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    Pokemon Trainer by Trainer_Bwob

    Version: v1.1 | Updated: 04/26/08 | Search Guide | Bookmark Guide

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     |    |  (  <_> )    <\  ___/|  Y Y  (  <_> )   |  \
     |____|   \____/|__|_ \\___  >__|_|  /\____/|___|  /
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      \__    ___/___________  |__| ____   ___________
        |    |  \_  __ \__  \ |  |/    \_/ __ \_  __ \
        |    |   |  | \// __ \|  |   |  \  ___/|  | \/
        |____|   |__|  (____  /__|___|  /\___  >__|
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                     ~ Character Guide ~
                       by Trainer_Bwob
    Version History:
    0.75 - First release - contains all move information and general strategies.
    0.76 - Minor updates.  Corrected and clarified a few places.  Also added pros
    and cons to the character overview.
    1.0 - Corrected some mistakes, added more information to several moves, and
    added the character Pit to the strategy section, where I had forgotten to
    include him before.  Also added a section on flying under stages with
    Charizard, because I think it's neat.
    1.1 - More information on several moves.  Included Yoshi in the character
    strategy section.  Lots of general edits for clarification.
    Section                                                Search Code
    -------                                                -----------
    Legal Mumbo Jumbo                                      [LEGL]
    FAQ Purpose                                            [PURP]
    Character Overview                                     [OVER]
    Pros and Cons                                          [PROC]
    General character-specific mechanics                   [GCSM]
    Non-standard mechanics                                 [NSMC]
    Specific Pokemon                                       [SPEC]
         Squirtle                                          [SQRT]
              Standard Moves                               [SQST]
              Jumping Moves                                [SQJM]
              Smashes                                      [SQSM]
              Throws                                       [SQTH]
              Special Moves                                [SQSP]
         Ivysaur                                           [IVYS]
              Standard Moves                               [IVST]
              Jumping Moves                                [IVJM]
              Smashes                                      [IVSM]
              Throws                                       [IVTH]
              Special Moves                                [IVSP]
         Charizard                                         [CHZD]
              Standard Moves                               [CHST]
              Jumping Moves                                [CHJM]
              Smashes                                      [CHSM]
              Throws                                       [CHTH]
              Special Moves                                [CHSP]
    Final Smash                                            [FNSM]
    Strategies                                             [STRA]
         Pokemon strengths                                 [PKMS]
         Fun with Withdraw                                 [FWWD]
         Fun with Edges                                    [FWED]
         Stalling for Time                                 [STFT]
         Gliding under stages                              [GLUS]
         Character Specific tips                           [CSST]
    Contact Information                                    [CTIN]
    Credits                                                [CRDT]
    Legal Mumbo Jumbo [LEGL]
    This FAQ and all information contained within are copyrighted by me.  While it
    may be freely distributed, selling this work for profit is strictly prohibited.
    If distributed, the FAQ must remain unmodified, or modified in ways that make
    it obvious which content is part of the original work, and which part is a
    modification.  GameFAQs has sole permission to host this FAQ at the moment.
    Please do not repost without explicit permission.  Contact me via email if you
    have any questions - my address is available below, under the Contact section.
    Enjoy the FAQ, and happy smashing!
    FAQ Purpose [PURP]
    Smash Bros Brawl is out at last, and with it, a new (and fairly unique)
    character:  The pokemon trainer!  The goal of this guide is to provide detailed
    move information, character details and strategies for the Pokemon Trainer
    character in Super Smash Bros: Brawl.  This guide should hopefully answer all
    questions of the form "How do you do that thing with the pokemon trainer", and
    "How does it work?"
    Not covered in this FAQ:
    Basic game mechanics and controls will not be covered in this guide.  Nor will
    the single-player game modes (Subspace Emissary, classic, etc) be discussed
    directly.  There are other guides that cover that sort of information far more
    thoroughly than I could hope to.
    So.  Now that that's out of the way, let's get started.
    Character Overview [OVER]
    The pokemon trainer is unique in that he is basically 3 characters in one.  The
    trainer himself never actually fights (although you can see him in the
    background, running around) but like any good trainer, sends his pokemon out to
    do his dirty-work for him.  This makes him sort of similar to Zelda and Shiek,
    in that his plays like more than one character that you can switch between.  In
    theory this means that you can always have the right character for the
    situation, and can change mid-fight to whatever is most advantageous for the
    Pros and Cons [PROC]
      * Three times as many moves (and hence options) as most fighters.
