. To get
practice, set the speed to its slowest. Grab the opponent, then perform a down
throw. As soon as the opponent gets the damage, try to move forward. This will
actually move the supporting Ice Climber forward, instead of the leader. 
Perform another grab and the supporting Ice Climber should be able to grab the 
opponent before he has a chance to escape. Perform another down throw, and 
repeat the same motions and you should pretty much have an infinite chain grab, 
until you reach the edge of the stage. You can also perform many other tricks 
by exploiting the supporting Ice Climber's AI.

How to deal with an Ice Climbers player:
Ice Climbers is deadly in the right hands, so you must learn how to prevent
getting caught in their traps. Their chain grab can be prevented through
careful DI, always jump their Ice Shots if you can, and most importantly: If
you can, try to KO the supporting Ice Climber. If the supporting Ice Climber is
KO'd, the Ice Climbers player becomes much less of a threat. The Final Smash
cannot really be avoided except in larger stages, but the Iceberg that gets
summoned can actually be broken down by attacking it, so that it covers less
ground.

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

R.O.B. *UNLOCKABLE* [CharROB]
Representing: Nintendo Co.
Status: Newcomer
Description: What the...? What is the meaning of this? The Robotic Operating
Buddy that came with U.S. NES's has joined the Brawl? This is madness! This 
is...well enough about that. R.O.B. has very unexpectedly joined the Brawl, and
despite his looks, he appears as if he can fight quite well!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default R.O.B. (white body, red arms)
White R.O.B. (white body, grey arms)
Bumblebee R.O.B. (yellow body with black stripes)
Purple R.O.B. (whitish body, purple arms)
Dark R.O.B. (dark blue body, light blue arms)
Army R.O.B. (green body, brown arms)

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

Taunts:
Up Taunt: Spins head and torso
Side Taunt: Laser eyes
Down Taunt: Spins torso

Stage Entrance: R.O.B.'s stand appears, then the rest of him fall into place.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe, Swipe
Damage: 3% (first Swipe), 3% (second Swipe)

Side Attack: Power Glove
Damage: 6% (Damage does not change for up or down diagonal Power Gloves)

Up Attack: Upper Punch
Damage: 3% (first hit), 5%/6% (second hit, damage depends on if opponent is
closer)

Down Attack: Trip Punch
Damage: 5% (up close), 4% (farther away)

Dash Attack: Dash Punch
Damage: 5%

Ledge Attack: Arm Hit
Damage: 7%

Ledge Attack (High %): Jab
Damage: 10%

Trip Attack: Spin
Damage: 5%

Fallen Attack (Back): Arm Gavel
Damage: 6%

Fallen Attack (Stomach): Arm Spin
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Booster Spin
Damage: 10%

Front Attack: Mid-air Punch
Damage: 10% (Damage decreases over time)

Back Attack: Back Booster
Damage: 11% (pushes R.O.B. forward a bit)

Up Attack: Arm Spin
Damage: 4%/5% (each hit, damage depends on closer proximity)

Down Attack: Booster Spike (can meteor opponent)
Damage: 11% (stalls R.O.B. in the air)

--------------
Smash Attacks:

Side Smash: Super R.O.B. Scope
Damage: 18% (Damage does not change for up or down diagonal Super R.O.B. 
Scopes)

Up Smash: Handstand Booster
Damage: 19%

Down Smash: Low Arm Spin (hits both sides)
Damage: 2% (first hit), 3% (each hit for next three hits), 7% (last hit)

--------------
Grab: Arm Grab

Attack: Arm Twist
Damage: 2%

Front Throw: Robot Toss
Damage: 10%

Back Throw: Back Robot Toss
Damage: 10%

Up Throw: Booster Slam
Damage: 10%

Down Throw: Drill
Damage: 10%

--------------
Special Attacks:

Standard Special: Robo Beam
R.O.B. fires a single piercing laser from his visual receptors! It can fly a
long distance and pierce multiple foes. You'll have to let it charge after
using it though, because you'll just fizzle if you attempt it again. The angle
of the beam can be changed to ricochet around, and if you let it charge for a
long while, R.O.B. will fire a dual-laser Super Robo Beam, able to go even
farther and deal more damage. To know when the laser is charged, just watch the
diode on his head, which will light up when he's charged.
Damage: 7% (uncharged blast up close, fire damage), 5% (normal Robo Beam), 9%
(Super Robo Beam)

Side Special: Arm Rotor
R.O.B. spins his arms in a rotor-like motion, sure to hurt anyone he hits! Not
only can you increase the power of the attack and continue it by pressing the
special attack button, but it also reflects projectiles.
Damage: 2% (each hit)

Up Special: Robo Burner
R.O.B.'s stand now has jets on the bottom, which let him fly if you hold the
special attack button and keep the Control Stick held in the up position. You
can fly for as long as you have fuel, which when it runs out, you cannot use
the Robo Burner. You can attack during the Robo Burner as well. It is at this 
point that you must let your fuel replenish when landing. It automatically 
replenishes, for as little as 1.5 seconds.
Damage: No damage.

Down Special: Gyro
R.O.B. charges up a gyro disk on the ground, then flings it forward. The charge
can be stored, and is the most powerful at full charge, obviously. After firing
one, it becomes an item that all fighters on the arena can pick up and throw,
and R.O.B. can't throw another gyro disk until the previous one is gone.
Damage: 18% (when fired), 8% (when thrown again), 10% (when smash thrown again)

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

Final Smash: Diffusion Beam
R.O.B.'s laser receptors start going crazy! A constant beam emits from R.O.B.'s
visual laser receptors, causing constant damage! It sometimes even does
powerful spurts! The best part is, R.O.B. is immune to knockback at this time,
and can move around like normal while the Diffusion Beam is on. Try cornering
an opponent to the wall or grab him for more damage!
Damage: 2% (each hit when laser is long), 4% (each hit when laser is short), 
15% (beam spurt)

Recovery Techniques:
R.O.B. also has one of the best recoveries. Not only does his Robo Burner send
him great distances, but it can also be attacked out of and immediately execute
the Robo Burner again. His back aerial attack can send him forward a tad, and
his down aerial attack stalls his fall for a second. Both of those aerials can
also be used greatly for recovery.

Tips for the R.O.B. player:
A good R.O.B. player is hard to find, because not enough people are playing as
him! Regardless, R.O.B. is actually a fairly good character, and a lot of his
aerials have good knockback. His Down B, Gyro, is actually a move that produces
an item. There's really not that many moves that do that. Use that as a good
maneuver to build up some damage. A normal Robo Beam charges up fairly quickly,
and since it can be aimed and it ricochets off stuff, it can be good for a
surprise attack. Arm Rotor, while it does little damage for the most part and
can be DI'd out of really easily, is good for shield pressuring if you catch
your opponent shielding.

How to deal with a R.O.B. player:
Learn all of R.O.B.'s best attacks and dodge them accordingly. Constantly try
to intercept R.O.B. due to his recovery, as his Robo Burner doesn't last
forever. The longer you can keep him away from the ledge, the better. Pick up
his Gyro disks and throw them at him if you can, and simply block or dodge when
he uses Robo Beam, as it's quite predictable. His Final Smash can simply be
avoided by using distance. Just make sure you're pretty much above R.O.B. too,
so as to avoid the beam spurt.

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

Kirby [CharKir]
Representing: The Kirby franchise
Status: Veteran
Description: The hero of Warp Star, this guy's a little pink puff ball who can
suck enemies up to gain their powers. This is pretty much the only character
that didn't get a graphical update.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (Kirby has 5 mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Kirby (pink body, red feet)
Pac-Man Kirby (yellow body, orange feet)
Blue Kirby (light blue body, blue feet)
Red Kirby (red body, dark red feet)
Green Kirby (green body, orange feet)
Classic Kirby (white body, grey feet)

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

Taunts:
Up Taunt: Dances around
Side Taunt: Spins and spins, then poses
Down Taunt: "HIIII!"

Stage Entrance: Crashes in with a Warp Star.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Fighter Combo (rapid-hit punch)
Damage: 2% (first Punch), 3% (second Punch), 2% (each hit for Fighter Combo)

Side Attack: Kick
Damage: 8% (7% if far) (Damage does not change for up or down diagonal Kicks)

Up Attack: Up Kick (can hit from behind)
Damage: 7% (beginning hit), 5% (ending hit)

Down Attack: Squished Kick
Damage: 5%

Dash Attack: Yoyo Spin
Damage: 2% (each hit for five hits), 4% (last hit) (14% max)

Ledge Attack: Flip Kick
Damage: 6%

Ledge Attack (High %): Spin Attack
Damage: 6%

Trip Attack: Upside-down Spin
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Flip Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin
Damage: 12% (Damage decreases over time)

Front Attack: Triple Kick
Damage: 4% (first kick), 3% (second kick), 5% (third kick)

Back Attack: Back Kick
Damage: 12% (Damage decreases over time)

Up Attack: Flip Kick
Damage: 10%

Down Attack: Drill Kick
Damage: 2% (each hit, has a weak meteor smash effect), 2% (landing hit) (12%
max, 14% if landing hits as well)

--------------
Smash Attacks:

Side Smash: Power Kick
Damage: 21%

Up Smash: Power Flip Kick
Damage: 21%

Down Smash: Spin Kick
Damage: 19%

--------------
Grab: Puff Grab

Attack: Gut Punch
Damage: 1%

Front Throw: Suplex Slam
Damage: 8%

Back Throw: Back Suplex Slam
Damage: 8%

Up Throw: Aerial Suplex Slam
Damage: 10%

Down Throw: Kicking Slam
Damage: 1% (each kick), 3% (slam) (12% max)

--------------
Special Attacks:

Standard Special: Inhale
Kirby's signature move from his games is the ability to suck up enemies and
things and copy their abilities. Well in Brawl, Inhale does the same thing! He
can suck up opponents and steal their Standard Special Move while donning a hat
that represents that power! Like you can swallow Mario and either spit him out
with the standard attack button, or press special attack/down to don Mario's 
hat and be able to shoot fireballs! Each copied power usually has the same
properties as the original. The only real exception is the Olimar power.
Immediately after Kirby plucks a Pikmin, he throws it like a projectile. The
Pikmin do not cling to opponents, and immediately die after used. You can get 
rid of the power any time by simply taunting.
Damage: 10% (if spit out), 6% (if power is taken)
Mario Kirby Damage: 5%
Luigi Kirby Damage: 6%
Peach Kirby Damage: Varies
Bowser Kirby Damage: 2% (each hit, can be aimed up or down)
DK Kirby Damage: 28% (fully charged)
Diddy Kirby Damage: 17% (fully charged)
Yoshi Kirby Damage: 7% (turns opponent into egg)
Wario Kirby Damage: 2% (each bite), 5% (spit)
Link Kirby Damage: 12% (fully charged)
Zelda Kirby Damage: 1% (each hit)
Sheik Kirby Damage: 3% (each Needle)
Ganon Kirby Damage: 32%, 35% (Reverse Warlock Punch)
Toon Kirby Damage: 12% (fully charged)
Samus Kirby Damage: 25% (fully charged)
Zero Suit Kirby Damage: 7% (fully charged, stuns opponent)
Pit Kirby Damage: 11% (fully charged)
Ice Kirby Damage: 3%
R.O.B. Kirby Damage: 7% (up close), 5% (slightly charged), 9% (fully charged)
Meta Kirby Damage: 1% (each hit)
Dedede Kirby Damage: 10%
Olimar Kirby Damage: 1% (Red), 2% (Yellow), 3% (Blue), 4% (White), 5% (Purple)
Fox Kirby Damage: 3% (opponent doesn't flinch)
Falco Kirby Damage: 3%
Wolf Kirby Damage: 4% (blade on gun), 5% (laser)
Falcon Kirby Damage: 27%, 28% (Reverse Falcon Punch)
Pika Kirby Damage: 6%
Squirtle Kirby Damage: 2% (each hit uncharged, point-blank range)
Ivy Kirby Damage: 4% (up close hit, sends opponent up), 2% (each seed)
Charizard Kirby Damage: 2% (each hit)
Lucario Kirby Damage: 18% (fully charged)
Jiggly Kirby Damage: 18% (fully charged)
Marth Kirby Damage: 22% (fully charged)
Ike Kirby Damage: 37% (fully charged, to opponent), 10% (to Kirby, charged up)
Ness Kirby Damage: 37% (fully charged)
Lucas Kirby Damage: 18% (fully charged, can freeze)
Game & Watch Kirby Damage: 9% (up close, fire damage), 4% (food projectiles)
Snake Kirby Damage: 2% (if normally thrown), 4% (if thrown farther), 12%
(explosion)
Sonic Kirby Damage: 8% (homes in on opponent)

Side Special: Hammer
Kirby pulls out a big hammer, readies it, and swings it once! The move has a
lot of start-up time, but the impact is big. If done in the air, most of the
start-up time is diminished, but the impact isn't as big. However, Kirby can
hit twice with the hammer while in the air.
Damage: 23% (on ground), 17% (first hit, in air), 10% (second hit, in air)

Up Special: Final Cutter
Kirby uses his Cutter ability, producing a sword, jumping up with a slash, then
immediately plummets back down to the ground with sword out (can meteor at this
point). Upon impact, a force of energy is created and travels forward along the
ground for a short distance.
Damage: 8% (coming up), 2% (coming down, weak meteor smash), 5% (landing hit),
6% (beam that comes out)

Down Special: Stone
Kirby uses his Stone ability, transforms into various things, and then plunges
down to the ground. If you miss, you can always press the Special Attack button
again to cancel it and return Kirby back to normal. The Stone is immune to any
kind of attacks except grabs and Final Smashes.
Damage: 14% (if done on the ground, close-up), 18% (done in the air, as you
plummet)

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

Final Smash: Cook Kirby
Kirby don's a chef hat and prepares a pot to cook! Kirby rings his bell, and
throws any nearby opponents into his pot. He simmers them and puts in
seasoning, then out comes items! Once he's ordered up, he blasts the opponents
quite a distance!
Damage: 24% (after boiling), 10% (launch)

Recovery Techniques:
Since Kirby has five mid-air jumps, he's got quite the advantage. He's also got
the Cutter, but that's a risky move. It has little horizontal distance, so only
use it if you don't have enough jumps to get up back to the platform. Using the
Hammer in air makes Kirby stop falling for just a split-second, but that can
mean a lot.

Tips for the Kirby player:
Kirby has improved quite a bit since Melee, he's had a few things buffed, such
as his mid-air Hammer, Cutter, dash attack...well basically everything. Even
his copied powers are more effective. All in all, Kirby is agile, can use the
Final Cutter to meteor someone who's recovering, and has some powerful aerial
moves, despite his look. If you wish, you can keep your opponent from using
items by eating them with Inhale.

How to deal with a Kirby player:
Kirby can be scary, as his moves are quick, and not to mention his grabs.
Although he can pretty much no longer "Kirbycide" with those grabs, he can
still inhale you and walk off the stage. Be careful of his Inhale as well, as
if you have a pretty good B move, do your best to not get copied. If you do get
copied, learn to avoid your own moves. :P
His Cook Kirby Final Smash is hard to avoid. It seems no matter how far you
are, you'll get sucked in. Well, you CAN avoid it if you do a well-timed dodge.
If you do manage to avoid getting sucked in, stand by and wait for the items to
pop up. That way you can steal them from Kirby.

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

Meta Knight [CharMet]
Representing: Kirby series
Status: Newcomer
Description: Kirbys...rival?  He's finally joined the battle and brought with 
him bad-ass moves and sword skills. Dominate the battlefield with excellent
recovery and almost inescapable attacks!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (Meta Knight has 5 mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Knight (blue body, purple shoes)
Golden Knight (white body, gold shoes)
Red Knight (red body, orange shoes)
Green Knight (green body, brown shoes)
Dark Knight (black body, red eyes, silver shoes)
Kirby Knight (pink body, red shoes)

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

Taunts:
Up Taunt: Swirls around with his cape, almost like his stage entrance
Side Taunt: Swings sword and says "Fight me."
Down Taunt: Flaps wings and says "Come..."

Stage Entrance: Warps in with his cape.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Lightning Slash
Damage: 1%/2% (each slash)

Side Attack Combo: Triple Slash
Damage: 4% (first slash), 3% (second slash), 5% (third slash)

Up Attack: Spin Stab
Damage: 6%

Down Attack: Low Stab
Damage: 5%

Dash Attack: Flying Kick
Damage: 6%

Ledge Attack: Stab
Damage: 8%

Ledge Attack (High %): Slash
Damage: 10%

Trip Attack: Double Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Double Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin Slash (hits at least twice)
Damage: 12% (beginning hit, good knockback), 7% (second hit, if opponent is
above), 5% (second hit, if opponent is below)

Front Attack: Aerial Triple Slash
Damage: 3% (first and second slashes), 4% (third slash)

Back Attack: Aerial Back Triple Slash
Damage: 3% (first and second slashes), 4% (third slash)

Up Attack: Quick Slash
Damage: 6%

Down Attack: Down Slash
Damage: 7%

Glide Attack: Gliding Slash
Damage: 12%

--------------
Smash Attacks:

Side Smash: Power Slash
Damage: 19%

Up Smash: Overhead Triple Slash
Damage: 4% (first slash), 3% (second slash), 5% (third slash)

Down Smash: Double Slash
Damage: 15% (front), 18% (back)

--------------
Grab: One-hand Grab

Attack: Wing Stab
Damage: 3%

Front Throw: Flip Kick
Damage: 9%

Back Throw: Dimension Slash
Damage: 10%

Up Throw: Aerial Suplex Slam
Damage: 12%

Down Throw: Kicking Slam
Damage: 1% (each hit) (11% max)

--------------
Special Attacks:

Standard Special: Mach Tornado
Meta Knight spins around and creates an orange tornado! This can hit multiple
times, but each hit is weak. This move not only sends you slightly up in the
air, but also you can move yourself left and right! You can prolong the move by
mashing the Special Attack button. This move can also completely absorb
projectiles.
Damage: 1% (each hit)

Side Special: Drill Rush
Meta Knight goes spinning forward like a drill for a reasonable distance. It's
multi-hit, and can be devastating if it connects. If the enemy is above or
below you though, don't worry! Pressing up or down will let Meta Knight curve
up or down respectively.
Damage: 1% (each hit), 3% (final hit)

Up Special: Shuttle Loop
Meta Knight does a rising upper slash that goes very high, then flips around
and glides forward. Great move for recovery! It also has great knockback.
Damage: 9%

Down Special: Dimensional Cape
Meta Knight covers himself with his cape and mysteriously disappears. He then
reappears a second later! Right after executing, you can teleport a short
distance in any direction by pressing a direction. (D-Pad or Control Stick,
depending on your preferred control.) Hold either attack button while
teleporting and Meta Knight will attack right out of the teleport!
Damage: 14%

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

Final Smash: Galaxia Darkness
Meta Knight swipes his cape in front of him! If you catch someone in his cape,
the screen darkens, and a sword slash of light cuts through the darkness,
highly damaging the trapped opponent! Also, if others are nearby, they get cut
as well!
Damage: 40% (direct slash), 18% (damage to others)

Recovery Techniques:
Pretty much all of Meta Knight's Special Moves help him recover, but each can
only be used once while in the air. After using one, he can't do anything else
until he lands. He can also glide as well, making him a pretty good character
at recovering. Learn them well.

Tips for the Meta Knight player:
Meta Knight is a fast character with fast attacks. However, he lacks killing
moves, and the ones he has are a bit weird to pull off. Meta Knight seems to
be purely a character who can easily rack up damage. The good killing moves are
the Shuttle Loop, neutral aerial, Down Smash, and to a lesser extent, Side
Smash and Dimensional Cape. Learn how to use each move well.

How to deal with a Meta Knight player:
If you aren't careful, a good Meta Knight player will be all over you with
quick attacks, aerial rushes, and unexpected attacks. Beware of the teleport
that he may do with the Dimensional Cape, and dodge any attacks you might
come across. His Final Smash has great vertical range, so just stay below him,
above him, or behind him. If you aren't the one caught in it, be careful of the
slash, since it can hit others too. Time the dodge just right.

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

King Dedede [CharD3]
Representing: Kirby series
Status: Newcomer
Description: The king of Dream Land (or so he thinks) finally joins the Brawl!
For whatever reason, Mr. Triple Extra Large dislikes Kirby, so you could 
consider him a villian. Joining the ranks of the heavyweights, he moves slow 
but packs quite a punch in his attacks. He mechanized his hammer that he always 
seems to carry just for Brawl.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (Dedede has 4 mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Dedede (red cloak, yellow attire)
Pink Dedede (pink cloak, white attire)
Green Dedede (green cloak, light green attire)
Pimp Dedede (purple cloak, light purple attire)
Blue Dedede (white cloak, blue attire)
Gameboy Dedede (dark pastel version of Default Dedede)

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

Taunts:
Up Taunt: Thrusts his hammer up
Side Taunt: Spins his hammer while laughing
Down Taunt: Dances around slapping his belly

Stage Entrance: Gets carried in by Waddle Dees.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Swing, Swing, Hammer Spin
Damage: 6% (first Swing), 5% (second swing), 2% (each hit for Hammer Spin)

Side Attack: Long Hammer
Damage: 6%

Up Attack: Headbutt
Damage: 12%

Down Attack: Trip Kick
Damage: 10%

Dash Attack: Trip Fall
Damage: 16%

Ledge Attack: Kick
Damage: 8%

Ledge Attack (High %): Hammer Attack
Damage: 10%

Trip Attack: Double Hammer Spin
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Double Trip Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Belly Flop
Damage: 12% (Damage decreases over time)

Front Attack: Hammer Swing
Damage: 15%

Back Attack: Back Kick
Damage: 13%

Up Attack: Overhead Hammer Spin
Damage: 2% (each hit for 7 hits), 5% (final hit)

Down Attack: Bottom Hammer Spin
Damage: 2% (each hit for 7 hits), 5% (final hit)

--------------
Smash Attacks:

Side Smash: Power Hammer
Damage: 33%

Up Smash: Over Power Hammer
Damage: 19%

Down Smash: Spin Power Hammer
Damage: 21%

--------------
Grab: King Grab

Damage: Headbutt
Damage: 3%

Front Throw: Hammer Swing
Damage: 12%

Back Throw: Back Hammer Swing
Damage: 16%

Up Throw: Toss
Damage: 9%

Down Throw: Pound
Damage: 8%

--------------
Special Moves:

Standard Special: Inhale
Hold the Special Attack button and Dedede will begin to inhale air. If you
happen to swallow someone, you can walk around with him inside Dedede and spit
him out for a little bit of damage!
Damage: 10%

Side Special: Waddle Dee Toss
The most unique move EVAR. He throws his minions, Waddle Dees, at opponents.
Occasionally, he throws Waddle Doos and the invincible Gordos too. The best
part is that these minions he throws actually has a minimal AI system. Like for
instance, if a Waddle Doo isn't disturbed after being thrown, it can walk
around and occasionally use its Beam attack. Not only that, but Dedede can even
throw items out!
Damage: 5%, (when Waddle Dee is thrown), 7% (when Waddle Doo is thrown) 22%
(when Gordo is thrown), 8% (Waddle Dee's jump attack), 3% (each hit for Waddle
Doo's Beam attack)

Up Special: Super Dedede Jump
Dedede jumps up super high, then comes crashing down. However, his vertical
distance is very limited, and he's very vulnerable after landing. However, you
can cancel the move (even mid-jump) by just tapping down on the Control Stick/
Control Pad. Although, trying to cancel the move just before you land can make
things worse for you... As he plummets back down, the impact meteors opponents.
Damage: 15% (when coming down), 5% (stars he makes on impact)

Down Special: Jet Hammer
Dedede whips out his Hammer, and it...transforms into a jet? Wow. Dedede swings
and the jet delivers powerful damage! This can be charged! While charging, you
can move around, but the charge cannot be saved by shielding, so it has to be a
one time deal thing. Also, beware. If you charge it too much, it can damage you
as well.
Damage: 30% (fully charged)

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

Final Smash: Waddle Dee Army
Dedede whistles, and a large army of Waddle Dees appear! These Waddle Dees drop
from the sky, land, and then quickly dash to knock away any opponent in their
path! Dedede is invincible during this Final Smash.
Damage: 2%/3% (Waddle Dee), 10% (average for Waddle Doos), 20% (average for
Gordos)

Recovery Techniques:
King Dedede has surprisingly good recovery. He's got four mid-air jumps and an
excellent Up Special in his repertoire. Using aerial dodges in your mid-air
jumps also seems to help well.

Tips for the Dedede player:
Dedede is possibly the best heavyweight in the game. He can perform a chain
grab with his down throw, and it can be an infinite if performed against a
wall. He can use Waddle Dee Toss to pressure opponents and make for mindgames,
and he's got good moves overall.

How to deal with a Dedede player:
King Dedede is a heavy character, so it may be hard to launch him. Some of his
moves are slow, so avoid and counterattack when you need to. If the Dedede you
are facing is grab-happy, then chances are he knows how to chain grab, so avoid
being close to Dedede at all costs. If you have to be close, do aerial attacks
from above, or attack from behind. Don't let the Waddle Dees he throws get to
you, you can just attack them to get them out of your way. Do be careful of the
Gordos and other items he may throw, as well. The Final Smash is not as
effective in large stages, and thus easy to avoid, but in small stages, you're
going to have a hard time. Usually, distance from King Dedede during the Final
Smash is key.

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

Olimar [CharOli]
Representing: Pikmin series
Status: Newcomer
Description: Woah! Olimar has joined the fray! No battle is too big for Olimar
it seems! Olimar is a very interesting character. He depends greatly on Pikmin,
and without them he can't very well attack. He can still do standard, strong,
and certain aerial attacks, but he can't use Smashes, throws, and Specials
without a Pikmin! Using this character requires much thought and strategy, much
like Ice Climbers.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Olimar (red gloves, yellow space-suit)
White Olimar (white gloves and space-suit)
Red Olimar (black gloves, red space-suit)
Dark Olimar (black skin, black and yellow space-suit)
Green Olimar (green gloves, light green space-suit)
Louie Olimar (blue gloves, yellow space-suit)

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

Taunts:
Up Taunt: Jumps about
Side Taunt: Rolls around
Down Taunt: Pelvic spin

Stage Entrance: Gets out of his ship and plucks three Pikmin.

-------------------------------------------------------------------------------
Moveset: [NOTE: Since Olimar is such a specialized character, and the attack
power of his attacks will vary depending on the Pikmin he uses, the damage
percentage that I show will be multi-parted. For instance, Olimar's standard
attack. For the damage, the first percentage will be for when Olimar is not
using a Pikmin, and this normal percentage will only be shown for the attacks 
Olimar himself can use. For those attacks he can't do without a Pikmin, the 
Normal percentage will be removed. The next percentage will be for Red Pikmin. 
The next percentage is for Yellow Pikmin, the next will be for Blue, the next 
is Purple, and then the final is for White. Example:
(Damage: Red, Yellow, Blue, White, Purple)]

--------------
Standard Ground Attacks:

Standard Attack Combo: Double Helmet Whip
Damage: 3% (helmet, first attack), 2% (antenna, first attack), 5%/10% (helmet,
second attack)

Side Attack: Fling Kick
Damage: 6%

Up Attack: Spin Jump
Damage: 1% (each hit for seven hits), 4% (final hit)

Down Attack: Dive Attack
Damage: 6% (body), 2% (whip)

Dash Attack: Cartwheel
Damage: 7% (first hit), 4% (second hit)

Ledge Attack: Flip Attack
Damage: 8%

Ledge Attack (High %): Trip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Punch
Damage: 6%

Fallen Attack (Stomach): Helmet Attack
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aerial Spin
Damage: 2% (each hit, last hit has knockback)

Front Attack: Pikmin Slap
Damage: 15% (Red), 12% (Yellow), 13% (Blue), 5% (White), 14% (Purple)

Back Attack: Back Pikmin Slap
Damage: 13% (Red), 12% (Yellow), 10% (Blue), 4% (White), 10% (Purple)

Up Attack: Pikmin Toss
Red Pikmin Damage: 3% (each hit for six hits), 6% (final hit, good knockback)
Yellow Pikmin Damage: 2% (each hit for six hits), 4% (final hit, excellent
knockback)
Blue Pikmin Damage: 3% (each hit for six hits), 4% (final hit, OK knockback)
White Pikmin Damage: 1% (each hit for six hits), 3% (final hit)
Purple Pikmin Damage: 3% (each hit for six hits), 4% (final hit)

Down Attack: Pikmin Spike (Damage decreases over time, meteors opponent at
start of attack)
Damage: 16% (Red), 12% (Yellow), 14% (Blue), 8% (White), 14% (Purple)

--------------
Smash Attacks:

Side Smash: Pikmin Command "Dive!" (does less damage the farther you are)
Damage: 21% (Red), 18% (Yellow), 21% (Blue), 12% (White), 25% (Purple)

Up Smash: Pikmin Command "Jump!"
Damage: 21% (Red), 19% (Yellow), 21% (Blue), 12% (White), 22% (Purple)

Down Smash: Pikmin Command "Spread!"
Damage: 18% (Red), 15% (Yellow), 16% (Blue), 8% (White), 21% (Purple)

--------------
Grab: Pikmin Grab (can grab from far)

Attack: Pikmin Bite
Damage: 2% (Red), 2% (Yellow), 2% (Blue), 4% (White), 2% (Purple)

Front Throw: Throw
Damage: 6% (Red), 7% (Yellow), 13% (Blue), 6% (White), 7% (Purple)

Back Throw: Bodyslam
Damage: 7% (Red), 9% (Yellow), 14% (Blue), 7% (White), 9% (Purple)

Up Throw: Aerial Slam
Damage: 9% (Red), 11% (Yellow), 12% (Blue), 6% (White), 11% (Purple)

Down Throw: Throwdown
Damage: 9% (Red), 8% (Yellow), 12% (Blue), 6% (White), 8% (Purple)

--------------
Special Moves:

Standard Special: Pikmin Pluck
Olimar quickly plucks out a Pikmin! The Pikmin then follows Olimar until its
bitter end! Up to six Pikmin can follow Olimar around, and there are five types
of Pikmin. Olimar can then use these Pikmin to upgrade his attacks and perform
Smashes, throws, and Specials. The type of Pikmin plucked out depends on the
ground you plucked it from.

- Red Pikmin allow high attack power, fiery attacks, and the Pikmin is immune 
 to fire.
- Yellow Pikmin allow longer range in attacks, fly in a slight arc when thrown, 
 and imbue attacks with electrical properties. Also immune to electricity.
- Blue Pikmin have quite the knockback when thrown, and are more durable than
 other Pikmin. Do not drown when in water.
- Purple Pikmin don't fly far when thrown, are slow, have high attack power,
 and slams into opponents rather than latch on to them when thrown.
- White Pikmin are quick and light, and when latched on to opponents, do
 additional damage by injecting poison into the opponent.

Depending on how the Pikmin are lined up, you'll use a certain Pikmin all the
time. Like, if a Red Pikmin is right behind you in the line-up, you'll use that
Pikmin. Each Pikmin has a short-lived lifespan. After being used or attacked,
they die. Poor things, but such is the life between Pikmin and master. Among
being used to attack, the Pikmin themselves sometimes take it upon themselves
to fight opponents! Those brave lads...
Damage: Doesn't cause damage.

Side Special: Pikmin Throw
Olimar takes a Pikmin following him and throws it at an opponent! Any Pikmin
that is not of the purple type will latch on and cause steady damage! Look out
for the White Pikmin, those are deadly with this move!
Damage: 2% (each hit, Red), 2% (each hit, Yellow), 2% (each hit, Blue), 6%
(each hit, White), 6% (impact from throw, Purple)

Up Special: Pikmin Chain
Pikmin Chain is a tether recovery, in which its range is dependant on how many
Pikmin you currently have out. 6 Pikmin make the longest tether recovery in the
game, while 0 Pikmin means this move won't work at all! The Pikmin at the end
can also do damage!
Damage: 7% (Red), 6% (Yellow), 6% (Blue), 6% (White), 8% (Purple)

Down Special: Pikmin Order
Pikmin are a bothersome bunch. Occasionally they will have a mind of their own 
and break off from the line to attack opponents or do their own thing. So if 
you swore you had Pikmin by you a minute ago and all of a sudden they're 
everywhere around the stage, simply use this move to order all Pikmin to come
back to Olimar. You can also use this to shift Pikmin down the line, in case
you want to use a specific Pikmin. A neat little thing to note, during the
point where Olimar leans back is where he has Super Armor frames. Nice way of
avoiding getting launched, eh?
Damage: Doesn't cause damage.

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

Final Smash: End of Day
When Olimar gets the Smash Ball and uses it, his spaceship appears and he hops
in it. Off he launches, into outer space! Then it turns night...Uh oh.
Suddenly, ravenous creatures appear on the stage, damaging the players left
behind! When day comes, Olimar will make a crash-landing! If you're lucky,
opponents will be caught in the explosion.
Damage: 10% (when ship appears if opponents are nearby, can meteor or trap 
opponents into the ground), 15% (ship launch if opponent is nearby), 1% (steady
damage after ship launches, can do up to 40%+ damage), 10% (if ship hits
opponent when landing), 20% (crash landing)

Recovery Techniques:
Olimar is very weak in the recovery department. He only has the Pikmin Chain
for a tether recovery, and if you don't already have a lot of Pikmin with you
when you're trying to recover, it can prove worthless. Not to mention that it
can be gimped easily if someone is edgehogging. Try for the best of your
abilities to throw any spare Pikmin you have at the opponent to try to fool
him, especially if you have Purple Pikmin. That can knock him off so that you
are free to recover. Even through this and the fact that using Pikmin Chain
pops Olimar up a short distance, he's considered to have possibly the worst
recovery in the game.

Tips for the Olimar player:
Despite a not-so-good recovery, Olimar still is a good character overall. You
can have a good Olimar by just having a strong offense and a good defense, but
those who REALLY wish to use Olimar to his full potential should look at the
Pikmin and their strengths and weaknesses in certain situations. Like for
instance...
- Red Pikmin have overall good attack power and fairly good knockback. Good for
 almost all situations. They have the best up aerial.
- Yellow Pikmin have the best knockback of all other Pikmin due to their
 electric properties. If your foe is nearing the KO point, Yellow Pikmin should
 be priority.
- Blue Pikmin have ok attack power, but do the most damage with throws. If you
 like to throw a lot, consider having a lot of Blue Pikmin in your repertoire.
 They also have the longest grab range. They should also be priority in stages 
 that have water, as they do not drown.
- White Pikmin are extremely weak in attacks, but are best with grab attacks
 and the Pikmin Throw, with their insane poison damage. Consider using White
 Pikmin solely for grab attacks and the Pikmin Throw to quickly rack up damage.
 Remember though that the grab range for them isn't very far.
- Purple Pikmin are slow and heavy and don't fly far with Pikmin Throw or the
 Smash Attacks, but make up for that by having the best aerial attacks. Use
 Purple Pikmin with Pikmin Throw to hurt other people trying to recover.
And in case you're wondering, here's the list of Pikmin that can survive in
water, from longest to shortest. Blue cannot drown at all.
--> Blue, Purple, White, Yellow, Red

How to deal with an Olimar player:
A good Olimar can be hard to deal with, and him being a small target doesn't
help you much either. When Olimar throws his Pikmin, simply perform a quick
attack to knock the Pikmin away before it latches on. When Olimar is trying to
recover, do your best to prevent it, since it can be pretty easy. Final Smash,
ick...You can't do much to avoid it. You can avoid the start-up by staying away
from Olimar, and you can avoid the impact with a well-timed dodge (it still
hits you in the air) but in the middle, you pretty much have to take damage.

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

Fox [CharFox]
Representing: The Starfox franchise
Status: Veteran
Description: The leader of Starfox is back and in better condition to fight!
This character uses swift attacks to subdue his opponents, so be sure you don't
boost off the stage! Try winning a match against Falco or Wolf for a little
something...

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ****
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Fox (white vest, green shirt and pants, green scouter)
Dark Fox (dark fur, black and white clothes, red scouter)
Red Fox (red vest, dark red shirt and pants, orange scouter)
Green Fox (green vest, blue shirt and pants, bright green scouter)
Purple Fox (purple vest, blue shirt and pants, blue scouter)
Adventures Fox (white vest and shirt, green sleeves and pants, light blue 
scouter)

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

Taunts:
Up Taunt: Charges up and says "Here I come!"
Side Taunt: Throws his gun into the air and catches it again
Down Taunt: Poses and hand gestures "Come on!"

Stage Entrance: Fox's Arwing flies by, and he jumps off it onto the stage.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Rapid-Kick
Damage: 2% (first Punch), 2% (second Punch), 2% (each hit for Rapid-Kick)

Side Attack: Power Kick
Damage: 6%, 8% (up diagonal), 7% (down diagonal)

Up Attack: Overhead Kick
Damage: 10% (side), 8% (above)

Down Attack: Tail Whip
Damage: 9%

Dash Attack: Flying Kick
Damage: 7%

Ledge Attack: Lunge Kick
Damage: 8%

Ledge Attack: (High %): Flip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Dual Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 9% (Damage decreases over time)

Front Attack: Multi-Kick (makes Fox float)
Damage: 6% (first kick), 5% (second kick), 5% (third kick), 4% (third kick), 3%
(last kick)

Back Attack: Back Kick
Damage: 15%

Up Attack: Tail Flip Kick
Damage: 5% (tail hit), 11% (kick, high knockback)

Down Attack: Drill Kick
Damage: 3% (each hit) (21% max)

--------------
Smash Attacks:

Side Smash: Lunge Flip Kick
Damage: 21%

Up Smash: Power Flip Kick
Damage: 23%

Down Smash: Leg Split Kick (sends opponent in horizontal direction)
Damage: 19%

--------------
Grab: One-hand Grab

Attack: Knee
Damage: 1%

Front Throw: Push
Damage: 7%

Back Throw: Back Laser Throw
Damage: 2% (initial throw), 2% (each laser that hits) (8% max)

Up Throw: High Laser Throw
Damage: 2% (initial throw), 2% (each laser that hits) (8% max)

Down Throw: Throwdown Laser
Damage: 9%

--------------
Special Attacks:

Standard Special: Blaster
Fox's trusty Blaster has rapid-fire capabilities, but the shots don't stun the
opponents. This is a great way for stealing kills! The laser is ranged, and
the power of the laser decreases the farther you are from the opponent.
Damage: 3% (up close)

Side Special: Fox Illusion
Fox starts up, then in a flash, appears far forward! This blinding speed can
damage enemies and can be good for a surprise attack! If you're a little too
close to the ledge, quickly press the Special Attack button to stop yourself
short.
Damage: 4%

Up Special: Fire Fox
Fox charges up, and fire builds up. He then launches in the direction you point
the Control Stick! Great for recovery, and since the charge-up can damage, can
be good for foiling interceptions!
Damage: 2% (each hit during charge-up, can do up to 14% damage), 14% (launching
attack)

Down Special: Reflector
Have you ever been wondering exactly where Fox's Reflector has been coming
from?  Well in Brawl, they've added a little disc that he always carries that
brings up his Reflector!  This can cause damage when executed while touching
an opponent, and it can also deflect projectiles.
Damage: 5% (up close)

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

Final Smash: Landmaster
Fox brings out his Landmaster to blow away the competition! Holy crap, that's
huge! The Landmaster is fully controllable and has three moves: Hover, Barrel
Roll, and Cannon Blast. Hover is done by holding A, Barrel Roll is done by
tilting the Control Stick down, and Cannon Blast is used with the attack
button, of course.
Damage: 5% (if Fox hits someone while jumping up), 15% (if you run over 
opponent), 18% (average damage for Cannon Blast), 11% (Barrel Roll)

Recovery Techniques:
Aside from his Fire Fox, which can be a predictable recovery, he can also use
Fox Illusion right to the ledge (best use), Reflector constantly in the air to
stall yourself, and forward aerial to extend your second jump, since it lets
you float a bit.

Tips for the Fox player:
Fox is a great character to use. He's fast and agile, and his Reflector is
quick and painless to the Fox player. His aerials have slight landing lag, but
nothing too awful. The move with the worst landing lag is his up aerial, so
try not to use it when approaching the ground. If you are in timed free-for-
alls, and someone is bound to not be able to recover, try to pop in a little
Blaster shot to steal the kill. Whoever hits the opponent last before the KO
gets the point, so remember that! A good, but short ground combo that I tend to
use is a down aerial to quick Reflector. It may be good for you as well, and
you can follow up with a Blaster or Fox Illusion, just be careful of your move
choice.

How to deal with a Fox player:
Since Fox is quick and can get potshots with his Blaster in, dodge the shots
and approach him. Don't get too close that you get shined however. (Term for
quick Reflector.) Since his Fire Fox is predictable, learn the timing and
edgeguard. His Landmaster is nearly unavoidable, even in large stages. The best
you can do is to stay behind and constantly jump and dodge, and if you happen
to land on it, get off it quick, as he'll likely carry you off the screen.

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

Falco *UNLOCKABLE* [CharFal]
Representing: The Starfox franchise
Status: Returning
Description: Fox's wingmate has returned to fight once more! This cocky little
freak has got guts in the battlefield, and always seems to let his ego get in
the way. While he sports some similar moves to Fox, he is quite different from
him. Try winning a match against Fox or Wolf for a little conversation...

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Falco (white vest, brown pants)
Yellow Falco (yellow vest, red pants)
Grey Falco (grey vest, blue pants)
Red Falco (red vest, black pants)
Green Falco (green vest, black pants)
Blackbird Falco (black feathers, brown vest, black pants)

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

Taunts:
Up Taunt: Kicks around his Reflector "Piece o' cake."
Side Taunt: Poses "Don't try me."
Down Taunt: Spins and swipes his hand "Hands off my prey!"

Stage Entrance: Falco's Arwing flies by, and he jumps off it onto the stage.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slap, Slap, Hurricane Wing (multi-hit)
Damage: 4% (first Slap), 2% (second Slap), 1% (each hit for Hurricane Wing)

Side Attack: Kick
Damage: 9% (Damage does not change for up or down diagonal Kicks)

Up Attack: Overhead Wing Sweep
Damage: 4% (first hit), 5% (second hit)

Down Attack: Tail Whip
Damage: 12%

Dash Attack: Flying Kick
Damage: 9%

Ledge Attack: Lunge Kick
Damage: 8%

Ledge Attack: (High %): Flip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Dual Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spinning Wing
Damage: 3% (first hit), 3% (second hit), 2% (third hit), 4% (final hit)

Front Attack: Barrel Roll
Damage: 2% (each hit for 4 hits), 3% (last hit)

Back Attack: Back Kick
Damage: 13% (Damage decreases over time)

Up Attack: Flip Kick
Damage: 11%

Down Attack: Meteor Drill
Damage: 13% (at start-up, strong meteor effect) (Damage decreases over time)

--------------
Smash Attacks:

Side Smash: Arm Hammer
Damage: 21%

Up Smash: Power Flip Kick
Damage: 19%

Down Smash: Split Kick
Damage: 21%

--------------
Grab: Wing Grab

Attack: Knee
Damage: 2%

Front Throw: Push
Damage: 7%

Back Throw: Back Laser Throw
Damage: 2% (initial throw), 2% (each laser hit) (8% max)

Up Throw: High Laser Throw
Damage: 2% (initial throw), 2% (each laser hit) (8% max)

Down Throw: Throwdown Laser
Damage: 9%

--------------
Special Attacks:

Standard Special: Blaster
Falco takes out his Blaster and fires! Unlike Fox's, Falco's Blaster isn't
rapid-fire, but to make up for that, it makes the enemy flinch. Though, it can
fire fast enough to prevent people from escaping if the Blaster shots are timed
right...
Damage: 3% (up close)

Side Special: Falco Phantasm
Falco dashes forward in a flash! This swift move can be used as a surprise
attack. What's neat, is that if you use it on an opponent in the air, it'll
smash him straight downwards. If you're daring, try using on an opponent trying
to recover! Just make sure you're facing the stage before doing it... You can
also hit the brakes by quickly pressing the Special Attack button after it's
executed, but it's hard. "I can't stop iiiit!!"
Damage: 7%

Up Special: Fire Bird
Falco charges up fire, then bursts forward at any direction you point the
Control Stick! Not only does the charge-up cause constant damage to an
opponent, it also is multi-hit during the launch!
Damage: 2% (each hit on charge-up), 2% (each hit during launch)

Down Special: Reflector
Falco's Reflector reflects enemy projectiles and harms enemies, but unlike Fox,
he kicks it forward for more lateral range. Falco sure likes to show off,
doesn't he?
Damage: 6% (if Reflector hits opponent)

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

Final Smash: Landmaster
Falco brings out his Landmaster! This huge thing can mow down opponents, and
has three moves: Barrel Roll (press down), Cannon Blast (standard attack
button), and Hover. (hold the jump button) While Falco's Landmaster may look
the same as Fox's, Falco's has a much better Hover, but is compensated for a
lack of power with the Cannon Blast, and performs worse on land than in air.
Try to get some unusual KOs by waiting for foes to hop on it, then Hover 
off-screen!
Damage: 5% (if Falco hits someone as he jumps up), 14% (average damage for
running opponent over), 13% (Barrel Roll), 13% (average damage for Cannon
Blast)

Recovery Techniques:
Even though Falco's the same as Fox for the most part, Falco has lost a couple
of recovery techniques unique to Fox, that being Falco doesn't float with his
Forward Aerial, and his Reflector doesn't stop his mid-air momentum at all.
That just leaves him with his Fire Bird and Falco Phantasm. However, Fire
Bird's range is much shorter than Fox's, so it won't be as good for recovery.
The properties for his Falco Phantasm though, make it worth the effort to use
that move almost solely for recovery, since it can meteor the opponent anytime
during the move. Great for foiling interceptions!

Tips for the Falco player:
Falco's Blaster is good for approach, and to use it best, use it during Small
Jumps just before you land. To really freak with the opponent, time the Blaster
shot just right so that the shot comes out right as you land, but the sound of
the shot doesn't come out. If the opponent gets too close in front of you, use
his Reflector to knock the opponent away. Falco's Blaster can be an infinite if
timed just right: during the opponent's fall, a well-timed Blaster will begin
the infinite, where the opponent won't have time to recover as he keeps getting
hit by Blaster shots. Don't use it throughout the whole match, it can be a
broken technique! Overall, Falco's playstyle has changed from Melee. Instead of
an all-out offense, a good Falco player here in Brawl requires defense.

How to deal with a Falco player:
Falco plays differently to Fox, and requires a different strategy to work
against him. Always try to get behind Falco, as he's vulnerable in that spot,
where his Reflector cannot reach. Since a Falco player needs to rely on
defense, mindgames are the way to go to leave an opening. Like, try to fake an
interception. Falco will likely attempt to avoid you, so at this point, get
back to the stage. This can really mess him up, especially since he doesn't
have as much range in recovery like Fox does. His Final Smash is as much of a
pain to avoid as Fox's is. Same rules apply in trying to not get KO'd. You're
pretty much guaranteed to get hit, but not getting KO'd is important.

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

Wolf *UNLOCKABLE* [CharWolf]
Representing: The Starfox franchise
Status: Newcomer
Description: The leader of Star Fox's rival team, Star Wolf, this headstrong
pilot also has sports some tremendous fighting potential. His attacks overall
are strong and fast, making him a great character to play. Try winning a match
against Fox or Falco and Wolf may say something different...

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Wolf (blue vest, black shirt)
Purple Wolf (red and purple clothes)
Black Wolf (black and white clothes, dark fur)
Green Wolf (green and yellow clothes, brown fur)
Blue Wolf (blue clothes)
White Wolf (red and white clothes)

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

Taunts:
Up Taunt: Howls
Side Taunt: Kicks around "What's the matter, scared?"
Down Taunt: Plants a claw onto the ground and growls

Stage Entrance: Wolf's Wolfen flies by, and he jumps off it onto the stage.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash, Slash
Damage: 3% (first Slash), 2% (second Slash), 4% (third Slash)

Side Attack: Double Claw
Damage: 5% (first hit), 6% (second hit) (Damage does not change for up or down
diagonal Double Claws)

Up Attack: Upper Kick
Damage: 10% (side), 9%/8% (up top, damage depends on distance from opponent)

Down Attack: Low Kick
Damage: 6%

Dash Attack: Dashing Flip Kick (sends opponent up)
Damage: 9%

Ledge Attack: Lunge Kick
Damage: 8%

Ledge Attack: (High %): Flip Kick
Damage: 10%

Trip Attack: Double Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Dual Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Curl Spin
Damage: 8% (beginning hit), 1% (each hit if beginning of move doesn't connect)

Front Attack: Claw Swipe
Damage: 11%

Back Attack: Back Kick
Damage: 13%

Up Attack: Overhead Claw Swipe
Damage: 12%

Down Attack: Meteor Claw
Damage: 15% (meteors opponent)

--------------
Smash Attacks:

Side Smash: Claw Rush
Damage: 7% (rushing hit), 14% (ending hit)

Up Smash: Overhead Scissor Kick
Damage: 8% (first hit, only on side, sets up for second hit), 17% (second hit),
16% (if only second hit hits, from above)

Down Smash: Double Claw Swipe
Damage: 19% (front), 18% (back)

--------------
Grab: Claw Grab

Attack: Spike Knee
Damage: 1%

Front Throw: Push
Damage: 7%

Back Throw: Back Claw
Damage: 7%

Up Throw: Overhead Claw
Damage: 7%

Down Throw: Down Claw
Damage: 12%

--------------
Special Attacks:

Standard Special: Blaster
When activated, Wolf thrusts out his Blaster, and fires a single powerful shot.
Wolf's Blaster fires even slower than Falco's, and the shots travel slow too.
However, if you notice, Wolf's Blaster has a dagger attached to it. That's
where Wolf's extra animation comes in. When he thrusts his Blaster out, he
hits anyone in front of him with the dagger. Ouch!
Damage: 4% (dagger hit), 5% (laser, up close or far away), 6% (laser, in
between initial shot and ending range)

Side Special: Wolf Flash
Wolf starts up, and dashes forward and up in a diagonal direction! This quick
move is pretty useful in some cases, and even though it hits along the way, it
does the most damage (and meteors) at the end of it, so learn the distance and
time it well!
Damage: 3% (if middle of it hits), 10% (end hit, meteors)

Up Special: Fire Wolf
Kind of a misleading name, as this move doesn't even use Fire...oh well. Almost
as soon as it's executed, Wolf lunges forward in any direction you point the
Control Stick, and complements it with a kick at the end! This move is multi-
hit, and at higher percents, can lead right into the ending kick.
Damage: 1% (each hit), 3% (ending hit)

Down Special: Reflector
Wolf brings out his red Reflector! Not only does this reflect projectiles, but
it can damage opponents at start up. Wolf even has invincibility at the start
of it! This invincibility can be useful in avoiding Final Smashes, just
remember that the invincibility is only available RIGHT when you start the
move.
Damage: 3% (if Reflector hits opponent at start-up)

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

Final Smash: Landmaster
Wolf has studied Fox and Falco's Landmaster technology, and designed one
himself! ...Couldn't he have used something else? I mean, three Landmasters?
Eh, anyway. Wolf's Landmaster is better in every way compared to Fox and
Falco's Landmasters, Power, Agility, Boosters...but the time the Landmaster
stays on-screen is much shorter, so work hard on getting those KOs!
Damage: 5% (if Wolf hits an opponent as he jumps up), 19% (average damage when 
running over opponent), 15% (Barrel Roll), 20% (average damage for Cannon 
Blast)

Recovery Techniques:
Like Falco, Wolf only has two real recovery moves. Wolf Flash is a bit weird in
that if you want to grab the ledge with it, you'll have to be slightly below
the ledge. His Fire Wolf is actually better than Fox and Falco's. Better than
both in that it has relatively little start-up time, and better than Falco's in
that it has great range. However, his Wolf Flash has the least range of Fox and
Falco's Side Specials.

Tips for the Wolf player:
Once again, Wolf requires a different kind of tactic to make him work well. His
strength is in his ground combat, as he has weird aerials that don't have much
knockback. His throws aren't too good either for KOing, but can be good for
certain set-ups. Wolf's Blaster isn't as good a ranged attack as the other
Blasters due to how slow it is, and is better used as a close-range surprise
attack. It can be used to get in a few hits in a FFA, though. If you're 
especially daring, try Wolf Flash as someone is trying to recover. If the end 
hits, whoo, meteor time. But then again, Wolf has a better and less riskier 
meteor with his down aerial, so it's best to practice that instead.

How to deal with a Wolf player:
It may not look like it at first, but Wolf is the heaviest of the Star Fox
characters, so it'll take a little more effort to KO him. Once again, stay
behind him, play mindgames, look for an opening so he doesn't perform his
Reflector on you. If you have projectiles, a good mindgame to play is to fire
projectiles at him. Likely, he'll try to reflect them with his Reflector, so
approach and attack as he does this, preferrably from above. Once again, almost
an impossible-to-avoid Final Smash, and is actually harder to not get KO'd, due
to it being faster AND more powerful. Luckily, you don't have to dodge it as
much as Fox or Falco's Final Smashes.

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

Captain Falcon *UNLOCKABLE* [CharFalc]
Representing: F-Zero series
Status: Veteran
Description: The mean and buff racer has returned! And he's ready to FALCON
PUNCH some heads! This guy's fast in foot and has some excellent killing moves.
He's sure to be a favorite of many.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ****
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Falcon (blue jumpsuit, yellow gloves and boots)
Black Falcon (black jumpsuit, white gloves and boots, orange scarf)
Blood Falcon (red jumpsuit, purple gloves, boots, and helmet, orange scarf)
Green Falcon (green jumpsuit, yellow gloves, boots, and helmet, red scarf)
Light Blue Falcon (light blue jumpsuit, red helmet and gloves, green boots,
white scarf)
Pink Falcon (white jumpsuit, pink gloves, boots, and helmet, yellow scarf)

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

Taunts:
Up Taunt: Charges up
Side Taunt: Motions his hand forward "Come on!"
Down Taunt: Salutes "Show me your moves!"

Stage Entrance: Drives in with the Blue Falcon, and hops off as it drives away.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, The Gentleman (Knee), Multi-Punch
Damage: 3% (first Punch), 2% (second Punch), 6% (The Gentleman), 2% (each hit
for Multi-Punch)

Side Attack: Kick
Damage: 10%, 11% (up diagonal), 10% (down diagonal)

Up Attack: Scissor Kick
Damage: 13%

Down Attack: Trip Kick
Damage: 10%

Dash Attack: Dashing Shoulder Barge
Damage: 6%

Ledge Attack: Flip Kick
Damage: 10%

Ledge Attack: (High %): Punch
Damage: 8%

Trip Attack: Double Punch
Damage: 5%

Fallen Attack (Back): Helicopter Kick
Damage: 6%

Fallen Attack (Stomach): Flip Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: One-Two Kick
Damage: 4% (first kick), 6% (second kick)

Front Attack: Knee of Justice
Damage: 19% (if hit right at knee, high knockback), 3% (if not hit at knee)

Back Attack: Back Punch
Damage: 14%

Up Attack: Flip Kick
Damage: 13%

Down Attack: Stomp
Damage: 14%

--------------
Smash Attacks:

Side Smash: Epic Elbow
Damage: 26%

Up Smash: Double Overhead Kick
Damage: 11% (first kick), 17% (second kick)

Down Smash: Dual Power Kick
Damage: 25% (front), 22% (back)

--------------
Grab: Falcon Grab

Attack: Knee
Damage: 2%

Front Throw: Jaw Punch
Damage: 9%

Back Throw: Back Kick
Damage: 9%

Up Throw: Jaw Palm
Damage: 7%

Down Throw: Throwdown
Damage: 7%

--------------
Special Attacks:

Standard Special: Falcon Punch
Captain Falcon's most famous attack, he charges up, and thrusts his fist
forward, causing a flaming falcon to form from his hand! Something added to 
this move is the Reverse Falcon Punch. If you press the Control Stick in the 
opposite direction Captain Falcon is facing while he's winding up the Falcon 
Punch, he turns around and Falcon Punches! The Reverse Falcon Punch has a bit 
more power than the regular Falcon Punch.
Damage: 27%, 28% (Reverse Falcon Punch)

Side Special: Raptor Boost
Captain Falcon dives forward, and if he comes into contact, does a fiery upper-
cut to the opponent! In the air, if he comes into contact, he'll punch downward
and pop up a bit.
Damage: 7%

Up Special: Falcon Dive
Captain Falcon jumps up! If he comes into contact with someone, he grabs the
opponent, then jumps away with an explosion. "Yes!" This can be used multiple
times, as long as you always latch on to someone.
Damage: 5% (latching hit), 12% (explosion)

Down Special: Falcon Kick
Perform this move on the ground, and Captain Falcon shoots forward like an
arrow with a flaming kick. Done in the air, Captain Falcon flies in a downward
trajectory. Best used as a surprise attack!
Damage: 11% (ground), 15% (air)

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

Final Smash: Blue Falcon
Captain Falcon calls in his pride and joy, his F-Zero racer, Blue Falcon to the
fray! If the Final Smash connects with someone, Captain Falcon jumps in the
Blue Falcon and a short cinematic shows the opponents flying to an unknown
F-Zero track, with the Blue Falcon approaching at a fast pace! Captain Falcon
then runs over the opponents, causing almost an instant KO! Ouch, road rash!
Damage: 10% (if Blue Falcon hits), 20% (when Blue Falcon runs over opponent in
the cutscene), 10% (as opponent gets launched)

Recovery Techniques:
Captain Falcon has around three Special Attacks to use for recovery. Falcon
Kick in the air can help close the gap, especially if you are high above the
stage, Raptor Boost can not only be good for reaching the ledge, but also for
foiling interceptions. Falcon Dive is the most obvious move here, and is also
a great move for foiling interceptions.

Tips for the Captain Falcon player:
Captain Falcon's game is not as effective as it was in Melee, with his down
aerials and Knee of Justice, but he's still pretty good. His neutral aerial is
good for racking up damage without much knockback, his Stomp can keep an
opponent on the ground, and his Knee is a good finisher. Use Reverse Falcon
Punch occasionally to play mindgames. You'll be surprised at how many times
people fall for it!

How to deal with a Captain Falcon player:
Captain Falcon has laggy aerials, so exploit them. If your opponent is known to
do Reverse Falcon Punches, simply jump away from him. Be careful when
intercepting, since he's got two mean Special Attacks. Can't really think of
anything else at the moment. For his Final Smash, just stay away from him. As
long as you aren't directly in front of him, you should be okay.

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

Pikachu [CharPika]
Representing: The Pokémon franchise
Status: Veteran
Description: The most recognizable of all Pokémon, this yellow mouse-like Poké-
mon uses his power of electricity to battle his foes. He's considered an all-
around character.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: Yes

--------------
Alt. Costumes: 

Default Pikachu (yellow skin)
Cap Pikachu (red hue'd skin, red hat resembling Red's hat)
Headband Pikachu (green hue'd skin, green headband on its head)
Goggle Pikachu (slightly lighter yellow skin with blue goggles on its head)

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

Taunts:
Up Taunt: Charges up electricity
Side Taunt: Waves at the screen
Down Taunt: Rolls around

Stage Entrance: Appears from a Poké Ball.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Quick Headbutt (can be done rapidly)
Damage: 2%

Side Attack: Mule Kick
Damage: 9%, 10% (up diagonal), 8% (down diagonal)

Up Attack: Upper Tail
Damage: 7%

Down Attack: Trip Tail
Damage: 7%

Dash Attack: Flying Headbutt
Damage: 7%

Ledge Attack: Flip Tail
Damage: 8%

Ledge Attack: (High %): Tail Whip
Damage: 10%

Trip Attack: Double Tail
Damage: 5%

Fallen Attack (Back): Tail Spin
Damage: 6%

Fallen Attack (Stomach): Spin
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin
Damage: 12% (Damage decreases over time)

Front Attack: Volt Spin
Damage: 2% (each hit)

Back Attack: Body Spin
Damage: 1% (each hit for 7 hits), 4% (final hit)

Up Attack: Aerial Tail Spin
Damage: 6% (close to Pikachu), 5% (hit with tail)

Down Attack: Down Volt Spin
Damage: 12%

--------------
Smash Attacks:

Side Smash: Super Volt
Damage: 28% (up close), 19% (farther away)

Up Smash: Iron Tail
Damage: 18% (side), 15% (above)

Down Smash: Jolt Spin
Damage: 2% (first hit), 3% (each hit for 4 hits), 2% (sixth hit), 5% (final
hit)

--------------
Grab: Pika Grab

Attack: Jolt
Damage: 2%

Front Throw: Volt Toss
Damage: 2% (each hit) (10% max)

Back Throw: Roll
Damage: 9%

Up Throw: Headbutt
Damage: 10%

Down Throw: Body Slam
Damage: 10%

--------------
Special Attacks:

Standard Special: Thunder Jolt
Pikachu unleashes a thunder ball! When it lands, thunder trails along the
ground for a little while until it dissipates. Good for ground cover!
Damage: 6%

Side Special: Skull Bash
Hold the Special Attack button during this move to let Pikachu charge up this
move. When you're ready to go, let go of the button and Pikachu will charge
forward with powerful ferocity. Just be careful with those fully-charged ones
though...
Damage: 25% (fully charged)

Up Special: Quick Attack
Quick Attack allows Pikachu to jump in any direction you point the Control
Stick to! If you press another direction as soon as the first jump is executed,
Pikachu will execute a second jump! Keep in mind that you can't do two jumps
both in the same direction, so you'll need some strategy for recovering.
Damage: 3% (first Quick Attack), 2% (second Quick Attack)

Down Special: Thunder
Pikachu summons a surge of electricity from the sky down towards the ground! If
the bolt hits Pikachu, a blast effect will occur, damaging nearby opponents.
The bolt itself can also damage opponents. Also, when the bolt hits Pikachu, he
actually has some invincibility frames. Don't believe me? Try this move near a
Blast Box...
Damage: 10% (if just the bolt hits), 17% (if an opponent is near when the bolt
makes contact with Pikachu, high knockback)

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

Final Smash: Volt Tackle
Pikachu encases himself in a ball of electricity and starts flying every which 
way. Don't worry though - you can control it, slightly, but beware that you 
aren't over a pit when the move ends! During the attack, press an attack button 
to discharge a lot of electrical power that reaches beyond the normal Volt
Tackle. Use that often.
Damage: 13% (normal damage), 15% (electrical discharge, high knockback)

Recovery Techniques:
Pikachu's got two moves to recover with. His Skull Bash, and his Quick Attack.
Both are very effective in recovery and for foiling interceptions. His Quick
Attack takes a bit of time to learn how to use properly, because the
inexperienced player may likely fail to make the second part of Quick Attack
happen. If you plan on maining Pikachu, keep in mind that when using Quick
Attack to recover, you must always change direction after the first Quick
Attack, assuming the first doesn't get you back to the stage.

Tips for the Pikachu player:
Quick Attack can be used for surprise attacks, such as Quick Attacking through
an opponent towards the ground during a small jump, then performing a down 
Smash, or using it as part of an aerial combo, etc. I'm sure you can be 
creative. If the opponent is high up, rely on the Thunder move for your kills.
Use Thunder Jolt solely for approach, and Skull Bash is good for an unexpected
intercepting maneuver.

How to deal with a Pikachu player:
First thing, don't stay above Pikachu, unless you want to be Thunder'd.
Constantly stay in the air to avoid Thunder Jolt, and since Skull Bash has a
bit of ending lag, dodge and use the available opportunity to do some damage.
The only thing you'll have to worry about is the Quick Attack, as that can
always come up unexpectedly. However, dodge it if you can sense it happening.
(Especially if Pikachu spams it.) Volt Tackle is easy to avoid, even if the
person knows how to control it. Since it moves too erratically, simply dodge
when you can.

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

Pokémon Trainer [CharTrain]
Representing: Pokémon franchise
Status: Newcomer
Description: What's this? A Pokémon Trainer in SSBB? Unusual...considering the 
fact the Trainer himself doesn't fight. Instead, he lets his three Pokémon; 
Ivysaur, Squirtle, and Charizard; to battle for him. Thus, I have 3 whole 
movesets to cover for this character. :O
Each Pokémon shares the same damage, so you can't switch out characters just to
prevent from getting damaged too much. Also, the Pokémon have stamina. If you
keep one Pokémon out for too long or if you switch too frequently, their
stamina will decrease and hinder their battle performance. You can even
visually see that they are tired, so if that happens, it's time to switch.

--------------
Squirtle's Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes, can also Wall Cling
Can Crawl: Yes

--------------
Ivysaur's Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Charizard's Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (has three mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes: (I may have the "names" of the alt. colors for Pokémon Trainer
wrong, so if I do, let me know. I know some of the alt. colors are supposed to
reference other Trainers in Pokémon games.

Default Trainer (Red Trainer, orange Charizard, green Ivysaur, blue Squirtle)
Orange Trainer (Orange Trainer, red Charizard, green Ivysaur with red spots,
purple Squirtle)
Green Trainer (Green Trainer, dark green Charizard, dark green Ivysaur, green
Squirtle)
Blue Trainer (Blue Trainer, pink Charizard, blue Ivysaur, dark blue Squirtle)
White Trainer (White Trainer, yellow Charizard, green Ivysaur with white bulb,
white-shelled Squirtle Squirtle)

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

Squirtle's Taunts:
Up Taunt: Flips
Side Taunt: Spins on tail
Down Taunt: Spins in shell

Ivysaur's Taunts:
Up Taunt: Spins bulb around
Side Taunt: Dances around on front legs
Down Taunt: Dances with vines

Charizard's Taunts:
Up Taunt: Roars loudly
Side Taunt: Roars and flaps wings
Down Taunt: Roars while stomping

Stage Entrance: Appears from a Poké Ball.

-------------------------------------------------------------------------------
Squirtle Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe, Kick, Tail Whip
Damage: 3% (Swipe), 2% (Kick), 4% (Tail Whip)
Tired Damage: 2% (Swipe), 1% (Kick), 3% (Tail Whip)

Side Attack: Tail Attack (Damage does not change for up or down diagonal Tail
Attacks)
Damage: 6%
Tired Damage: 4%

Up Attack: Headbutt
Damage: 6%
Tired Damage: 4%

Down Attack: Spin
Damage: 2% (each hit for four hits), 5% (last hit)
Tired Damage: 1% (each hit for two hits), 2% (third hit), 1% (fourth hit), 4%
(last hit)

Dash Attack: Shell Ram
Damage: 9%
Tired Damage: 6%

Ledge Attack: Tail Spin
Damage: 8%
Tired Damage: 5%

Ledge Attack: (High %): Headbutt
Damage: 10%
Tired Damage: 7%

Trip Attack: Double Tail
Damage: 5%
Tired Damage: 3%

Fallen Attack (Back): Upside-down Spin
Damage: 6%
Tired Damage: 4%

Fallen Attack (Stomach): Spin
Damage: 6%
Tired Damage: 4%

--------------
Standard Aerial Attacks:

Standard Attack: Water Spin
Damage: 9% (Damage decreases over time)
Tired Damage: 6%

Front Attack: Kick
Damage: 12%
Tired Damage: 8%

Back Attack: Tail Attack
Damage: 10%
Tired Damage: 7%

Up Attack: Aerial Tail Spin
Damage: 11%
Tired Damage: 7%

Down Attack: Drill Tail
Damage: 1% (each hit for five hits), 5% (last hit)
Tired Damage: 1/2% (each hit for five hits), 3% (last hit)

--------------
Smash Attacks:

Side Smash: Super Shell Ram
Damage: 19%
Tired Damage: 13%

Up Smash: Water Spout
Damage: 4% (initial pound), 18% (water spout)
Tired Damage: 2% (initial pound), 13% (water spout)

Down Smash: Super Water Shell
Damage: 15%
Tired Damage: 10%

--------------
Grab: Squirtle Grab

Attack: Headbutt
Damage: 2%
Tired Damage: 1 & 1/3%

Front Throw: Kick
Damage: 9%
Tired Damage: 6%

Back Throw: Back Kick
Damage: 10%
Tired Damage: 7%

Up Throw: Shell Ram
Damage: 11%
Tired Damage: 7%

Down Throw: Pound
Damage: 7%
Tired Damage: 4%

--------------
Special Attacks:

Standard Special: Water Gun
Press the button once and Squirtle will charge up. Press again and he will spit
a burst of water forward, able to really push opponents around! A completely
uncharged burst can do constant damage at point-blank range.
Damage: 2% (each hit, uncharged blast)
Tired Damage: 1 & 1/3% (each hit, uncharged blast)

Side Special: Withdraw
Squirtle gets in his shell and skims along the ground, leaving a trail of water
in his wake. Get those opponents and show them what Squirtle can do! In this
state, he's completely invulnerable to most things, but be careful! If you get
stomped, Squirtle flips onto his back, completely helpless for a few seconds.
Don't let that happen!
Damage: 7%
Tired Damage: 6%

Up Special: Waterfall
Squirtle summons a flood of water and rides up it. Good for recovery, and also
hits rapidly.
Damage: 2%/1% (each hit), 3% (last hit)
Tired Damage: 1 & 1/3% (each hit), 2% (last hit)

Down Special: Pokémon Change
The Pokémon Trainer withdraws Squirtle and summons Ivysaur.
Damage: No damage done.

-------------------------------------------------------------------------------
Ivysaur Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Rapid Vine Whip (becomes multi-hit after first two hits)
Damage: 3% (first hit), 2% (second hit), 1 & 2/3% (each hit, multi-hit)
Tired Damage: 2% (first hit), 1% (second hit), 1% (each hit, multi-hit)

Side Attack: Leaf Fan
Damage: 2% (each hit)
Tired Damage: 1 & 1/3% (each hit)

Up Attack: Vine Stand
Damage: 7%
Tired Damage: 4%

Down Attack: Double Vine
Damage: 2% (first hit), 5% (second hit)
Tired Damage: 1% (first hit), 3% (second hit)

Dash Attack: Dashing Bite
Damage: 12%
Tired Damage: 8%

Ledge Attack: Ledge Vine
Damage: 8%
Tired Damage: 5%

Ledge Attack: (High %): Ledge Bite
Damage: 10%
Tired Damage: 7%

Trip Attack: Dual Vine
Damage: 5%
Tired Damage: 3%

Fallen Attack (Back): Vine Flip
Damage: 6%
Tired Damage: 4%

Fallen Attack (Stomach): Vine Spin
Damage: 6%
Tired Damage: 4%

--------------
Standard Aerial Attacks:

Standard Attack: Saur Spin
Damage: 2% (each hit) (14% max)
Tired Damage: 1 & 1/3% (each hit) (9% max)

Front Attack: Aerial Vine
Damage: 12%
Tired Damage: 8%

Back Attack: Back Double Vine
Damage: 2% (first hit), 3% (second hit)
Tired Damage: 1% (first hit), 1% (second hit)

Up Attack: Bulb Burst (Ivysaur plummets)
Damage: 16%
Tired Damage: 11%

Down Attack: Down Bulb Burst
Damge: 10% (explosion), 8% (hit with bulb, meteors)
Tired Damage: 7% (explosion), 5% (hit with bulb, meteors)

--------------
Smash Attacks:

Side Smash: Vine Catapult
Damage: 22%
Tired Damage: 15%

Up Smash: Super Bulb Burst
Damage: 23%
Tired Damage: 16%

Down Smash: Super Dual Vine
Damage: 11%
Tired Damage: 7%

--------------
Grab: Vine grab

Attack: Squeeze
Damage: 3%
Tired Damage: 2%

Front Throw: Vine Toss
Damage: 8%
Tired Damage: 5%

Back Throw: Vine Spin
Damage: 10%
Tired Damage: 7%

Up Throw: Bulb Hit
Damage: 10%
Tired Damage: 7%

Down Throw: Vine Slam
Damage: 10%
Tired Damage: 7%

--------------
Special Attacks:

Standard Special: Bullet Seed
Ivysaur's flower bulb on his back fires a rapid seed barrage straight into the
air. Great for catching an aerial fighter off guard, and for comboing.
Damage: 4% (bite at beginning, sends opponent up), 2% (each seed)
Tired Damage: 2% (bit at beginning, sends opponent up), 2% (each seed)

Side Special: Razor Leaf
Ivysaur produces a leaf and flings it forward. It can be slightly controlled,
but cannot be aimed beforehand.
Damage: 8%
Tired Damage: 8%

Up Special: Vine Whip
Ivysaur sends out a vine that connects to the nearest ledge when in the air as
a tether recovery. The tip of the vine, if it connects to an opponent, can also
damage opponents!
Damage: 10%
Tired Damage: 9%

Down Special: Pokémon Change
The Pokémon Trainer withdraws Ivysaur and summons Charizard.
Damage: No damage done.

-------------------------------------------------------------------------------
Charizard Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash, Wing Slap
Damage: 3% (first Slash), 4% (second Slash), 6% (Wing Slap)
Tired Damage: 2% (first Slash), 3% (second Slash), 4% (Wing Slap)

Side Attack: Fire Tail (Damage does not change for up or down diagonal Fire
Tails)
Damage: 11%
Tired Damage: 7 & 2/3%

Up Attack: Wing Stab
Damage: 8%
Tired Damage: 5%

Down Attack: Low Bite
Damage: 12%
Tired Damage: 8%

Dash Attack: Dashing Kick
Damage: 11%
Tired Damage: 7%

Ledge Attack: Ledge Bite
Damage: 8%
Tired Damage: 5%

Ledge Attack: (High %): Tail Whip
Damage: 10%
Tired Damage: 7%

Trip Attack: Swipe
Damage: 5%
Tired Damage: 3%

Fallen Attack (Back): Double Swipe
Damage: 6%
Tired Damage: 4%

Fallen Attack (Stomach): Tail Whip
Damage: 6%
Tired Damage: 4%

--------------
Standard Aerial Attacks:

Standard Attack: Fire Spin
Damage: 9% (Damage decreases over time)
Tired Damage: 6%

Front Attack: Flame Attack
Damage: 4% (first hit), 3% (second hit), 2% (third and fourth hits)
Tired Damage: 2% (first hit), 2% (each hit)

Back Attack: Back Tail Whip
Damage: 5% (first hit), 9% (second hit)
Tired Damage: 3% (first hit), 6% (second hit)

Up Attack: Overhead Bite
Damage: 10%
Tired Damage: 7%

Down Attack: Meteor Stomp
Damage: 14% (meteors opponent)
Tired Damage: 9% (meteors opponent)

Glide Attack: Spin Bite
Damage: 12%
Tired Damage: 8%

--------------
Smash Attacks:

Side Smash: Super Headbutt
Damage: 7% (first hit), 23% (second hit)
Tired Damage: 4% (first hit), 17% (second hit)

Up Smash: Double Wing Slap
Damage: 7% (first hit), 15% (second hit)
Tired Damage: 4% (first hit), 11% (second hit)

Down Smash: Ground Pound
Damage: 22%
Tired Damage: 15%

--------------
Grab: Mouth Grab

Attack: Bite
Damage: 2%
Tired Damage: 1 & 1/3%

Front Throw: Mouth Toss
Damage: 10%
Tired Damage: 7%

Back Throw: Back Toss
Damage: 10%
Tired Damage: 7%

Up Throw: Headbutt
Damage: 11%
Tired Damage: 7%

Down Throw: Flame Throw
Damage: 1% (each hit) (6% max)
Tired Damage: 1/2% (each hit) (4% max)

--------------
Special Attacks:

Standard Special: Flamethrower
Charizard spits out a stream of fire in front of him for as long as the Special
Attack button is pressed. You can aim slightly up or down using the Control
Stick, as well! Be careful that you don't use it for too long, as it will
dissipate.
Damage: 2% (each hit)
Tired Damage: 2% (each hit)

Side Special: Rock Smash
Charizard picks up a rock, and smashes it to pieces with its head, sending bits
of shrapnel in front of him. Uh, are you gonna be okay?
Damage: 18% (initial impact), 5% (shrapnel hits)
Tired Damage: 12% (initial impact), 5% (shrapnel hits)

Up Special: Fly
Charizard starts flying upwards, spinning in a bout of flame. Good for recovery
and also multi-hits.
Damage: 5% (starting hit), 2% (each hit)
Tired Damage: 3% (starting hit), 1 & 1/3% (each hit)

Down Special: Pokémon Change
The Pokémon Trainer withdraws Charizard and summons Squirtle.
Damage: No damage taken.

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

Final Smash: Triple Finish
This is a Final Smash that uses all three characters combined for a super
attack, called Triple Finish! Any one of the characters can grab the Smash
Ball. When executed, Charizard, Ivysaur, and Squirtle all come out and use
their super attacks!

Squirtle: Hydro Pump
Ivysaur: Solarbeam
Charizard: Fire Blast

...Ok, so technically those aren't their super attacks, but...anyway. This
Final Smash does damage depending on how far the opponent is from you. If the
opponent is right beside you...It's super effective!
Damage: 58%

Recovery Techniques:
All the Pokémon each have a simple recovery move, which is the Up Special Move.
Squirtle's is fairly simple, but has a short range, Ivysaur's is solely a
Tether Recovery, and Charizard's is simple as well, but extremely short. For
Ivysaur though, his Up and Down Aerials can be used for tricking the opponent
if he tries to intercept. His Up aerial makes him plummet down, and his Down
aerial stops all his falling momentum for a bit. Charizard has the ability to
glide, but is quite less effective than Pit's or Meta Knight's. Nonetheless,
you should definitely make use of Charizard's glide if you're sent far.

Tips for the Trainer player:
Even if you are wanting to main just one of the Pokémon that the Trainer has,
you're going to need to learn how to play as all of them effectively solely
because of the stamina system. You won't KO and do damage as well if your
Pokémon is tired, so remember that. Squirtle has a unique way of moving, called
Shellshifting. It utilizes his unique turn-around animation in useful ways.
Simply begin the turn-around during a run and immediately let go of the Control
Stick. Due to the momentum of his turn-around, Squirtle will slide in the
direction you turned while in the idle stance. You can use this to perform
sliding Smashes, and to overall play with the opponent's mind.

Ivysaur has a few tricks up his sleeve too. His Bullet Seed can stop aerial
attackers in their tracks, his Vine Whip can be a great surprise attack,
considering where it hits, and his Razor Leaf can stun the opponent enough to
come in for some more attacks. Ivysaur has a meteor smash with his down aerial,
but you have to be centered and hit pretty much at the bulb to do it.
Charizard is great too. Even though he's the heaviest and clunkiest of the
Pokémon, he still hits quite hard. His Rock Smash can hit multiple times if
done right, his Flamethrower is a good edgeguard, and he has an effective
meteor smash with his down aerial.

How to deal with a Trainer player:
Three strategies. Squirtle's fast and agile, so dodge constantly and get in
hits when he least expects it. Ivysaur is in the middle, but has good range for
some of his attacks. Therefore, attack only after Ivysaur misses an attack,
since a lot of the attacks have ending lag. For Charizard, stay away and pelt
him with projectiles and quick jabs here and there. For the Final Smash, simply
stay behind the Pokémon. The Final Smash has a little lag right when it's
started, so use that to get away.

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

Lucario *UNLOCKABLE* [CharLuc]
Representing: Pokémon franchise
Status: Newcomer
Description: Lucario is a mysterious Pokémon that can sense the aura of a
person and read that person's thoughts and movements. Lucario makes for an
interesting fighter in Brawl, as his power increases as he takes damage. He
may prove to be an unstoppable force with players that can stay alive for a
long time!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes, can also Wall Cling
Can Crawl: Yes

--------------
Alt. Costumes:

Default Lucario (blue fur, yellow upper torso)
Red Lucario (purple fur, red upper torso)
Aqua Lucario (light blue fur, blue upper torso)
Grey Lucario (white fur, white upper torso)
Green Lucario (turquoise fur, green upper torso)

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

Taunts:
Up Taunt: Spreads arms out and roars
Side Taunt: Puts hand forward
Down Taunt: Poses with one leg up

Stage Entrance: Appears and charges up.

-------------------------------------------------------------------------------
Moveset: (NOTE: As said before, Lucario's attack power rises as his damage
percentage rises. This not only includes attacking power, but also the
knockback. However, after 200% damage, Lucario's power no longer rises. In 
other words, his power is maxed at that point. I will show two damage 
percentages for each move, one with no damage taken and one with 200% damage 
taken. The only exception to this are the Ledge Attacks. For the normal Ledge
Attack, I will list the minimum damage it can do, and the maximum damage it
can do BEFORE the high damage Ledge Attack kicks in. Likewise, when the high
damage Ledge Attack kicks in, that will be listed as its minimum damage. Of
course, there are certain attacks that don't use Aura. Those attacks don't
change in damage whatsoever, unless of course through Stale Move Negation.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Swipe, Swipe, Kick
Minimum Damage: 2% (first Swipe), 1% (second Swipe), 5% (Kick)
Maximum Damage: 4% (first Swipe), 3% (second Swipe), 7% (Kick)

Side Attack: Aura Palm (damage does not change for up or down diagonal Aura
Palms)
Minimum Damage: 3% (first hit), 6% (second hit)
Maximum Damage: 7% (first hit), 11% (second hit)

Up Attack: Over Aura Kick
Minimum Damage: 4%
Maximum Damage: 8%

Down Attack: Aura Trip Kick
Minimum Damage: 4%
Maximum Damage: 9%

Dash Attack: Dashing Kick (doesn't use Aura)
Damage: 10% (Damage decreases over time)

Ledge Attack: Ledge Aura
Minimum Damage: 5%
Maximum Damage: 8%

Ledge Attack: (High %): Flip Aura Kick
Minimum Damage: 11%
Maximum Damage: 14%

Trip Attack: Double Kick (doesn't use Aura)
Damage: 5%

Fallen Attack (Back): Double Kick (doesn't use Aura)
Damage: 6%

Fallen Attack (Stomach): Double Palm (doesn't use Aura)
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aura Spin
Minimum Damage: 7%
Maximum Damage: 15%

Front Attack: Aura Kick
Minimum Damage: 3%
Maximum Damage: 7%

Back Attack: Back Aura Palm
Minimum Damage: 8%
Maximum Damage: 16%

Up Attack: Overhead Aura Kick
Minimum Damage: 7%
Maximum Damage: 14%

Down Attack: One-Two Aura Kick
Minimum Damage: 5% (first kick), 6% (second kick)
Maximum Damage: 11% (both hits) (22% max)

--------------
Smash Attacks:

Side Smash: Super Aura Palm
Minimum Damage: 13% (fully charged)
Maximum Damage: 27% (fully charged)

Up Smash: Upper Super Aura Palm
Minimum Damage: 12% (fully charged)
Maximum Damage: 25% (fully charged)

Down Smash: Dual Aura Palm
Minimum Damage: 13% (fully charged)
Maximum Damage: 27% (fully charged)

--------------
Grab: Aura Grab

Attack: Aura Pulse
Minimum Damage: 1/2%
Maximum Damage: 1 & 2/3%

Front Throw: Aura Push
Minimum Damage: 7%
Maximum Damage: 14%

Back Throw: Back Throw (doesn't use Aura)
Damage: 10%

Up Throw: Aura Toss
Minimum Damage: 4%
Maximum Damage: 8%

Down Throw: Throwdown (doesn't use Aura)
Damage: 10%

--------------
Special Attacks:

Standard Special: Aura Sphere
Lucario stands back, puts his hands together, and forms a large ball of Aura
energy. This also serves a rough indicator of Lucario's current power based on
the size of the Aura Sphere. It can charge up to be as big as him if at maxed
power!
Minimum Damage: 1/2% (each hit as it charges), 13% (fully charged shot)
Maximum Damage: 1% (each hit as it charges), 26% (fully charged shot)

Side Special: Force Palm
At a distance, Lucario throws out an Aura attack in front. If done in very
close quarter combat, it changes to a grab that immediately attacks. Has pretty
good knockback, even at minimal power.
Minimum Damage: 6% (far away), 9% (if at point-blank)
Maximum Damage: 14% (far away), 18% (if at point-blank)

Up Special: Extreme Speed
Lucario stops for a minute, then boosts forward in the direction you point the
Control Stick. This doesn't do any damage, but the best part about it is that
you can curve the direction you move after you launch, making for some good
mindgames.
Damage: Doesn't do damage.

Down Special: Double Team
Lucario makes a stance! If he's hit during this stance, he splits into two,
disappears, then quickly does a surprise attack from behind! Not only is this a
good countering move, but it also looks awesome.
Minimum Damage: 7%
Maximum Damage: 15%

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

Final Smash: Aura Storm
Lucario jumps high into the air, floats above the stage, and sends out a
tremendous beam of Aura energy! This move can be angled with the Control Stick,
even before the beam is fired! So try to pinpoint your chosen enemy and let
loose!
Minimum Damage: 10% (if Lucario hits someone during his jump), 2/3% (each hit), 
6% (final hit)
Maximum Damage: 21% (if Lucario hits someone during his jump), 1 & 2/3% (each
hit), 14% (final hit)

Recovery Techniques:
Lucario has pretty much only one recovery technique, and that's his Extreme
Speed. Nonetheless, you can fool opponents easily with it since you can curve
it. Like for instance, if you are straight at the stage, but above the ledge,
you can move forward, then curve down to grab the ledge.

Tips for the Lucario player:
Some Lucario users may think that the best thing to do is take damage until you
are powerful enough to fight. That isn't the case, and you are likely to get
KO'd before you can do anything. It's best to just fight regardless, and let
the higher attack power come in as you get damaged. Just treat him like any
other fighter. You can use Aura Sphere to toy with opponents, Double Team to
counter attacks when they least expect it, and Extreme Speed for extreme
edgeguarding. His down aerial is great, even at low power, and it can stop
Lucario in place during the attack.

How to deal with a Lucario player:
Anticipate the Aura Spheres, figure out how he uses Extreme Speed (since it 
does no damage, don't worry about getting hit with it), and if you get
countered with Double Team, jump or block immediately, as the move has a bit of
lag to attack after getting hit. Lucario is a big threat at high percentages,
so when his damage is up, change your strategy to a more defensive stance, and
attack when you find an opening. His Final Smash, Aura Storm, is easy to avoid,
actually. After it's unleashed, it's easy to outrun it.

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

Jigglypuff *UNLOCKABLE* [CharJiggly]
Representing: Pokémon franchise
Status: Veteran
Description: The pink Balloon Pokémon returns! She may control a little
awkwardly at first, but you'll soon realize her slow falling speed makes her
quite a deadly combo machine! She truly has hidden potential.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A (has five mid-air jumps)
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes: (I know some of Jigglypuff's hats are supposed to represent
Pokémon Trainers from the actual Pokémon games, but since I don't know much of
Pokémon, you'll have to help me point them out.)

Default Jigglypuff (light pink skin, light green eyes)
Red Jigglypuff (pink skin, red umbrella hat)
White Jigglypuff (pink skin, white hat)
Yellow Jigglypuff (bright pink skin, straw hat)
Green Jigglypuff (light pink skin, green bedtime cap, blue eyes)

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

Taunts:
Up Taunt: Spins and blinks
Side Taunt: Spins like a tornado and poses at the end
Down Taunt: Deflates and floats down to the ground like a balloon

Stage Entrance: Appears from a Poké Ball.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Jab, Jab
Damage: 3% (first Jab), 3% (second Jab)

Side Attack: Spin Kick
Damage: 10% (Damage does not change for up or down diagonal Spin Kicks)

Up Attack: Tipper Kick
Damage: 9%

Down Attack: Trip Kick
Damage: 10%

Dash Attack: Dive Attack
Damage: 12%

Ledge Attack: Flip Kick
Damage: 6%

Ledge Attack: (High %): Spin Attack
Damage: 6%

Trip Attack: Helicopter Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Spin Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Standard Kick
Damage: 10% (Damage decreases over time)

Front Attack: Double Kick
Damage: 12%

Back Attack: Back Kick
Damage: 12%

Up Attack: Jiggly Sweep
Damage: 9%

Down Attack: Drill Kick
Damage: 2% (each hit) (16% max)

--------------
Smash Attacks:

Side Smash: Pop Kick
Damage: 22%

Up Smash: Jiggly Thrust
Damage: 18%

Down Smash: Power Spin Kick
Damage: 16%

--------------
Grab: Balloon Grab

Attack: Grab Jab
Damage: 3%

Front Throw: Pop
Damage: 10%

Back Throw: Bodyslam
Damage: 10%

Up Throw: Magic Toss
Damage: 10%

Down Throw: Rock the Cradle
Damage: 10%

--------------
Special Attacks:

Standard Special: Rollout
Press and hold the special attack button and Jigglypuff will charge a roll.
Release, and you'll be rolling around at top speed! You can change your
direction while on the ground, so be careful not to KO yourself...
Damage: 18% (fully charged)

Side Special: Pound
Probably the most unimaginative special attack ever, Jigglypuff simply performs
a strong punch. It can send her farther during her flight, and can actually
extend the vertical distance of her mid-air jumps if performed right when a
jump is performed.
Damage: 11%

Up Special: Sing
Unlike most Up Specials, this one isn't used for recovery. Instead, Jigglypuff
sings with her soft voice. Anyone near her will fall asleep to the melody.
Remember that the higher the damage your opponent has, the longer he'll stay
asleep. If you do this on a foe with a lot of damage, follow up with Rest!
Damage: Does no damage.

Down Special: Rest
When performed, Jigglypuff falls asleep for a few seconds. ...Sounds kind of
worthless, huh? Well, if you use it while you are overlapping your opponent,
KLAAAAAAAAAANG! The opponent gets sent flying! Not only that, but a flower
grows on that opponent's head, causing steady damage. This move is deadly if
used on an opponent in 50% or higher!
Damage: 15% (if Rest's uber impact hits), 1% (each hit, constant damage from
flower)

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

Final Smash: Puff Up
Jigglypuff grabs the Smash Ball! When executed, Jigglypuff puffs up to
monstrous proportions! Then at her biggest, she yells out her name, sending
anyone close to her to get KO'd! This is deadly on small stages, so Jigglypuff 
is at a disadvantage in a big stage like New Pork City.
Damage: 17% (damage if Jigglypuff is touched as she is deflating, high 
knockback)

Recovery Techniques:
Pound is really the only move that can help her with recovery. Other than that,
she has horizontal recovery down pat. However, her vertical recovery sucks in
comparison, so try not to get knocked down below the stage.

Tips for the Jigglypuff player:
Due to Jigglypuff's slow falling speed and excellent aerial agility, she is a
beast in aerial gameplay. As long as she has all her mid-air jumps, she's a
nightmare in the air, so keep chasing the opponent. Pound is a good move during
combos, with what you can pull off in Brawl, that is. Learn to use air as a
weapon, and time the Rest for unexpected attacks, especially if the opponents
are at high damage!

How to deal with a Jigglypuff player:
Jigglypuff is indeed a nightmare in the air, but her main weakness is how
easily she can be thrown around due to her light weight. Use attacks that have
high knockback, and stay on the ground unless you need to dodge. Her Final
Smash is easy to avoid, just stay away from her for the duration of it.

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

Marth *UNLOCKABLE* [CharMart]
Representing: Fire Emblem franchise
Status: Returning
Description: Marth, the main character of the first and third Fire Emblem games
in Japan, has returned from Melee! His fast and smooth style makes him quite an
easy character to master.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Marth (blue attire all around, blue cape)
Red Marth (red attire all around, red cape)
Green Marth (green attire all around, green cape)
Black Marth (black attire all around, black cape)
White Marth (white attire all around, white and red cape)
Light Blue Marth (light blue attire all around, light blue cape, bright blue
hair)

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

Taunts:
Up Taunt: Holds sword up high as it gleams
Side Taunt: Swings sword then sheathes it
Down Taunt: Swings sword and says something in Japanese

Stage Entrance: A magic warp mark appears on the ground, then shines brightly
to reveal Marth emerging from it!

-------------------------------------------------------------------------------
Moveset: (Note: A unique thing to know about Marth's sword is that its very tip
produces stronger attacks than hitting with the middle of the sword. Like say
for instance, you hit an opponent with a side standard attack with only the
middle of the sword and you'll deal 9% damage. Attack the opponent with the
same attack, but hitting him with the very tip of your sword though, and you'll
deal 12% damage. Because of this, every attack will have two damage %ages, the
first being the damage for attacking with the middle of the sword, and the
second being the damage for attacking with the very tip of the sword.)

--------------
Standard Ground Attacks:

Standard Attack Combo: Slash, Slash
Damage: 4% (first Slash), 4% (second Slash)
Tip Damage: 6% (first Slash), 6% (second Slash)

Side Attack: Power Slash
Damage: 9%
Tip Damage: 12%

Up Attack: Overhead Slash
Damage: 9%
Tip Damage: 12%

Down Attack: Low Stab
Damage: 9%
Tip Damage: 10%

Dash Attack: Dashing Slash
Damage: 9%
Tip Damage: 12%

Ledge Attack: Flip Slash
Damage: 6%
Tip Damage: 8%

Ledge Attack: (High %): Low Slash
Damage: 10%

Trip Attack: Double Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Dual Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Aerial Duo Slash
Damage: 3% (first slash), 9% (second slash)
Tip Damage: 6% (first slash), 12% (second slash)

Front Attack: Front Slash
Damage: 10%
Tip Damage: 13%

Back Attack: Back Slash (turns Marth around)
Damage: 11%
Tip Damage: 14%

Up Attack: Aerial Overhead Slash
Damage: 10%
Tip Damage: 13%

Down Attack: Meteor Slash
Damage: 12%
Tip Damage: 14% (meteors opponent)

--------------
Smash Attacks:

Side Smash: Slash Pound
Damage: 19%
Tip Damage: 26%

Up Smash: Tipper (can only hit with tip of sword)
Damage: 25% (at side), 23% (if opponent is above Marth)

Down Smash: Trip Dual Slash
Damage: 19% (front), 18% (back)
Tip Damage: 23% (front), 22% (back)

--------------
Grab: One-hand Grab

Attack: Knee
Damage: 2%

Front Throw: Throw
Damage: 4%

Back Throw: Back Toss
Damage: 4%

Up Throw: Up Toss
Damage: 4%

Down Throw: Throwdown
Damage: 5%

--------------
Special Moves:

Standard Special: Shield Breaker
Hold the Special Attack button and Marth will charge up, and then perform a
powerful stab! If this move is fully charged, it can instantly break someone's
shield, as the name implies.
Damage: 18%
Tip Damage: 22%

Side Special: Dancing Blade
Marth's Dancing Blade lets you choose from nine different attacks through a
combination of a direction and pressing the special attack button. A "chart"
below shows all the different attacks.

First Attack:
Side: Downward Overhead Slash (Damage: 3%, 4% at tip)

Second Attack:
Up: Upward Crescent Slash (Damage: 3%, 4% at tip)
Neutral (no directions pressed) or Down: Leg Slash (Damage: 3%, 4% at tip)

Third Attack:
Up: Downward Slash (Damage: 4%, 5% at tip)
Neutral: Leaning Slash (Damage: 4%, 5% at tip)
Down: Low Stab (Damage: 4%, 5% at tip, can meteor)

Final Attack:
Up: Strong Upper Slash (Damage: 6%, 8% at tip)
Neutral: Strong Downward Slash (Damage: 6%, 8% at tip)
Down: Multi Leg Stab (Damage: 2% each hit, 3% last stab)

So as you can see, you have many different ways of performing the Dancing
Blade, with also varying degrees of damage if all slashes hit. Of course, the
final attack is always the strongest and has the most knockback. Keep in mind
that all the neutral attacks can be performed by also pressing the Control
Stick/Pad to the side.

Up Special: Dolphin Slash
Marth slashes upward in blinding speed, jumping up in the process. Good for a
recovery move, and as a surprise KO attack.
Damage: 13% (at start, damage steadily decreases)

Down Special: Counter
Marth has a Counter move! When activated, Marth holds his sword forward with a
stance. If attacked, he will block the attack and deliver his own counterattack
slash! Marth's damage ratio gives 1.1 times the damage that the opponent
delivered back, with a minimum of 8% of damage.
Damage: Varies.

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

Final Smash: Critical Hit
Marth holds his sword up high, gleams in the air, then he rushes forward with
lightning speed and delivers a critical hit!! This can be done in the air, and
Marth always rushes in a horizontal direction. This can be dodged if someone is
quick enough, but when it connects, it's always an instant KO. It can even hit
multiple opponents if they're in range. Be careful though, if you miss while in
the air, you could self-destruct... However, you can always cancel the Final
Smash at any time by pressing the Special Attack button again.
Damage: 60%

Recovery Techniques:
Marth doesn't have much as far as recovery techniques go. His Side Special
(first slash only) isn't as effective in making him stall in the air like it
was in Melee, but can still be used for recovery. His main move is his Dolphin
Slash, and it has a lot of vertical range to it. Since Marth stalls in the air
a little bit after performing the Dolphin Slash, it's best to sweetspot it to
the ledge so that you automatically grab it before you get in range of the
enemy's attack. A fully charged Shield Breaker in the air can also thrust Marth
forward a fair distance, so use that as your first recovery move.

Tips for the Marth player:
The best tip I can give to a Marth player is to learn to space himself with the
opponent. Learn the ranges for each move and make it so that each hit connects
with the sword's tip for maximum hitstun, knockback, and damage. His Side
Special is now more useful for consecutive hits, so implement that move into
your ground game. A good trick to use, and what many consider the "Ken Combo"
named by famous Marth player "Ken" from Melee, is to constantly chase the
opponent to the edge with small jumped (or shorthopped, for another term)
forward aerial attacks, then finishing quickly with a meteor strike on his
down aerial when the opponent is away from the stage. It takes practice to do,
but it can be so worth it. The Ken Combo is most effective if the tip of the
sword hits on all strikes. The Counter is good only when the opponent least
expects it.

How to deal with a Marth player:
Marth has a good ground and aerial game, so an experienced Marth player is a
force to be reckoned with. Nevertheless, projectiles are Marth's weakness. If
your character has a projectile, use it. Use any moves that might out-
prioritize Marth's moves. Marth's Final Smash is easy to avoid. If you're in
Marth's range as he executes it, just jump out of the way or sidestep dodge.

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

Ike [CharIke]
Representing: Fire Emblem franchise
Status: Newcomer
Description: Hailing from Fire Emblem: Path of Radiance on the Gamecube, Ike 
brings to battle his mighty swordplay. Extremely slow, but almost all his moves 
are KO capable, Ike can be a force to be reckoned with in teams or an 
experienced player.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Ike (white pants, blue shirt, red cape)
Golden Ike (almost completely golden clothes, golden cape)
Purple Ike (purple clothes, red cape)
Light Blue Ike (white clothes, light blue cape)
Green Ike (green clothes, dark green cape)
Soldier Ike (black-ish pants, tan shirt, red cape)

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

Taunts:
Up Taunt: Holds sword and acts like he's charging up
Side Taunt: Holds sword beside him and says "Prepare yourself!"
Down Taunt: Plants sword on ground.

Stage Entrance: A magic warp mark appears on the ground, then shines brightly
to reveal Ike emerging from it!

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Jab, Kick, Slice
Damage: 4% (Jab), 5% (Kick), 7% (Slice)

Side Attack: Power Slice
Damage: 15% (Damage does not change for up or down diagonal Power Slices)

Up Attack: Lift Slice
Damage: 12% (side), 9% (above)

Down Attack: Sweep Slice
Damage: 14% (can meteor like Link's down attack)

Dash Attack: Dash Slice
Damage: 8%

Ledge Attack: High Slash
Damage: 8%

Ledge Attack: (High %): Leaning Slash
Damage: 10%

Trip Attack: Spin Slash
Damage: 5%

Fallen Attack (Back): Double Slash
Damage: 6%

Fallen Attack (Stomach): Overhead Slash
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Crescent Slash
Damage: 9%

Front Attack: Strong Aerial Slash
Damage: 13%

Back Attack: Back Slice
Damage: 14%

Up Attack: Ragnell Spin
Damage: 14%

Down Attack: Meteor Slice
Damage: 16% (meteors)

--------------
Smash Attacks:

Side Smash: Power Slice
Damage: 30% (damage is less if farther away)

Up Smash: Full-body Slash
Damage: 23%

Down Smash: Dual Power Slice
Damage: 18% (front), 22% (back)

--------------
Grab: Power Grab

Attack: Headbutt
Damage: 3%

Front Throw: Kick Away
Damage: 6%

Back Throw: Back Kick Away
Damage: 6%

Up Throw: Toss
Damage: 6%

Down Throw: Stomp
Damage: 6%

--------------
Special Attacks:

Standard Special: Eruption
Ike plants his sword down onto the ground and makes fire rise up from the
ground. The longer it's charged up, the more powerful and bigger the fire
becomes. If fully charged, the explosion harms Ike as well, so be careful.
Damage: 37% (to opponent, fully charged), 10% (to Ike, fully charged)

Side Special: Quick Draw
Ike charges up if the Special Attack button is held. If charged all the way,
(indicated by a "ding!" sound) release and Ike will dash forward a long
distance very quickly. On top of that, if he comes into contact with someone,
he performs a powerful slash.
Damage: 16% (fully charged)

Up Special: Aether
This powerful attack can hit multiple times!  Ike throws his sword up into the
air, jumps up to grab it, then spins down towards the ground for an intense hit
upon ground impact! Ike has super armor when throwing his sword up into the
air, so you can even resist the mighty Falcon Punch!
Damage: 6% (beginning hit), 2% (each hit before Ike plummets), 3% (plummeting
hit, can meteor), 6% (impacting hit)

Down Special: Counter
Ike counters! Ike is slow to counter, but if an opponent attacks him while in
his counter stance, he blocks and counterattacks, delivering 1.2 times the
damage the opponent delivered back, with a minimum of 10% of damage.
Damage: Varies.

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

Final Smash: Great Aether
This sword of mine glows with an awesome power! Its burning grip tells me to
defeat you! My love, my anger, and all of my sorrow! GREAT AETHER!!!
....Um, yeah. Anyway, Ike does an upward slash with his sword. If it connects, 
the opponent is sent flying upwards, and Ike intercepts, where he uses a series 
of flashy and fiery slashes, and then finally does a finishing blow by slamming 
the opponent to the ground, causing a volcanic explosion which can damage all 
nearby players, and send the original foe flying!
Damage: Average of 60%. Beginning slash does 5%, each slash does 3%.

Recovery Techniques:
Ike has two recovery techniques. His Aether and Quick Draw. Quick Draw is used
for horizontal recovery, while his Aether is used for vertical recovery. Use
Aether so that Ike grabs the ledge without having to land. Quick Draw is best
used if you can grab the ledge with it.

Tips for the Ike player:
An Ike player should not rely on his strongest moves to win, as he can be very
predictable otherwise. If you spam Quick Draw, Aether, and the forward smash,
like most people seem to do, you will be easily predictable. As such, vary your
moves. Throw in a good aerial scare with some well-placed aerial moves, space
the Quick Draw so that you stop right in front of the opponent, where you can
do a quick neutral attack combo. Counter is slow in coming out compared to
Marth's, so you can easily use it as a humiliation attack if your opponent is
trying to use a slow, powerful attack on you. (Such as Dedede's forward smash.)
It's not as good as a surprise measure while being attacked, though.

How to deal with an Ike player:
Ike's recovery is meaningless if you have a good maneuver to use against. Even
simple pushing moves like Mario's F.L.U.D.D. or Squirtle's Water Gun can foil
an Ike's recovery. As such, Ike is easily susceptible to meteor strikes during
Quick Draw, and you should use a move that has a disjointed hitbox (see
Techniques) to interrupt Ike's Aether. Since Ike has slow attacks overall, a
well-timed dodge is enough to avoid an attack, and have enough time to attack.
The Final Smash has a large range despite its looks, but staying away from Ike
is the key.

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

Ness *UNLOCKABLE* [CharNes]
Representing: Earthbound/Mother 2
Status: Veteran
Description: As if anyone would replace Ness. :P He returns to Brawl once more!
His psychic abilities are akin to that of Lucas, and most of his moveset hasn't
been changed from Melee. Is it possible that he and Lucas might become fast 
friends?

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Ness (red baseball cap, yellow and blue-striped shirt)
White Ness (white cap, white shirt with orange sleeves)
Bumblebee Ness (yellow baseball cap, yellow and black-striped shirt)
Orange Ness (green baseball cap, yellow and orange-striped shirt)
Blue Ness (blue baseball cap, yellow and purple-striped shirt)
Black Ness (purple cap, black Mr. Saturn shirt)

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

Taunts:
Up Taunt: Nods head and says "Ok!"
Side Taunt: Shows his baseball bat
Down Taunt: Waves his finger around, a magic trail producing from it

Stage Entrance: Gets burned from PK Teleport.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Kick
Damage: 3% (first Punch), 2% (second Punch), 4% (Kick)

Side Attack: Far Kick
Damage: 11%, 12% (up diagonal), 10% (down diagonal)

Up Attack: Rise Punch
Damage: 7%

Down Attack: Trip Kick (can be performed rapidly)
Damage: 4%

Dash Attack: PK Push
Damage: 5% (first PK circle), 4% (second PK circle), 4% (third PK circle)

Ledge Attack: Flip Kick
Damage: 8%

Ledge Attack: (High %): Slow Punch
Damage: 10%

Trip Attack: Dual Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Double Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Heli Spin
Damage: 11%

Front Attack: PK Palm
Damage: 2% (each hit for four hits), 3% (last hit)

Back Attack: PK Kick
Damage: 8% (if the feet don't hit), 15% (if feet hit)

Up Attack: Headbutt
Damage: 13%

Down Attack: Meteor Kick
Damage: 9% (if meteor isn't successful), 12% (if meteor is successful)

--------------
Smash Attacks:

Side Smash: Cracked Bat
Ness swings a baseball bat in true sportsman-like fashion. Has a heavy start-up
time but high knockback if it connects. Like the Home-Run Bat, this move is
stronger the closer you hit the opponent at the tip of the bat. This move can
also reflect any projectiles.
Damage: 25% (up close)

Up Smash: Around the World
Ness brings out his Yo-Yo and swings it over his head. The hit during the
charge sends an opponent above Ness so that you can hit again with it.
Damage: 4% (during charge), 13% (when he swings it)

Down Smash: Walk the Dog
Ness brings out his Yo-Yo behind him and rolls it quickly along the ground to
his front. The hit during the charge can bring an opponent in front of Ness, so
release the move to hit again.
Damage: 4% (during charge), 13% (when he swings it)

--------------
Grab: PK Grab

Attack: Headbutt
Damage: 1%

Front Throw: Psychic Toss
Damage: 11%

Back Throw: Over-shoulder Psychic Toss
Damage: 11%

Up Throw: Psychic Spin
Damage: 10%

Down Throw: Throwdown Fire
Damage: 1% (each hit for five hits), 4% (last hit)

--------------
Special Moves:

Standard Special: PK Flash
Ness produces a green energy ball. Hold the Special Attack button and use the
Control Stick to control it in a limited fashion. This can really hurt someone 
if used right!
Damage: 37% (fully charged)

Side Special: PK Fire
Ness throws a small bolt of energy from his fingertips and travels a short
distance forward. If the bolt makes contact, it bursts into a pillar of flame
that can hit multiple times. Great for setting up a more powerful attack. The
bolt also moves at a downward diagonal trajectory when performed in the air.
Damage: 6% (beginning hit), 2% (each hit afterwards) (22% max)

Up Special: PK Thunder
Ness concentrates power, and out comes a small bolt of lightning! Ness is
immobile while the bolt is out, but the bolt itself can be controlled. The bolt
disintegrates when it hits an opponent, and has little knockback. It is also
faster than Lucas's PK Thunder. However, make the bolt hit Ness himself and he 
gets shot like a bullet a short distance in a direction depending on where the 
bolt hit him. While Ness is shot forward, any opponent he hits will knock them 
far with lots of damage. I call this the PK Missile.
Damage: 8% (if tip of PK Thunder hits), 2% (if trail of PK Thunder hits), 25%
(if Ness hits with PK Missile, damage decreases over time)

Down Special: PSI Magnet
PSI Magnet is solely a defensive move. Use it and Ness will bring up a
magnetic field around him. Any energy projectiles fired at him will heal Ness
during this. This does, somehow, include fire. However, Ness is immobile and 
can still be hurt by physical attacks. If you release PSI Magnet, any opponents
nearby will be pushed away from Ness a little bit.
Damage: Does no damage, can heal Ness though.

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

Final Smash: PK Starstorm
P...K.... STAAAARRSTOOOORM!!!! Ness calls to the stars in the sky and sends
them raining down onto the stage! Ness's PK Starstorm is blue and each star 
falls in a kind of fan-shaped pattern. Compared to Lucas's though, each star
does more damage and more knockback.
Damage: 20% (for each star)

Recovery Techniques: Ness only has one recovery move in question, and that's
PK Thunder. Since you actually have to hit Ness with it in order to recover
with it, it can be a scary move for the Ness user, because an expert would
likely interrupt the PK Thunder with their own projectile (any stronger
projectile nullifies the PK Thunder) and thus, foil your recovery. Due to this,
Ness has a bad, predictable recovery. Still, you must do all you can to
survive.

Tips for the Ness player:
Ness is a weird character to work with. His weird double jump and psychic
attacks make him quite the unique character. Use PK Fire as a setup for another
attack like a throw. Ness's throws are the most powerful in the game, so use
those when the opponent is around 100%. PK Missile (from PK Thunder) and PK
Flash are also excellent killing moves, so master them. The people you face
will especially be impressed if you master PK Flash to intercept recoveries!
They may also be frustrated as well... >_>
There's also something with Ness that can prove detrimental unless you learn
how to play defensively. Ness, when he breaks out of a grab, is left helpless
for an abnormally long amount of time, longer than any other character aside
from Lucas (who also suffers from this). This break-out lag can leave you open
to get grabbed again and again. It can be avoided by not getting grabbed so
often, usually by playing more defensively.

How to deal with a Ness player:
You must play with power! (Sorry, a little old Nintendo joke there...*cough*)
Anyway, since Ness has a great aerial game, stay on the ground, but be prepared
to dodge a lot of his attacks, since most of his ground ones send you into the
air. There's a slight starting lag to the PK Fire before Ness fires it, so use
that to dodge accordingly. The PK Starstorm is actually easy to avoid, 
sometimes you can just stand in place and you'll avoid it. Crazy, I know.

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

Lucas [CharLucas]
Representing: Mother/Earthbound series
Status: Newcomer
Description: Hailing from Mother 3, the kid with extraordinary psychic powers
makes his Brawl debut! Though timid in nature, he fights like an expert. 
Boasting similar special moves to Ness, but having an entirely different 
standard attack moveset, Lucas brings a little variety to Ness users!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default Lucas (yellow and red-striped shirt, blue pants)
Claus Lucas (blue and yellow-striped shirt, orange hair and pants)
Red Lucas (red and dark red-striped shirt, turquoise pants)
Blue Lucas (blue and white-striped shirt, purple pants)
Green Lucas (green and red-striped shirt, dirty blonde hair, dark brown pants)
Purple Lucas (purple and pink-striped shirt, green pants)

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

Taunts:
Up Taunt: Slips on his butt
Side Taunt: Talks to his Rope Snake
Down Taunt: Focuses PSI energy

Stage Entrance: Lucas comes riding onto the stage from a Mr. Saturn tea table!

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Kick, Kick, Kick
Damage: 3% (first Kick), 3% (second Kick), 4% (third Kick)

Side Attack: PK Slash
Damage: 11%

Up Attack: PK Upper
Damage: 3% (first hit if on side), 8% (if PK bubble hits)

Down Attack: Spin Kick (can use it rapidly)
Damage: 6%

Dash Attack: PK Push
Damage: 12% (if up close), 10% (farther away)

Ledge Attack: Flip Kick
Damage: 8%

Ledge Attack: (High %): Slow Punch
Damage: 10%

Trip Attack: Dual Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Double Kick
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: PK Spin
Damage: 2% (each hit for first seven hits), 3% (last hit)

Front Attack: PK Kick
Damage: 12%

Back Attack: PK Meteor
Damage: 7% (if meteor isn't successful), 12% (if meteor is successful)

Up Attack: Headbutt
Damage: 13%

Down Attack: PK Multi-Kick
Damage: 5% (each hit, last hit is a meteor) (20% max)

--------------
Smash Attacks:

Side Smash: Stick Swing
Lucas swings a stick once at a fast pace. Moderate knockback. This move can
reflect projectiles.
Damage: 21%

Up Smash: PK Love
Lucas charges up PK energy and releases it in the (vague) shape of a heart. It
is slow both in activating and afterwards, but is extremely powerful, even
uncharged.
Damage: 29% (on side), 22% (if opponent is above)

Down Smash: PK Shoot
Lucas charges up powerful PK energy in his fingertips and shoots three bolts of
it down to the ground. Like PK Love, this move is also extremely powerful, but
not as much. Due to that, it has less lag overall. It's impossible to hit with
all three bolts though.
Damage: 23% (first bolt), 19% (second bolt), 15% (third bolt) 

--------------
Grab: Rope Snake (can be used for Tether Recovery)

Attack: Headbutt
Damage: 3%

Front Throw: PK Throw
Damage: 10%

Back Throw: PK Backthrow
Damage: 10%

Up Throw: PK Toss
Damage: 10%

Down Throw: PK Slam
Damage: 7%

--------------
Special Moves:

Standard Special: PK Freeze
Hold the special attack button to charge up the PK Freeze. It acts like Ness's
PK Flash, but this move is a lot more controllable. Release the special attack
button to make the freezing energy explode, causing anyone caught in it to
freeze up into a block of ice!
Damage: 19% (fully charged)

Side Special: PK Fire
Lucas sends out PK Fire! It flies in a straight line for a short distance, and
looks small, but when it hits, it explodes into a pillar of fire that hits
once. Also, this move pushes Lucas back a bit.
Damage: 8%

Up Special: PK Thunder
When unleashed, an orb of PK Thunder is sent out. This orb is fully
controllable (though Lucas isn't) but only does minimal damage. The bolt does
pass through opponents while damaging them, unlike Ness's. Also, the bolt is
able to make tighter turns than Ness's PK Thunder. If you hit yourself with 
the bolt, you'll go flying and turn yourself into a powerful projectile that
can hit multiple times. Great for recovery, just be careful where you aim that 
thing. Like with Ness, I call this technique the PK Missile.
Damage: 10% (if the ball of PK Thunder hits), 2% (if trail hits, can meteor), 
40% (average damage if all hits on PK Missile hit)

Down Special: PSI Magnet
Lucas creates a large magnet field in front of him! This blue field can absorb
all projectiles and heal Lucas. Unfortunately he's completely vulnerable behind
him, so use it cautiously. If you release Lucas's PSI Magnet, anyone close to
Lucas will take damage!
Damage: 9% (releasing damage)

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

Final Smash: PK Starstorm
P...K.... STAAAARRSTOOOORM!!!! Lucas unleashes a devastating move! Down comes
stars from the sky, raining havoc among the other smashers! This is almost
impossible to avoid without a scratch, as the stars come down very quickly.
The stars for Lucas's PK Starstorm do less damage and knockback compared to
Ness's in compensation though.
Damage: 14% (each star)

Recovery Techniques:
Like Ness, Lucas has PK Thunder to help him recover, but thankfully, it's less
of a nightmare to work with, since the bolt won't dissipate if it hits someone
else, so it's a bit safer. You still have to watch out for people trying to
meteor you, though. Lucas also has that Rope Snake of his, which despite how it
looks on the ground, actually has great reach for Tether Recovery, so you can
use that for a good recovery move as well. A really nice recovery for Lucas is
what is called "Zap Jumping." It requires good timing, but you basically
perform PK Fire at the same time when you double jump. If successful, Lucas
flies MUCH higher than normal. This is easier done if you set Special Moves to
the C-Stick or right stick on the Classic Controller. (Assigning Special
Moves to the C-Stick is commonly called "B-Sticking.")

Tips for the Lucas player:
Lucas's smashes and overall ground attacks are better than Ness's, though his
aerial game is arguably weaker than Ness's, simply for the fact that it's
harder to hit with his aerial attacks than it is with Ness's. At any rate,
Lucas has some great killers, such as his Up Smash and Down Smash. But since
the moves have large beginning and ending lag, make sure you perform them at
times where the opponent won't be able to attack you. Use PK Thunder for a nice
juggler, small jumped PK Fires to foil being chased, and PK Freeze for long-
distance attacking. Again, like with Ness, Lucas has a problem with breaking
out of grabs. Play defensively to avoid getting grabbed, and explore your
options for breaking out. Remember that you can break out of a grab while
jumping by pressing the jump button, and this will eliminate the chance of you
getting grabbed again with almost no chance of avoiding it.

How to deal with a Lucas player:
Avoid being above him, you will never want to be hit with that up smash of his.
If Lucas spams his Smashes, wait for the right time to strike. Learn the timing
to dodging the PK Freeze, try to nullify Lucas's PK Thunder in any use, and
jump constantly if Lucas uses PK Fire. PK Starstorm is harder to avoid, but can
still be avoided with proper dodging. Just watch the sudden influx of stars
near the move's end...

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

Mr. Game & Watch *UNLOCKABLE* [CharG&W]
Representing: Game & Watch portable system
Status: Returning
Description: The 2D character from the Game & Watch games, he's back from Melee
with a vengeance! His ridiculous frame-by-frame attacks and movements make him
quite a unique character!

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: ***
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: No

--------------
Alt. Costumes:

Default G&W (black)
Red G&W
Yellow G&W
Blue G&W
Green G&W
White G&W

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

Taunts:
Up Taunt: *ring ring*
Side Taunt: *ring ring*
Down Taunt: *jumps*

Stage Entrance: Walks in frame-by-frame.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack: Greenhouse (can be repeated rapidly)
Damage: 3% (first hit), 1% (each hit afterwards)

Side Attack: Lion
Damage: 10%

Up Attack: Flag
Damage: 8%

Down Attack: Manhole
Damage: 6%

Dash Attack: Helmet
Damage: 11%

Ledge Attack: Alarm Bash
Damage: 8%

Ledge Attack: (High %): Slow Alarm Bash
Damage: 10%

Trip Attack: Dual Vermin
Damage: 5%

Fallen Attack (Back): Double Vermin
Damage: 6%

Fallen Attack (Stomach): Double Vermin
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Tropical Fish
Damage: 5% (first hit), 4% (each hit when the fish spill out)

Front Attack: Package
Damage: 16%

Back Attack: Turtle Bridge
Damage: 3% (each hit) (15% max)

Up Attack: Spitball Sparky (blows opponents upward)
Damage: 7% (first hit), 9% (second hit)

Down Attack: Key (Mr. Game & Watch plummets)
Damage: 14% (beginning hit, meteors), 6% (landing hit)

--------------
Smash Attacks:

Side Smash: Fire Attack
Damage: 25%

Up Smash: Helmet Smash
Damage: 25%

Down Smash: Vermin
Damage: 18%

--------------
Grab: 2D Grab
All of Mr. Game & Watch's throws are based off of the Game & Watch game "Ball."
He juggles the opponent first before sending that opponent in the desired
direction.

Attack: Alarm Bash
Damage: 3%

Front Throw: Ball Forward
Damage: 8%

Back Throw: Ball Backward
Damage: 8%

Up Throw: Ball Upward
Damage: 8%

Down Throw: Ball Downward
Damage: 6%

--------------
Special Attacks:

Standard Special: Chef
Mr. Game & Watch takes the role of a chef and flips various food items from a
spatula! The food items cause minimal damage with minimal knockback, but if the
opponent is hit with the spatula, he takes more damage and is set on fire!
Damage: 4% (food item damage), 9% (spatula damage)

Side Special: Judge
Mr. Game & Watch holds up a number sign and swings a hammer! The number on
the sign judges what effect the hammer will deliver. Check the Damage for this
special to find out, but try to get a 9! That's the highest number and thus the
deadliest!
Damage: I will go through damage in a list, quite different from the other
damage sections for moves. The number for the sign will be listed first, then
the damage and effects.

"1": 2% (opponent doesn't flinch), 12% (to Mr. Game & Watch)
"2": 4% (weak attack with little knockback)
"3": 6% (can pierce through shields)
"4": 8% (slashes foes, sending them upward)
"5": 3% each hit (zaps foes with three electrical charges)
"6": 12% (sets foes on fire)
"7": 14% (average knockback, food item appears in front of Mr. G&W)
"8": 9% (freezes foes)
"9": 32% (foes get launched off the screen for an instant KO)

Up Special: Fire
A medical team with a bouncy blanket suddenly appears below Mr. Game & Watch
and sends him flying high! This can cause damage, and Mr. Game & Watch produces
a parachute to slow his landing down! You can cancel the parachute by attacking
or fast falling, or use it as a nice way to recover!
Damage: 6% (opponents are pushed up and away if not hit)

Down Special: Oil Panic
Mr. Game & Watch whips out a bucket and places it in front of him for as long
as the special attack button is held. With this, Mr. G&W is able to store three
projectiles. After storing them, execute the move again to spill oil on your
victims! The attack is powered based on the damage each projectile stored has
(up to 20%), multiplied 2.8 times. So that means, if you have Ness on your
team with Team Attack on (you can attack your teammates) you can have your Ness
partner help you store up three fully-charged PK Flashes for a deadly surprise
attack!
Damage: Varies. No set damage.

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

Final Smash: Octopus
Mr. Game & Watch transforms into the octopus boss from the Octopus Game & Watch
game. Move around and attack with your tentacles by pressing the attack button!
When attacking, the tentacles lengthen. You are also able to jump, but be
careful not to fall off the stage! The tips of the tentacles cause the most
damage, and the tentacles on the back cause minimal damage.
Damage: 16%

Recovery Techniques:
Mr. Game & Watch has Fire as his sole recovery move sadly, but it is great for
both vertical and horizontal recovery! The parachute he brings out lets him
float down slower than a normal fall, so you can use that for horizontal
recovery.

Tips for the Mr. G&W player:
Mr. Game & Watch is a more effective character than he was in Melee, so he's
pretty easy to get used to. A few things to note: his up aerial can be used
effectively to foil aerial attacks, his back aerial is good for chasing, and
his neutral aerial is a nice instant attack. Use his down aerial to reach the
ground quickly so you don't get kept in the air. Use Chef for annoyances, (lol)
Oil Panic to store up energy projectiles, and Judge for surprise attacks! It is
very humiliating to the opponent to suddenly hit him with a "9" on Judge!

How to deal with a Mr. G&W player:
Mr. Game & Watch is deadly, with his smashes being able to kill in low percents
compared to other characters (exceptions being the powerful characters like
Ganondorf, DK, or Bowser, of course) he is also one of the lightest characters,
which makes it easy to launch him. Use this opportunity to land some heavy
hitting attacks when appropriate. Be careful with your projectile use, what
with the Oil Panic move. The Final Smash is...actually hard to avoid. If you
can manage to dodge it, great!

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

Solid Snake *UNLOCKABLE* [CharSnake]
Representing: Metal Gear franchise
Status: Newcomer
Description: Snake breaks tradition in the SSB series as being the first 
3rd-party character to appear in this now well known-fighting series. "Why
Snake, he's pretty much a Sony character," you ask? Well, believe it or not,
Snake has had some Metal Gear games on Nintendo consoles before. Plus a rumor
says that Hideo Kojima wanted Snake in Brawl, so yeah. This cunning mercenary
uses many weapons as his attacks, but don't be fooled: he's quite capable of
CQC in this game. (Close-Quarter Combat)

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: **
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: No
Can Crawl: Yes

--------------
Alt. Costumes:

Default (grey attire)
Blood Camouflage (covered in black camouflage with red splotches)
Aqua Camouflage (covered in aqua-colored camouflage)
Army Camouflage (covered in white colored camouflage)
Forest Camouflage (covered in green-ish colored camouflage)
Leopard-skin Camouflage (covered in leopard-patterned camouflage)

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

Taunts: (Snake's taunts can be cancelled early by pressing the attack button,
and the box always does 2% and moderate knockback to the opponent if it hits)
Up Taunt: Snake quickly hides in a box
Side Taunt: Snake reclines then hides in a box
Down Taunt: Snake slowly hides in a box

Stage Entrance: Snake's optical camouflage breaks up, forcing Snake to go into
action.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Jab, Roundhouse Kick
Damage: 4% (Punch), 3% (Jab), 7% (Roundhouse Kick)

Side Attack Combo: Knee, Arm Hammer
Damage: 8% (Knee), 9% (Arm Hammer)

Up Attack: Up Kick
Damage: 13%

Down Attack: Trip Kick
Damage: 10%

Dash Attack: Dive
Damage: 11%

Ledge Attack: Flip Kick
Damage: 8%

Ledge Attack: (High %): Slow Kick
Damage: 10%

Trip Attack: Dual Kick
Damage: 5%

Fallen Attack (Back): Double Kick
Damage: 6%

Fallen Attack (Stomach): Double Punch
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Multi-Kick
Damage: 6% (first kick), 5% (second kick), 4% (third kick), 13% (fourth kick)

Front Attack: Scissor Kick
Damage: 14% (if meteor is not successful), 15% (if meteor is successful)

Back Attack: Back Kick
Damage: 14%

Up Attack: Aerial Up Kick
Damage: 14%

Down Attack: Downward Multi-Kick
Damage: 6% (first kick), 5% (second kick), 5% (third kick), 12% (fourth kick)

--------------
Smash Attacks:

Side Smash: Bazooka
Damage: 30%

Up Smash: Mortar
Damage: 4% (when Snake slams the machine down), 10% (explosive)

Down Smash: Mine
Damage: 19%

--------------
Grab: Choke-Hold

Attack: Neck Crack
Damage: 2%

Front Throw: Toss
Damage: 9%

Back Throw: Back Toss
Damage: 9%

Up Throw: Bodyslam
Damage: 10%

Down Throw: Rest
Damage: 12%

--------------
Special Moves:

Standard Special: Hand Grenade
Pressing the special move button once makes Snake take out the pin of a Hand
Grenade, and stands by to throw it at opponents. Be careful to not let it stay
in your hands for too long, it'll blow up, damaging you if you do. Once a
grenade is out, press the B button again to throw it forward. Though you can
control the trajectory of the grenade by using the Control Stick. Pressing it
forward makes Snake do a hard throw, not using the Control Stick makes him do
a mid throw, and holding the Control Stick backward makes him do a soft throw.
Damage: 3% (if grenade hits opponent at highest velocity, opponent doesn't 
flinch), 12% (explosion)

Side Special: Remote Missile
Snake sits crouched with the RPG resting on his shoulder, then fires! While the
Missile is out, you can actually control its direction completely! Interesting.
However, Snake sits still while the Missile is out, proving to be a
disadvantage to him. However you can press the shield button to stop the
Missile prematurely if you're in danger.
Damage: 7% (close range), 14% (maximum velocity)

Up Special: Cypher
Since Snake can't fly, he relies on his reconnaissance camera, the Cypher, to
carry him along. At the start of the attack, it sends him up, and then he
releases his hold. Pretty darn good for recovery, but beware if people try to 
grab you during it...You can interrupt this move at any time by just attacking.
Damage: 6% (if releases Cypher hits opponent)

Down Special: C4
Snake plants a C4 mine onto the ground. Perform the Down Special again and
Snake will detonate the mine. Great for tricky attacks! The mine can even be
sneakily placed on foes as well... Occasionally, he might plant a C3 Mine, a
nice little butterfly-shaped mine.
Damage: 17%

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

Final Smash: Grenade Launcher
Snake makes a huge jump into a helicopter, and then the camera pans into a wide
view of the stage. Then comes Snake climbing down a helicopter ladder. With
grenade launcher in hand, you can freely aim the crosshairs at the stage and
fire explosive grenades at opponents. You have 6 grenades to fire. When they're
all spent, Snake reloads. You now have another 6 grenades to fire before Snake
runs out of ammo and climbs back up to the helicopter and gets dropped off at
the stage again. Keep in mind that the Final Smash itself also has a time limit
and can end even if you haven't used up all your ammo.
Damage: 18% (each grenade)

Recovery Techniques:
Snake's forward aerial seems to pop him up just a tad, so that might be good.
His Cypher is his primary move for recovery. Not only that, but you can use any
move other than Cypher after the move. This means that Snake can "Bomb Jump."
Simply drop C4, fast fall and detonate it, and it will hit you. You can perform
the Cypher again after this. Repeat until you reach the stage. Helpful, huh?
Just be wary of this technique if you are at high damage...

Tips for the Snake player:
Snake is quite different from the rest of the fighters. Just like the games he
comes from, Snake is best used strategically. Plant C4 mines and detonate them
when foes least expect, surround them with explosives (planting a mine in front
of them, throwing grenades, AND firing a rocket), use such explosive moves for
edgeguarding, you can even drop the Remote Missile right above someone who's
hanging off the ledge. If you're daring, plant a C4 mine on someone and keep it
there until the opponent forgets about it. Remember though, that the mine acts
like a Gooey Bomb, as it can be passed on to anyone else who touches it. A neat
little trick you can perform with the grenades, is if you shield while holding
one, you'll drop it. This way, you can throw it normally. It's like a free Bob-
omb!

How to deal with a Snake player:
A good Snake player is capable of insane pressure and mindgames with his
explosives and generally unique moveset. As such, it's hard to stay safe when
he's around. Nevertheless, if you see Snake plant mines, do your best to stay
AWAY from there. No matter how long it may take. If you can, you can fire a
projectile or something at the mine to detonate it. Since Snake's grenades take
a while to explode, you can pick them up and throw them back at him. Of course,
if Snake holds on to them just before they explode, it may not be a good idea
to try it. If Snake plants a C4 on you, chase him down so it can hook onto him!
Snake's Final Smash is easy to avoid, just learn the delay for each shot and
dodge at the right time.

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

Sonic the Hedgehog *UNLOCKABLE* [CharSonic]
Representing: Sonic franchise
Status: Newcomer
Description: The very popular Sonic the Hedgehog has finally made his debut in
a Smash Bros. game! He attacks with supersonic speed and is a formidable foe to
face. His speed makes it a bit difficult to control at first, but it will soon
seem natural. He also has some great combo-ing abilities.

--------------
Attributes: (out of 5 *'s)

Power: N/A
Speed: *****
Height: N/A
Weight: N/A
Jump: N/A
Second Jump: N/A
Falling Speed: N/A
Can Wall Jump: Yes
Can Crawl: No

--------------
Alt. Costumes:

Default Sonic (blue fur, red shoes)
Black Sonic (black-ish blue fur, black wristbands and shoes)
Yellow Sonic (blue fur, tan skin, yellow wristbands)
Green Sonic (dark turquoise fur, green wristbands and shoes)
Orange Sonic (blue fur, orange wristbands, bright red shoes)

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

Taunts:
Up Taunt: Flips and crosses his arms
Side Taunt: Super Peel-out! "You're too slow!"
Down Taunt: Breakdances "Come on! Step it up!"

Stage Entrance: Jumps into the stage from the foreground.

-------------------------------------------------------------------------------
Moveset:

--------------
Standard Ground Attacks:

Standard Attack Combo: Punch, Punch, Kick
Damage: 2% (first Punch), 2% (second Punch), 3% (Kick)

Side Attack: Mule Kick
Damage: 4% (first hit if up close), 7% (second hit)

Up Attack: Double Upper Kick
Damage: 3% (first hit of first kick), 4% (second hit of first kick), 7% (second
kick)

Down Attack: Trip Kick
Damage: 6%

Dash Attack: Running Spin
Damage: 6%

Ledge Attack: Ledge Spin
Damage: 8%

Ledge Attack: (High %): Low Kick
Damage: 6%

Trip Attack: Spin Kick
Damage: 5%

Fallen Attack (Back): Spin Kick
Damage: 6%

Fallen Attack (Stomach): Side Spin
Damage: 6%

--------------
Standard Aerial Attacks:

Standard Attack: Spin Attack
Damage: 11% (Damage decreases over time)

Front Attack: Barrel Spin
Damage: 2% (each hit for 5 hits), 4% (last hit)

Back Attack: Back Kick
Damage: 13%

Up Attack: Upper Scissor Kick
Damage: 3% (first hit), 6% (second hit)

Down Attack: Plummet Kick (Sonic plummets)
Damage: 8%

--------------
Smash Attacks:

Side Smash: Wind-up Punch
Damage: 19%

Up Smash: Super Spin Attack
Damage: 7% (first hit), 1 & 1/3% (each hit for six hits), 4% (last hit)

Down Smash: Hyper Spin
Damage: 16% (front), 12% (back)

--------------
Grab: Double Grip

Attack: Knee
Damage: 3%

Front Throw: Kick Away
Damage: 9%

Back Throw: Spin Slam
Damage: 8%

Up Throw: Spike Plant
Damage: 12%

Down Throw: Spin Grind
Damage: 8%

--------------
Special Attacks:

Standard Special: Homing Attack
Execute the move, and Sonic will spin in the air for a little moment before
charging forward at the nearest opponent. Excellent attack for intercepting,
and you can speed up the attack by tapping the Special Attack button.
Damage: 8%

Side Special: Spin Dash
Sonic will roll into a ball and immediately dash forward! You can charge it up
by holding the Special Attack button to go a little faster. This can plow 
through multiple opponents and has vertical knockback, but the damage is low. 
You can also jump after releasing a Spin Dash (or during charging) so you can 
intercept in the air. This is really a great move that shouldn't be 
underestimated.
Damage: 10% (at maximum velocity)

Up Special: Spring Jump
A spring forms underneath Sonic and launches him really high into the air. If
used in mid-air, the spring just falls off screen. However, if you use it
while on the ground, the spring will stay put for a second, allowing other
characters to use the spring and intercept you. Of course, you can use it as a
trap...
Damage: 4% (if mid-air spring falls on someone)

Down Special: Spin Charge
What? A move that's the same as the Spin Dash? Seems like it. Charge it up by 
tapping the Special Attack button before releasing. This attack has horizontal 
knockback.
Damage: 10% (at maximum velocity)

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

Final Smash: Super Sonic
Sonic gathers the seven Chaos Emeralds and transforms into the powerful Super
Sonic! While he is in super form, you can freely move him around the screen to
ram into other players. Beware though, his speed can make him hard to control!
Damage: 18% (beginning hit with Chaos Emeralds, high knockback), 13% (if 
still), 18% (if moving)

Recovery Techniques:
Homing Attack is good for recovery, and so is Spin Dash. Just be careful with
Spin Dash. You can't jump with it while in the air, but it does pop you up a
bit. Spin Charge doesn't have that pop up, so don't use it for recovery. Spring
Jump is a must. It's unique though; after using it, you cannot double jump or
use any of your other Special Moves until you land, but you can use any of your
aerial attacks. Keep this in mind, as people seem to think that Sonic "air
trips" a lot, when in fact it's just the qualities of his Up Special.

Tips for the Sonic player:
Let me be honest...Sonic's priority stinks. Almost none of his attacks can seem
to out-prioritize other attacks (in other words, if Sonic's attack clashes with
another attack, the other attack will almost always hit Sonic). As such,
Sonic requires almost a completely defensive playstyle to work right. If you
are always offensive, you'll likely get owned. Learn your opponents' weaknesses
well and constantly dodge attacks, putting in attacks of your own at the
appropriate times. It's also best to use Sonic's speed to your advantage. Just
don't rush to the opponent with a dashing attack or Spin Dash or Spin Charge
all the time. It makes you predictable. This goes for using Spring Jump then
the down aerial constantly, too.

How to deal with a Sonic player:
Just like how a Sonic player needs to be overly defensive, to deal with Sonic,
you must be overly offensive. Give him all you got, learn to dodge his Spin
Dash and Spin Charge, and if he attacks, immediately try to interrupt his with
your own. Super Sonic is a tough guy to dodge. It's almost impossible,
especially against someone who knows how to use him right. If the Super Sonic
you are facing just does fly-bys, start dodging before he reaches you. If the
Super Sonic user waits until you are done dodging, well...not much I can help
you with there. I swear, when used right, Super Sonic is the most broken Final
Smash ever.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Stages          |
                |
---------------- [Stg]

Of course, a fighting game needs characters...it needs stages as well! This
will cover all the stages in the game, including hidden ones. This does not
reveal how to unlock hidden stages, so please refer to the Secrets section.
This section lists all the stages the game lists them in left-to-right fashion.

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

Battlefield
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Unique. It is a stage for SSBB.

Layout: Same as Melee's Battlefield and SSB 64's Fighting Polygon stage, which
 is a main platform, two others at the side, and another at the top.

Details: Drastically changed from its predecessor in Melee. It is now a 
 floating piece of rock with much foliage and ruins of some kind. It is 
 floating above many mountains and hills, with a clear blue sky. As time passes 
 within the fight, the daytime changes from day, to dusk, to night, to dawn, 
 and finally day again.

Strategies: Battlefield is the simplest of stages. As such, not much strategy
 here, except to use the platforms well. They can be a good vantage point at
 times.

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

Final Destination
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Unique. It is a stage for SSBB.

Layout: Completely flat. Great for fighting opponents without any kind of
 distractions.

Details: Again, changed from its Melee counterpart, the background is more
 vibrant, and the platform itself has changed to a blue color. This is the
 perfect stage to practice on or play without any interference. Other than the
 flat terrain, this place has some beautifully-changing scenery in the
 background!

Strategies: "No items. Fox only. Final Destination." You may have heard that
 many times, haven't you? I can imagine it's annoying. But, to tell the truth,
 due to Final Destination's flat layout, there's really not much strategy to
 tell about. It's pure, unadulterated, fighting. Just be careful of the ledges
 though...they can trip up a few people from recovering.

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

Delfino Plaza
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Super Mario Sunshine

Layout: Various. Too many to describe!

Details: Welcome to sunny Isle Delfino! This consists of a platform flying 
 through and around the populated Plaza. It occasionally stops and lands on 
 various spots throughout the town, thus the stage keeps changing in design.

Strategies: Due to the ever-changing terrain, your strategies must change.
 When above the ocean or on top of the Shine Gate, focus on meteor smashing
 your opponent to oblivion. On the rooftops, there's a drop-off on the far 
 right side where you can meteor opponents, but it's just as easy there to do a 
 simple KO.

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

Luigi's Mansion *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Luigi's Mansion

Layout: Initial layout has three floors, two floors being inside the mansion
 with six small rooms, the third floor is the outside balcony. The middle of 
 the second floor and the third floor can be jumped through. On the first 
 floor, there are two platforms on both sides of the center room.

Details: Welcome to Luigi's haunted mansion! This supernatural spectacle is
 actually weak in structure. The mansion's floors are held up by four pillars
 which can be attacked. If the pillars break, a part of the mansion collapses.
 If you're really destructive, you break all the pillars and leave the mansion
 in ruins, leaving only a flat surface. But sometime after, the mansion will
 magically reconstruct itself back to its former glory.

Strategies: When the mansion is fully constructed, it can prove to block a lot
 of attacks. Of course, sometimes the ceilings can make for some good combos. 
 If you find the mansion a bit cumbersome to work with though, feel free to 
 destroy part of it when you can.

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

Mushroomy Kingdom
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Super Mario Bros.

Layout: Ever played the original Super Mario Bros. game on the NES? Well, this
 side-scrolling stage has the exact layout of World 1-1 and 1-2!

Details: The land where Mario started his career in bashing turtles, has now
 come to ruin. The rich colors are no more, and the land is now a mess of brown
 and dusty blocks. Relive Mario's first adventure on World 1-1 with this side-
 scrolling stage. You'll see some very familiar areas as you travel, it might
 just bring back some memories. As a bonus, sometimes Mario's first underground
 passage, World 1-2 will be loaded when you pick this stage. It's like two
 stages in one! (You can also hold L or R while selecting the stage to play in 
 1-2, or hold X or Y to play in 1-1.)

Strategies: Items, items, and more items! That's what you'll see a lot in this
 unique stage. Pretty much every "?" block and a few miscellaneous blocks that
 can be broken contain items. Always try your best to keep your opponent from
 continuing and letting the screen overtake him. Underground, there are tons of
 blocks to break, so as it's constantly scrolling, try not to get caught in a
 rut.

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

Mario Circuit
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Mario Kart series

Layout: Flat ground on the bottom, with part of the track in the middle. The
 track makes two ledges on both sides, slanting up towards a middle platform.

Details: Welcome to Mario Circuit! Here, you fight brutal battles on the
 asphalt, all while trying to avoid incoming Karts driven by Shy Guys. The 
 track is the basic Figure 8, and the stage itself is fought on the crossing of 
 the 8. The Karts are fairly fast in coming as they come out from the 
 background, and also when they make the jump from left to right. Avoid the 
 Karts at all times, but if you're daring, you can make a Kart spin out by 
 attacking it hard.

Strategies: Try staying on the grass, away from the track, especially when you
 see the Karts come. After coming into view, it usually takes them about a
 second or two to dodge them, so do so while keeping your opponent at bay. When
 you see the arrows on the top indicating that Karts are coming, knock your
 opponent up to the top so they can get run over.

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

Rumble Falls
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: DK Jungle Beat

Layout: Various.

Details: This long level slowly scrolls upward and has numerous platforms.  
 There's ladders to climb and switches scattered throughout the stage which
 change certain layouts of the stage when pressed. Once you have cleared the 
 rising waters, you'll see something at the top of the stage. Which is...a 
 repeat of the stage. Figures. To put it simply, this is like Icicle Mountain 
 v.2 with a new coat of paint.

Strategies: Rumble Falls is one of those "run 'n gun" type stages, where you'll
 mostly be trying to stay on the stage instead of fighting your foe. There are 
 a few tips though. For instance, throughout the stage, there are some colorful
 spikes where, if you get hit with them, you get sent flying far. Try knocking
 your opponents into the spikes to score some KOs. As the stage goes on, before
 it repeats, it starts to get harder climbing the stage, so be prepared.

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

Bridge of Eldin
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Legend of Zelda: Twilight Princess

Layout: ...Flat. Like Final Destination flat.

Details: At least the background is really nice to look at. Anyway, 
 occasionally King Bulbin and his "steed" Lord Bullbo come through the stage,
 dropping bombs along the way.  When the bombs explode, the bridge starts to
 crumble and a big hole will appear.  Make sure not to fall!  After a while
 though, a Twilight portal appears and repairs the bridge through a teleport.
 Just like in Twilight Princess!

Strategies: Like Final Destination, pure fighting, for the most part. When King
 Bulbin comes, knock opponents into him, or just dodge him. If he drops a bomb,
 get the hell away from the middle, and try to knock your opponents into the
 bomb. Anyone caught in the explosion gets sent far, possibly to the point of
 getting KO'd. Once part of the bridge is gone, you'll have a limited meteor
 smashing opportunity before the bridge gets reassembled.

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

The Great Sea *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: The Legend of Zelda: Wind Waker

Layout: A ship in the middle, swimmable water surrounding it. The ship kinda
 dips into the center, where a pillar with two platforms rests. Flat platform
 for King of Red Lions behind the ship sometimes, and a rock crevice that
 steadily rises as the ship dips into the water when it crashes.

Details: Ah, a pirate ship! This most closely resembles what you see a lot in
 the Wind Waker: Nothing but a vast sea. In fact, I was actually hoping that
 this exact kind of stage would appear if Toon Link was in the game. Anyway, it
 seems peaceful at first, sailing through the ocean, but as you'll soon see,
 you're not that safe. You'll come across twisters, crash against a giant rock,
 and even get bombarded with cannons! Not only that, but the ship has a 
 catapult on the bow. Make sure not to get flung far! Woah, maybe it wasn't 
 such a good idea for a relaxing vacation on this ship...

Strategies: There are lots of strategies here. For one, if you touch the front
 of the ship while you are swimming, you get instantly sunk down and KO'd. For
 that, try to meteor your opponent down to the sea at the bow of the ship and
 keep him there. When the ship gets bombarded by cannon fire, stay away from
 where you think the cannon bomb may end up. You can also keep your opponent
 there as well. When the ship gets lifted up by the twister, you can make for
 some cool aerial battles, so use your best aerials.

###############################################################################

Norfair
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Metroid franchise

Layout: There are 5 platforms. A main one sits at the center, while two
 platforms spread up and away from the main platform.

Details: Welcome to Norfair! A zone filled with lava! Not only does the lava
 occasionally rise and fall, but also fire flares and lavafalls can come in and
 mess you up! After a while, a HUGE lava wave will slowly approach the stage
 from the background. During this time, a capsule with a door will appear. It
 now becomes a fight to enter the capsule! This capsule can completely protect
 you from the lava.

Strategies: Due to the rising lava, you can use that for some juggling
 opportunities. Avoid the lava and fire waves, and likewise send your opponent
 to those waves so they can get hit. When the huge lava wave comes, be the 
 first inside and simply fend off your opponents so they won't kick you out.

###############################################################################

Frigate Orpheon
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Metroid Prime

Layout: Main platform with another platform on the left above it. A platform on
 the right occasionally rises and lowers. When the stage flips, the main 
 platform is slanted at the center, and a platform sits just above the center. 
 Again, platforms may appear on either side.

Details: Frigate Orpheon was the place Samus first ventured on in the Metroid
 Prime game for the Gamecube. There she faced the Parasite Queen, a highly
 mutated-by-Phazon Tallon Parasite experiment by the Space Pirates. This stage
 seeks to recreate that battle in a way. The Parasite Queen is in the 
 background and constantly thrashes around, making the lights go on and off 
 randomly. Sometimes the Parasite Queen thrashes around so much that the whole 
 stage flips over. It's at this time in which you have to jump to avoid falling 
 to the abyss.

Strategies: There's lots of places to meteor people here if it's wished, along
 with some tricky platforms. The side platforms can disappear quickly, so if 
 you can keep them on those platforms when you know they will disappear, that's 
 a good way to KO. When the stage flips, it can be very disorienting. Make sure
 you're above ground.

###############################################################################

Yoshi's Island
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Yoshi subseries

Layout: Main platform is jagged, a platform is on the center above the main
 platform. The platform sometimes tilts and tumbles. Occasionally Support 
 Ghosts provide a platform for a brief moment on either side of the stage.

Details: This pretty stage can house many ferocious battles. Occasionally, a 
 Support Ghost can pop up on either side of the stage at random intervals, 
 providing a safe point for the characters.  As the battle goes on, the stage 
 changes seasons, from spring to summer, then to fall, and then winter, my 
 favorite season.

Strategies: This is a pretty simple stage, so not many strategies to this,
 really. Both sides of the stage are prime meteor areas.

###############################################################################

Battleship Halberd
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Kirby series

Layout: Starts out flat, then when it takes off, the platform's sides tilt down
 just a bit, with another platform above. When it lands on the ship, the upper
 platform stays, but the main floor turns flat.

Details: The stage starts out in front of the Halberd in a hangar near the 
 seas. This fairly flat area is a great way to get some hits in. Soon after
 though, the Halberd departs, and a platform ascends to follow it. Don't get 
 left behind! After flying around the Halberd, the platform then lands on top 
 of the battleship. Be careful, there's a double-barreled laser cannon! Try not 
 to get hit!

Strategies: Already at the start of the stage, you have some opportunities. Try
 to knock an opponent down and keep him there so he will get KO'd by getting
 left behind. While in the air flying around the Halberd, always make it a 
 point to meteor the opponent. Let it be known that the main platform can be 
 flown through from below, so prevent your opponent from doing this. When on 
 the Halberd, force your opponent into the laser that occasionally fires.

###############################################################################

Lylat Cruise
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: The Starfox series

Layout: Main platform, slants slightly away. Three small platforms above the
 main one. The whole stage tilts a bit throughout the brawl.

Details: OK, so the stage layout may seem a bit boring, but trust me, the 
 background is HELLA SWEET. The whole stage consists of the Plieades warping to
 different signature areas of the Lylat System, and even takes you through a
 hectic space fight! Occasionally you'll see Arwings flying with the Plieades.
 If you play as Fox, Falco, or Wolf here, try the Smash Taunt! Simply tap the
 button for the down taunt as quickly as you can. It's best if you just scratch
 it. If successful, your character will crouch for a bit facing the screen, 
 then will proceed as normal. The next time the Plieades warps to a new 
 location, the Star Fox (or Star Wolf, if you used Wolf) team will begin a
 conversation!

Strategies: Not many strategies here, actually. It's a simple stage with plenty
 of vantage points, and good meteor areas on both sides, too. Though, the Smash
 Taunt here can possibly be distracting.

###############################################################################

Pokémon Stadium 2
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Pokémon franchise

Layout:
- Normal: Main platform, with two platforms above, near the center.
- Ground: A huge mound of dirt located off-center, platform on the left,
 structure with two platforms on top of each other on the right. Features
 Cubone and Dugtrio.
- Electric: Safe ground in the middle, conveyor belts on both ends, each moving
 toward the edge of the stage. One platform is above the left conveyor, and
 two others are at the center. Features Magnezone and Electivire.
- Flying: Very simple. Flat. Only difference is the constant air flowing
 upwards, causing slowed falling speed. Great for aerial battles! Features
 Skarmory, Drifloon, and Hoppip.
- Ice: Flat icy ground which decreases traction, and two platforms, one on each
 end, slanted towards the stage. Features Snorunt and Snover.

Details: The stage is fairly simple to start with. Just a field as big as 
 Melee's Stadium stage, with a platform on each side. After a while though, it 
 suddenly transforms! It transforms into one of four forms, "Electric," 
 "Ground," "Ice," and "Flying." Wow, quite a varied stage, huh?

Strategies: The Normal stadium is just basic and the default the stage goes to
 after changing. Memorize the stage layout for each of the 5 terrains, and
 improvise as such. Like for instance, on Electric, keep your opponent on the
 conveyors to give them a hard time. Or, for Flying, you can practice up your
 aerial skills. On Ice, you can really surprise your opponent with a few 
 attacks as you are sliding.

###############################################################################

Spear Pillar
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Representing: Pokémon franchise

Layout: Two floors. The bottom floor is a crystallized cave which can be
 entered on both ends, and a top floor showing the battlefield. Two platforms
 on both sides of the top floor constantly float up and down.

Details: The famous location where Dialga and Palkia appear. This stage has
 both the Diamond version and Pearl version. Nothing really changes as far as
 stage layout, and it is chosen at random when you play, but it changes color
 (blue for Diamond, purple for Pearl). Another feature to the different 
 versions are the Pokémon that appear in the background! For Diamond, Dialga 
 appears in the background! For Pearl, Palkia appears! Here are the various 
 things the Pokémon can do.

- Fires a large laser beam straight downward from the sky. A preliminary beam
that doesn't damage appears and gives you some time to avoid it, so try to hit 
your opponents toward the beam!
- Flips the stage sideways in varying degrees. The gravity is the same, so
you'll be playing sideways!
- Dialga walks from its stand into the arena, and unleashes power, which can
almost guarantee you to get KO'd if you're close to Dialga. Be careful.
- Slows down time, causing all players and the scenery to move slowly.
- Crumbles the top floor down to the cave. Be sure not to get caught in the 
rubble!
- A laser beam rips right through the cave! Stay out of there!
- Flips the stage completely upside-down! The gravity is the same, so you'll be 
playing upside-down! Yep, controls are reversed.
- The stage completely flips around. Your controls are reversed during this
time!
- Gravity is severely lowered, making for fierce aerial battles!

Dialga and Palkia are the only Pokémon that appear on this stage that change
the stage, and they seem to be able to do the same things. Some other Pokémon 
make guest appearances, such as Uxie, Mesprit, and Azelf. Another Pokémon may 
show up...look out for Cresselia! She can use blades to damage opponents. Oddly 
enough, Cresselia is more annoying than Dialga and Palkia...

Strategies: This is really a hectic stage. It requires a lot of skill to
 overcome the many changes that the stage gets into. Of course, sometimes this
 can involve a bit of luck. In any case, this can still be a fun stage. The
 beams can be easy enough to spot and avoid, the top floor crumbling isn't that
 bad, and the stage flips just require a change of direction on your part. The
 difficulty of this varies though, depending on the person. The things you'll
 have to watch out for are Cresselia and Dialga's power attack. Cresselia has
 two blade attacks. One of them is where she'll fire blades that only cover the
 top, and another is a giant blade that is focused on a certain player, but can
 be easily avoided if you see it coming.

###############################################################################

Port Town Aero Dive
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Representing: F-Zero Gx

Layout: Various.

Details: Port Town from F-Zero GX has been made into a stage! Like Mute City in
 Melee, a platform flies about the track and then makes a stop at a preset
 point. Watch out for the F-Zero racers!

Strategies: This constantly-moving stage is pretty dangerous, but it's easy to
 see when you need to get back on the platforms. Various parts get dangerous
 while the stage is moving through the track, like for instance, it barely
 brushes against a wall at one point, and that can knock you pretty far
 horizontally, so look out for that. It's all about keeping your opponents off
 the platform. Be extra careful of the F-Zero machines that constantly race
 around the course...if one of them collides into you, it's going to hurt like
 hell.

###############################################################################

Castle Siege
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Fire Emblem franchise

Layout: Top level is a small platform, slanted down to the left at the center,
 and a platform on each end. Middle level has a flat floor, with two statues
 (that can be broken) each carrying a platform. The awnings on the top left and
 right can be stood on. Bottom level, floating piece of rock, slightly raised
 off-center.

Details: Battling atop a castle (no real origin), fiery arrows are flying and
 the stage is under attack! After a while, the tower collapses and you start
 falling. Now you're fighting in the throne room, with three statues and the 
 throne in the background. Think you're safe inside a castle? Wrong. The floor 
 soon collapses, sending you plummeting to the dungeon, a cave filled with 
 molten rock. After a while, you'll be sent up to the top of the castle again!

Strategies: The top level is fairly straightforward, there are two places where
 you can meteor someone. The level is also very small, making for some hectic
 battles. The middle level is where things cool down a bit, as the area to 
 fight in is much larger. Nonetheless, the objective is to KO your opponents at 
 the side of the screens, and you can destroy the statues in the middle if you 
 don't wish to have any platforms blocking your way. Finally, the bottom level 
 reverts to the simple formula: floating platform above an abyss. Do your best.

###############################################################################

WarioWare, Inc.
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Warioware series

Layout: Various, explained in the microgame list.

Details: The stage starts out in the Warioware microgames elevator. In this 
 elevator is a main platform, and four small platforms, two on each side, above 
 each other. You can get knocked out on all sides here. After a short while, 
 you'll get transported to a microgame that lasts five seconds. You have to 
 "clear" these microgames all while trying to fend off anyone else. Below is a 
 list of all the microgames available and what you need to do in order to 
 "clear" them. Actually, clearing them isn't necessary, you just get status
 effects. Like, Super Mushroom, Starman, or health restoration.

"Don't move!" - This stage has a "Thinking Man" statue in the background. To
win this, you must not press ANY buttons.

"Stay dry!" - It's raining! Stay under the umbrella to keep dry. The rain
causes constant damage if you don't!

"Dodge!" - A giant is wrecking havoc! Watch the shadow to avoid getting
stomped!

"Chisel it!" - A block of cement sits in the center. Attack it to chisel away
bits to make a statue before time runs out!

"Sidestep!" - Uh oh, a rain of arrows has been launched! Dodge them!

"Jump!" - A burly man with a huge hammer is in the background. Jump just in
time to avoid the shock of his hammer impact!

"Dodge!" - Another version. A random car will come speeding by. Don't get run
over!

"Taunt!" - A picture is being taken! Taunt to look your best!

"Pop it!" - Confetti poppers are everywhere! Pop them all!

Strategies: This is a really hectic stage, and personally one of my favorites.
 For winning microgames, try to keep your opponent from doing what he needs to
 do to win them. For "Stay dry!", stay under the umbrella and keep pushing him
 out of the umbrella. For both "Dodge!" microgames, try to keep the opponent on
 the ground and in the center. For "Chisel it!", as long as a player chisels a
 part of it after it's completely chiseled, that player will "win" the 
 microgame so do your best to intervene. "Pop it!" works similar. As long as 
 one player pops a confetti popper before all of them are popped, they'll "win" 
 it.

###############################################################################

Distant Planet
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Pikmin series

Layout: A rocky slope on the left, sloping right down to the middle. A bunch
 of vines and leaves make a middle (bouncy) platform with three platforms above
 it.

Details: A very strange stage indeed, this one has bouncy vines and leaves in
 the middle, a hill, and a large Bulborb that sometimes appears on the 
 right-hand side of the stage. You can stand on that Bulborb, but it's very
 dangerous: it'll eventually open its huge mouth and try to swallow you. The
 stage occasionally starts to rain, in which a torrent of water drains down 
 from the hill on the left, making it very hard to keep your footing there. 
 Finally, there are, occasionally, some Pellet Posies and some Onions that 
 appear on the stage. If you pick up a Pellet, you can throw it at the Onion to 
 get some items to help you.

Strategies: Two good strategies here. When it rains, keep pushing your opponent
 on the rocky slope. Due to the water flow, it'll be hard for him to stay in
 place and make it hard to recover. When the Bulborb appears, try your best to
 meteor your opponent into the Bulborb's mouth. That can make for a funny KO.

###############################################################################

Smashville
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Representing: Animal Crossing

Layout: Flat main platform, secondary platform above constantly moves left and
 right across the screen.

Details: At different times of the actual day, the scenery changes in this 
 game. It's quite neat actually. Balloons will occasionally float by, carrying
 all sorts of food items. Also, be sure to visit this stage at 8 P.M. every
 Saturday! 

Strategies: Much like Final Destination, this stage is flat, except with an
 added platform. Not much room for strategy that I can think of, but I
 definitely like this stage better than Final Destination. Maybe it's the 
 theme? Anyway, the platform can reach far out beyond the stage, so if the 
 platform is near you when you're trying to recover, consider yourself lucky.

###############################################################################

New Pork City
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Mother/Earthbound series

Layout: Left portion, two structures. On the left structure, slanted like a
 roof on its top, platforms below it on both sides. Right structure, double-
 leveled. Three platforms above this portion. Bottom portion, slanted platform
 below the left portion, and just to the right, a series of platforms leading 
 to a floor that can be broken. Right portion, oddly-shaped flooring, lots of
 platforms one on top of the other above the flooring. In the middle is a
 swinging pirate ship.

Details: In simplest terms, this is a large stage almost akin to Hyrule Temple 
 in Melee. If you hated the Temple stage in Melee, you might not like this one, 
 as it's a lot bigger. Occasionally, a scary monster known as "Ultimate 
 Chimera" can appear and really mess you up. If he does manage to chomp down on 
 you, you're pretty much KO'd. However, there's rumors that it can be 
 killed...?

Strategies: Man, what a huge stage. You'll have to try extra hard to KO people
 here due to the size. Only advice I can give you is try to slam opponents into
 the Ultimate Chimera. Instant KO if you do that. You can KO the Ultimate 
 Chimera if you break the breakable floor when the Chimera is on it. Very 
 dangerous to attempt though...

###############################################################################

The Summit
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Ice Climber

Layout: Flat ground on the bottom, breakable ice slope on the left, a platform
 on the left which can fall, another platform on the right, and the top level.

Details: Apparently we're finally at the summit of Icicle Mountain, where those
 vegetables the Ice Climbers were wanting are finally available! Seems pretty
 nice, with a pretty aurora borealis in the sky, until you hear a crack. What's
 that?! The Summit is collapsing and falling down the side of the mountain! 
 Hold on! After a little while, you finally reach the ocean, but the stage 
 gradually starts sinking. Whatever you do, stay away from the water, the 
 Balloon Fight fish may chomp you up... Every once in a while, an icicle forms 
 on the ceiling of the bottom portion of the level. Make sure to stay away from 
 there, as it will fall down any moment! The icicle has tremendous knockback 
 power. Below is a list of all the vegetables and what amount of health each 
 restores.

Eggplant - 5%
Carrot - 5%
Cabbage - 5%
Cucumber - 5%
Corn - 10%
Turnip - 5%
Pumpkin - 5%
Chinese Cabbage - 5%
Potato - 5%
Mushroom - 5%

Strategies: Summit is a fun stage indeed. Even though the icy floors can make
 your characters trip more easily, you can use them to your advantage, like
 making sliding Smashes. They can catch your opponent off guard. When the stage
 gets down to the water, the top priority is to STAY AWAY from the water.
 Because of that, try your best to keep your opponent in the water.

###############################################################################

Skyworld
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Kid Icarus series

Layout: Bottom platform is slanted down to the left slightly, three platforms
 sit above it. The right-most platform tends to move down as weight gets on it,
 and an unbreakable platform occasionally floats from left to right and vice
 versa below the stage.

Details: Pit's stage isn't exactly a great place to have a stomping party, as 
 the weak construction crumbles away very easily. You gotta be on your toes and 
 take advantages of attacking your opponent!

Strategies: Skyworld is a dangerous stage. If the platforms are gone, you can
 easily drop through or meteor someone straight through the clouds. Take
 advantage of that stuff. If you wish to have a safe match, good luck on this
 stage.

###############################################################################

75m *UNLOCKABLE*
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Representing: Donkey Kong Arcade game

Layout: Exactly the same as the third level (75m) of the Donkey Kong Arcade 
 game. (which is also available as a Masterpieces unlockable)

Details: Ah, how retro! This rather large and complex stage is the exact same
 as its arcade counterpart. Watch out, Donkey Kong periodically shows up at the
 top of the screen, throwing bouncing springboards up the top of the stage, 
 then falling down the right side of the stage. There are also Podoboos that 
 wander around the stage, so be careful! To top it off, there are score items 
 that you can collect to up the total score shown on the top left of the stage. 
 As far as I know though, the score does nothing.

Strategies: Wow, another large stage...most of the battles seem to be done on
 the upper right-hand corner, as that's the best place to fight in. I'd say use
 that area. The rest of the stage can be used to shake someone who's trying to
 chase you down. Not much I can say, really.

###############################################################################

Mario Bros. *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Mario Bros. Arcade game

Layout: Just like the Mario Bros. Arcade Game! Four pipes, two on the top and
 bottom sides, and various blocks forming floors. There's even a POW Block on
 the bottom!

Details: This stage is unique in that KOs are hard to perform due to the low
 ceilings. Occasionally, Shellcreepers and Sidesteppers will crawl out of the
 pipes and scuttle around. These enemies can send you flying sideways if you 
 hit them. Just like in the original game though, you can flip these enemies on
 their backs by jumping up and hitting the floor they're on. You can then pick
 them up and throw them! Among the enemies, there's also a POW Block on the
 bottom. Hitting that will make the whole place rumble, flipping all enemies on
 their backs, and cause other players to go flying. It can be hit multiple 
 times before it disappears.

Strategies: Try using the Shellcreepers and Sidesteppers to your advantage. As
 they send players reeling sideways, flip those enemies on their backs, grab
 them, and throw them at your opponents to deal some KOs.

###############################################################################

Flat Zone 2 *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Game & Watch

Layout:
- Fire: A multi-leveled building is on the left side, platforms occasionally
 appear everywhere. Flat ground everywhere else.
- Lion: A three-leveled cage sits in the center, only safe area as lion tamers
 try to keep you in with insane knockback.
- Chef: Flat ground, two platforms in the center. A chef is scrambling every-
 where to put falling items (that do damage) in his pan. The "game" ends if the 
 chef gets KO'd. (Yes, he can take damage.)
- Oil Panic: Flat ground, two pedestrians on the bottom. Two-leveled building
 in the center. If pedestrians are hit with attacks, they fight back.

Details: Welcome to Flat Zone 2! The characters are battling inside a Game &
 Watch system! This 2D fighting should be interesting. The stage also changes
 "games" as you play it. You could be playing a stage based on Oil Panic, one 
 based on Fire, or even one based off Lion! There's lots of different "games" 
 to play on!

Strategies: This is a fairly small stage where it's easy to get KO'd due to how
 close the KO points are to the edge of the stage. Needless to say, it's hard 
 to be the top dog in this one. Nonetheless, if you are fighting opponents who 
 are weak in the aerial department, have them jump on the firefighters' rescue
 blanket to send them up high. (Fire) Push them into the lion tamers to KO them
 easily (Lion), grab opponents so that the food items hit them (Chef), and run
 them into the pedestrians. (Oil Panic)

###############################################################################

PictoChat
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Nintendo DS

Layout: Flat platform for the most of it. There are 27 sketch formations in all
 which will be listed under details.

Details: So what we have here is the PictoChat feature from the Nintendo DS, 
 where you can battle other characters.
 ...Wait, what the hell? PictoChat is a stage!? Huh, who would've thought it. 
 As you battle on this blank stage (to start with) you see drawings being made, 
 and depending on what they are, they do different effects. The drawings can 
 either be platforms, hazards or traps! Very interesting stage to play on. 
 Below is a list of all sketch formations.

- Angry face: Two pupil-less eyes appear, only the top of them (which are
 slanted) can be stood on.
- Flag: A flag appears on both sides of the main platform, only the top of the
 flags can be stood on.
- Minecart: A drawn U-shaped structure appears in the center, with a minecart
 rolling back and forth along the U-shape. U-shaped track and minecart can be
 stood on, getting run over by the minecart does damage.
- Clock: A clock appears in the center with a moving minute hand and hour hand.
 The hands are solid, so thus they can act as a wall or as a platform.
- Ferris Wheel: A suspended ferris wheel with four platforms appears in the
 center. As suspected, the platforms move around in a circle.
- Fireball: Two fireballs appear above the stage. These fireballs give fire
 damage and knockback if touched.
- House: A simple house with an upside-down V-shaped roof appears in the
 center. The roof can be stood on.
- Construction: A girder suspended by ladders appears in the center. The
 ladders can be climbed up, and the girder can be stood on.
- Dominoes: Solid lines appear above the stage, each one gradually leaning
 forward more and more, like a row of falling dominoes.
- Platforms: 14 drop-through platforms appear scattered throughout the stage.
- Missile: Two slow-moving missiles appear, one on each side. They move super
 slow, and if touched, they explode, sending opponents flying.
- Farm: A house and goat appear as background scenery, with extra flooring on
 the left and right sides. On the extra flooring appear to be "distant"
 mountains.
- Opera: A head with his hand outstretched appears. Looks like an opera singer.
 Both the head and hand can be stood on.
- Stare: A slanted line appears across the stage, with an eye on each side.
 Only the line can be stood on, and it can neither be dropped through nor
 jumped through.
- Forest: Two trees appear, one on each side of the stage. All layers of the 
 trees can be stood on.
- Venus Flytrap: A Venus Flytrap (it could be a Piranha Plant from Mario games) 
 appears in the center. Touching its fanged bulb can cause serious damage.
- Boxes: A bunch of stacked boxes appear in the center. You'll be unlucky if
 you are in the center when this appears, otherwise you're stuck in the boxes
 with no way out!
- Speeding Cloud: A cloud with a flag on it appears. The only solid surface is
 the top of the cloud.
- Boat: A boat inside a small, enclosed water area appears in the center. All
 surfaces except the boat's flag can be stood on. (Yes, including the "water.")
- Up?: Four arrows appear from the stage, all pointing up. They are solid, and
 the tips can be damaging if touched.
- Spike: Spikes appear on both ends of the stage as if on walls. If touched, 
 they send the opponent back onto the stage, with some damage.
- Spring: Two springs appear, one on each end of the stage. Bouncy bouncy!
- Pendulum: A suspended girder swings from side to side in the center. The
 girder can be stood on.
- Tree: A giant tree with three branches appears. Only the ends of the branches
 can be stood on.
- Umbrella: An umbrella-shaped structure appears in the center, with a little
 heart on top. The umbrella can be stood on.
- Whale: A whale spouting water appears. The whale and its water spout can both
 be stood on, the sun is just for decoration.
- Old Man Gusty: A giant head appears on the right side of the stage and
 constantly blows air towards the left, pushing the characters left all the
 time.

Strategies: Not much I can say, really. Simply read the descriptions of all the
 different sketch formations and apply appropriate strategies for those.

###############################################################################

Hanenbow *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Electroplankton

Layout: A tree on the top left has four leaves that can be stood on. A slanted
 leaf is below. The tree on the right has 6 leaves, all can be stood on.

Details: This bright and colorful stage is the only one where My Music does not
 work on. (No other music to accompany it...in fact, Hanenbow just has sounds 
 as the background!) The various leaves in this stage can be stood on, and when
 attacked, they change color and slightly move. Any move you make is 
 accompanied with visible sound waves. Certain Electroplankton named Hanenbow 
 jump out of the water (which you can't swim in) and bounce on the various 
 leaves, making all kinds of vibrant sounds. If all the leaves on the right 
 tree are red, a flower blooms!

Strategies: This stage is really frustrating, to say the least. Recovery is a
 nightmare due to the ever-changing platforms, so it's hard to get a grip on
 something unless you are above where you want to go. This is more a stage for
 fun, is all I can say.

###############################################################################

Shadow Moses Island
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Metal Gear series

Layout: Flat ground, two platforms on the sides, and a catwalk above. If the
 pillars are completely destroyed, the two platforms disappear.

Details: A searchlight constantly watches over the stage. If you get caught...
 well, nothing happens really. You can destroy the walls on the left and right 
 if you so wish, to allow more KO'ing room. Also, three types of Metal Gears 
 appear from the background, REX, RAY, and GEKKO. One last note, Snake can 
 communicate with his team to learn key characteristics about the opponents he 
 faces! Sometimes it's just fun to listen to the codecs. To bring these up, tap 
 the down taunt button lightly. If successful, Snake will crouch for a few 
 seconds instead of hiding in a box. You must not be interrupted during this in 
 order for the codec to come through. (Yes, you must be Snake, and you must be 
 on this stage to do the codecs. Won't work otherwise.)

Strategies: The walls can be pretty good for comboing an opponent against, but
 then, they can be destroyed, making for a more dangerous stage. With the 
 walls, the only possible KOs are off the top KOs. Without the walls, you can 
 KO anywhere. Do note that the walls can come back. Due to the multiple pass-
 through platforms, you can make for some surprise attacks from below or above.

###############################################################################

Green Hill Zone *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Sonic franchise

Layout: Large U-shaped ground in the center, flat ground on both sides.

Details: This is Sonic's turf! The stage seems simple enough, with a U-shaped
 dip in the ground on an otherwise flat surface. However, the ground collapses
 if it is under too much stress from attacks and players getting thrown there!
 And also, checkpoint markers appear at times. Attack the marker to make it 
 spin; this will damage your foes! For a little scenery, pause and look to the 
 left and right, and you'll see even more of Green Hill Zone. And of course, in 
 the center background is the famous shuttle loop. You can occasionally see 
 Tails, Knuckles, and Silver run through it.

Strategies: Take advantage of the checkpoint marker. It can help protect you
 against people approaching you from any side. It can also be used to protect
 you while you get ready for a big attack, like a fully-charged Super Scope, a
 strong Smash, or even a Final Smash. Since the stage can break apart, use that
 as a means for surprise meteor smashing.

###############################################################################

Hyrule Temple
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Zelda II: Adventure of Link

Layout: On the top level, there's two buildings you can pass under and stand on
 top of on the left, and some debris on the right. In the middle is a path that
 leads downward into a tunnel with an opening on the left. You can get back to
 the top level through a series of platforms in the tunnel. A path on the right
 continues to lead down to a jutting platform.

Details: This complicated Zelda stage has returned from Melee! It retains the
 same layout pretty much, and its middle-level tunnel is still a deadly spot 
 for racking up damage.

Strategies: Speedy characters have the advantage here, in where they can run
 away from attacks and keep a fair distance from other opponents. Strong
 characters can rack up damage against opponents fairly quickly in the tunnel, 
 making for some rather hilarious KOs.

###############################################################################

Yoshi's Island
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Super Mario World

Layout: A hill on the right and a pipe on the left flank the sides as slopes.
 There's a drop-off point where the pipe ends. In the middle, a gap is 
 protected by blocks that spin when hit, allowing you to fall through them. 
 There's two groups of these spinning blocks up in the air on both sides of the 
 middle gap to serve as additional platforms.

Details: Returning from Melee, this fun little stage has a unique build. There
 are slopes on both sides of the arena, which could mean for some dominance for
 the lower-elevated fighter. There are blocks in the middle of the arena that
 spin when hit, allowing people to fall through. Be careful of the middle gap
 though! Make sure you aren't standing on the blocks there when you attack.

Strategies: Try to lure the opponent to the sides. Getting hits in while on a
 slope is much easier, especially if you are below the opponent where he can't
 hit you for the most part. The middle gap is priority when the blocks there 
 are spinning. Try to meteor smash opponents into the gap. As for the gap on 
 the left side, I wouldn't bother attempting a meteor smash when you can just 
 as easily perform a Smash Attack; the KO point on the sides is almost 
 immediate. If you're already in the air, go ahead and attempt a meteor if your 
 character has one.

###############################################################################

Jungle Japes *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Donkey Kong series

Layout: Three platforms, middle one is longest. The middle one also has a
 platform right above it.

Details: Jungle Japes, the famous first jungle level of Donkey Kong Country,
 returns from Melee as a stage! With a rushing river below, be careful not to
 get swept away! There's also some wild Klap Traps swimming around in there 
 that could pose a problem if they bite you...

Strategies: The river below is the key. Since Klap Traps occasionally swim
 along the river, try to gauge them and meteor your opponent to the Klap Trap 
 for a stylish and funny KO. If you're skilled, you can also use the river as a
 quick means of getting from one side of the stage to another.

###############################################################################

Onett
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Earthbound/Mother 2

Layout: Three houses, one on the left, one in the middle, and one on the right.
 The rest is ground. The left house, yellow and red-roofed, has an overhang 
 over its front door, and a roof slanting down towards the left. A branch from 
 the tree behind the house can be walked on. The middle house is in the 
 background, and has two overhangs, one over the other. The blue house on the 
 right has a roof slanting on both sides toward the ground, and the clothesline 
 above it can be stood on.

Details: Street fighting, Smash Bros. style! This Melee stage returns to Brawl!
 This complicated stage has many grounds to fight on, but fighting on the
 sidewalks is very dangerous! Drivers seem to be reckless, as they come driving
 by with no regard for Smashers' safety! Getting run over by these cars can 
 mean death if your damage is above 50%! Don't worry, you get a caution signal 
 when a car is about to approach. The middle building's overhangs collapse if 
 too many people are on it or if someone slams against them too hard. After a 
 while though, the overhangs appear again.

Strategies: Avoiding cars is key here. When a car comes, either try to avoid it
 or, if you're daring, try keeping your opponent on the ground so he'll be run
 over and possibly KO'd.

###############################################################################

Corneria
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Star Fox series

Layout: Imagine the Great Fox in a side view and you've got it. For those who
 haven't played Star Fox games, here's the in-depth layout. Left side is 
 slanted down to the left at the drop off point. The stage slants down as you 
 proceed right, then sharply slants upward at one of the wings. Dropping down 
 off of the wing lets you on the backside of the ship where it's mostly flat. 
 The guns on the front of the ship can be stood on.

Details: The Great Fox is flying through Corneria city again on this Melee
 stage! This is a fairly small stage compared to the N64 counterpart, but is
 still a good stage to fight in. Occasionally some Arwings will fly in and gun
 down the opponents. The ones that fly alongside the Great Fox can be stood on,
 but be careful that they don't leave the screen while you're still on them!
 Every once in a while, the Great Fox will charge up its laser cannons on the
 bottom and fire. The significance of this? Don't be on the cannons or in the
 line of fire, it's pretty much an instant KO if you're caught in this. The
 cannons can be damaged with down Smash Attacks though, and if hit enough 
 times, the cannons will explode and be unusable for the rest of the battle.

Strategies: If you're daring, you can intercept someone who is sitting on the
 cannons below and go back before the cannons start charging. (Even the charge
 of the cannons can hurt.) One with really insane timing can make a stylish KO
 by meteor smashing the opponent into the cannons' line of fire just as the 
 cannon fires the lasers. The Arwings' lasers can also help with KO-ing.

###############################################################################

Rainbow Ride
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Super Mario 64

Layout: Constantly changing, but I'll try my best. The stage starts out on the
 Flying Ship, has a raised front, and an elevated back. Has two overhangs in 
 the middle. After a while the Ship makes a crash course and you'll have to 
 abandon it. Then the stage starts scrolling automatically left, up, right, 
 then down back to a new Flying Ship where the stage repeats. Throughout the 
 stage after the ship are just a series of platforms.

Details: Returning from Melee, this forced-scrolling stage is quite the fun
 stage to play on! A few things to take note of: while the stage is scrolling
 upward, there are magic carpet platforms that move when stood on. They stop
 when not stood on, and will flash before disappearing after a while of not
 riding. As soon as the stage scrolls right, you'll see a swinging pendulum
 platform. Take care of this. Finally, after the pendulum, pretty much you have
 a floor of platforms that will fall when stood on for too long. Keep in mind
 that being too far off the screen can count as a KO here, even if you're not 
 in the air and damaged prior to that.

Strategies: There's...not much strategy I can give you here. Since this is a
 scrolling stage, you'll more than likely spend more time navigating the stage
 than fighting your opponent. The only thing I can tell you is to learn the
 level well and master the advantages that each section of the stage can give
 you.

###############################################################################

Green Greens *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Kirby franchise

Layout: Three flat platforms, with ever falling blocks stacking on top of the 
 two gaps in the middle of the stage.

Details: A small stage, but it's enough for hectic fights! This stage has three
 platforms to battle on, and on both sides of the middle platform, some star
 blocks keep falling from the sky and stacking on top of each other. You can
 destroy these blocks, but beware the bomb blocks! They can really hurt you if
 you attack them. In the middle of the stage, Whispy Woods is seen, where he'll
 blow wind in either direction in an attempt to push you a certain direction.
 Occasionally, apples fall from Whispy Woods. They can either restore some of
 your health when picked up (about 8%) or be used as throwing weapons.

Strategies: Not much I can say really except for trying to get your opponent to
 get near the blocks so that he can possibly make a wrong move and plummet to
 his doom. This is aside from the usual "attack 'til you KO."

###############################################################################

Big Blue *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: F-Zero franchise

Layout: Various

Details: Returning from Melee, you fight once again on top of various F-Zero 
 cars going top speed along a track! Be careful not to get knocked onto the 
 road, you could get left behind and get KO'd! You start out on Captain 
 Falcon's air ship (from the F-Zero comics I assume) and can then walk on any 
 of the F-Zero cars you can find, and some certain platforms.

Strategies: Since this is a moving stage and the main part of the stage is to
 stay on the F-Zero cars and platforms while avoiding the roads, I'd say if you
 can't KO your opponent, you could lead him to a bad spot where you can throw
 him onto the road. Usually if an opponent lands on the road from a throw, it's
 a KO.

###############################################################################

Brinstar
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Metroid franchise

Layout: Three platforms and a main ground. The main ground is rugged, while the
 platforms on the left, right, and center above are flat. The left and right
 platforms are held by strange Zebetite-ish organic matter that shrinks when
 attacked. When the matter is completely gone, the platform snaps upward. Over
 time this matter reappears. The main ground also has a weak floor section that
 can be attacked. When the weak floor section is gone, the main ground splits
 apart and reveals a big gap to the acid below.

Details: The famous Zebes locale has returned to Brawl from Melee! The stage's
 main attraction, other than being completely organic, is the rising and 
 falling acid levels. The acid rises and falls, and can do quite the damage if 
 touched. The ability to tear the surroundings apart with attacks makes this 
 stage rather unique.

Strategies: If someone gets caught in acid, more than likely they will be in
 an endless juggle, ever accumulating damage, so try to avoid acid. Use this to 
 your advantage when dominating in the field. If your damage is high enough, 
 the bounce you get from touching acid may be large enough to allow you back on 
 the stage. Of course, do not always rely on acid to save you from spikes. The 
 acid can be so low that it goes below the KO point, so keep that in mind when
 spiking someone. Destroying the matter that's holding the left and right
 platforms will make them snap upwards, which can possibly knock someone off. A
 really stylish KO that can be used is spiking someone into acid at high 
 damage, and as he comes back up, wallop him with a big attack to KO him.

###############################################################################

Pokémon Stadium *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Representing: Pokémon franchise

Layout:
- Normal: Flat, with a floating platform on each side.
- Grass: Slight hill on the right side, a river and two tiered platforms in the
middle, and a tree branch on the right side.
- Earth: Large hill on the left with small landing beside it, five metal
platforms in the center with two of them at an angle, flat on the right side.
- Water: Rotating windmill on the left side creates an ever-changing platform,
raised ground below it, two platforms on the right that constantly raise and
lower.
- Fire: On the left is a tree, with a small platform on its top, and a wooden
one on top of one of its limbs. The limb itself can be stood on. A fiery house
on the right, which is two tiered; ground on the bottom, platform right above.
The rest of the terrain is jagged.

Details: Pokémon Stadium from Melee is truly a varied stage. With it constantly 
 changing, it's sure to bring some hectic gameplay. Each terrain is themed 
 differently and is like playing 5 stages in one!

Strategies: The Normal stadium is just basic and the default the stage goes to
 after changing. Memorize the stage layout for each of the 5 terrains, and
 improvise as such. Like for instance, the middle ground for the Earth terrain
 seems like a nice area to rack up some damage without your opponent flying
 everywhere.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Item Compendium |
                |
---------------- [Itm]

Items are what make Super Smash Bros. unique, and as such, there's loads of
different items. This will show you the items in the game, listed in alphabet
order.

--------------

Assist Trophy
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Helping
Description: Assist Trophies, once used, bring out a helper chosen at random.
 These characters exclusive to this summoning item are not playable through
 normal gameplay.  Think of this item as a Pokéball, only better, as it's not
 restricted to a single franchise/series, meaning a whole lot of characters can
 make appearances!  The characters summoned from an Assist Trophy are listed in
 the Assistant Trophy Collection section.

--------------

Banana Peel
ŻŻŻŻŻŻŻŻŻŻŻ
Type: Trap
Description: The typical item for gags is now in Brawl as an item!  Throw it
 onto the ground, and whenever someone runs over it, he'll slip and fall on his
 butt, ouch!  After slipping, the character is stunned for a few moments like
 after a shield break.

--------------

Barrels and Crates
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Container
Description: These huge things usually hold items or other stuff inside them,
 so pick 'em up and throw them! Be careful, some of them explode without 
 warning! You can now stand on top of crates. A new addition is the Wheeled
 Crate, in which it can be pushed and slide down ramps. Also, the appearance of
 Barrels and Crates change depending on the theme of the stage, like for sci-fi
 theme, they turn into metal ones. In whimsical stages, they turn into 
 presents!

--------------

Beam Sword
ŻŻŻŻŻŻŻŻŻŻ
Type: Weapon
Description: Back and better than ever, this sword has changed its look. It's
 now blue, and reaches a LONG distance. With this in hand, you have part of
 your moveset changed. You have a normal swipe, a strong forward swipe, and a 
 forward Smash swipe. Your dash attack also changes to use the Sword.

--------------

Blast Box
ŻŻŻŻŻŻŻŻŻ
Type: Explosive
Description: These are explosive crates with a fire warning sign plastered on
 the front, and detonate when exposed to fire or hit with a smash attack. If 
 you see one, steer clear of it. Or if you're daring, try to throw it at 
 opponents!

--------------

Bob-omb
ŻŻŻŻŻŻŻ
Type: Explosive
Description: This famous Mario enemy appears in Brawl. At first, it just sits
 down, waiting to be picked up and thrown. However, if left alone for a while,
 it will get up and walk around, and eventually blow up. It will also blow up 
 if it walks into you.

--------------

Bumper
ŻŻŻŻŻŻ
Type: Trap
Description: Returning from the original Smash Bros., this Bumper once again
 messes up everyone! This time, it can be set up in mid-air, so it's quite
 essential to edge guarding!

--------------

Bunny Hood
ŻŻŻŻŻŻŻŻŻŻ
Type: Powerup
Description: Pick one up and your character will have bunny ears on his head.
 With this on, movement speed and jumping height is doubled. You can come up
 with crazy combos, but be super careful with picking one of these as Sonic...

--------------

Capsule
ŻŻŻŻŻŻŻ
Type: Container
Description: Capsules are containers that usually contain an item when broken.
 They are pink and white. You can also easily throw this at opponents. Be
 careful with breaking one of these that's near you, as this item has a high
 chance of exploding.

--------------

CD
ŻŻ
Type: Collectible
Description: CDs are rare items, that when collected, permanently add a single 
 song to listen to in Sound Test and My Music. Search for these and grab them
 quickly!

--------------

Coins and Bills
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Collectible
Description: These items are unique from Smash coins, and have to be picked up 
 in order to win Coin Battles. These generate when a character is attacked or 
 KO'd, and you collect them automatically when you touch them. Bronze coins are 
 worth one point, silver coins are worth three, gold coins are worth 6, and 
 bills are worth 10.

--------------

Cracker Launcher
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Gun
Description: This tube-like cannon shoots explosive fireworks. Pick one up, aim
 with the Control Stick, and fire! This is a good way to keep persistent
 opponents away from you.

--------------

Deku Nut
ŻŻŻŻŻŻŻŻ
Type: Trap
Description: This item from certain Zelda games stuns opponents with a flash.
 Pick one up, and throw it. When it hits, it makes a bright flash, stunning
 opponents. You are not immune to this flash though, so throw it from afar. If
 an opponent is hit with one while in midair, he flies pretty darn far.

--------------

Dragoon
ŻŻŻŻŻŻŻ
Type: Weapon
Description: Dragoon was a legendary Air Ride machine that you could ride if
 you found the three parts to the Dragoon in the Gamecube game Kirby's Air 
 Ride. In Brawl, it translates the same way. In a single battle, in order to 
 use the Dragoon, you have to find all three parts and grab them. Once all 
 three are collected, the Dragoon is assembled and you'll be able to aim at 
 opponents for a one-hit KO. Note that like the Smash Ball, any Dragoon parts 
 collected (shown above your character's portrait in battle) can be knocked off 
 of you. Quite a rare item as well.

--------------

Fan
ŻŻŻ
Type: Fan
Description: Like the Beam Sword and Home-Run Bat, your standard and sideways
 attacks are replaced with swiping motions with this. They don't pack much of a
 punch as far as damage, but you can swing this pretty darn fast. It's fast
 enough to get your opponents stuck without any way to recover. Be wary when
 trying to shield with this though, it can break shields quite easily.

--------------

Fire Flower
ŻŻŻŻŻŻŻŻŻŻŻ
Type: Weapon
Description: Straight from Super Mario Bros., you hold this in your hands. When
 you hold the standard attack button, the Fire Flower sends out a stream of 
 fire straight ahead. However, due to the new Moving and Shooting technique, 
 you can also move around while using it! It's a great way to push someone off 
 a stage. Of course, this item has a limited amount of flames before it can no 
 longer fire.

--------------

Food
ŻŻŻŻ
Type: Healer
Description: Sometimes, various food items appear, in which you're free to pick
 them up and restore health. There are 28 different types of food, and each
 restores a different amount of health. I will attempt to list them all and
 their health restoration effects here.

Strawberry - 1%
Heart-shaped Cookie - 2%
Coffee - 2%
Muffin with an 'X' on it - 3%
Grapes - 3%
Orange Juice - 3%
Seafood Dish - 4%
Milk Bottle - 4%
Apple - 4%
Pineapple - 5%
Hot Dog - 5%
Exotic Drink (Green) - 5%
Ice Cream Cone - 6%
Chocolate Bar - 6%
Lollypop - 6%
Donut - 6%
Weird-looking dish with green...dot on it - 7%
Cheeseburger - 7%
White Cake - 7%
Cherry Pie - 7%
Melon - 7%
Watermelon - 9%
Multi-layer Cake with Strawberries- 10%
Steak Dish - 10%
Rice meal in red bowl - 11%
Sundae - 11%
Pizza - 11%
Chicken Leg - 12%

--------------

Franklin Badge
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Protector
Description: When you put this Mother/Earthbound badge on, it protects from 
 projectile attacks. Nifty! Of course, it doesn't stay on for very long, so
 make sure to watch for when it disappears.

--------------

Freezie
ŻŻŻŻŻŻŻ
Type: Trap
Description: From the Mario Bros. arcade game, if you pick this item up and 
 throw it at somebody, they'll freeze into a block of ice and stay frozen for a
 few vital seconds. Use this time to pummel on the opponent!

--------------

Golden Hammer
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Weapon
Description: The Golden Hammer from Wrecking Crew on the NES is here, and it
 works pretty much the same as the regular Hammer. However, if you repeatedly
 tap the attack button and walk off a ledge, you'll float in the air! Of 
 course, just like with the Hammer, it can be a dud, but not with its head 
 flying off. You'll only find out if it's a dud by walking to an opponent and 
 hearing *squeak squeak squeak squeak*...

--------------

Gooey Bomb
ŻŻŻŻŻŻŻŻŻŻ
Type: Trap (explosive)
Description: The Gooey Bomb is a unique inclusion to the SSB series, in that it
 adheres not only to terrain, but to opponents.  If you get stuck with one,
 wiggle the Control Stick to shake it off.  Of course, if you pass by someone,
 the bomb may come off of you and stick to them!  Strategy is key when using
 this item.

--------------

Green Shell
ŻŻŻŻŻŻŻŻŻŻŻ
Type: Trap
Description: Pick one up and throw it, land on it, or attack it. Either way, it 
 will slide forward, knocking out opponents in its way until it falls off the
 stage. It does wonders when thrown hard.

--------------

Hammer
ŻŻŻŻŻŻ
Type: Weapon
Description: Pick up this item and your character will swing this. The attack
 is very destructive and can cause a lot of KOs, but there are some downsides.
 You can't attack regularly, and can only jump once. Also, there is the chance
 that the head of the Hammer will pop right off the handle, leaving the
 character to aimlessly swing the Hammer handle, causing no damage. Opponents
 can pick up the head and throw it at you when you're defenseless, knocking you
 far.

--------------

Heart Container
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Healer
Description: These Zelda items are basically shaped like giant hearts and come
 floating slowly down to the ground. Don't wait for it, jump up and collect it
 in mid-air! These very helpful items heal 100% damage, and in All-Star Mode 
 and Boss Battle Mode, three of these appear in the rest area. Pick one of 
 these special Heart Containers to heal ALL damage.

--------------

Home-Run Bat
ŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Weapon
Description: The powerful Home-Run Bat is back! You have a normal swing, a
 strong swing, Smash swing, and a running swing. To get the most out of the
 item, use the Smash swing, and you'll send your opponent flying! It's also 
 very effective by just throwing it.

--------------

Hothead
ŻŻŻŻŻŻŻ
Type: Trap
Description: From Mario games, throw this item onto the stage and it revolves 
 around the stage, damaging opponents. It can possibly shove opponents off! If 
 hit with fire-based or electric-based attacks from opponents, it grows in 
 size!

--------------

Key
ŻŻŻ
Type: Unlocker
Description: Only found in Subspace Emissary, these open locked doors. When you
 find one, pick it up and take it to the door. Throwing the Key itself also has
 tremendous attack power, but you lose the Key in the process. If that happens,
 just go back to where you found it and pick it up again.

--------------

Lightning
ŻŻŻŻŻŻŻŻŻ
Type: Trap
Description: When touched, these famous Mario Kart items shrink opponents for a
 short amount of time, so make good use of it! Just be careful, this item can
 backfire and shrink you instead...

--------------

Lip's Stick
ŻŻŻŻŻŻŻŻŻŻŻ
Type: Weapon
Description: This strange flower sends out little seeds when swung. If seeds
 touch an opponent, a flower grows on their head, which constantly raises their
 damage level. Keep swinging it at the same opponent to make the flower grow
 larger, increasing its effects.

--------------

Maxim Tomato
ŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Healer
Description: These items from the Kirby series are giant tomatoes with a green
 "M" emblazoned on them. Pick one of these up to heal a whopping 50% damage.

--------------

Metal Box
ŻŻŻŻŻŻŻŻŻ
Type: Powerup
Description: Pick up, or break this item with a melee attack to turn yourself
 into a walking metal figure. This item is a green "!" box, just like the one 
 in Super Mario 64. When metal, you don't flinch from weak attacks, and only 
 fly a small distance with Smash Attacks and other powerful attacks. The 
 downside to this, you fall like a rock, making recovery (if you do somehow get 
 knocked off the stage) very difficult.

--------------

Motion-Sensor Bomb
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Trap (explosive)
Description: Pick one up and throw it anywhere and it will stick, which
 includes the ceiling and walls. They are small and inconspicuous, so try to
 place one where one least expects it. Once someone is near or touches it, it
 explodes. Just keep in mind that you aren't immune to this item.

--------------

Mr. Saturn
ŻŻŻŻŻŻŻŻŻŻ
Type: Weapon?
Description: This harmless little guy from Mother games just wanders aimlessly
 around the stage. They can be attacked and flown off the stage, and when 
 thrown at opponents, it does minimal damage and no knockback. However, Mr. 
 Saturn is a great shield breaker.

--------------

Party Ball
ŻŻŻŻŻŻŻŻŻŻ
Type: Container
Description: The ever good party ball releases random items, one kind of
 multiple items, or none at all. Beat up the Party Ball enough and it will 
 float up and open! Items (maybe) and graffiti will rain down!

--------------

Pitfall
ŻŻŻŻŻŻŻ
Type: Trap
Description: The Pitfall is a white sphere with a "!" on it. What it does is
 create a weird black pit where its thrown. On fall-through platforms, if you
 step on a Pitfall, you'll automatically fall through it. On normal ground,
 you'll just be stuck and can't be moved. The opponent immediately gets stuck 
 on the ground if this item is thrown at him. This is an Animal Crossing item, 
 by the way. This can spike opponents when it's thrown at them while in midair!

--------------

Poison Mushroom
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Trap
Description: These look quite similar to Super Mushrooms, but have a slightly
 darker shade to them. If you collect this, your character will shrink to half
 his size, making his attacks weaker and make him lighter.

--------------

Pokéball
ŻŻŻŻŻŻŻŻ
Type: Summoner
Description: A Pokéball is a powerful item which can release one of dozens of
 Pokémon at random. You can hit people with the ball itself by throwing it at
 them, but once it hits the ground after a throw, it will open up and reveal a
 random Pokémon. The one who summoned the Pokémon is usually immune to the
 Pokémons' attacks. The list for all the Pokémon will be listed in the Pokédex
 section.

--------------

Ray Gun
ŻŻŻŻŻŻŻ
Type: Gun
Description: This powerful gun fires fast, green bursts of energy forward. It
 can fire 16 shots, and only straight forward. It can be used as a good 
 throwing item after its shots are exhausted, too.

--------------

Sandbag
ŻŻŻŻŻŻŻ
Type: Container
Description: Wait what? Sandbag has made it as an item? Yep, and he's a really
 unique one too. When he's pummeled, he drops various items until he's sucked
 dry. As Sandbag takes damage, he'll fly pretty far from stronger attacks.

--------------

Screw Attack
ŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Weapon
Description: Pick one up, and it sticks to your chest for a while. With this,
 your jumps are replaced with multi-hit Screw Attacks, akin to Samus's Screw
 Attack special. You can perform all your attacks even with this on, so go on
 and create some insane combos! From the Metroid series, obviously.

--------------

Smart Bomb
ŻŻŻŻŻŻŻŻŻŻ
Type: Explosive
Description: Straight from Star Fox, when you throw the bomb and it impacts, a
 HUGE explosion appears and constantly damages characters caught in the blast.
 It can even catch you! However, sometimes the Smart Bomb can be a dud and it 
 doesn't explode. When that happens, be careful, as it could explode at any 
 time!

--------------

Smash Ball
ŻŻŻŻŻŻŻŻŻŻ
Type: Powerup
Description: The Smash Ball is a coveted item. Appearing as a floating, multi-
 colored Smash Bros. icon, this item contains Final Smash power! It floats
 around, and must be broken with attacks before it'll give up its power. Once
 the Smash Ball is broken, the person who broke it will have Final Smash power.
 Press the Special Attack button to unleash the Final Smash! Each character has
 a different one. Of course, be sure you aren't knocked around too much when 
 you have the Smash Ball, otherwise it can get knocked right out of you, 
 leaving your opponent to grab it and use the Final Smash instead.

--------------

Smoke Ball
ŻŻŻŻŻŻŻŻŻŻ
Type: Trap (blocks vision)
Description: When thrown, the ball dispenses a smoke screen of different 
 colors, blocking the view of that particular area.  Hide in smoke to hide from 
 the rest of the battle while charging a move, or just to rest.  Or, you can 
 even act like a ninja assassin!  This item really does nothing but block view 
 of characters, but it's really fun to use.

--------------

Soccer Ball
ŻŻŻŻŻŻŻŻŻŻŻ
Type: Weapon
Description: From Super Mario Strikers for the Gamecube, this item can't be 
 picked up. However, hit it with a strong attack and it will shoot forward in 
 flames. It can be used for distance KOs. Try hitting some of these with a 
 Final Smash...

--------------

Spring
ŻŻŻŻŻŻ
Type: Trap
Description: From Mario games, hop on one to leap high into the air. You can
 also pick these up. Be careful though, if a Spring lands on its side, it will
 spring anyone who gets near it very far.

--------------

Starman
ŻŻŻŻŻŻŻ
Type: Powerup
Description: Starmen are bouncing stars with eyes. They do exactly as in the
 Mario games. Pick one up and you will be invincible for around 10 seconds. Use
 this chance to seriously damage your opponent!

--------------

Star Rod
ŻŻŻŻŻŻŻŻ
Type: Weapon
Description: Perform a strong side attack or a smash attack with this and not
 only will your character swing the Rod, but also shoot out a star. Star Rods
 have "ammunition" and can only fire a certain amount of stars before its power
 is drained. At that point, it's safe to use it as a battering weapon. However,
 throw it at opponents and they fly far sideways.

--------------

Sticker
ŻŻŻŻŻŻŻ
Type: Collectible
Description: Throughout all play modes, stickers will appear and float to the
 ground. Grab these to add a sticker to your Sticker Album. In some modes, you
 will have to clear the stage you found these in before you have the stickers 
 in your possession.

--------------

Stock Ball
ŻŻŻŻŻŻŻŻŻŻ
Type: Collectible
Description: Only found in Subspace Emissary, collecting these pink glowing
 orbs will add a stock to your current count, which is essentially your extra
 lives. Pick one up immediately if you see it! They're more common in the 
 easier difficulties.

--------------

Super Mushroom
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Powerup
Description: Ah, the Super Mushroom. Straight from Super Mario Bros., if you
 touch this item, you'll grow to humongous proportions! While huge, you're
 harder to knock off and your attacks are harder-hitting. New to this game is
 that your character strikes a pose as he grows with the Mushroom. Just a neat
 visual feature.

--------------

Superspicy Curry
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Type: Powerup
Description: Ever had eaten something so spicy that it felt like you could spit
 flames from your mouth? No? Well you're about to experience it with this item. 
 It just lays on the floor waiting to be devoured. When you do eat it, your 
 character spits fire non-stop for a limited time, even when you're moving and 
 attacking. This can be useful for creating combos. This item represents the 
 Kirby games. This item also gives your character a tendency to run during any 
 kind of movement.

--------------

Super Scope
ŻŻŻŻŻŻŻŻŻŻŻ
Type: Gun
Description: This energy gun resembling the Super Scope used for a few SNES
 games way back when fires rapid energy shots. You can also charge it up for
 more powerful results. You can fire three fully-charged shots before it runs
 out of power, which is also the equivalent of 48 rapid-fire shots.

--------------

Team Healer
ŻŻŻŻŻŻŻŻŻŻŻ
Type: Healer
Description: The Team Healer is a strange energy orb that only appears in Team 
 Battles. When in teams, picking up the orb won't do anything, but if you throw 
 it at a teammate, a sizeable portion of that teammate's damage will be healed. 
 The portion all depends on how much damage the person had before, so it heals 
 like a %age. If thrown at an opponent, it either damages him or heals him.
 Maybe that's also dependant on the damage...

--------------

Timer
ŻŻŻŻŻ
Type: Trap
Description: Pick up this item and one of three effects happen: Everyone except
 you is slowed down, you slow down, or everyone including you slows down. Hope
 for the first effect!

--------------

Trophy
ŻŻŻŻŻŻ
Type: Collectible
Description: Found lying around in most single-player modes, pick one up to
 collect that particular trophy to view in the Trophy Gallery. Most of the 
 time, you have to clear the stage you found the trophy in without continues 
 before you'll actually have the trophy safe in your collection.

--------------

Trophy Base
ŻŻŻŻŻŻŻŻŻŻŻ
Type: Capture item
Description: Only found in Subspace Emissary, throw a Trophy Base at an enemy
 to turn it into a collectible trophy. See "Features" of the Subspace Emissary
 section of this FAQ for more information.

--------------

Unira
ŻŻŻŻŻ
Type: Trap
Description: A spiky ball from the game Clu Clu Land, throw it onto the ground
 and it will extend its spikes, causing damage to anyone who runs into it.
 (Except you.) Attack the Unira to make its spikes retract.

--------------

Warp Star
ŻŻŻŻŻŻŻŻŻ
Type: Weapon
Description: Grab one of these large stars from the Kirby series, and your
 character will ride it up into the air, then come crashing down to the ground
 in a fantastic explosion. This can meteor smash opponents as you plummet down,
 and the Warp Star can be steered in a limited fashion by moving the Control
 Stick.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Pokédex         |
                |
---------------- [Pok]

Here is a complete list of the Pokémon that appear from the Pokéball item, and
will be listed in alphabetical order.

--------------

Bellossom
ŻŻŻŻŻŻŻŻŻ
Classification: Flower Pokémon
Type: Grass
Height: 1'04"
Weight: 13 lbs.
Pokédex No.: 182
Gender Ratio:
 Male: 50%
 Female: 50%

Attack: Bellossum uses Sweet Scent to put opponents to sleep. To the one who 
 summoned Bellossum, you're free to beat up opponents that have fallen asleep.

--------------

Bonsly
ŻŻŻŻŻŻ
Classification: Bonsai Pokémon
Type: Rock
Height: 1'08"
Weight: 33 lbs.
Pokédex No.: 438
Gender Ratio:
 Male: 50%
 Female: 50%

Attack: Bonsly himself doesn't really attack. He walks around, waiting to be
 picked up. He's quite heavy, thus he can't be thrown far, but the impact has
 pretty much the same effect as a thrown Hammer Head, in that the opponent is
 thrown far and may even be KO'd. Bonsly's purpose can be summed up to the
 Pokémon attack, "Tackle."

--------------

Celebi
ŻŻŻŻŻŻ
Classification: Time Travel Pokémon
Type 1: Psychic
Type 2: Grass
Height: 2'00"
Weight: 11 lbs.
Pokédex No.: 251
Gender Ratio: Celebi is genderless.

Attack: Fly. Celebi really doesn't attack at all. It just floats elegantly up 
 and out of the stage, dropping numerous trophies.

--------------

Chikorita
ŻŻŻŻŻŻŻŻŻ
Classification: Leaf Pokémon
Type: Grass
Height: 2'11"
Weight: 14.1 lbs.
Pokédex No.: 152
Gender Ratio:
 Male: 87.5%
 Female: 12.5%

Attack: Razor Leaf. When Chikorita is summoned, it begins to fire razor-sharp 
 leaves rapidly in the direction it's facing.

--------------

Deoxys
ŻŻŻŻŻŻ
Classification: DNA Pokémon
Type: Psychic
Height: 5'05"
Weight: 134.0 lbs.
Pokédex No.: 386
Gender Ratio: Genderless

Attack: Hyper Beam. Deoxys appears in his attack form, rises gently, faces
 down, then shoots a wide, powerful Hyper Beam straight down! Woah!

--------------

Electrode
ŻŻŻŻŻŻŻŻŻ
Classification: Ball Pokémon
Type: Electric
Height: 3'11"
Weight: 147.0 lbs.
Pokédex No.: 101
Gender Ratio: Electrode is genderless.

Attack: Explosion. After being summoned, lays on the floor for a few seconds
 until it explodes in a fiery mess. If you have the guts, you can pick up
 Electrode just before it blows and throw it at an opponent.

--------------

Entei
ŻŻŻŻŻ
Classification: Volcano Pokémon
Type: Fire
Height: 6'11"
Weight: 436.5 lbs.
Pokédex No.: 244
Gender Ratio: Entei is genderless.

Attack: Fire Spin. Entei's version of this attack is devastating. It'll stand 
 firm on its four legs, then create a tall pillar of fire. Anyone caught in it 
 will sustain heavy damage. This is a great opportunity to get some added 
 attacks in if you were the one who summoned Entei.

--------------

Gardevoir
ŻŻŻŻŻŻŻŻŻ
Classification: Embrace Pokémon
Type: Psychic
Height: 5'03"
Weight: 106.7 lbs.
Pokédex No.: 282
Gender Ratio:
 Male: 50%
 Female: 50%

Attack: Reflect. When Gardevoir appears, it creates a large reflecting field
 around it and walks around. Summoner, stay in its field! Because this field
 reflects any and all types of projectiles back at the senders.

--------------

Goldeen
ŻŻŻŻŻŻŻ
Classification: Goldfish Pokémon
Type: Water
Height: 2'00"
Weight: 33.0 lbs.
Pokédex No.: 118
Gender Ratio:
 Male: 50%
 Female: 50%

Attack: Splash. Pretty much a useless Pokémon and flops around on the stage
 for a while.

--------------

Groudon
ŻŻŻŻŻŻŻ
Classification: Continent Pokémon
Type: Ground
Height: 11'06"
Weight: 2,094.4 lbs.
Pokédex No.: 383
Gender Ratio: Groudon is genderless.

Attack: Overheat. This HUGE Pokémon just sits on the stage acting pretty. Its 
 body is shining red hot, so if an opponent touches Groudon, he'll catch on 
 fire. Good opportunity for racking up damage if you're the one who summoned 
 this Pokémon.

--------------

Gulpin
ŻŻŻŻŻŻ
Classification: Stomach Pokémon
Type: Poison
Height: 1'04"
Weight: 22.7 lbs.
Pokédex No.: 316
Gender Ratio:
 Male: 50%
 Female: 50%

Attack: Swallow. If an opponent gets near, it opens wide and swallows him in.
 The opponent constantly takes damage while inside Gulpin, and the one who
 summoned Gulpin can somehow add to it by attacking Gulpin.

--------------

Ho-oh
ŻŻŻŻŻ
Classification: Rainbow Pokémon
Type 1: Fire
Type 2: Flying
Height: 12'06"
Weight: 138.7 lbs.
Pokédex No.: 250
Gender Ratio: Ho-oh is genderless.

Attack: Sacred Fire. Like Lugia, Ho-oh flies into the background, and creates a 
 huge pillar of fire on the stage. Don't get caught in it!

--------------

Jirachi
ŻŻŻŻŻŻŻ
Classification: Wish Pokémon
Type 1: Steel
Type 2: Psychic
Height: 1'00"
Weight: 2.4 lbs.
Pokédex No.: 385
Gender Ratio: Jirachi is genderless.

Attack: Fly. Jirachi really doesn't attack at all. It just floats elegantly up 
 and out of the stage, dropping mounds of stickers.

--------------

Kyogre
ŻŻŻŻŻŻ
Classification: Sea Basin Pokémon
Type: Water
Height: 14'09"
Weight: 776.0 lbs.
Pokédex No.: 382
Gender Ratio: Kyogre is genderless.

Attack: Hydro Pump. This huge whale-like Pokémon flies around, constantly
 spitting out powerful jets of water. Consider yourself unlucky if you aren't
 the one who summoned this, as Kyogre is an absolute nightmare when trying to
 recover.

--------------

Latias, Latios
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Classification: Eon Pokémon
Type 1: Dragon
Type 2: Psychic
Height: 4'07" for Latias, 6'07" for Latios
Weight: 88.2 lbs. for Latias, 132.3 lbs. for Latios
Pokédex No.: 380 (Latias), 381 (Latios)
Gender Ratio: (Latias)
 Male: 0%
 Female: 100%
Gender Ratio: (Latios)
 Male: 100%
 Female: 0%

Attack: Steel Wing. When unleashed, the pair fly around the stage sporadically,
 ramming into anyone they come into contact. Fairly hard to avoid in all but 
 the largest stages, and if you get caught in the air, you're pretty much dead.

--------------

Lugia
ŻŻŻŻŻ
Classification: Diving Pokémon
Type 1: Psychic
Type 2: Flying
Height: 17'10"
Weight: 476.2 lbs.
Pokédex No.: 249
Gender Ratio: Lugia is genderless.

Attack: Aeroblast. Lugia's attack is almost impossible to avoid in small 
 stages. Once Lugia appears, it hovers above the stage for a second (Lugia is 
 harmful to the touch at this point) then flies to the background. Then, Lugia 
 creates a large swirling air jet at the stage, easily KOing anyone caught in 
 it.

--------------

Manaphy
ŻŻŻŻŻŻŻ
Classification: Seafaring Pokémon
Type: Water
Height: 1'00"
Weight: 3.1 lbs.
Pokédex No.: 490
Gender Ratio: Manaphy is genderless.

Attack: Manaphy uses Heart Swap! Players have swapped positions! Yes, when
 Manaphy comes out of a Pokéball, players will be switched around, like the
 person controlling Samus will now control Snake, and vice versa for the Snake
 player. This effect is temporary, but also note that when swapped, self-
 destructs and the like still go to your original character.

--------------

Meowth
ŻŻŻŻŻŻ
Classification: Scratch Cat Pokémon
Type: Normal
Height: 1'04"
Weight: 9.3 lbs.
Pokédex No.: 052
Gender Ratio:
 Male: 50%
 Female: 50%

Attack: Pay Day. Almost the same from the original Smash Bros., Meowth throws 
 out a coin barrage in front of him! (He floated in the air and threw a ton of
 coins around him in the original.) Don't get caught in the middle of this
 damaging coin barrage!

--------------

Metagross
ŻŻŻŻŻŻŻŻŻ
Classification: Iron Leg Pokémon
Type 1: Steel
Type 2: Psychic
Height: 5'03"
Weight: 1,212.5 lbs.
Pokédex No.: 376
Gender Ratio: Metagross is genderless.

Attack: Earthquake. When Metagross appears from the Poké Ball, it walks around
 and occasionally stomps the ground, sending nearby opponents high into the 
 sky.

--------------

Mew
ŻŻŻ
Classification: New Specie Pokémon
Type: Psychic
Height: 1'04"
Weight: 8.8 lbs.
Pokédex No.: 151
Gender Ratio: Mew is genderless.

Attack: Fly. Mew really doesn't attack at all. It just floats elegantly up and 
 out of the stage. It may occasionally drop a CD though.

--------------

Moltres
ŻŻŻŻŻŻŻ
Classification: Flame Pokémon
Type 1: Fire
Type 2: Flying
Height: 6'07"
Weight: 132.3 lbs.
Pokédex No.: 146
Gender Ratio: Moltres is genderless.

Attack: Fly. When Moltres appears, it's a sight to behold. But be careful,
 those who haven't summoned Moltres: its body is hot to the touch, and it can 
 KO fairly quickly! After a few seconds, Moltres takes to the sky, never to be
 found again. (Until another is summoned from a Poké Ball...)

--------------

Munchlax
ŻŻŻŻŻŻŻŻ
Classification: Big Eater Pokémon
Type: Normal
Height: 2'00"
Weight: 231 lbs.
Pokédex No.: 446
Gender Ratio:
 Male: 87.5%
 Female: 12.5%

Attack: Not really much of an attack, really. All Munchlax does is use Pickup
 to rush to items and eat them whole. He can be annoying if he eats an item you
 wanted to pick up though.

--------------

Piplup
ŻŻŻŻŻŻ
Classification: Penguin Pokémon
Type: Water
Height: 1'03"
Weight: 11.5 lbs.
Pokédex No.: 393
Gender Ratio:
 Male: 87.5%
 Female: 12.5%

Attack: Piplup uses Surf! Opponent is swept away! If you're the one caught in
 the Surf attack, try your best to recover from it, he can make you fall off 
 the stage really easily.

--------------

Snorlax
ŻŻŻŻŻŻŻ
Classification: Sleeping Pokémon
Type: Normal
Height: 6'11"
Weight: 1041.1 lbs.
Pokédex No.: 143
Gender Ratio:
 Male: 87.5%
 Female: 12.5%

Attack: Body Slam. Snorlax rises...then falls! This monstrous Pokémon uses his 
 weight to damage opponents and throw them far.

--------------

Staryu
ŻŻŻŻŻŻ
Classification: Starshape Pokémon
Type: Water
Height: 2'07"
Weight: 76 lbs.
Pokédex No.: 120
Gender Ratio: Staryu is genderless.

Attack: Swift. Staryu picks an opponent at random (except the one who summoned 
 it), follows the opponent around, then fires a rapid stream of energy bullets. 
 The bullets don't do much damage, but they can keep you juggled in the air, 
 which could mean trouble. Staryu itself is highly dangerous to touch; you can 
 easily get KO'd from touching Staryu.

--------------

Suicune
ŻŻŻŻŻŻŻ
Classification: Aurora Pokémon
Type: Water
Height: 6'07"
Weight: 412.3 lbs.
Pokédex No.: 245
Gender Ratio: Suicune is genderless.

Attack: Suicune attacks with Aurora Beam! He fires a Aurora Beam straight
 forward that can KO pretty fast, so make sure he's not facing you!

--------------

Togepi
ŻŻŻŻŻŻ
Classification: Spike Ball Pokémon
Type: Normal
Height: 1'00"
Weight: 3.3 lbs.
Pokédex No.: 175
Gender Ratio:
 Male: 87.5%
 Female: 12.5%

Attack: Togepi uses Metronome. Its attacks are randomly generated. It can
 either plant flowers on opponents' heads, explode, or even darken the screen 
 until it's pitch black for a while.

--------------

Torchic
ŻŻŻŻŻŻŻ
Classification: Chick Pokémon
Type: Fire
Height: 1'04"
Weight: 5.5 lbs.
Pokédex No.: 255
Gender Ratio:
 Male: 87.5%
 Female: 12.5%

Attack: Fire Spin. Torchic spins around and creates fire all around it, sucking
 in nearby opponents. Make sure not to get caught, as the final hit hurts!

--------------

Weavile
ŻŻŻŻŻŻŻ
Classification: Sharp Claw Pokémon
Type 1: Dark
Type 2: Ice
Height: 3'08"
Weight: 75.0 lbs.
Pokédex No.: 461
Gender Ratio:
 Male: 50%
 Female: 50%

Attack: False Swipe. Weavile dashes back and forth in repeated, rapid motions,
 swiping with each move. It only does 1% each hit, but it can make you dizzy,
 making you vulnerable to attack.

--------------

Wobbuffet
ŻŻŻŻŻŻŻŻŻ
Classification: Patient Pokémon
Type: Psychic
Height: 4'03"
Weight: 63 lbs.
Pokédex No.: 202
Gender Ratio:
 Male: 50%
 Female: 50%

Attack: Counter. Wobbuffet appears to be harmless, just sitting like a lump on 
 a log, but if you come into contact with him, he'll wobble around, damaging 
 you ever so slightly, making for a rather embarrasing trap. He can also deal 
 an amount of damage depending on the power of the attack he was struck with.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Assistant Trophy|
  Collection    |
                |
---------------- [AsTrphy]

This lists all the characters that can be summoned with the Assist Trophy item,
in alphabetical order. Note that there are some Assist Trophies that aren't
available at the start of the game. These will be listed as "*UNLOCKABLE*," but
to see how to unlock them, check the Secrets section.

--------------

Andross
ŻŻŻŻŻŻŻ
From: Star Fox (SNES)

Description: This polygon-ish version of Andross is just a silver face. Why?
 He's based off of his appearance in Star Fox for the SNES! He appears in the
 background, big as ever. He then inhales with all his might, then spits 
 damaging panels out of his mouth! Oh the horror!

--------------

Barbara *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
From: Daigassou! Band Brothers and Master of Illusion

Description: Barbara the Bat appears with her guitar and rocks on! Each note
 she strums creates a large sound wave around her, which can electrocute nearby
 foes. Barbara ends with a bang with her final note, which has a larger sound
 wave than normal.

--------------

Custom Robo *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
From: Custom Robo series
Debuted: Custom Robo Arena (DS)

Description: The model that appears is Ray Mk III. This super-small Assist
 Trophy cannot be taken lightly, as it jumps around firing green lasers and
 powerful homing missiles.

--------------

Devil
ŻŻŻŻŻ
From: Devil's World (NES)

Description: This portly little character is a very dangerous AT--He doesn't
 help anyone at all! Devil rises up above the stage, and with a point, moves
 the screen to really mess up players. That's pretty much all he does.

--------------

Dr. Wright
ŻŻŻŻŻŻŻŻŻŻ
From: SimCity (SNES)

Description: Wait what? The city supervisor with a crazy hair style? Well, this 
 is certainly interesting. This AT sprouts buildings from the ground, damaging 
 everyone except the summoner. At rare times, when the economy is feeling
 generous, the buildings that sprout become super sized, dealing more damage,
 knockback, and has more range.

--------------

Excitebike
ŻŻŻŻŻŻŻŻŻŻ
From: Excitebike (NES)

Description: A...2D sprite? Wow. I guess all kinds of characters can really
 make appearances! When Excitebike is revealed, it calls a ton of other Excite-
 bikers to run over everyone. Roadkill AND papercut. Ouch, that has got to 
 hurt.

--------------

Gray Fox *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
From: Metal Gear series
Debuted: Metal Gear 2 (MSX2)

Description: Gray Fox, the cybernetic ninja from Metal Gear has arrived in
 Assist Trophy form! If a guest character from a series is going to appear, why
 not have AT's from that series? Gray Fox stealthily hops around the arena and
 makes rapid backhanded slashes with his sword. He can reflect projectiles 
 fired at him. He can also speak in certain situations, but his speech may 
 change when Snake is in the arena. It's truly exciting to see ATs interact 
 with other characters besides attacking them.

--------------

Hammer Bro.
ŻŻŻŻŻŻŻŻŻŻŻ
From: Mario franchise
Debuted: Super Mario Bros. (NES)

Description: The ever annoying Hammer Bro. appears in Brawl from an Assist
 Trophy, and does his very job he was performed to do ever since his first 
 game: relentlessly throw a barrage of hammers.

--------------

Helirin
ŻŻŻŻŻŻŻ
From: Kuru Kuru Kururin

Description: This rather clunky Assist Trophy does not attack, but rather acts
 as part of the stage. This thing slowly rotates, so it can be a pain if it's 
 in your way of recovering. You can stand on it though.

--------------

Infantry and Tanks *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
From: Famicom Wars
Debuted: Advance Wars (GBA)

Description: When they appear, these pixelated figures move around, firing tiny
 little pellets at your opponents. They're tiny yes, but don't underestimate
 their power.

--------------

Isaac *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
From: Golden Sun series
Debuted: Golden Sun (GBA)

Description: Isaac is an Earth Adept, who is able to move things with ease
 using his unique psynergy. He uses Move constantly when he arrives, which
 summons a giant energy hand and pushes forward. Extremely deadly on any course
 that doesn't have much vertical length, as this energy hand can move through
 anything.

--------------

Jeff
ŻŻŻŻ
From: Earthbound

Description: Dr. Andonut's son, Jeff uses his extracurricular activities to
 make inventions! In Brawl, he uses an invention called "Multi-Bottle Rocket 5"
 which can fire four mini-rockets and one large one for each launch. And they
 all can home in on characters. Be careful not to get caught in the explosive
 rockets!

--------------

Jill & Drill Dozer
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
From: Drill Dozer

Description: This little rascal drives a Drill Dozer constantly once spawned,
 and will continue to use that gigantic drill on the front to seriously damage
 players. The only thing she doesn't seem to do is drill through walls, as she
 turns the Drill Dozer around if she encounters one.

--------------

Kat & Ana
ŻŻŻŻŻŻŻŻŻ
From: WarioWare series

Description: Kat & Ana! Put their names together and they spell katana! These
 two ninja kindergarteners use devastating moves to slash anyone who's in the
 way. They usually fly in an "X" pattern, so try to dodge them with that
 knowledge in mind.

--------------

Knuckle Joe
ŻŻŻŻŻŻŻŻŻŻŻ
From: Kirby franchise
Debuted: Kirby Super Star (SNES)

Description: Knuckle Joe has appeared! He begins attacking by using a flurry
 of Vulcan Jabs, then uses one of two finishers! One of them is Smash Punch,
 in which he sends a ball of energy forward as he makes a final punch. The
 other is Rising Break, where Knuckle Joe does a lightning shoryuken. Wow...

--------------

Lakitu
ŻŻŻŻŻŻ
From: Mario franchise
Debuted: Super Mario Bros. (NES)

Description: Another 2D sprite Assist Trophy like Excitebike, this one does the
 very thing it performed back when it first debuted: fly above and rain down
 annoying Spinies from above. Just be careful with this one. This is one of the
 few that can be killed though...

--------------

Little Mac
ŻŻŻŻŻŻŻŻŻŻ
From: Punch-Out!! (NES)

Description: The little fighter with a big heart, he tries to fight to the top
 as an Assist Trophy! He's quite the persistent fighter, as he can follow a
 character around, and even has such powerful punches that someone can get KO'd
 from 20% damage! His training has served him well it seems...

--------------

Lyn
ŻŻŻ
From: Fire Emblem series
Debuted: Fire Emblem 7: Blazing Sword (GBA) (Known simply as Fire Emblem in the
US and UK)

Description: The beautiful Lyndis descends gallantly with sword in hand.  She
 then braces herself, then with a slash, disappears!  Where'd she go?  She all
 of a sudden appears in front of an opponent, and does a powerful slash.  If
 you're the lucky guy who summoned her, you can grab your opponent to make it
 easier for her to hit.

--------------

Metroid
ŻŻŻŻŻŻŻ
From: Metroid series
Debuted: Metroid (NES)

Description: This dangerous life-sucking parasite will pick a target other than
 the player who spawned it and latch on to that player's head and rack up 
 damage rapidly! If the Metroid has caught you, just frantically move about to 
 shake it off.

--------------

Mr. Resetti
ŻŻŻŻŻŻŻŻŻŻŻ
From: Animal Crossing (GCN)

Description: Mr. Resetti from Animal Crossing has come! ...However he doesn't
 really do anything. He just rants and rants and raves for long amounts of 
 time. Ugh, what a bore.

Mr. Resetti: WHAT WAS THAT???!!!

AGH! I uh..didn't see you there.

Mr. Resetti: You didn't see me...because I am a short mole, is that it??

No! I didn't mean tha--

Mr. Resetti: You kids, always so dang insensitive. Well let me tell you
something, brat! Moles have feelings too!

*sigh* -_-; See what I mean?

--------------

Nintendog
ŻŻŻŻŻŻŻŻŻ
From: Nintendogs series
Debuted: Nintendogs: Labrador and Friends (DS)

Description: When released, this cute puppy paws the screen, blocking most of
 the view. Since you can't see past this puppy, you'll have to compensate.

--------------

Saki Amamiya
ŻŻŻŻŻŻŻŻŻŻŻŻ
From: Sin and Punishment: Successor to the Earth

Description: Saki is one of the more bad-ass Assist Trophies. His trusty
 weapon, the Cannon Sword, serves him well here! He can run around the arena 
 and slash foes. He can also shoot foes from far away! How cool is that?

--------------

Samurai Goroh
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
From: F-Zero series
Debuted: F-Zero X (N64) I believe.

Description: Captain Falcon's racing rival has finally made it to Smash Bros.
 Goroh uses the blade he holds at his waist and slashes it around at enemies.

--------------

Shadow the Hedgehog *UNLOCKABLE*
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
From: Sonic the Hedgehog franchise
Debuted: Sonic Adventure 2

Description: Shadow uses Chaos Control! Among slightly obscuring your view with
 the visual effects, he also slows down your opponents for a short time, making
 it easy for you to score some hits.

--------------

Stafy
ŻŻŻŻŻ
From: Densetsu no Stafy

Description: Stafy is a star (starfish??) from the Japan-only release Densetsu
 no Stafy. Stafy runs around and does spin attacks on opponents, but wait...
 what's this? Stafy can be hurt like a regular character?? Uh-oh...better watch
 out, Stafy. Because of his appearance on this game, he has made an appearance
 on the DS in the states! Look out for Legend of Starfy.

--------------

Tingle
ŻŻŻŻŻŻ
From: Zelda series
Debuted: The Legend of Zelda: Majora's Mask (N64)

Description: Although Tingle first made his debut on Majora's Mask, this is his
 more-recent version from The Legend of Zelda: Wind Waker on the Gamecube. He
 dances around, yells "Tingle! Tingle! Kooloo-limpah!" and summons a random
 effect such as all Curry, Hammers galore, or balloons (nothing at all).

--------------

Waluigi
ŻŻŻŻŻŻŻ
From: Mario franchise
Debuted: Mario Tennis (N64)

Description: The devious, mischievous, evil Waluigi has made his Brawl debut!
 This rather lanky fellow rushes to the person he despises most at the moment
 when he's summoned, and uses his feet to stomp that person onto the ground,
 dealing damage with every impact. Then he either finishes with a giant stomp 
 or by swinging his tennis racquet at the opponent. If that opponent is 
 stomped, he is dug into the ground, making him unmoveable for a while, so be 
 careful that it won't be you.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                 |
Collector's Guide|
to Stickers      |
                 |
----------------- [Stckr]

So, you're a collector eh? Want to find all those Stickers, as many as you
can? Well, not to worry, this section will tell you how to get all the
Stickers in the game. For the list, the stickers will be listed by name.

The Subspace Emissary:
Adventure Mode is a great place to get stickers. At high difficulty levels,
more stickers appear, and even more if you have a "+ Sticker Drops" sticker
applied to a character. Using that combination is a good way to rack up tons of
stickers, so you're likely to get at least a few.

Coin Launcher:
While not as effective as the Subspace Emissary method, it certainly is easier.
You can still get a lot of stickers in this mode, if you have a ton of coins at
your disposal.

Challenges:
There are certain stickers that can only be obtained by clearing a certain
objective. If that's the case, you may think that once you use it once, the
sticker is gone forever, right? Nope. Whether it's intentional or not, if you
simply clear that objective again, you see to get a copy of the same sticker.
Like, for the Boo (Mario Tennis) Sticker, you can get it as many times as you
want just by getting past 900 ft. every time in Home-Run Contest.

Miscellaneous:
Aside from the other modes, there's a slow, but simple way of picking up
stickers: they drop randomly when playing any other kinds of gameplay modes.
This goes the same with CDs, but those disappear once you unlock every music
track.

And now for the list!

------------------
18-Volt (WarioWare: Touched!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 4
Usable by: N/A

------------------
1-Up Mushroom (New SMB)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 4
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
9-Volt (WarioWare: MPG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 8
Usable by: N/A

------------------
9-Volt (WarioWare: Touched!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 5
Usable by: N/A

------------------
Acro (Kirby 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 15
Usable by: Peach, Zelda

------------------
Aijou Boom no Ya (Sennen Kazoku)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 8
Usable by: N/A

------------------
Akari Hayami (1080° Snowboarding)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 14
Usable by: N/A

------------------
Akari Hayami (Wave Race BS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Water] Attack + 8
Usable by: Pokémon Trainer

------------------
Akuma (Sennen Kazoku)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 19
Usable by: N/A

------------------
Amy Rose (Sonic CD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 14
Usable by: Sonic

------------------
Ana (Mother)
ŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 7
Usable by: N/A

------------------
Ana (WarioWare: Touched!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 4
Usable by: N/A

------------------
Andrew (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 7
Usable by: Fox, Falco, Wolf

------------------
Andy (Advance Wars)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 6
Usable by: N/A

------------------
Annie (Custom Robo V2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 10
Usable by: N/A

------------------
Arwing (Star Fox 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 6
Usable by: Fox, Falco, Wolf

------------------
Aryll (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 8
Usable by: N/A

------------------
Ashley (Trace Memory)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 16
Usable by: N/A

------------------
Ashley (WarioWare: Touched!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 22
Usable by: Peach, Zelda

------------------
Ashley Viewing DTS (Trace Memory)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 17
Usable by: R.O.B.

------------------
Ashnard (Fire Emblem: Path of Radiance)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 34
Usable by: Marth, Ike

------------------
Baby Mario (Yoshi's Island)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 5
Usable by: N/A

------------------
Balloon Fight Enemy
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 4
Usable by: Ice Climbers

------------------
Balloon Fighter
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 4
Usable by: Pit

------------------
Ballyhoo & Big Top (Mario Party 8)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 10
Usable by: N/A

------------------
Banana (Mario Kart DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 4
Usable by: N/A

------------------
Banana Bunch (DK: Barrel Blast)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 6
Usable by: N/A

------------------
Banana Coin (DK64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 4
Usable by: N/A

------------------
Barkle (Tingle's Rupeeland)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 32
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer

------------------
Barrel Train (Mario Kart: DD!!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 19
Usable by: N/A

------------------
Bellossom (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Grass] Attack + 8
Usable by: Pokémon Trainer

------------------
Big Boss (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Stand Drops + 30
Usable by: N/A

------------------
Big Switch (Kirby & The Amazing Mirror)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 18
Usable by: N/A

------------------
Big The Cat (Sonic Adventure Director's Cut)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 14
Usable by: N/A

------------------
Black Shadow (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 37
Usable by: Captain Falcon

------------------
Blargg (Yoshi's Story)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 13
Usable by: N/A

------------------
Blathers (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 7
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer

------------------
Blaze The Cat (Sonic Rush)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Shield Recovery + 7
Usable by: N/A

------------------
Blipper (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Swim Time + 20
Usable by: N/A

------------------
Blood Falcon (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 18
Usable by: N/A

------------------
Blue Falcon (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 3
Usable by: Captain Falcon

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Blue Pellet (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 6
Usable by: Olimar

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Blue Pikmin (Pikmin)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 16
Usable by: Olimar

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Blue Virus (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 5
Usable by: N/A

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Bone Dragon (Yoshi's Story)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 13
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

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Boney (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 16
Usable by: Ness, Lucas

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Bonkers (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 16
Usable by: Kirby, Meta Knight, King Dedede

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Bonsly (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 3
Usable by: N/A

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Boo (Mario Tennis)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
*can be gotten by getting up to 900 ft. in Home-Run Contest*

Effect: [Throwing] Attack + 14
Usable by: N/A

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Booker (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 5
Usable by: N/A

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Boomerang (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 4
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Boulder (Excite Truck)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 32
Usable by: N/A

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Boundish (Digiluxe)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 7
Usable by: N/A

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Bow (Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 8
Usable by: Peach, Zelda

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Bowser (DDR: Mario Mix)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 20
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Bowser (Mario Kart 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 13
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Bowser (Mario Power Tennis)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 21
Usable by: Ganondorf

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Bowser (Super Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 23
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Bowser Coin (Mario Party 6)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 6
Usable by: N/A
------------------
Bowser Jr. (Mario Superstar Baseball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Drops + 26
Usable by: N/A

------------------
Bowser Jr. (Super Mario Sunshine)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 25
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer

------------------
Box Boxer (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 26
Usable by: Lucario

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Boxy (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 24
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

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Boy (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 11
Usable by: N/A

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Boy (Magical Starsign)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 7
Usable by: N/A

------------------
Boy (Magical Vacation)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 22
Usable by: N/A

------------------
Brewster (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 13
Usable by: N/A

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Brier (Yoshi Touch & Go)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 7
Usable by: N/A

------------------
Brighton (Mario Party 6)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Shield Resistance + 8
Usable by: N/A

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Bronto Burt (Kirby 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 4
Usable by: N/A

------------------
Bubble Baby Mario (Yoshi's Island)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 6
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

------------------
Bulborb (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 34
Usable by: Olimar

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Bullet Bill (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 12
Usable by: N/A

------------------
Bullet Blaster (Mario Kart: DD!!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 50
Usable by: N/A

------------------
Bullfrog (Star Fox Command)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Bob-omb
Usable by: N/A

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Burt the Bashful (Yoshi's Island)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 6
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

------------------
Cackletta (Mario & Luigi: SS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 84
Usable by: N/A

------------------
Candy (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 4
Usable by: R.O.B.

------------------
Capsule (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 5
Usable by: N/A

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Capt. Falcon (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 8
Usable by: Captain Falcon

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Capt. Falcon (F-Zero X)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 19
Usable by: Captain Falcon

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Capt. Falcon (F-Zero)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 23
Usable by: Captain Falcon

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Captain (Trace Memory)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 4
Usable by: N/A

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Car Yoshi (Yoshi's Island)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 7
Usable by: Yoshi

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Celebi (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Grass] Attack + 14
Usable by: Pokémon Trainer

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Celeste (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 6
Usable by: N/A

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Cell Phone (Kirby & The Amazing Mirror)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 4
Usable by: Kirby, Meta Knight, King Dedede

------------------
Chain Chomp (Mario Party 8)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 23
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

------------------
Chao (Sonic Adventure Director's Cut)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 49
Usable by: N/A

------------------
Chaos (Sonic Adventure Director's Cut)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 4
Usable by: N/A

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Charizard (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 10
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Charmy Bee (Knuckles' Chaotix)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 7
Usable by: N/A

------------------
Cheep Cheep (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Sticker Drops + 9
Usable by: N/A

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Chef (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 25
Usable by: Mr. Game & Watch

------------------
Chef (Shaberu! DS Cooking Navi)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 3
Usable by: N/A

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Chef Kawasaki (Kirby Super Star)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 20
Usable by: N/A

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Chibi-Robo (Chibi-Robo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 3
Usable by: N/A

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Chibi-Robo (Chibi-Robo: Park Patrol)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 19
Usable by: N/A

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Chihuahua (Nintendogs)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 12
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer

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Chikorita (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 13
Usable by: Lucario

------------------
Chonmagyo (Densetsu no Stafy 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 5
Usable by: N/A

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Chozo Statue (Metroid II)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 25
Usable by: Lucario

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Chromatron (Digiluxe)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 7
Usable by: N/A

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Chunky Kong (DK64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 31
Usable by: Donkey Kong, Diddy Kong

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Classic Sonic (Sonic The Hedgehog JP Ver.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 21
Usable by: Sonic

------------------
Classic Sonic (Sonic The Hedgehog (US Ver.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 20
Usable by: Sonic

------------------
Claus (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 13
Usable by: Ness, Lucas

------------------
Coin (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 4
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Colin (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 4
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Colonel (MGS2: Sons of Liberty)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 8
Usable by: N/A

------------------
Commander Kahn (Elite Beat Agents)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 18
Usable by: N/A

------------------
Cook Kirby (Kirby Super Star)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 140
Usable by: N/A

------------------
Copper (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 12
Usable by: N/A

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Cornimer (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Stand Drops + 21
Usable by: N/A

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Count Bleck (Super Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 5
Usable by: N/A

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Cranky Kong (Donkey Konga 3 JP)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 7
Usable by: N/A

------------------
Crazee Dayzee (Yoshi's Island DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Grass] Attack + 7
Usable by: Pokémon Trainer

------------------
Crazy Redd (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 16
Usable by: Ness, Lucas

------------------
Cream The Rabbit & Cheese (Sonic Advance 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 9
Usable by: N/A

------------------
Crimson Candypop Bud (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 12
Usable by: Olimar

------------------
Cupid Kirby (Kirby & The Amazing Mirror)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Star Rod
Usable by: N/A

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Cupit (Sennen Kazoku)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 5
Usable by: N/A

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Daisy (Super Mario Strikers)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 5
Usable by: N/A

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Daphnes Nohansen Hyrule (Zelda: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 31
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Dark Samus (Metroid Prime 2 Echoes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 11
Usable by: Samus, Zero Suit Samus

------------------
Dark Suit Samus (Metroid Prime 2 Echoes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 16
Usable by: N/A

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Darknut (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 13
Usable by: Link, Zelda, Ganondorf, Toon Link

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Daroach (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 24
Usable by: N/A

------------------
Dash (Star Fox Command)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 3
Usable by: N/A

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Deke (Fire Emblem: The Binding Blade)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 9
Usable by: Marth, Ike

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Deku Baba (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 4
Usable by: N/A

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Deku Link (Zelda: Majora's Mask)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 5
Usable by: N/A

------------------
Deku Nut (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 4
Usable by: N/A

------------------
Deoxys (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 10
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Derek (Elite Beat Agents)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 13
Usable by: N/A

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Devil Car (Mother)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 14
Usable by: Ness, Lucas

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Dice Block (Mario Party 8)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 8
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Diddy Kong (DK64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 20
Usable by: Donkey Kong, Diddy Kong

------------------
Diddy Kong (Donkey Kong Country)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 28
Usable by: Diddy Kong

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Diddy Kong (Mario Hoops 3-on-3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 28
Usable by: Donkey Kong, Diddy Kong

------------------
Diddy Kong (Mario Superstar Baseball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 12
Usable by: Donkey Kong, Diddy Kong

------------------
Digidrive (Digiluxe)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 6
Usable by: N/A

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Dixie Kong (Donkey Konga 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 39
Usable by: Donkey Kong, Diddy Kong

------------------
DK (Mario Superstar Baseball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 27
Usable by: Donkey Kong, Diddy Kong

------------------
DK Barrel (Donkey Kong Country)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 53
Usable by: Donkey Kong, Diddy Kong

------------------
DK with Barrel (Mario vs. DK 2: MotM)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 15
Usable by: N/A

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Don Bongo (Yoshi's Story)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 25
Usable by: N/A

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Donbe (Shin Onigashima)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 26
Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B.

------------------
Donkey Kong (DK Jungle Beat)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 22
Usable by: Donkey Kong, Diddy Kong

------------------
Donkey Kong (Donkey Kong Country)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 10
Usable by: Donkey Kong, Diddy Kong

------------------
Donkey Kong (Mario Kart DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 41
Usable by: Donkey Kong, Diddy Kong

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Donkey Kong Jr. (Mario Tennis)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 14
Usable by: Donkey Kong, Diddy Kong

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Dr. Crygor (WarioWare: Touched!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 2
Usable by: N/A

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Dr. Eggman (Sonic The Hedgehog)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 39
Usable by: Sonic

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Dr. Lobe (Big Brain Academy)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 10
Usable by: N/A

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Dr. Lobe (Big Brain Academy: WD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Sticker Drops + 11
Usable by: N/A

------------------
Dr. Mario (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 18
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

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Dr. Shrunk (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Fan
Usable by: N/A

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Dr. Stewart (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 6
Usable by: N/A

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Dribble (WarioWare: MPG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 6
Usable by: N/A

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Dry Bones (Mario Party 7)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 17
Usable by: Lucario

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Duck (Duck Hunt)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 20
Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B.

------------------
Dunning Smith (Hotel Dusk: Room 215)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 6
Usable by: N/A

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Duster (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 4
Usable by: Ness, Lucas

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Dyna Blade (Kirby Super Star)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 46
Usable by: Kirby, Meta Knight, King Dedede

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Dzuke-chan (English Training)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 12
Usable by: N/A

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E-102 Gamma (Sonic Adventure Director's Cut)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 11
Usable by: N/A

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Egg (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 4
Usable by: N/A

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Eggplant Wizard (Kid Icarus)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 11
Usable by: N/A

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Eight Yoshis (SMA 3: Yoshi's Island)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 18
Usable by: Yoshi

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Eirika (Fire Emblem: The Sacred Stones)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 16
Usable by: Marth, Ike

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Eldstar (Mario Party 5)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 6
Usable by: N/A

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Electrode (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 7
Usable by: N/A

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Electroplankton
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 12
Usable by: N/A

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Eliwood (Fire Emblem)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 33
Usable by: Marth, Ike

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Emerl (Sonic Battle)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 6
Usable by: N/A

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Energy Tank (Metroid)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 12
Usable by: Samus, Zero Suit Samus

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Enguarde (Donkey Kong Country)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 15
Usable by: Donkey Kong, Diddy Kong

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Entei (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 20
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Ephraim (Fire Emblem: The Sacred Stones)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 23
Usable by: N/A

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Epona & Link (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 9
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Erazor Djinn (Sonic & the Secret Rings)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 28
Usable by: N/A

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Espio The Chameleon (Knuckles' Chaotix)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 12
Usable by: Sonic

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Eva (MGS3: Snake Eater)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 44
Usable by: Snake

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Excitebike
ŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 31
Usable by: N/A

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Ezlo (Zelda: Minish Cap)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 19
Usable by: N/A

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Fairy (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 7
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer

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Falco (Star Fox 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 11
Usable by: Fox, Falco, Wolf

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Falco (Star Fox Adventures)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 11
Usable by: Fox, Falco, Wolf

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Falco (Star Fox Command)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 14
Usable by: Fox, Falco, Wolf

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Falco (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 20
Usable by: Falco

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Fat Hockey Player (Ice Hockey)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 12
Usable by: Ice Climbers

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Federation Trooper (Metroid Prime 2 Echoes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Super Scope
Usable by: N/A

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Female Pianta (Super Mario Sunshine)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 15
Usable by: N/A

------------------
Fierce Deity Link (Zelda: MM)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 21
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Fire (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 9
Usable by: N/A

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Fire Flower (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Fire Flower
Usable by: N/A

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Fire Stingray (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 7
Usable by: N/A

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Firefly (Excite Truck)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 20
Usable by: N/A

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Flag Man (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 4
Usable by: Mr. Game & Watch

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Flint (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 4
Usable by: Ness, Lucas

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Flower Fairy Lip (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Lip's Stick
Usable by: N/A

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Flower Icon (Paper Mario: TTYD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 49
Usable by: N/A

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Fly Guy (Mario Power Tennis)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 5
Usable by: N/A

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Fox (Star Fox 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 18
Usable by: Fox, Falco, Wolf

------------------
Fox (Star Fox Adventures)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 15
Usable by: Fox, Falco, Wolf

------------------
Fox (Star Fox Command)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 18
Usable by: Fox

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Fox (Star Fox)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 23
Usable by: N/A

------------------
Fox (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 33
Usable by: Fox, Falco, Wolf

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Free Ranger (Chibi-Robo: Park Patrol)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 27
Usable by: N/A

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F-Type (Wild Trax)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 22
Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B.

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Funky Kong (Donkey Konga 3 JP)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 13
Usable by: Donkey Kong, Diddy Kong

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Gale Hawg (DK Jungle Beat)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 13
Usable by: N/A

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Ganondorf (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 29
Usable by: Ganondorf

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Ganondorf (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 33
Usable by: Ganondorf

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Gardevoir (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Shield Resistance + 9
Usable by: N/A

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General Guy (Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 31
Usable by: N/A

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General Pepper (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 5
Usable by: N/A

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Girl (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 21
Usable by: Peach, Zelda

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Girl (Magical Vacation)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 19
Usable by: Peach, Zelda

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Gleeok (The Legend of Zelda)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 20
Usable by: N/A

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Goldeen (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 4
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Golden Fox (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 5
Usable by: N/A

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Gomar & Shioh (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Special: Direct] Attack + 10
Usable by: Captain Falcon

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Goombella (Paper Mario: TTYD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 5
Usable by: N/A

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Goonie (Yoshi's Island DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 16
Usable by: N/A

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Gordo (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 5
Usable by: Kirby, Meta Knight, King Dedede

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Goron (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 21
Usable by: N/A

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Gracie (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 10
Usable by: N/A

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Gravity Suit Samus (Metroid: Zero Mission)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 11
Usable by: Samus, Zero Suit Samus

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Gray Fox (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 98
Usable by: N/A

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Green Rupee (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 5
Usable by: N/A

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Greil (Fire Emblem: Path of Radiance)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 14
Usable by: Marth, Ike

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Groudon (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 14
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Grutch (Drill Dozer)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Drops + 9
Usable by: N/A

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Gulliver (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 8
Usable by: N/A

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Gulpin (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 16
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Gunship (Metroid Prime 2 Echoes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 5
Usable by: N/A

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Guy (Fire Emblem)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 11
Usable by: N/A

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Hajime Tanaka (Ouendan 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 11
Usable by: N/A

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Hammer Bro (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 6
Usable by: N/A

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Hanenbow (Electroplankton)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 12
Usable by: N/A

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Happy Mask Salesman (Zelda: MM)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 9
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Harriet (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 4
Usable by: N/A

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Hawke (Advance Wars: DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 8
Usable by: N/A

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Hayato Saionji (Ouendan 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 84
Usable by: N/A

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Hector (Fire Emblem)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 27
Usable by: N/A

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Helibokaan (Kururin Squash!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 13
Usable by: N/A

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Hero's Bow (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 8
Usable by: N/A

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Hinawa (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 4
Usable by: Ness, Lucas

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Hiroshi (Trade & Battle: Card Hero)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Sticker Drops + 17
Usable by: N/A

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HM Mech Rosa (Chosoju Mecha MG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 17
Usable by: N/A

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Hoofer (DK Jungle Beat)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 10
Usable by: N/A

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Ho-Oh (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 12
Usable by: N/A

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Hookshot (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 4
Usable by: N/A

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Hooktail (Paper Mario: TTYD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 36
Usable by: N/A

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Horse Call (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 9
Usable by: N/A

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Hot Head (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 10
Usable by: Kirby, Meta Knight, King Dedede

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HP Pot (Magical Starsign)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 4
Usable by: N/A

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Hylian Shield (Zelda: Minish Cap)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Shield Recovery + 5
Usable by: N/A

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Hylian Shield (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 10
Usable by: Link, Zelda, Ganondorf, Toon Link

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Ike (Fire Emblem: Path of Radiance)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 23
Usable by: Marth, Ike

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Ike (Fire Emblem: Radiant Dawn)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 27
Usable by: Marth, Ike

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Instructor (Pilotwings)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 10
Usable by: N/A

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Iron Tiger (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 4
Usable by: N/A

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Item Box (Mario Kart: DD!!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 8
Usable by: N/A

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Ivysaur (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Grass] Attack + 29
Usable by: Pokémon Trainer

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J (Elite Beat Agents)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 16
Usable by: N/A

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Jake (Advance Wars: DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 11
Usable by: N/A

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Jeff (Earthbound)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 24
Usable by: Ness, Lucas

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Jessica (Trace Memory)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 8
Usable by: N/A

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Jet The Hawk (Sonic Riders)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 17
Usable by: N/A

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Jewel Fairy Ruby (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 12
Usable by: N/A

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Jigglypuff (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 31
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Jill & Drill Dozer (Drill Dozer)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 18
Usable by: N/A

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Jill (Drill Dozer)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 4
Usable by: N/A

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Jimmy T. (WarioWare: MPG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 9
Usable by: N/A

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Jirachi (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 7
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Joan (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 12
Usable by: N/A

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Joshua (Fire Emblem: The Sacred Stones)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 9
Usable by: N/A

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Judge (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 16
Usable by: N/A

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Junior (Donkey Kong Jr.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 21
Usable by: N/A

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K.K. Slider (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 28
Usable by: N/A

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Kafei & Keaton Mask (Zelda: MM)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Shield Recovery + 10
Usable by: N/A

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Kai Doumeki (Ouendan 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 17
Usable by: N/A

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Kalypso (DK: Barrel Blast)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 26
Usable by: N/A

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Kamek (Yoshi Touch & Go)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 5
Usable by: N/A

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Kamek (Yoshi's Island)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 11
Usable by: Peach, Zelda

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Kamisama (Sennen Kazoku)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Shield Resistance + 26
Usable by: N/A

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Kammy Koopa (Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 8
Usable by: N/A

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Kanden (Metroid Prime Hunters)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 15
Usable by: N/A

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Kapp'n (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 8
Usable by: N/A

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Karate Kong (DK Jungle Beat)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 25
Usable by: N/A

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Kat (WarioWare: Touched!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 4
Usable by: N/A

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Katrina (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 13
Usable by: Peach, Zelda

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King Bulbin & Lord Bullbo (Zelda: TP)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 19
Usable by: N/A

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King Dedede & Kirby (Kirby 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 21
Usable by: N/A

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King Dedede (Kirby Super Star)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 28
Usable by: Kirby, Meta Knight, King Dedede

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King Dedede (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 30
Usable by: King Dedede

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King Dodongo (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 38
Usable by: N/A

------------------
King K. Rool (DK64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 29
Usable by: N/A

------------------
King of Red Lions & Link (Zelda: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 20
Usable by: N/A

------------------
King Zora (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 33
Usable by: N/A

------------------
Kirby (Kirby & The Amazing Mirror)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Swim Time + 40
Usable by: N/A

------------------
Kirby (Kirby 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 22
Usable by: Kirby, Meta Knight, King Dedede

------------------
Kirby (Kirby Air Ride)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 17
Usable by: Kirby, Meta Knight, King Dedede

------------------
Kirsh (Magical Vacation)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 11
Usable by: N/A

------------------
Klaptrap (Donkey Kong Country)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 7
Usable by: N/A

------------------
Knuckles The Echidna (Sonic The Hedgehog 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 23
Usable by: Sonic

------------------
Koopa (Super Mario Strikers)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 10
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Kooper (Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 10
Usable by: N/A

------------------
Kraid (Metroid: Zero Mission)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 33
Usable by: N/A

------------------
Kritter (DK: King of Swing)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 13
Usable by: N/A

------------------
Kritter (Mario Strikers Charged)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 28
Usable by: N/A

------------------
Krystal (Star Fox Adventures)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 28
Usable by: Fox, Falco, Wolf

------------------
Krystal (Star Fox Command)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 12
Usable by: Fox, Falco, Wolf

------------------
Krystal (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 17
Usable by: Fox, Falco, Wolf

------------------
Kumatora (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 11
Usable by: Ness, Lucas

------------------
Kururin (Kururin Paradise)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 4
Usable by: N/A

------------------
Kyle Hyde (Hotel Dusk: Room 215)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 25
Usable by: N/A

------------------
Kyogre (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 42
Usable by: N/A

------------------
Kyorosuke (Densetsu no Stafy 4)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 8
Usable by: Peach, Zelda

------------------
Lakitu (Mario Kart: Super Circuit)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 13
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Lakitu (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 6
Usable by: Lucario

------------------
Lanky Kong (DK64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 6
Usable by: Donkey Kong, Diddy Kong

------------------
Lantern (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 7
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Latias & Latios (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Grass] Attack + 22
Usable by: Pokémon Trainer

------------------
Legend of Outset (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 26
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Leon (Star Fox Command)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 9
Usable by: N/A

------------------
Leon (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 7
Usable by: N/A

------------------
Lightning (Mario Kart DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 4
Usable by: N/A

------------------
Lilina (Fire Emblem: The Binding Blade)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 5
Usable by: Marth, Ike

------------------
Linebeck (Zelda: Phantom Hourglass)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 20
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Link & Pigs (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Sticker Drops + 40
Usable by: N/A

------------------
Link (The Legend of Zelda)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 17
Usable by: N/A

------------------
Link (Zelda: Link to the Past)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 31
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Link (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 27
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Link (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 31
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Link with Goron Mask (Zelda: MM)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 17
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Link's Grandma (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 2
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Lion (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 13
Usable by: Mr. Game & Watch
------------------
Liquid Snake (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
*can be gotten by defeating 10 enemies in Cruel Brawl*

Effect: Food Effect + 6
Usable by: N/A
------------------
Little Saucer (Mother)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 24
Usable by: N/A

------------------
Lloyd (Mother)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 6
Usable by: Ness, Lucas

------------------
Lon Lon Milk (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 18
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Louie (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 10
Usable by: N/A

------------------
Lucario (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 41
Usable by: Lucario

------------------
Lucas (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 13
Usable by: Ness, Lucas

------------------
Ludwig von Koopa (Super Mario Bros. 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 8
Usable by: N/A

------------------
Lugia (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Grass] Attack + 18
Usable by: Pokémon Trainer

------------------
Luigi & Baby Luigi (Mario & Luigi: PiT)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 5
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Luigi (Luigi's Mansion)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 8
Usable by: N/A

------------------
Luigi (Mario & Luigi: SS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 23
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Luigi (Super Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 20
Usable by: N/A

------------------
Luminoth (Metroid Prime 2 Echoes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 9
Usable by: N/A

------------------
Lyle (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 11
Usable by: N/A

------------------
Lyn (Fire Emblem)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 7
Usable by: N/A

------------------
Mabel (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 6
Usable by: N/A

------------------
Mace Guy (Yoshi Topsy-Turvy)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 22
Usable by: N/A

------------------
Mach Rider
ŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 29
Usable by: N/A

------------------
Mad Truck (Mother)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 23
Usable by: Ness, Lucas

------------------
Magkid (Slide Adventure MAGKID)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 9
Usable by: Ness, Lucas

------------------
Makar (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 4
Usable by: N/A

------------------
Male Pianta (Super Mario Sunshine)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Dizzy Time - 94
Usable by: N/A

------------------
Malo (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 19
Usable by: N/A

------------------
Manaphy (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 4
Usable by: N/A

------------------
Manhole (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 5
Usable by: N/A

------------------
Manky Kong (Donkey Kong Country)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 10
Usable by: Donkey Kong, Diddy Kong

------------------
Mario & Luigi (Mario & Luigi: SS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 19
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Mario & Yoshi (Super Mario Sunshine)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 13
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Mario (Mario Kart DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 22
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Mario (Mario Superstar Baseball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Home-Run Bat
Usable by: N/A

------------------
Mario (Super Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 20
Usable by: N/A

------------------
Marth (Fire Emblem: Monsho no Nazo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 19
Usable by: Marth, Ike

------------------
Master (Trade & Battle: Card Hero)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Drops + 30
Usable by: N/A

------------------
Master Belch (Earthbound)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 9
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

------------------
Master Miller (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 7
Usable by: N/A

------------------
Materu (Densetsu no Stafy 4)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 7
Usable by: N/A

------------------
Max (Advance Wars)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 8
Usable by: N/A

------------------
Maxim Tomato (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Maxim Tomato Effect + 50
Usable by: N/A

------------------
Medli (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 9
Usable by: N/A

------------------
Mega Mushroom (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 2
Usable by: N/A

------------------
Mega Rush Badge (Paper Mario: TTYD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 8
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Mei Ling (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 3
Usable by: N/A

------------------
Meowth (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 5
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Meryl Silverburgh (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 7
Usable by: Snake

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Meta Knight (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 32
Usable by: Kirby, Meta Knight, King Dedede

------------------
Meta Knight Ball (Kirby Canvas Curse)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 8
Usable by: Kirby, Meta Knight, King Dedede

------------------
Metagross (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 23
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Metal Gear RAY (MGS2: Sons of Liberty)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 16
Usable by: N/A

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Metal Gear REX (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Cracker Launcher
Usable by: N/A

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Metal Sonic (Sonic CD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 16
Usable by: N/A

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Metroid (Metroid Pinball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 18
Usable by: N/A

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Metroid (Metroid: Zero Mission)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 20
Usable by: Samus, Zero Suit Samus

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Mew (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 4
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Micaiah (Fire Emblem: Radiant Dawn)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 21
Usable by: Marth, Ike

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Midna & Wolf Link (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 26
Usable by: Link, Zelda, Ganondorf, Toon Link

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Midna (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Dizzy Time - 50
Usable by: N/A

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Midori Mushi (Slide Adventure MAGKID)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 5
Usable by: N/A

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Mila (Hotel Dusk: Room 215)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 5
Usable by: N/A

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Miles "Tails" Prower (Sonic The Hedgehog 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 140
Usable by: N/A

------------------
Millenium Star (Mario Party 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 21
Usable by: N/A

------------------
Mini Mario (Mario vs. DK 2: MotM)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Shield Recovery + 3
Usable by: N/A

------------------
Miniature Dachsund (Nintendogs)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 28
Usable by: Fox, Falco, Wolf

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Misstar (Mario Party 5)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 7
Usable by: N/A

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Mist (Fire Emblem: Path of Radiance)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 8
Usable by: Marth, Ike

------------------
Moblin (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 15
Usable by: Link, Zelda, Ganondorf, Toon Link

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Mokka (Magical Starsign)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 27
Usable by: N/A

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Moltres (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 20
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Mona & Moped (WarioWare: MMG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 8
Usable by: N/A

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Mona (WarioWare: Touched!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 4
Usable by: N/A

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Monster (FGPII: 3D Hot Rally)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 4
Usable by: N/A

------------------
Moon Fairy Seren (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 16
Usable by: Peach, Zelda

------------------
Morph Ball (Metroid Pinball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 5
Usable by: Samus, Zero Suit Samus

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Morris (Elite Beat Agents)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 8
Usable by: N/A

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Mother Brain (Metroid: Zero Mission)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 147
Usable by: N/A

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Mouser (Super Mario Bros. 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 20
Usable by: N/A

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Mr. EAD (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 15
Usable by: N/A

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Mr. Resetti (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 33
Usable by: N/A

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Mr. Saturn (Earthbound)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Mr. Saturn
Usable by: N/A

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Mr. Saturn (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 7
Usable by: Ness, Lucas

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Munchlax (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 13
Usable by: Lucario

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Mushroom (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 5
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

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Musketeer Daltania (Chosoju Mecha MG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 21
Usable by: N/A

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Muskular (Mario Party 5)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 13
Usable by: N/A

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Myyrh (Fire Emblem: The Sacred Stones)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 15
Usable by: Peach, Zelda

------------------
Nabaaru (Fire Emblem: Monsho no Nazo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Stand Drops + 22
Usable by: N/A

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Naked Snake (MGS3: Snake Eater)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 32
Usable by: Snake

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Nana (Ice Climber)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 29
Usable by: Ice Climbers

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Nanocarp (Electroplankton)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 12
Usable by: N/A

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Naomi Hunter (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 5
Usable by: Peach, Zelda

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Needle Kirby (Kirby 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 29
Usable by: N/A

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Ness (Earthbound)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 33
Usable by: Ness, Lucas

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New Age Retro Hippie (Mother)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 11
Usable by: Ness, Lucas

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Ningyou Kouchuu Viigaru (Chosoju Mecha MG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 5
Usable by: N/A

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Ninian (Fire Emblem)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 6
Usable by: Marth, Ike

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Ninten (Mother)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 24
Usable by: Ness, Lucas

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Noki (Super Mario Sunshine)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 12
Usable by: N/A

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Nruff (Kirby 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 5
Usable by: Kirby, Meta Knight, King Dedede

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Ocarina of Time
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 4
Usable by: N/A

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O'Chunks (Super Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 35
Usable by: N/A

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Octoman (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 8
Usable by: N/A

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Octopus (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 22
Usable by: N/A

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Octorok (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 4
Usable by: Link, Zelda, Ganondorf, Toon Link

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Olimar & Louie's Ship (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 40
Usable by: Olimar

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Olimar's Daughter (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 7
Usable by: Olimar

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Onion (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 15
Usable by: N/A

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Ooccoo (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 7
Usable by: N/A

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Orbiter (Digiluxe)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 7
Usable by: N/A

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Orbulon (WarioWare: MPG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 12
Usable by: N/A

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Otacon (MGS2: Sons of Liberty)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 9
Usable by: N/A

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Pak E. Derm (Yoshi's Story)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 9
Usable by: Yoshi

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Panel (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 2
Usable by: N/A

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Panther (Star Fox Command)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 9
Usable by: N/A

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Panther (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 18
Usable by: Fox, Falco, Wolf

------------------
Papa (Chibi-Robo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 4
Usable by: N/A

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Parachute (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 8
Usable by: N/A

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Paratroopa (Super Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 12
Usable by: N/A

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Party Monkey (DK Jungle Beat)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 6
Usable by: Donkey Kong, Diddy Kong

------------------
Pascal (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 10
Usable by: N/A

------------------
Paula (Earthbound)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 10
Usable by: Ness, Lucas

------------------
Pauline & Donkey Kong (Donkey Kong)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 18
Usable by: Donkey Kong, Diddy Kong

------------------
Peach & Daisy (Mario Party 7)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 27
Usable by: Peach, Zelda

------------------
Peach (Mario Strikers Charged)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 41
Usable by: N/A

------------------
Peach (Mario Superstar Baseball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 5
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Peach (Super Mario Bros. 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 29
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Peach (Super Princess Peach)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 23
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

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Pelly (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Shield Resistance + 14
Usable by: N/A

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Penny (WarioWare: Smooth Moves)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 4
Usable by: N/A

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Peppy (Star Fox 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 7
Usable by: N/A

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Peppy (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 5
Usable by: N/A

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Perara (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 13
Usable by: N/A

------------------
Perry (Super Princess Peach)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 6
Usable by: N/A

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Pete (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 2
Usable by: N/A

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Petey Piranha (Mario Golf: TT)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 47
Usable by: Ganondorf

------------------
Petey Piranha (Mario Strikers Charged)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 32
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

------------------
Phantom Ganon (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 40
Usable by: Ganondorf

------------------
Phyllis (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
*can be gotten by clearing All-Star Mode on Normal difficulty*

Effect: Sticker Drops + 26
Usable by: N/A

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Piece of Heart (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Heart Container Effect + 50
Usable by: N/A

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Pigma (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 7
Usable by: Fox, Falco, Wolf

------------------
Pigmask (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 7
Usable by: Ness, Lucas

------------------
Pikachu (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 33
Usable by: Pikachu

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Pinkle (Tingle's Rupeeland)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 15
Usable by: Peach, Zelda

------------------
Piplup (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Water] Attack + 26
Usable by: Pokémon Trainer

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Pit (Kid Icarus)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 26
Usable by: Pit

------------------
Pit (Kid Icarus: OM&M)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 16
Usable by: Pit

------------------
Plum (Mario Golf)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 5
Usable by: N/A

------------------
Pokémon Trainer (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 13
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

------------------
Poo (Earthbound)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 9
Usable by: Ness, Lucas

------------------
Porky (Earthbound)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 15
Usable by: Ness, Lucas

------------------
Postman (Zelda: Majora's Mask)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 3
Usable by: N/A

------------------
Postman (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 11
Usable by: N/A

------------------
Power Jump Badge (Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 5
Usable by: N/A

------------------
Prince Peasley (Mario & Luigi: SS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 13
Usable by: N/A

------------------
Propeller Shy Guy (Yoshi's Story)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 14
Usable by: N/A

------------------
Purple Pikmin (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 35
Usable by: N/A

------------------
Putty (Magical Starsign)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 3
Usable by: N/A

------------------
R.O.B. (Mario Kart DS US)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 15
Usable by: R.O.B.

------------------
Raccoon Mario (Super Mario Bros. 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 112
Usable by: N/A

------------------
Rachel (Advance Wars: DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 11
Usable by: Lucario

------------------
Rad (Excite Truck)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 15
Usable by: N/A

------------------
Raiden (MGS2: Sons of Liberty)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 14
Usable by: N/A

------------------
Rakensen (Custom Robo: BR)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 7
Usable by: N/A

------------------
Rambi (Donkey Kong Country)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 13
Usable by: N/A

------------------
Raphael the Raven (Yoshi's Island)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 6
Usable by: N/A

------------------
Rawk Hawk (Paper Mario: TTYD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 5
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Ray (Custom Robo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 6
Usable by: N/A

------------------
Ray 01 (Custom Robo: BR)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Ray Gun
Usable by: N/A

------------------
Ray MKIII (Custom Robo Arena)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 18
Usable by: N/A

------------------
Rayquaza (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 24
Usable by: Lucario

------------------
Reaper & Reapette (Kid Icarus)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 12
Usable by: Pit

------------------
Reclining Red Pikmin (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 6
Usable by: N/A

------------------
Red Fire (Mario Kart: DD!!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 26
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Red Gazelle (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 5
Usable by: N/A

------------------
Red Pellet Flower (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 5
Usable by: Olimar

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Red Pikmin (Pikmin)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 11
Usable by: Olimar

------------------
Red Virus (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 20
Usable by: N/A

------------------
ReDead (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 5
Usable by: N/A

------------------
Revolver Ocelot (MGS2: Sons of Liberty)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 17
Usable by: Ganondorf

------------------
Ricky Winterborn (1080° Avalanche)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 12
Usable by: N/A

------------------
Ridley (Metroid)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 30
Usable by: Ganondorf

------------------
Ridley (Metroid: Zero Mission)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 25
Usable by: N/A

------------------
ROB (Star Fox Adventures)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 15
Usable by: Fox, Falco, Wolf

------------------
ROB 64 (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 8
Usable by: N/A

------------------
Rob Haywood (Wave Race BS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 7
Usable by: N/A

------------------
Robo Cube (Custom Robo: BR)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 5
Usable by: N/A

------------------
Robot & Blocks (Stack-Up)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 27
Usable by: R.O.B.

------------------
Robot (Mario Kart DS JP)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 32
Usable by: R.O.B.

------------------
Rosie (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 8
Usable by: N/A

------------------
Rotohex (Digiluxe)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Stand Drops + 9
Usable by: N/A

------------------
Rouge The Bat (Sonic Adventure 2: Battle)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 10
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer

------------------
Rover (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 10
Usable by: N/A

------------------
Roy (Fire Emblem: The Binding Blade)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 24
Usable by: N/A

------------------
Running Chibi-Robo (Chibi-Robo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
*can be gotten by clearing Classic Mode on Easy difficulty*

Effect: [Weapon] Attack + 3
Usable by: N/A

------------------
Running Zero Suit Samus (Metroid: ZM)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 25
Usable by: Samus, Zero Suit Samus

------------------
Rusl (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 11
Usable by: N/A

------------------
Rutoga (Fire Emblem: The Binding Blade)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 12
Usable by: Marth, Ike

------------------
Ryota Hayami (Wave Race BS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Water] Attack + 34
Usable by: Pokémon Trainer

------------------
Ryuta Ippongi (Ouendan 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
*can be gotten by clearing 100-Man Brawl in under 3:30*

Effect: [Battering] Resistance + 18
Usable by: N/A

------------------
Sable (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 6
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

------------------
Sabure Prince (Kaeru no Tame ni Kane wa Naru)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 31
Usable by: N/A

------------------
Saharah (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Water] Attack + 8
Usable by: Pokémon Trainer

------------------
Salsa (Mother 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 9
Usable by: Ness, Lucas

------------------
Salvatore (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 9
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Sami (Advance Wars)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 12
Usable by: N/A

------------------
Samurai Goroh (F-Zero X)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 18
Usable by: Captain Falcon

------------------
Samurai Goroh (F-Zero)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 21
Usable by: Captain Falcon

------------------
Samus (Metroid Fusion)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 16
Usable by: Samus, Zero Suit Samus

------------------
Samus (Metroid Prime 2 Echoes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 18
Usable by: N/A

------------------
Samus (Metroid)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 15
Usable by: Samus, Zero Suit Samus

------------------
Sayaka Amemiya (Ouendan 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 10
Usable by: N/A

------------------
Seal Head (Custom Robo: BR)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 10
Usable by: N/A

------------------
Seiuchi-kun (Densetsu no Stafy 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Water] Attack + 18
Usable by: Pokémon Trainer

------------------
Shadow Beast (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 28
Usable by: Ganondorf

------------------
Shadow Mario (Super Mario Sunshine)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 70
Usable by: N/A

------------------
Shadow The Hedgehog (Sonic Adventure 2: Battle)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 20
Usable by: Sonic

------------------
Shagohad (MGS3: Snake Eater)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Dizzy Time - 150
Usable by: N/A

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Shahra (Sonic & the Secret Rings)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 7
Usable by: Peach, Zelda

------------------
Sheik (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 17
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Shiba Inu (Nintendogs)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 12
Usable by: N/A

------------------
Shiida (Fire Emblem: Monsho no Nazo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 7
Usable by: Marth, Ike

------------------
Shine Sprite (Super Mario Sunshine)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 5
Usable by: N/A

------------------
Shroob (Mario & Luigi: PiT)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 7
Usable by: N/A

------------------
Shy Guy (Yoshi's Story)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 4
Usable by: N/A

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Sidestepper (Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 8
Usable by: N/A

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Silver The Hedgehog (Sonic The Hedgehog)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 49
Usable by: Sonic

------------------
Skull Kid (Zelda: Majora's Mask)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 20
Usable by: N/A

------------------
Skull Kid (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 7
Usable by: Ganondorf

------------------
Skulltula (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 7
Usable by: N/A

------------------
Slippy (Star Fox 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 10
Usable by: N/A

------------------
Slippy (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 6
Usable by: N/A

------------------
Snifit (Mario Party 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 3
Usable by: N/A

------------------
Snorlax (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 5
Usable by: N/A

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Snowman (1080° Avalanche)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Freezing] Attack + 26
Usable by: N/A

------------------
Solid Snake (MGS: The Twin Snakes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 7
Usable by: Snake

------------------
Solid Snake (MGS2: Sons of Liberty)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 19
Usable by: N/A

------------------
Sonic The Hedgehog (Sonic The Hedgehog)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 32
Usable by: Sonic

------------------
Sothe (Fire Emblem: Radiant Dawn)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 105
Usable by: N/A

------------------
Space Pirate (Super Metroid)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Darkness] Attack + 13
Usable by: Ganondorf

------------------
Sparrow (Magical Starsign)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 5
Usable by: N/A

------------------
Special Token (Metroid Pinball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 6
Usable by: Samus, Zero Suit Samus

------------------
Spinner (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 4
Usable by: N/A

------------------
Spiny (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 9
Usable by: N/A

------------------
Spiny Shell (Mario Kart: DD!!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 11
Usable by: N/A

------------------
Spitz (WarioWare: MPG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 12
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer

------------------
Squeaker (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 4
Usable by: N/A

------------------
Squirtle (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Water] Attack + 41
Usable by: Pokémon Trainer

------------------
Stafy (Densetsu no Stafy 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 10
Usable by: N/A

------------------
Stafy (Densetsu no Stafy)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 7
Usable by: Yoshi, Pikachu, Diddy Kong, Pokémon Trainer

------------------
Stapy (Densetsu no Stafy 3)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 4
Usable by: N/A

------------------
Starman (Earthbound)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 10
Usable by: Ness, Lucas

------------------
Starman (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 33
Usable by: Kirby, Meta Knight, King Dedede

------------------
Starman (New Super Mario Bros.)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Aura] Attack + 6
Usable by: Lucario

------------------
Starship (Metroid Fusion)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 9
Usable by: Samus, Zero Suit Samus

------------------
Starship (Metroid Prime Hunters)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 22
Usable by: N/A

------------------
Staryu (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 3
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Stork (Yoshi's Island DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 21
Usable by: N/A

------------------
Stork Stop (Yoshi's Island DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [PK] Attack + 12
Usable by: Ness, Lucas

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Storm The Albatross (Sonic Riders)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 12
Usable by: N/A

------------------
Stuffwell (Mario & Luigi: PiT)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Drops + 8
Usable by: N/A

------------------
Suicune (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Grass] Attack + 17
Usable by: Pokémon Trainer

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Sukapon (Joy Mech Fight)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 10
Usable by: N/A

------------------
Super Baby (Yoshi's Island DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 6
Usable by: N/A

------------------
Super Mario Bros.
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 15
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

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Super Sonic (Sonic The Hedgehog 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 27
Usable by: Sonic

------------------
Sylux (Metroid Prime Hunters)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 12
Usable by: N/A

------------------
Takamaru (Nazo no Murasamejo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 11
Usable by: N/A

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Tamagon (Devil World)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 11
Usable by: N/A

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Tameo (Trade & Battle: Card Hero)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 16
Usable by: N/A

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Tap-Tap (Yoshi Touch & Go)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 24
Usable by: N/A

------------------
Teddy (Mother)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 3
Usable by: N/A

------------------
Telly (Chibi-Robo)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 4
Usable by: N/A

------------------
Tetra (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 25
Usable by: N/A

------------------
The Black Knight (Fire Emblem: PoR)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 40
Usable by: N/A

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The Boss (MGS3: Snake Eater)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 161
Usable by: N/A

------------------
The Great Fairy (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 21
Usable by: Peach, Zelda

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The President (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Stand Drops + 7
Usable by: N/A

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Tikal (Sonic Adventure Director's Cut)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 9
Usable by: Sonic

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Tingle (Tingle's Rupeeland)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 12
Usable by: N/A

------------------
Tingle (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 24
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Tiny Kong (DK64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 4
Usable by: Donkey Kong, Diddy Kong

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Tiny Wario (Virtual Boy Wario Land)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 26
Usable by: Wario

------------------
Tippi (Super Paper Mario)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 5
Usable by: N/A

------------------
Toad & Toadette (Mario Party 7)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 16
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Toad (Mario Party 6)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 10
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Toad (Mario Party 7)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 9
Usable by: N/A

------------------
Toadette (Mario Party 6)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 7
Usable by: Peach, Zelda

------------------
Toadsworth (Mario & Luigi: PiT)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 5
Usable by: N/A

------------------
Toadsworth (Super Mario Sunshine)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 10
Usable by: N/A

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Togepi (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 11
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Tom Nook (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 5
Usable by: N/A

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Torchic (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Attack + 8
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

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Tortimer (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 12
Usable by: N/A

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Tractor Trailer (Wild Trax)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 14
Usable by: N/A

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Training Academy Coach (X)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 7
Usable by: N/A

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Treasure Chest (Kirby: Squeak Squad)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Trophy Drops + 16
Usable by: N/A

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Triple Red Shells (Mario Kart: DD!!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 21
Usable by: N/A

------------------
Turbo Birdo (Mario Kart: DD!!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 15
Usable by: N/A

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Twila (Mario Party 6)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Dizzy Time - 46
Usable by: N/A

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Valoo (Zelda: Wind Waker)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 19
Usable by: N/A

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Vector The Crocodile (Knuckles' Chaotix)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 10
Usable by: N/A

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Vermin (Game & Watch)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 15
Usable by: Mr. Game & Watch

------------------
Vivian (Paper Mario: TTYD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 5
Usable by: N/A

------------------
Volvoice (Electroplankton)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 10
Usable by: N/A

------------------
Waddle Dee (Kirby 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 32
Usable by: N/A

------------------
Waddle Dee Ball (Kirby Canvas Curse)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 5
Usable by: N/A

------------------
Waluigi (Mario Superstar Baseball)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 8
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Waluigi (Super Mario Strikers)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 15
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Wario & Bike (WarioWare: MMG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 21
Usable by: Wario

------------------
Wario (Super Mario 64 DS)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 57
Usable by: Wario

------------------
Wario (Super Mario Strikers)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 15
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

------------------
Wario (WarioWare: Smooth Moves)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 30
Usable by: Wario

------------------
Wario Car (Mario Kart: DD!!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Power + 47
Usable by: Wario

------------------
Wario World Symbol (Wario World)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Direct] Attack + 15
Usable by: Wario

------------------
Wario-Man (WarioWare: Touched!)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 18
Usable by: Wario

------------------
Warrior Ing (Metroid Prime 2 Echoes)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Bite] Attack + 10
Usable by: Yoshi, Wario, Pokémon Trainer, Wolf

------------------
Warrior Mech Gauss (Chosoju Mecha MG)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 12
Usable by: N/A

------------------
Water Fairy Elias (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Water] Attack + 30
Usable by: Pokémon Trainer

------------------
Wave Race Blue Storm
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Flinch Resistance + 168
Usable by: N/A

------------------
Wave The Swallow (Sonic Riders)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 19
Usable by: Sonic

------------------
Weavel (Metroid Prime Hunters)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Carry Beam Sword
Usable by: N/A

------------------
Weavile (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Attack + 5
Usable by: Pikachu, Pokémon Trainer, Lucario, Jigglypuff

------------------
Welsh Corgi (Nintendogs)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 6
Usable by: N/A

------------------
Wendell (Animal Crossing: WW)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Explosive] Attack + 14
Usable by: N/A

------------------
Whispy Woods (Kirby Super Star)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 4
Usable by: Kirby, Meta Knight, King Dedede

------------------
White Cat (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 4
Usable by: N/A

------------------
White Pikmin (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 10
Usable by: Olimar

------------------
Wiggler (Mario Power Tennis)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 16
Usable by: N/A

------------------
Wild Goose (F-Zero GX)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 9
Usable by: N/A

------------------
Wild Gunman
ŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Specials: Indirect] Attack + 5
Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B.

------------------
Wobbuffet (Pokémon series)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Head] Attack + 12
Usable by: N/A

------------------
Wolf (Excite Truck)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 6
Usable by: N/A

------------------
Wolf (Star Fox Command)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Energy] Attack + 27
Usable by: N/A

------------------
Wolf (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 15
Usable by: Fox, Falco, Wolf

------------------
Wolfen (Star Fox 64)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 16
Usable by: Fox, Falco, Wolf

------------------
Wolfen (Star Fox: Assault)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Tail] Attack + 30
Usable by: Fox, Falco, Wolf

------------------
Wrinkly Kong (DK: King of Swing)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 4
Usable by: Donkey Kong, Diddy Kong

------------------
Xananab (DK Jungle Climber)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 20
Usable by: N/A

------------------
Yadokarita (Densetsu no Stafy)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 8
Usable by: N/A

------------------
Yakuman Player (Yakuman)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Resistance + 28
Usable by: Ice Climbers, Mr. Game & Watch, Pit, R.O.B.

------------------
Yellow Pellet (Pikmin 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Pikmin] Attack + 22
Usable by: Olimar

------------------
Yellow Pikmin (Pikmin)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 10
Usable by: N/A

------------------
Yellow Virus (Nintendo Puzzle Collection)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Food Effect + 4
Usable by: N/A

------------------
Yoshi (Mario Party 2)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 35
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Yoshi (Paper Mario: TTYD)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 5
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Yoshi (Yoshi Touch & Go)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 8
Usable by: Mario, Yoshi, Luigi, Bowser, Peach

------------------
Yoshi Ship (Yoshi Topsy-Turvy)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Throwing] Attack + 32
Usable by: N/A

------------------
Yoshi's Egg (Yoshi Touch & Go)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Body], [Spin] Attack + 12
Usable by: Yoshi

------------------
Young Cricket (WarioWare: Smooth Moves)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm], [Leg] Attack + 3
Usable by: N/A

------------------
Young Zelda (Zelda: Minish Cap)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Battering] Resistance + 16
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Young Zelda (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Electric] Attack + 20
Usable by: N/A

------------------
Zant (Zelda: Twilight Princess)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Weapon] Attack + 7
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Zebes Inhabitant (Metroid Fusion)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Arm] Attack + 5
Usable by: N/A

------------------
Zelda (Zelda: Link to the Past)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Magic] Attack + 27
Usable by: Peach, Zelda

------------------
Zelda (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Flame] Resistance + 18
Usable by: Link, Zelda, Ganondorf, Toon Link

------------------
Zero Suit Samus (Metroid: Zero Mission)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Leg] Attack + 9
Usable by: Samus, Zero Suit Samus

------------------
Zinger (DK: King of Swing)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: [Slash] Resistance + 5
Usable by: N/A

------------------
Zora (Zelda: Ocarina of Time)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Launch Resistance + 31
Usable by: N/A

------------------
Zora Link (Zelda: Majora's Mask)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Effect: Swim Time + 60
Usable by: N/A

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                 |
Collectable      |
Trophies List    |
                 |
----------------- [Trphy]

Want an extensive list of trophies? Well I've got 'em here, I'll list them in
the order the game lists them in default, (by series, left to right) and how to
get them. Most of the trophies are gotten through the Coin Launcher, or by
picking them up in certain single-player modes like Subspace Emissary. I will
list these trophies as "random." Also, the trophies that have to be caught with
a Trophy Stand, you'll have to finish the stage where you got that trophy 
before you actually have it, if you haven't finished the stage. If you have
finished the stage already, you can just exit the level at any time to keep 
the trophy.

--------------
Super Smash Bros.:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Smash Ball - Random
Assist Trophy - Random
Stickers - Collect all Stickers
CDs - Random
Rolling Crates - Random
Blast Box - Clear Target Smash level 2 with all characters
Sandbag - Use every character in Home-Run Contest
Food - Random
Timer - Play 30 hours of brawls
Beam Sword - Random
Home-Run Bat - Hit 1,500 ft. in Home-Run Contest
Fan - Random
Ray Gun - Random
Cracker Launcher - Get 1,000 or more KOs in brawls
Motion-Sensor Bomb - Random
Gooey Bomb - Random
Smoke Ball - Random
Bumper - Hit 15,000 ft. combined with all fighters' Home-Run Contest records
Team Healer - Random
Crates - Random
Barrels - Random
Capsule - Random
Party Ball - Score 500 total combined KOs in brawls
Smash Coins - Play 10 or more Coin matches
Red Alloy - Defeat 5 enemies in Cruel Brawl
Blue Alloy - Clear 100-Man Brawl with all characters
Yellow Alloy - Defeat 100 enemies in Endless Brawl
Green Alloy - Endure a 15-Minute Brawl

--------------
The Subspace Emissary:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Primid - Capture one with a Trophy Stand
Sword Primid - Capture one with a Trophy Stand
Boom Primid - Capture one with a Trophy Stand
Scope Primid - Capture one with a Trophy Stand
Big Primid - Capture one with a Trophy Stand
Metal Primid - Capture one with a Trophy Stand
Fire Primid - Capture one with a Trophy Stand
Glire - Capture one with a Trophy Stand
Glice - Capture one with a Trophy Stand
Glunder - Capture one with a Trophy Stand
Poppant - Capture one with a Trophy Stand
Bytan - Capture one with a Trophy Stand
Roader - Capture one with a Trophy Stand
Bombed - Capture one with a Trophy Stand
Greap - Capture one with a Trophy Stand
Bucculus - Capture one with a Trophy Stand
Towtow - Capture one with a Trophy Stand
Floow - Capture one with a Trophy Stand
Auroros - Capture one with a Trophy Stand
Buckot - Capture one with a Trophy Stand
Jyk - Clear Boss Battles with 20 characters
Gamyga - Capture one with a Trophy Stand
Feyesh - Capture one with a Trophy Stand
Trowlon - Capture one with a Trophy Stand
Roturret - Capture one with a Trophy Stand
Spaak - Capture one with a Trophy Stand
Puppit - Capture one with a Trophy Stand
Shaydas - Capture one with a Trophy Stand
Mites - Capture one with a Trophy Stand
Shellpod - Capture one with a Trophy Stand
Shellpod (No Armor) - Capture one with a Trophy Stand
Nagagog - Capture one with a Trophy Stand
Cymul - Capture one with a Trophy Stand
Ticken - Capture one with a Trophy Stand
Armight - Capture one with a Trophy Stand
Borboras - Capture one with a Trophy Stand
Autolance - Capture one with a Trophy Stand
Armank - Capture one with a Trophy Stand
R.O.B. Sentry - Capture one with a Trophy Stand
R.O.B. Launcher - Capture one with a Trophy Stand
R.O.B. Blaster - Capture one with a Trophy Stand
Mizzo - Random
Galleom - Capture it with a Trophy Stand (Boss)
Galleom (Tank Form) - Clear Boss Battles on Intense difficulty
Duon - Capture it with a Trophy Stand (Boss)
Tabuu - Capture him with a Trophy Stand (Boss)
Tabuu (Wings) - Clear Boss Battles with all characters
Master Hand - Clear Classic with 20 characters
Crazy Hand - Clear Classic on Intense difficulty
Dark Cannon - Clear Boss Battles on Hard difficulty
Cargo - Random
Shadow Bugs - Clear Boss Battles on Normal difficulty
Ancient Minister - Clear The Subspace Emissary
Subspace Gunship - Clear Boss Battles with 10 characters
Subspace Bomb - Clear Boss Battles on Easy difficulty
Trophy Stand - Random
Stock Ball - Random
Key - Random

--------------
Mario:
ŻŻŻŻŻ
Mario - Clear Classic Mode with Mario
Mario Finale - Clear All-Star Mode with Mario
Bowser - Clear Classic Mode with Bowser
Giga Bowser - Clear All-Star Mode with Bowser
Peach - Clear Classic Mode with Peach
Peach Blossom - Clear All-Star Mode with Peach
Luigi - Clear Classic Mode with Luigi
Negative Zone - Clear All-Star Mode with Luigi
Striker Mario - Clear Classic on Very Hard difficulty
Striker Daisy - Random
Paper Mario - Clear Classic with all characters
Paper Luigi - Random
Paper Bowser - Random
Paper Peach - Random
Wedding Bowser - Random
Wedding Peach - Random
Goomba - Capture one with a Trophy Stand
Koopa Troopa (Green) - Capture one with a Trophy Stand
Koopa Troopa (Red) - Capture one with a Trophy Stand
Koopa Paratroopa (Green) - Capture one with a Trophy Stand
Koopa Troopa (Red) - Capture one with a Trophy Stand
Koopa Paratroopa (Red) - Capture one with a Trophy Stand
Bullet Bill - Capture one with a Trophy Stand
Giant Goomba - Capture one with a Trophy Stand
Piranha Plant - Random
Lakitu & Spinies - Random
Hammer Bro - Capture one with a Trophy Stand
Petey Piranha - Capture him with a Trophy Stand (Boss)
Buzzy Beetle - Random
Shy Guy - Hit 30,000 ft. combined with all fighters' Home-Run Contest records
Boo - Random
Cheep Cheep - Random
Blooper - Random
Toad - Random
Toadette - Random
Toadsworth - Random
Goombella - Random
Fracktail - Random
Wiggler - Random
Dry Bones - Random
Chain Chomp - Random
Perry - Random
Bowser Jr. - Random
Birdo - Clear All-Star on Hard difficulty
Kritter (Goalie) - Random
Ballyhoo & Big Top - Unlock 75 or more hidden songs
F.L.U.D.D. - Random
Poltergust 3000 - Random
Luigi's Mansion - Random
Ghosts - Random
Super Mushroom - Random
Poison Mushroom - Random
Starman - Random
Metal Box - Random
Lightning - Random
Golden Hammer - Hit 45,000 ft. combined with all fighters' Home-Run Contest 
 records
Fire Flower - Random
Bob-omb - Random
Freezie - Random
Hothead - Random
Green Shell - Random
Banana Peel - Get 10 max combos in Training
Soccer Ball - Random
Waluigi - Random
Shellcreepers - Random
Sidesteppers - Random

--------------
Donkey Kong:
ŻŻŻŻŻŻŻŻŻŻŻ
Donkey Kong - Clear Classic Mode with DK
Konga Beat - Clear All-Star Mode with DK
Diddy Kong - Clear Classic Mode with Diddy
Rocketbarrel Barrage - Clear All-Star Mode with Diddy
Hammer - Random
Spring - Random
Dixie Kong - Random
Funky Kong - Random
Candy Kong - Random
Lanky Kong - Random
Wrinkly Kong - Random
Rambi - Random
Enguarde - Random
Kritter - Random
Tiny Kong - Random
Cranky Kong - Random
Squitter - Random
Expresso - Random
King K. Rool - Clear Target Smash level 4 with all characters
Kass - Random
Kip - Random
Kalypso - Random
Kludge - Random
Helibird - Random
Turret Tusk - Random
Xananab - Hit 24,000 ft. combined with all fighters' Home-Run Contest records
Peanut Popgun - Clear Target Smash level 2
Rocketbarrel Pack - Clear Target Smash level 4

--------------
The Legend of Zelda:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Link - Clear Classic Mode with Link
Triforce Slash (Link) - Clear All-Star Mode with Link
Zelda - Clear Classic Mode with Zelda
Light Arrow (Zelda) - Clear All-Star Mode with Zelda
Sheik - Clear Classic Mode with Sheik
Light Arrow (Sheik) - Clear All-Star Mode with Sheik
Ganondorf - Clear Classic Mode with Ganondorf
Beast Ganon - Clear All-Star Mode with Ganondorf
Toon Link - Clear Classic Mode with Toon Link
Triforce Slash (Toon Link) - Clear All-Star Mode with Toon Link
Heart Container - Random
Bunny Hood - Random
Deku Nuts - Random
Tingle - Random
Wolf Link - Random
Robed Zelda (With Hood) - Random
Midna - Random
Ilia - Random
Malo - Random
Zant - Random
King Bulbin - Random
Agitha - Random
Darknut - Random
Bulbin - Random
Ooccoo & Son - Random
Shadow Beast - Random
Yeta - Random
Ashei - Random
Darbus - Random
Ralis - Random
Goron - Random
Zora - Random
Sages - Random
Outset Link - Clear Target Smash level 5 with 10 characters
Zelda (Wind Waker) - Random
Ganondorf (Wind Waker) - Random
Medli - Random
Aryll - Random
Tetra - Random
Helmaroc King - Random
Salvatore - Random
Link's Grandma - Random
Valoo - Random
Pigs - Random
Great Fairy - Random
King of Red Lions - Random
Pirate Ship - Random

--------------
Metroid:
ŻŻŻŻŻŻŻ
Samus - Clear Classic Mode with Samus
Zero Laser - Clear All-Star Mode with Samus
Zero Suit Samus - Clear Classic Mode with Zero Suit Samus
Power Suit Samus - Clear All-Star Mode with Zero Suit Samus
Screw Attack - Random
Metroid - Random
Samus (Fusion Suit) - Random
Samus (Power Suit) - Random
Samus (Varia Suit) - Random
Samus (Gravity Suit) - Random
Samus (Dark Suit) - Random
Dark Samus - Random
Ridley - Capture him with a Trophy Stand (Boss)
Meta Ridley - Capture him with a Trophy Stand (Boss)
Kanden - Random
Spire - Random
Weavel - Random
Noxus - Random
Trace - Random
Sylux - Random
Luminoth - Random
Sheegoth - Random
Space Pirate - Random
Parasite Queen - Random
Metroid Prime (Core) - Random
Metroid Prime (Exo) - Random
Gunship - Random

--------------
Yoshi's Island:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Yoshi - Clear Classic Mode with Yoshi
Super Dragon - Clear All-Star Mode with Yoshi
Baby Mario - Random
Baby Peach - Get 500 different trophies

--------------
Kirby Super Star:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Kirby - Clear Classic Mode with Kirby
Cook Kirby - Clear All-Star Mode with Kirby
Meta Knight - Clear Classic Mode with Meta Knight
Galaxia Darkness - Clear All-Star Mode with Meta Knight
King Dedede - Clear Classic Mode with King Dedede
Waddle Dee Army - Clear All-Star Mode with King Dedede
Maxim Tomato - Random
Dragoon - Random
Warpstar - Random
Superspicy Curry - Random
Star Rod - Random
Knuckle Joe - Random
Beam Kirby - Random
Needle Kirby - Random
Sword Kirby - Random
Sleep Kirby - Random
Wing Kirby - Random
Fighter Kirby - Random
Fire Kirby - Random
Ice Kirby - Random
Plasma Kirby - Random
Tornado Kirby - Random
Waddle Dee - Random
Waddle Doo - Random
Gordo - Random
Dyna Blade - Clear All-Star on Very Hard difficulty
Blade Knight - Random
Bonkers - Random
Bronto Burt - Random
Cappy - Random
Golem - Random
Kracko - Random
Scarfies - Random
Sir Kibble - Random
Walky - Unlock 50 hidden songs
Wheelie - Random
Hydra - Random
Bomber - Random
Bugzzy - Random
Combo Cannon - Clear Target Smash level 5 in under 30 seconds
Halberd - Clear the "Pink Ball Repulsion" Event
Apples - Clear Target Smash level 1

--------------
Star Fox:
ŻŻŻŻŻŻŻŻ
Fox - Clear Classic Mode with Fox
Landmaster (Fox) - Clear All-Star Mode with Fox
Falco - Clear Classic Mode with Falco
Landmaster (Falco) - Clear All-Star Mode with Falco
Wolf - Clear Classic Mode with Wolf
Landmaster (Wolf) - Clear All-Star Mode with Wolf
Fox (Assault) - Random
Falco (Assault) - Random
Falco (Command) - Random
Peppy Hare - Random
Slippy Toad - Random
Krystal - Random
Tricky - Random
General Pepper - Random
ROB 64 - Random
Panther Caroso - Random
Leon Powalski - Random
Arwing - Random
Great Fox - Random
Great Fox (Assault) - Random
Wolfen - Random
Smart Bomb - Random
Andross - Random

--------------
Pokémon:
ŻŻŻŻŻŻŻ
Pikachu - Clear Classic Mode with Pikachu
Volt Tackle - Clear All-Star Mode with Pikachu
Pokémon Trainer - Clear Classic Mode with Pokémon Trainer
Triple Finish - Clear All-Star Mode with Pokémon Trainer
Charizard - Clear Classic Mode with Pokémon Trainer (finish with Charizard)
Squirtle - Clear Classic Mode with Pokémon Trainer (finish with Squirtle)
Ivysaur - Clear Classic Mode with Pokémon Trainer (finish with Ivysaur)
Lucario - Clear Classic Mode with Lucario
Aura Storm - Clear All-Star Mode with Lucario
Jigglypuff - Clear Classic Mode with Jigglypuff
Puff Up - Clear All-Star Mode with Jigglypuff
Poké Ball - Random
Piplup - Random
Munchlax - Random
Bonsly - Random
Weavile - Random
Manaphy - Random
Torchic - Random
Gulpin - Random
Metagross - Random
Gardevoir - Random
Latias & Latios - Random
Groudon - Random
Kyogre - Random
Rayquaza - Capture it with a Trophy Stand (Boss)
Deoxys - Random
Jirachi - Random
Meowth - Random
Electrode - Random
Goldeen - Random
Staryu - Random
Snorlax - Random
Chikorita - Random
Togepi - Random
Bellossom - Random
Wobbuffet - Random
Moltres - Random
Entei - Random
Suicune - Random
Ho-Oh - Random
Lugia - Random
Mew - Random
Celebi - Random
Turtwig - Random
Chimchar - Random
Bulbasaur - Random
Charmander - Random
Cyndaquil - Random
Totodile - Random
Treecko - Random
Mudkip - Random
Starly - Random
Buneary - Random
Glaceon & Leafeon - Random
Riolu - Random
Gyarados - Random
Pichu - Clear All-Star with no continues
Plusle & Minun - Collect Final Smash trophies for all characters (Finish 
 All-Star Mode with all characters.)
Blaziken - Random
Mewtwo - Clear All-Star on Intense difficulty
Darkrai - Random
Dugtrio - Random
Cubone - Random
Hoppip - Random
Skarmory - Random
Drifloon - Random
Snorunt - Random
Snover - Random
Magnezone - Random
Electivire - Random
Uxie - Random
Mesprit - Random
Azelf - Random
Dialga - Random
Palkia - Random
Cresselia - Random

--------------
F-Zero:
ŻŻŻŻŻŻ
Captain Falcon - Clear Classic Mode with Captain Falcon
Blue Falcon - Clear All-Star Mode with Captain Falcon
Samurai Goroh - Random
Dr. Stewart - Random
Pico - Random
Jody Summer - Random
Mr. EAD - Random
The Skull - Random
Blood Falcon - Random
Black Shadow - Random
Zoda - Random
Falcon Flyer - Random

--------------
Earthbound (Mother):
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Lucas - Clear Classic Mode with Lucas
PK Starstorm (Lucas) - Clear All-Star Mode with Lucas
Ness - Clear Classic Mode with Ness
PK Starstorm (Ness) - Clear All-Star Mode with Ness
Mr. Saturn - Random
Franklin Badge - Have Ness join you in The Subspace Emissary
Jeff - Random
Porky - Capture him with a Trophy Stand (Boss)
Porky Statue - Clear Boss Battles on Very Hard difficulty

--------------
Ice Climber:
ŻŻŻŻŻŻŻŻŻŻŻ
Ice Climbers - Clear Classic Mode with the Ice Climbers
Iceberg - Clear All-Star Mode with the Ice Climbers\
Vegetables - Random

--------------
Fire Emblem:
ŻŻŻŻŻŻŻŻŻŻŻ
Ike - Clear Classic Mode with Ike
Great Aether - Clear All-Star Mode with Ike
Marth - Clear Classic Mode with Marth
Critical Hit - Clear All-Star Mode with Marth
Lyn - Random
Ashnard - Clear Target Smash level 3 with 10 characters
Elincia - Random
Black Knight - Random
Sothe - Random

--------------
Kid Icarus:
ŻŻŻŻŻŻŻŻŻŻ
Pit - Clear Classic Mode with Pit
Palutena's Army - Clear All-Star Mode with Pit
Palutena - Clear the "Cleaning House in Skyworld" Event
Palutena's Bow - Clear Target Smash level 1 in under 15 seconds

--------------
WarioWare:
ŻŻŻŻŻŻŻŻŻ
Wario - Clear Classic Mode with Wario
Wario-Man - Clear All-Star Mode with Wario
Kat & Ana - Random
Wario Bike - Clear Target Smash level 3

--------------
Pikmin:
ŻŻŻŻŻŻ
Pikmin & Olimar - Clear Classic Mode with Olimar
End of Day - Clear All-Star Mode with Olimar
Red Pikmin - Clear the "Sproutrage of the Flower Pikmin" Event
Blue Pikmin - Random
Yellow Pikmin - Random
White Pikmin - Random
Purple Pikmin - Random
Louie - Random
The President - Random
Hocotate Ship - Random
Onions - Random
Creeping Crysanthemum - Collect trophies for all characters. (Finish Classic 
 with all characters.)
Red Bulborb - Random
Empress Bulblax - Random
Careening Dirigibug - Random
Fiery Blowhog - Random
Burrowing Snagret - Random
Iridescent Flint Beetle - Random
Wollywog - Random
Swooping Snitchbug - Random
Pellets - Clear Target Smash level 2 with 10 characters

--------------
Animal Crossing:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Animal Crossing Boy - Random
Sable & Mabel - Random
Tom Nook - Collect 1,000 coins in Coin matches
Tortimer - Random
Blathers & Celeste - Random
Pelly & Phyllis - Random
Pascal - Random
Brewster - Random
Dr. Shrunk - Random
Katrina - Random
Blanca - Random
Copper & Booker - Random
Joan - Random
Saharah - Random
K.K. Slider - Collect all songs
Crazy Redd - Random
Tommy & Timmy Nook - Random
Katie & Kaitlin - Random
Wendell - Random
Kapp'n - Exceed 300 ft. combined swim distance for all characters
Gulliver - Get 2,000 or more KOs in brawls
Mr. Resetti (Feet) - Random
Pitfall - Clear 100-Man Brawl
Mr. Resetti - Random

--------------
Game & Watch:
ŻŻŻŻŻŻŻŻŻŻŻŻ
Mr. Game & Watch: Clear Classic Mode with Mr. Game & Watch
Octopus - Clear All-Star Mode with Mr. Game & Watch

--------------
Others:
ŻŻŻŻŻŻ
R.O.B. - Clear Classic Mode with R.O.B.
Diffusion Beam - Clear All-Star Mode with R.O.B.
Lip's Stick - Random
Super Scope - Clear Target Smash level 1 with all characters
Unira - Random
Nintendog - Random
Excitebikes - Collect all Masterpieces
Devil - Random
Dr. Wright - Random
Stafy - Random
Little Mac - Random
Infantry & Tanks - Random
Helirin - Random
Barbara - Random
Ray MK III - Clear Target Smash level 3 in under 20 seconds
Isaac - Random
Saki - Random
Jill - Random
Stapy - Random
Action Helirins - Random
Mokka - Random
Pyrite - Random
Putty - Random
Warrior Mecha Gauss - Random
HM Mech Rosa - Random
Musketeer Daltania - Clear Target Smash level 4 with 10 characters
Custom Robos - Random
Jameson & A.I.R.S. - Random
Chibi-Robo - Random
Telly Vision - Random
Boulder - Random
Kyle Hyde - Clear All-Star with all characters
Ashley Robbins - Play over 100 hours of brawls
Ouendan - Get 400 combined max xombos with all characters in Training
Elite Beat Agents - Random

--------------
Metal Gear Solid:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Solid Snake - Clear Classic Mode with Solid Snake
Grenade Launcher - Clear All-Star Mode with Solid Snake
Gray Fox - Clear Target Smash level 5 with all characters
Iroquois Pliskin - Random
Naked Snake - Random
Shagohad - Random
Metal Gear RAY - Random
Metal Gear REX - Random
Gekko - Random
Cypher - Random
Cardboard Box - Clear Target Smash level 4 in under 32 seconds

--------------
SONIC THE HEDGEHOG:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Sonic the Hedgehog - Clear Classic Mode with Sonic the Hedgehog
Super Sonic - Clear All-Star Mode with Sonic the Hedgehog
Shadow - Random
Tails - Exceed 30,000 ft. combined walking distance with all characters
Dr. Eggman - Get 500 different stickers
Knuckles - Random
Amy - Random
Blaze - Random
Chao - Random
Cream - Random
Jet - Random
Silver - Clear Target Smash level 3 with all characters

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                 |
Challenges List  |
                 |
----------------- [Chal]

Yeah, here you can find all the Challenges in the game, and what each challenge
unlocks. I will list the Challenges from top to bottom.

--------------
Galleom (Tank Form) (Trophy)
How to get: Clear Boss Battles on Intense difficulty.
--------------
Ballyhoo & Big Top (Trophy)
How to get: Unlock 75 or more hidden songs.
--------------
Gulliver (Trophy)
How to get: Get 2,000 or more KOs in brawls.
--------------
Stickers (Trophy)
How to get: Collect all stickers.
--------------
Palutena's Bow (Trophy)
How to get: Clear Target Smash level 1 in under 15 seconds.
--------------
Paper Mario (Trophy)
How to get: Clear Classic with all characters.
--------------
Blue Alloy (Trophy)
How to get: Clear 100-Man Brawl with all characters.
--------------
Crazy Hand (Trophy)
How to get: Clear Classic on Intense difficulty.
--------------
Cardboard Box (Trophy)
How to get: Clear Target Smash level 4 in under 32 seconds.
--------------
Luigi's Mansion (Stage)
How to get: Use Luigi 3 times in brawls.
--------------
Edit Parts C (Stage Builder Parts)
How to get: Make 15 stages in Stage Builder.
--------------
Excite Truck (Music)
How to get: Clear Target Smash level 2 in under 19 seconds.
--------------
Clu Clu Land (Music)
How to get: Hit 1,200 ft. in Home-Run Contest.
--------------
Boo (Mario Tennis) (Sticker)
How to get: Hit 900 ft. in Home-Run Contest.
--------------
Road to Viridian City (From Pallet Town/Pewter City) (Music)
How to get: Clear the "Go! Triple Finish!" Event.
--------------
75m (Stage)
How to get: Use Donkey Kong 20 times in brawls.
--------------
Big Blue (Melee) (Stage)
How to get: Use Captain Falcon 10 times in brawls.
--------------
Multiplayer (Metroid Prime 2) (Music)
How to get: Brawl on the Frigate Orpheon stage 10 times.
--------------
Peanut Popgun (Trophy)
How to get: Clear Target Smash level 2.
--------------
"Super Mario World" (Masterpiece)
How to get: Brawl on the Yoshi's Island Melee stage 3 times.
--------------
Ryuta Ippongi (Ouendan 2) (Sticker)
How to get: Clear 100-Man Brawl in under 3 minutes, 30 seconds.
--------------
Edit Parts A (Stage Builder Parts)
How to get: Brawl on custom stages 10 times.
--------------
Pellets (Trophy)
How to get: Clear Target Smash level 2 with 10 characters.
--------------
Dark Cannon (Trophy)
How to get: Clear Boss Battles on Hard difficulty.
--------------
Gekko (Trophy)
How to get: Clear All-Star with 10 characters.
--------------
Princess Peach's Castle (Melee) (Music)
How to get: Unlock all Melee stages.
--------------
Cracker Launcher (Trophy)
How to get: Get 1,000 or more KOs in brawls.
--------------
Kyle Hyde (Trophy)
How to get: Clear All-Star with all characters.
--------------
HIS WORLD (Instrumental) (Music)
How to get: Brawl on the Green Hill Zone stage 10 times.
--------------
Outset Link (Trophy)
How to get: Clear Target Smash level 5 with 10 characters.
--------------
Kapp'n (Trophy)
How to get: Exceed 300 ft. combined swim distance for all characters.
--------------
Combo Cannon (Trophy)
How to get: Clear Target Smash level 5 in under 30 seconds.
--------------
Pirate Ship (Stage)
How to get: Unlock Toon Link.
--------------
Ouendan (Trophy)
How to get: Get 400 combined max xombos with all characters in Training.
--------------
Tal Tal Heights (Music)
How to get: Clear All-Star on Easy difficulty.
--------------
Wario Bike (Trophy)
How to get: Clear Target Smash level 3.
--------------
Subspace Bomb (Trophy)
How to get: Clear Boss Battles on Easy difficulty.
--------------
Credits (Super Smash Bros.) (Music)
How to get: Clear Classic on Hard difficulty.
--------------
Sandbag (Trophy)
How to get: Use every character in Home-Run Contest.
--------------
Ashley Robbins (Trophy)
How to get: Play over 100 hours of brawls.
--------------
Mario Bros. (Stage)
How to get: Clear the "Wario Bros." Event.
--------------
Running Chibi-Robo (Chibi-Robo) (Sticker)
How to get: Clear Classic on Easy difficulty.
--------------
Blast Box (Trophy)
How to get: Clear Target Smash level 2 with all characters.
--------------
Great Temple/Temple (Music)
How to get: Clear the "Advent of the Evil King" Event on Hard difficulty.
--------------
Pichu (Trophy)
How to get: Clear All-Star with no continues.
--------------
Icicle Mountain (Melee) (Music)
How to get: Clear Classic on Normal difficulty.
--------------
Green Greens (Melee) (Stage)
How to get: Use Kirby 20 times in brawls.
--------------
Palutena (Trophy)
How to get: Clear the "Cleaning House in Skyworld" Event.
--------------
Pokémon Center (Music)
How to get: Get 200 different stickers.
--------------
Pokémon Stadium (Melee) (Stage)
How to get: Brawl on the Pokémon Stadium 2 stage 10 times.
--------------
Ending (Metroid) (Music)
How to get: Brawl on the Norfair stage 10 times.
--------------
Flat Zone 2 (Stage)
How to get: Unlock Mr. Game & Watch.
--------------
"Zelda: Ocarina of Time" (Masterpiece)
How to get: Use Toon Link 10 times in brawls.
--------------
Franklin Badge (Trophy)
How to get: Have Ness join you in The Subspace Emissary.
--------------
Dr. Eggman (Trophy)
How to get: Get 500 different stickers.
--------------
Power-Hungry Fool (Music)
How to get: Brawl on the Castle Siege stage 10 times.
--------------
Musketeer Daltania (Trophy)
How to get: Clear Target Smash level 4 with 10 characters.
--------------
Ike's Theme (Music)
How to get: Have Ike join you in The Subspace Emissary.
--------------
Ashnard (Trophy)
How to get: Clear Target Smash level 3 with 10 characters.
--------------
Plusle & Minun (Trophy)
How to get: Collect Final Smash trophies for all characters. (Finish All-Star
Mode with all characters.)
--------------
Dyna Blade (Trophy)
How to get: Clear All-Star on Very Hard difficulty.
--------------
Jyk (Trophy)
How to get: Clear Boss Battles with 20 characters.
--------------
Striker Mario (Trophy)
How to get: Clear Classic on Very Hard difficulty.
--------------
Liquid Snake (MGS: The Twin Snakes) (Sticker)
How to get: Defeat 10 enemies in Cruel Brawl.
--------------
Menu 2 (Music)
How to get: Unlock all playable characters.
--------------
Phyllis (Animal Crossing: WW) (Sticker)
How to get: Clear All-Star on Normal difficulty.
--------------
Ancient Minister (Trophy)
How to get: Clear The Subspace Emissary.
--------------
King K. Rool (Trophy)
How to get: Clear Target Smash level 4 with all characters.
--------------
Red Alloy (Trophy)
How to get: Defeat 5 enemies in Cruel Brawl.
--------------
Song of Storms (Music)
How to get: Clear "The Pirate Airship" Event.
--------------
Stafy (Trophy)
How to get: Clear Target Smash level 1 with 10 characters.
--------------
Hidden Mountain & Forest (Music)
How to get: Clear the "Dark Link Duel" Event on Hard difficulty.
--------------
Smash Coins (Trophy)
How to get: Play 10 or more Coin matches.
--------------
Jungle Japes (Melee) (Stage)
How to get: Play Melee stages 10 times.
--------------
Super Scope (Trophy)
How to get: Clear Target Smash level 1 with all characters.
--------------
Bumper (Trophy)
How to get: Hit 15,000 ft. combined with all fighters' Home-Run Contest
records.
--------------
Hanenbow (Stage)
How to get: Clear the "Flower Blooms in the Echoes" Event.
--------------
Apples (Trophy)
How to get: Clear Target Smash level 1.
--------------
Underwater Theme (Super Mario Bros.) (Music)
How to get: Brawl on the Mushroomy Kingdom stage 10 times.
--------------
Timer (Trophy)
How to get: Play 30 hours of brawls.
--------------
King Dedede's Theme (Music)
How to get: Clear "The Hammer of the King" Event.
--------------
"Super Mario Bros. 2" (Masterpiece)
How to get: Get 5 standard brawl victories with Peach.
--------------
Pitfall (Trophy)
How to get: Clear 100-Man Brawl.
--------------
"Donkey Kong" (Masterpiece)
How to get: Exceed 10 hours of powered-on time.
--------------
Green Alloy (Trophy)
How to get: Endure a 15-Minute Brawl.
--------------
Red Pikmin (Trophy)
How to get: Clear the "Sproutrage of the Flower Pikmin" Event.
--------------
Fire Field (Music)
How to get: Clear the "Come on, Blue Falcon" Event.
--------------
Shy Guy (Trophy)
How to get: Hit 30,000 ft. combined with all fighters' Home-Run Contest
records.
--------------
Ray MK III (Trophy)
How to get: Clear Target Smash level 3 in under 20 seconds.
--------------
Walky (Trophy)
How to get: Unlock 50 hidden songs.
--------------
Shadow Bugs (Trophy)
How to get: Clear Boss Battles on Normal difficulty.
--------------
0² Battle (Music)
How to get: Collect more than 5,000 coins in Coin matches.
--------------
Excitebikes (Trophy)
How to get: Collect all Masterpieces.
--------------
Xananab (Trophy)
How to get: Hit 24,000 ft. combined with all fighters' Home-Run Contest
records.
--------------
Star Wolf (Star Fox: Assault) (Music)
How to get: Clear "The Wolf Hunts the Fox" Event on Hard difficulty.
--------------
Birdo (Trophy)
How to get: Clear All-Star on Hard difficulty.
--------------
Multi-Man Melee 1 (Melee) (Music)
How to get: Clear 100-Man Brawl in under 4 minutes.
--------------
Silver (Trophy)
How to get: Clear Target Smash level 3 with all characters.
--------------
Mewtwo (Trophy)
How to get: Clear All-Star on Intense difficulty.
--------------
Gray Fox (Trophy)
How to get: Clear Target Smash level 5 with all characters.
--------------
Creeping Crysanthemum (Trophy)
How to get: Collect trophies for all characters. (Finish Classic with all
characters.)
--------------
Subspace Gunship (Trophy)
How to get: Clear Boss Battles with 10 characters.
--------------
Green Hill Zone (Stage)
How to get: Unlock Sonic.
--------------
Porky Statue (Trophy)
How to get: Clear Boss Battles on Very Hard difficulty.
--------------
Title (3D Hot Rally) (Music)
How to get: Clear Target Smash level 5.
--------------
Home-Run Bat (Trophy)
How to get: Hit 1,500 ft. in Home-Run Contest.
--------------
Rocketbarrel Pack (Trophy)
How to get: Clear Target Smash level 4.
--------------
Tails (Trophy)
How to get: Exceed 30,000 ft. combined walking distance with all characters.
--------------
Banana Peel (Trophy)
How to get: Get 10 max combos in Training.
--------------
The Legendary Air Ride Machine (Music)
How to get: Clear the "Dragoon Strike" Event.
--------------
Frozen Hillside (Music)
How to get: Brawl on the Halberd stage 10 times.
--------------
Edit Parts B (Stage Builder Parts)
How to get: Create 5 stages in the Stage Builder.
--------------
Dream Chaser (Music)
How to get: Brawl on the Port Town Aero Dive stage 10 times.
--------------
Snake Eater (Instrumental) (Music)
How to get: Brawl on the Shadow Moses Island stage 15 times.
--------------
Halberd (Trophy)
How to get: Clear the "Pink Ball Repulsion" Event.
--------------
Main Theme (Super Mario 64) (Music)
How to get: Play 50 hours of brawls.
--------------
Yellow Alloy (Trophy)
How to get: Defeat 100 enemies in Endless Brawl.
--------------
"F-Zero" (Masterpiece)
How to get: Have Captain Falcon join you in The Subspace Emissary.
--------------
Spear Pillar (Stage)
How to get: Clear "The Aura Is With Me" Event.
--------------
Tom Nook (Trophy)
How to get: Collect 1,000 coins in Coin matches.
--------------
Master Hand (Trophy)
How to get: Clear Classic with 20 characters.
--------------
Mach Rider (Melee) (Music)
How to get: Defeat 50 enemies in Endless Brawl.
--------------
Party Ball (Trophy)
How to get: Score 500 total combined KOs in brawls.
--------------
Ai no Uta (French Version) (Music)
How to get: Hit 37,500 ft. combined with all fighters' Home-Run Contest 
records.
--------------
Golden Hammer (Trophy)
How to get: Hit 45,000 ft. combined with all fighters' Home-Run Contest 
records.
--------------
Baby Peach (Trophy)
How to get: Get 500 different trophies.
--------------
K.K. Slider (Trophy)
How to get: Collect all songs.
--------------
Tabuu (Wings) (Trophy)
How to get: Clear Boss Battles with all characters.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Secrets         |
                |
---------------- [Sec]

This will cover any and all secrets, including how to unlock hidden content.
Many of these unlockables have multiple ways of unlocking them, and I will list 
them as such. For the characters, most of the unlocking methods (with the 
exception of the Subspace Emissary unlock) will require that you face the 
newcoming character in a match and win it before you're able to unlock him. 
Keep in mind you can do any of the unlocking methods to unlock a particular 
secret, but you do not have to do all the unlocking methods shown to get that
secret.

###############################################################################

Characters

--------------
Ness
ŻŻŻŻ
How to unlock:
- Play 5 matches in Brawl (Vs. Mode)
- Reflect 10 projectiles
- Have Ness join you in The Subspace Emissary
--------------
Marth
ŻŻŻŻŻ
How to unlock:
- Play 10 matches in Brawl (Vs. Mode)
- Complete Classic Mode on any difficulty
- Have Marth join your party in The Subspace Emissary
--------------
Luigi
ŻŻŻŻŻ
How to unlock:
- Play 22 matches in Brawl (Vs. Mode)
- Complete Classic Mode with no continues
- Have Luigi join you in The Subspace Emissary
--------------
Falco
ŻŻŻŻŻ
How to unlock:
- Play 50 matches in Brawl (Vs. Mode)
- Finish the 100-Man Brawl in Multi-Man Brawl
- Have Falco join you in The Subspace Emissary
--------------
Captain Falcon
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 70 matches in Brawl (Vs. Mode)
- Complete Classic Mode in normal difficulty in under 12 minutes
- Have the Falcon join your party in The Subspace Emissary
--------------
Lucario
ŻŻŻŻŻŻŻ
How to unlock:
- Play 100 matches in Brawl (Vs. Mode)
- Clear Target Smash!! on all 5 levels (Doing it with all characters is not 
 needed, but doing it in single player or co-op can satisfy this)
- Defeat him in The Subspace Emissary
--------------
Solid Snake
ŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 130 matches in Brawl (Vs. Mode)
- Play 15 Brawl matches on the Shadow Moses Island stage
- Have him join your party in The Subspace Emissary
--------------
R.O.B.
ŻŻŻŻŻŻ
How to unlock:
- Play 160 matches in Brawl (Vs. Mode)
- Get 250 different Trophies
- Have R.O.B. join your party in The Subspace Emissary
--------------
Ganondorf
ŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 200 matches in Brawl (Vs. Mode)
- Clear Classic Mode on Hard difficulty with Link or Zelda/Sheik (Continues
 allowed)
- "Recollect" Link and Zelda near the end of The Subspace Emissary
--------------
Mr. Game & Watch
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 250 matches in Brawl (Vs. Mode)
- Beat Target Smash!! on any level with thirty characters
- Have Mr. Game & Watch join your party in Subspace Emissary
--------------
Sonic the Hedgehog
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 300 matches in Brawl (Vs. Mode)
- Clear Classic Mode with ten characters
- Play ten hours of brawls
- Have Sonic join you in The Subspace Emissary
--------------
Jigglypuff
ŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 350 matches in Brawl (Vs. Mode)
- Complete 20 solo Event Matches after finishing The Subspace Emissary
- Finish Subspace Emissary, then go back to the Swamp level. The first door you
 come across after Giant Dark Diddy houses Jigglypuff. After the following
 cutscene, defeat Jigglypuff in battle to unlock her.
--------------
Toon Link
ŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 400 matches in Brawl (Vs. Mode)
- Beat The Subspace Emissary, then beat Classic Mode. (In that order.)
- Finish Subspace Emissary, then go back to the Forest level. The first door
 you come across houses Toon Link. After the following cutscene, defeat Toon
 Link in battle to unlock him.
--------------
Wolf
ŻŻŻŻ
How to unlock:
- Play 450 matches in Brawl (Vs. Mode)
- Finish The Subspace Emissary, then use Fox or Falco on "Boss Battles Mode"
- Finish The Subspace Emissary, then go back to The Ruins level. When you get 
 to the part where you have to avoid spikes as you go down a shaft on a 
 platform, stay on the platform until it disappears. After falling for a bit, 
 you should see the door at the bottom. Enter it, and after the following 
 cutscene, defeat Wolf in battle to unlock him.

###############################################################################

Stages

--------------
Flat Zone 2
ŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock Mr. Game & Watch
--------------
Luigi's Mansion
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 3 Brawl matches as Luigi
--------------
75m
ŻŻŻ
How to unlock:
- Play 20 Brawl matches as Donkey Kong
--------------
Pirate Ship
ŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock Toon Link
--------------
Spear Pillar
ŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Clear Event #25 "The Aura is With Me"
--------------
Mario Bros.
ŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Clear Event #19 "Wario Bros."
--------------
Hanenbow
ŻŻŻŻŻŻŻŻ
How to unlock:
- Clear Event #28 "Flower Blooms in the Echoes"
--------------
Green Hill Zone
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock Sonic the Hedgehog
--------------
Jungle Japes (Melee)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play on any Melee stage 10 times in Brawl mode
--------------
Green Greens (Melee)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 20 Brawl matches as Kirby
--------------
Pokémon Stadium (Melee)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play in Pokémon Stadium 2 10 times in Brawl mode
--------------
Big Blue (Melee)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Play 10 Brawl matches as Captain Falcon

###############################################################################

Miscellaneous (Not including trophies and other minor unlockables from the
Challenges mode)

--------------
All-Star Mode
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock all characters
--------------
Boss Battle Mode
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Clear The Subspace Emissary and Classic Mode
--------------
Target Smash Level 2
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Beat Target Smash!! level 2 in Classic Mode
--------------
Target Smash Level 3
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Beat Target Smash!! level 3 in Classic Mode
--------------
Target Smash Level 4
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Beat Target Smash!! level 4 in Classic Mode
--------------
Target Smash Level 5
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Beat Target Smash!! level 5 in Classic Mode
--------------
Event Matches 11-20
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Beat seven Event Matches out of Events 1-10
--------------
Event Matches 21-28
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock Ness, Marth, Luigi, Captain Falcon, Lucario, and R.O.B., then beat 18
 Event Matches
--------------
Event Matches 29-40
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock all characters and beat 20 Event Matches
--------------
Event Match 41
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Clear Event Matches 1-40.
--------------
Co-op Event Matches 9-13
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock Ness, Marth, Luigi, Captain Falcon, Lucario, and R.O.B.
--------------
Co-op Event Matches 14-20
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock all characters and beat 10 Co-op Events
--------------
Co-op Event Match 21
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Clear Co-op Event Matches 1-20
--------------
Custom Robo Assist Trophy
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Exceed 100 matches in Brawl (Vs. Mode)
--------------
Isaac Assist Trophy
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Exceed 200 matches in Brawl (Vs. Mode)
--------------
Infantry and Tanks (Advance Wars) Assist Trophy
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Exceed 300 matches in Brawl (Vs. Mode)
--------------
Barbara Bat Assist Trophy
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Acquire 25 hidden songs
--------------
Gray Fox Assist Trophy
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock Solid Snake
--------------
Shadow the Hedgehog Assist Trophy
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock Sonic the Hedgehog
--------------
Sound Test Category - Assist Trophies 3
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock all Assist Trophies
--------------
Sound Test Category - Fanfare
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock all characters
--------------
Sound Test Category - Kirby's Copy Abilities
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock all characters
--------------
Sound Test Category - Narration
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock Boss Battles and All-Star
--------------
Sound Test Category - Subspace Enemies and Bosses
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Clear The Subspace Emissary
--------------
More Rules (for Group Vs. Mode matches)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Get a total of 200 KOs combined in Brawl matches
--------------
Random Stage Choice (for Group Vs. Mode matches)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
How to unlock:
- Unlock all secret stages with More Rules already unlocked

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                 |
My Music Track   |
List             |
                 |
----------------- [Musc]

Just for kicks, I've decided to list all the music tracks in the game, by
stages. This includes unlockables. I will also denote the tracks that are non-
remixed (such as the Delfino Plaza music in the Delfino Plaza stage) with an 
(Original) tag. The stages are also listed in the order the game lists them. 
(Left to right)

###############################################################################

Battlefield Music

--------------
Battlefield
From: Original
--------------
Menu (Super Smash Bros. Melee)
From: Super Smash Bros. Melee
--------------
Battlefield Ver. 2
From: Original
--------------
Battlefield (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Multi-Man Melee 1 (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Final Destination Music

--------------
Final Destination
From: Original
--------------
Credits (Super Smash Bros.) *UNLOCKABLE*
From: Super Smash Bros.
--------------
Opening (Super Smash Bros. Melee) *UNLOCKABLE*
From: Super Smash Bros. Melee
--------------
Final Destination (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
--------------
Vs. Giga Bowser (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Delfino Plaza Music

--------------
Delfino Plaza (Original)
From: Super Mario Sunshine
--------------
Title/Ending (Super Mario World)
From: Super Mario World
--------------
Main Theme (New Super Mario Bros.) *UNLOCKABLE*
From: New Super Mario Bros.
--------------
Ricco Harbor (Original) *UNLOCKABLE*
From: Super Mario Sunshine
--------------
Main Theme (Super Mario 64) (Original) *UNLOCKABLE*
From: Super Mario 64

###############################################################################

Luigi's Mansion Music

--------------
Luigi's Mansion Theme
From: Luigi's Mansion
--------------
Boss/Boss Fortress (Super Mario World/SMB 3) *UNLOCKABLE*
From: Super Mario World/SMB 3
--------------
Airship Theme (Super Mario Bros. 3)
From: Super Mario Bros. 3
--------------
Tetris: Type A
From: Tetris
--------------
Tetris: Type B *UNLOCKABLE*
From: Tetris

###############################################################################

Mushroomy Kingdom Music

--------------
Ground Theme (Super Mario Bros.)
From: Super Mario Bros. (plays during ground version of level)
--------------
Ground Theme 2 (Super Mario Bros.) *UNLOCKABLE*
From: Super Mario Bros. (Plays during ground version of level)
--------------
Gritzy Desert
From: Mario & Luigi: Partners in Time (plays during ground version of level)
--------------
Underground Theme (Super Mario Bros.)
From: Super Mario Bros. (plays during underground version of level)
--------------
Underwater Theme (Super Mario Bros.) *UNLOCKABLE*
From: Super Mario Bros. (plays during underground version of level)
--------------
Underground Theme (Super Mario Land) *UNLOCKABLE*
From: Super Mario Land (Plays during underground version of level)

###############################################################################

Mario Circuit Music

--------------
Mario Circuit
From: Super Mario Kart
--------------
Luigi Circuit
From: Mario Kart 64
--------------
Waluigi Pinball
From: Mario Kart DS
--------------
Rainbow Road (Original) *UNLOCKABLE*
From: Mario Kart: Double Dash!!
--------------
Mario Tennis/Mario Golf
From: Mario Tennis/Mario Golf
--------------
Excite Truck (Original) *UNLOCKABLE*
From: Excite Truck
--------------
Title (3D Hot Rally) *UNLOCKABLE*
From: Famicom Grand Prix 2: 3D Hot Rally

###############################################################################

Rumble Falls Music

--------------
Jungle Level Ver. 2
From: Donkey Kong Country
--------------
Jungle Level
From: Donkey Kong Country
--------------
King K.Rool/Ship Deck 2
From: Donkey Kong Country
--------------
Bramble Blast *UNLOCKABLE*
From: Donkey Kong Country 2
--------------
Battle for Storm Hill (Original)
From: Donkey Kong Jungle Beat
--------------
DK Jungle 1 Theme (Barrel Blast) (Original)
From: Donkey Kong: Barrel Blast
--------------
The Map Page/Bonus Level (Original)
From: Donkey Kong Country

###############################################################################

Bridge of Eldin Music

--------------
Main Theme (The Legend of Zelda)
From: The Legend of Zelda
--------------
Ocarina of Time Medley
From: The Legend of Zelda: Ocarina of Time
--------------
Title (The Legend of Zelda) *UNLOCKABLE*
From: The Legend of Zelda
--------------
The Dark World
From: The Legend of Zelda: A Link to the Past
--------------
Hidden Mountain & Forest *UNLOCKABLE*
From: The Legend of Zelda: A Link to the Past
--------------
Hyrule Field Theme
From: The Legend of Zelda: Ocarina of Time
--------------
Main Theme (Twilight Princess) (Original)
From: The Legend of Zelda: Twilight Princess
--------------
The Hidden Village (Original) *UNLOCKABLE*
From: The Legend of Zelda: Twilight Princess
--------------
Midna's Lament (Original) *UNLOCKABLE*
From: The Legend of Zelda: Twilight Princess

###############################################################################

Pirate Ship Music

--------------
Dragon Roost Island (Original)
From: The Legend of Zelda: Wind Waker
--------------
The Great Sea (Original)
From: The Legend of Zelda: Wind Waker
--------------
Tal Tal Heights *UNLOCKABLE*
From: The Legend of Zelda: Link's Awakening
--------------
Song of Storms *UNLOCKABLE*
From: The Legend of Zelda: Ocarina of Time
--------------
Gerudo Valley (Original)
From: The Legend of Zelda: Ocarina of Time
--------------
Molgera Battle (Original)
From: The Legend of Zelda: Wind Waker
--------------
Village of the Blue Maiden (Original) *UNLOCKABLE*
From: The Legend of Zelda: Four Swords Adventures
--------------
Termina Field (Original) *UNLOCKABLE*
From: The Legend of Zelda: Majora's Mask

###############################################################################

Norfair Music

--------------
Main Theme (Metroid)
From: Metroid
--------------
Ending (Metroid) *UNLOCKABLE*
From: Metroid
--------------
Norfair *UNLOCKABLE*
From: Metroid
--------------
Theme of Samus Aran, Space Warrior
From: Super Metroid
--------------
Battle Scene/Final Boss (Golden Sun) *UNLOCKABLE*
From: Golden Sun: The Lost Age
--------------
Marionation Gear
From: Chosoju Mech MG

###############################################################################

Frigate Orpheon Music

--------------
Vs. Ridley
From: Super Metroid
--------------
Vs. Parasite Queen (Original) *UNLOCKABLE*
--------------
Opening/Menu (Metroid Prime)
From: Metroid Prime
--------------
Sector 1
From: Metroid Fusion
--------------
Vs. Meta Ridley (Original)
From: Metroid Prime
--------------
Multiplayer (Metroid Prime 2) (Original) *UNLOCKABLE*
From: Metroid Prime 2: Echoes

###############################################################################

Yoshi's Island Music

--------------
Obstacle Course
From: Yoshi's Island
--------------
Ending (Yoshi's Story)
From: Yoshi's Story
--------------
Yoshi's Island
From: Yoshi's Island
--------------
Flower Field *UNLOCKABLE*
From: Yoshi Touch & Go
--------------
Wildlands
From: Yoshi's Island DS

###############################################################################

Halberd Music

--------------
Meta Knight's Revenge
From: Kirby Super Star
--------------
The Legendary Air Ride Machine *UNLOCKABLE*
From: Kirby Air Ride
--------------
Gourmet Race
From: Kirby Super Star
--------------
Butter Building
From: Kirby's Adventure
--------------
King Dedede's Theme *UNLOCKABLE*
From: Kirby Super Star
--------------
Squeak Squad Theme *UNLOCKABLE*
From: Kirby: Squeak Squad
--------------
Vs. Marx *UNLOCKABLE*
From: Kirby Super Star
--------------
0² Battle *UNLOCKABLE*
From: Kirby 64: The Crystal Shards
--------------
Boss Theme Medley
From: Kirby Series
--------------
Checker Nights (Original)
From: Kirby's Air Ride
--------------
Forest/Nature Area (Original)
From: Kirby & The Amazing Mirror
--------------
Frozen Hillside (Original) *UNLOCKABLE*
From: Kirby Air Ride

###############################################################################

Lylat Cruise Music

--------------
Space Armada
From: Star Fox
--------------
Corneria *UNLOCKABLE*
From: Star Fox
--------------
Main Theme (Star Fox)
From: Star Fox
--------------
Main Theme (Star Fox 64)
From: Star Fox 64
--------------
Area 6
From: Star Fox 64
--------------
Area 6 Ver. 2 *UNLOCKABLE*
From: Star Fox 64
--------------
Star Wolf
From: Star Fox 64
--------------
Star Wolf (Star Fox: Assault) (Original) *UNLOCKABLE*
From: Star Fox: Assault
--------------
Space Battleground (Original)
From: Star Fox: Assault
--------------
Break Through the Ice (Original) *UNLOCKABLE*
From: Star Fox: Assault
--------------
Tunnel Scene (X) *UNLOCKABLE*
From: X

###############################################################################

Pokémon Stadium 2 Music

--------------
Pokémon Main Theme
From: Pokémon
--------------
Road to Viridian City (From Pallet Town/Pewter City) *UNLOCKABLE*
From: Pokémon
--------------
Pokémon Center *UNLOCKABLE*
From: Pokémon
--------------
Pokémon Gym/Evolution
From: Pokémon
--------------
Wild Pokémon Battle! (Ruby/Sapphire)
From: Pokémon Ruby/Sapphire

###############################################################################

Spear Pillar Music

--------------
Victory Road
From: Pokémon Ruby/Sapphire
--------------
Dialga/Palkia Battle at Spear Pillar!
From: Pokémon Diamond/Pearl
--------------
Wild Pokémon Battle! (Diamond/Pearl)
From: Pokémon Diamond/Pearl
--------------
Team Galactic Battle! *UNLOCKABLE*
From: Pokémon Diamond/Pearl
--------------
Route 209 *UNLOCKABLE*
From: Pokémon Diamond/Pearl

###############################################################################

Port Town Aero Dive Music

--------------
Mute City
From: F-Zero
--------------
Fire Field *UNLOCKABLE*
From: F-Zero
--------------
White Land
From: F-Zero
--------------
Car Select (Original) *UNLOCKABLE*
From: F-Zero X
--------------
Dream Chaser (Original) *UNLOCKABLE*
From: F-Zero X
--------------
Devil's Call in Your Heart (Original)
From: F-Zero X
--------------
Climb Up! And Get The Last Chance! (Original)
From: F-Zero X
--------------
Brain Cleaner (Original)
From: F-Zero GX
--------------
Shotgun Kiss (Original)
From: F-Zero GX
--------------
Planet Colors (Original) *UNLOCKABLE*
From: F-Zero GX
--------------
Golden Forest (1080° Snowboarding) (Original) *UNLOCKABLE*
From: 1080° Snowboarding
--------------
Mach Rider (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Castle Siege Music

--------------
Fire Emblem Theme
From: Fire Emblem: Shadow Dragons and the Blade of Light
--------------
With Mila's Divine Protection (Cecila Map 1)
From: Fire Emblem Gaiden
--------------
Attack
From: Fire Emblem
--------------
Preparing to Advance
From: Fire Emblem: The Sacred Stones
--------------
Winning Road - Roy's Hope *UNLOCKABLE*
From: Fire Emblem: The Binding Blade
--------------
Shadow Dragon Medley *UNLOCKABLE*
From: Fire Emblem: Shadow Dragons and the Blade of Light
--------------
Ike's Theme (Original) *UNLOCKABLE*
From: Fire Emblem: Radiant Dawn
--------------
Against the Dark Knight (Original)
From: Fire Emblem: Path of Radiance
--------------
Crimean Army Sortie (Original)
From: Fire Emblem: Path of Radiance
--------------
Power-Hungry Fool (Original) *UNLOCKABLE*
From: Fire Emblem: Path of Radiance
--------------
Victory Is Near (Original) *UNLOCKABLE*
From: Fire Emblem: Path of Radiance
--------------
Fire Emblem (Melee) (Original)
From: Super Smash Bros. Melee

###############################################################################

WarioWare, Inc. Music

--------------
WarioWare, Inc.
From: WarioWare, Inc.: Mega Microgame$
--------------
WarioWare, Inc. Medley
From: WarioWare, Inc.: Mega Microgame$
--------------
Ashley's Song
From: WarioWare: Touched!
--------------
Ashley's Song (JP)
From: Sawaru Meido in Wario
--------------
Mike's Song *UNLOCKABLE*
From: WarioWare: Twisted!
--------------
Mike's Song (JP) *UNLOCKABLE*
From: Sawaru Meido in Wario
--------------
Mona Pizza's Song
From: WarioWare: Twisted!
--------------
Mona Pizza's Song (JP)
From: Mewaru Meido in Wario

###############################################################################

Distant Planet Music

--------------
Main Theme (Pikmin) (Original)
From: Pikmin
--------------
World Map (Pikmin 2)
From: Pikmin 2
--------------
Stage Clear/Title (Pikmin)
From: Pikmin
--------------
Forest of Hope (Original)
From: Pikmin
--------------
Ai no Uta (Original) 
From: Pikmin
--------------
Ai no Uta (French Version) (Original) *UNLOCKABLE*
From: Pikmin
--------------
Tane no Uta (Original) *UNLOCKABLE*
From: Pikmin 2
--------------
Environmental Noises
From: Pikmin
--------------
Title (Big Brain Academy)
From: Big Brain Academy

###############################################################################

Smashville Music

--------------
Title (Animal Crossing)
From: Animal Crossing
--------------
Go K.K. Rider!
From: Animal Crossing
--------------
2:00 a.m. *UNLOCKABLE*
From: Animal Crossing
--------------
Town Hall and Tom Nook's Store
From: Animal Crossing: Wild World
--------------
The Roost
From: Animal Crossing: Wild World

###############################################################################

New Pork City Music

--------------
Porky's Theme
From: Mother 3
--------------
Unfounded Revenge/Smashing Song of Praise
From: Mother 3
--------------
Mother 3 Love Theme *UNLOCKABLE*
From: Mother 3
--------------
You Call This a Utopia?! *UNLOCKABLE*
From: Mother 3
--------------
Humoresque of a Little Dog
From: Mother
--------------
Snowman *UNLOCKABLE*
From: Mother

###############################################################################

Summit Music

--------------
Ice Climber
From: Ice Climber
--------------
Balloon Trip
From: Balloon Fighter
--------------
Shin Onigashima
From: Shin Onigashima
--------------
Clu Clu Land *UNLOCKABLE*
From: Clu Clu Land
--------------
Icicle Mountain (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Skyworld Music

--------------
Underworld
From: Kid Icarus
--------------
Skyworld
From: Kid Icarus
--------------
Title (Kid Icarus) *UNLOCKABLE*
From: Kid Icarus
--------------
Kid Icarus Original Medley (Original)
From: Kid Icarus

###############################################################################

75m Music

--------------
Donkey Kong
From: Donkey Kong
--------------
Opening (Donkey Kong)
From: Donkey Kong Country
--------------
25m BGM (Original)
From: Donkey Kong

###############################################################################

Mario Bros. Music

--------------
Mario Bros.
From: Mario Bros.
--------------
Gyromite *UNLOCKABLE*
From: Gyromite
--------------
Famicom Medley (Original)
From: Family Computer Series
--------------
Power-Up Music (Original)
From: Wrecking Crew
--------------
Douchuumen (Nazo no Murasamejo) (Original) *UNLOCKABLE*
From: Nazo no Murasamejo

###############################################################################

Flat Zone 2 Music

--------------
Flat Zone 2
From: Game & Watch Gallery (is actually from Brawl...Game & Watch only had
sounds)
--------------
Chill (Dr. Mario) *UNLOCKABLE*
From: Dr. Mario
--------------
Flat Zone (Melee) (Original)
From: Super Smash Bros. Melee

###############################################################################

PictoChat Music

--------------
PictoChat
From: PictoChat
--------------
Mii Channel *UNLOCKABLE*
From: Nintendo Wii
--------------
Wii Shop Channel (Original) *UNLOCKABLE*
From: Nintendo Wii
--------------
Brain Age: Train Your Brain in Minutes a Day (Original)
From: Brain Age: Train Your Brain in Minutes a Day
--------------
Opening Theme (Wii Sports) (Original)
From: Wii Sports
--------------
Charge! (Wii Play) (Original) *UNLOCKABLE*
From: Wii Play
--------------
Shaberu! DS Cooking Navi *UNLOCKABLE*
From: Shaberu! DS Cooking Navi
--------------
Lip's Theme (Panel de Pon) *UNLOCKABLE*
From: Panel de Pon
--------------
Dr. Mario (Melee) (Original)
From: Super Smash Bros. Melee

###############################################################################

Shadow Moses Island Music

--------------
MGS4 ~Theme of Love~ (Smash Bros. Brawl Version)
From: Metal Gear Solid 4: Guns of the Patriots
--------------
Encounter
From: Metal Gear Solid
--------------
Theme of Tara
From: Metal Gear (MSX2)
--------------
Battle in the Base (Original)
From: Metal Gear Solid 3: Snake Eater
--------------
Yell "Dead Cell" (Original)
From: Metal Gear Solid 2: Sons of Liberty
--------------
Cavern (Original)
From: Metal Gear Solid
--------------
Snake Eater (Instrumental) (Original) *UNLOCKABLE*
From: Metal Gear Solid 3: Snake Eater
--------------
Theme of Solid Snake (Original) *UNLOCKABLE*
From: Metal Gear 2: Solid Snake
--------------
Calling to the Night (Original) *UNLOCKABLE*
From: Metal Gear Solid: Portable Ops

###############################################################################

Green Hill Zone Music

--------------
Green Hill Zone (Original)
From: Sonic the Hedgehog (1991)
--------------
Angel Island Zone
From: Sonic the Hedgehog 3
--------------
Scrap Brain Zone (Original)
From: Sonic the Hedgehog (1991)
--------------
Emerald Hill Zone (Original)
From: Sonic the Hedgehog 2
--------------
Sonic Boom (Original)
From: Sonic CD
--------------
Super Sonic Racing (Original) *UNLOCKABLE*
From: Sonic R
--------------
Open Your Heart (Original)
From: Sonic Adventure
--------------
Live & Learn (Original)
From: Sonic Adventure 2
--------------
Sonic Heroes (Original) *UNLOCKABLE*
From: Sonic Heroes
--------------
Right There, Ride On (Original) *UNLOCKABLE*
From: Sonic Rush
--------------
HIS WORLD (Instrumental) (Original) *UNLOCKABLE*
From: Sonic the Hedgehog (2006)
--------------
Seven Rings in Hand (Original)
From: Sonic & the Secret Rings

###############################################################################

Temple (Melee) Music

--------------
Great Temple/Temple *UNLOCKABLE*
From: Zelda II: Adventure of Link
--------------
Temple (Melee) (Original)
From: Super Smash Bros. Melee

###############################################################################

Yoshi's Island (Melee) Music

--------------
Yoshi's Island (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Super Mario Bros. 3 (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Jungle Japes (Melee) Music

--------------
Jungle Japes (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Kong Jungle (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Onett (Melee) Music

--------------
Mother (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Mother 2 (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Corneria (Melee) Music

--------------
Corneria (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Venom (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Rainbow Cruise (Melee) Music

--------------
Rainbow Cruise (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Princess Peach's Castle (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Green Greens (Melee) Music

--------------
Green Greens (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Fountain of Dreams (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Big Blue (Melee) Music

--------------
Big Blue (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Mute City (Melee) (Orignal) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Brinstar (Melee) Music

--------------
Brinstar (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Brinstar Depths (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Pokémon Stadium (Melee) Music

--------------
Pokémon Stadium (Melee) (Original) 
From: Super Smash Bros. Melee
--------------
Battle Theme (Melee) (Original)
From: Super Smash Bros. Melee
--------------
Poké Floats (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee

###############################################################################

Menu Music

--------------
Menu 1
From: Original
--------------
Menu 2 *UNLOCKABLE*
From: Super Smash Bros. Melee
--------------
Menu (Melee) (Original) *UNLOCKABLE*
From: Super Smash Bros. Melee
--------------
Super Smash Bros. Brawl: Main Theme
From: Original

###############################################################################

Other Music (Misc. stuff that can be listened to in Sound Test)

--------------
Online Practice Stage
From: Original
--------------
Results Display Screen
From: Original
--------------
Tournament Registration
From: Original
--------------
Tournament Grid
From: Original
--------------
Tournament Match End
From: Original
--------------
Classic: Results Screen
From: Original
--------------
All-Star Rest Area *UNLOCKABLE* (Unlock All-Star Mode to unlock this.)
From: Original
--------------
Home-Run Contest
From: Super Smash Bros. Melee
--------------
Boss Battle *UNLOCKABLE* (Unlock Boss Battles Mode to unlock this.)
From: Super Smash Bros. Melee
--------------
Trophy Gallery
From: Original
--------------
Sticker Album/Album/Chronicle
From: Original
--------------
Coin Launcher
From: Original
--------------
Stage Builder
From: Original
--------------
Target Smash!!
From: Original
--------------
Adventure Map
From: Original
--------------
Step: The Plain
From: Original
--------------
Step: The Cave
From: Original
--------------
Step: Subspace *UNLOCKABLE* (Reach the Subspace level in The Subspace Emissary)
From: Original
--------------
Step: Subspace Ver. 2 *UNLOCKABLE* (Reach the Subspace level in The Subspace
Emissary)
From: Original
--------------
Step: Subspace Ver. 3 *UNLOCKABLE* (Clear both Subspace levels in The Subspace
Emissary)
From: Original
--------------
Boss Battle Song 1
From: Original
--------------
Boss Battle Song 2 *UNLOCKABLE* (Clear The Subspace Emissary)
From: Original
--------------
Save Point
From: Original
--------------
Credits *UNLOCKABLE* (Clear The Subspace Emissary)
From: Super Smash Bros. Series

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                 |
Frequently Asked |
Questions        |
                 |
----------------- [FAQ]

Got a question to ask? Look here first! Your question not here? Well, you're
free to ask through an email.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
                |
Credits         |
                |
---------------- [Cred]

Nintendo: For representing an awesome fighting series.

Sakurai: For coming up with such a wonderful, ridiculous, and fun idea all at
once. Thanks for coming up with Nintendo's signature fighting game, and thanks
for sticking around to making this installment!

You: For taking the time to read this guide.

TheWertle: For giving the original 100% guide to The Subspace Emissary.

KhMalBQ: For making the Subspace Emissary Enemy Locations list, and giving me
permission to put it on this FAQ.

Mageknight: For giving tips on Zero Suit Samus.

Spazzypeanut: For giving a few tips on Olimar, and some other miscellaneous
tidbits.