      * Almost always at least one pokemon is excellent for any situation.
      * A lot of variety in play as you cycle between pokemon mid-match.
      * Stamina forces you to switch, even when you don't want to.
      * Switching out takes a long time, and is frequently punishable.
      * Can't control order of switch.
    Pokemon Specific:
        * Very fast attacks.
        * Excellent air maneuverability and attacks.
        * Can wall-cling.
        * Smallest (player) target in the game.
        * Side-B move (withdraw) is amazingly safe.
        * Light and easily flung
        * Attacks tend to be weak and not knock back much.
        * No real projectile for distance games.
        * Excellent reach.
        * Good upwards fling.
        * Neutral-B (bullet seed) is an exceptional move for racking up damage.
        * Good projectile.
        * Good at fighting on the ground.
        * Good defense against people attacking from the air.
        * Long range throws, without too much recovery if they miss.
        * Relies on tether-recovery, so is susceptible to being edge-hogged.
        * Limited options when fighting in mid-air.
        * Vine whip can be tricky to fully connect with.
        * Good fling and/or damage on most moves.
        * Good close-range options, including flamethrower and rock smash.
        * Heavy and difficult to fling far.
        * 3 air jumps, gliding and "fly" move give excellent recovery.
        * Good reach.
        * Moderately slow.
        * No long-range projectiles.
        * Can find it hard to close on quick opponents who are quick or who have a
    good projectile.
    General character-specific mechanics  [GCSM]
    All three of the pokemon you can switch between have the same down-B special
    move:  Switch.  This makes the current pokemon leave the battle, and the next
    one jumps in.  The order is always fixed - Squirtle always swaps out to
    Ivysaur, who always swaps out to Charizard, who always swaps to Squirtle again.
    Switching cannot be done in mid-air; you must be grounded for it to work.  You
    are completely invincible for most of the switch, but there is a brief period
    of at the end as the new pokemon swaps in, during which you can be hit.  Due to
    the long move execution time, it's usually best to switch if you are very far
    away from your opponent, since otherwise they often have time to set up a smash
    or grab while you swap.
    Whenever you lose a life, the next pokemon in the list is automatically sent
    out next.  (So if Squirtle dies, Ivysaur will be out next.)
    The pokemon get tired if used for too long.  The timer seems to be about 2
    minutes before they run out of stamina.  There is a visual cue when they are
    out of stamina - their idle-animations will change.  (They'll start looking
    exhausted and droopy.)
    While tired, pokemon do roughly a third less damage, and their moves fling
    considerably less.  It is highly recommended that you don't let your pokemon
    become tired, or if the do, that you swap them out for a fresh one.
    While not in play, pokemon recover stamina over time.  (I. e. it's not instant,
    so you can't just switch three times to keep fighting with the same pokemon.)
    Your stamina meter is not reset whenever you are KOed, so if you fall, don't
    try to switch back to whichever pokemon you were playing before, because if
    they aren't tired yet, they probably will be soon.
    ==Character select==
    You can select which of the three pokemon you want to start with when you
    select your character.  On the character portrait, click on one of the three
    and their picture should highlight.  (And the name should change to match the
    one you picked.)  When the match starts, you will then start with that pokemon
    out first, instead of a random one.
    Non-standard mechanics  [NSMC]
    These are mechanics that are not unique to the pokemon, but that are only
    available to some characters, and so may be unfamiliar.
    ==Wall Clinging==
    Squirtle can cling to most vertical walls.  This is done by pressing against
    the wall while jumping and facing it.  Squirtle will hug the side of the wall
    and stay there.  You can actually hang there for a surprisingly long time.
    Pressing away from the wall will jump away from it, without using up your
    second jump.  (This makes it possible to climb long vertical shafts, by
    alternating between walls.)  Pressing the jump button while on the wall will
    make you jump slightly higher, at the cost of your second jump.  (You also
    can't cling to a new wall as quickly after jumping.)  This appears to be
    equivalent to pushing away and jumping immediately.
    You can also press down, to let go of the wall and drop straight down.  You
    will be facing away from the wall when you do this however, and so will not be
    able to regrab the wall that you just left.
    This technique can be useful for controlling your descent, reaching higher than
    you would otherwise be able to, and generally being an acrobatic ninja.
    (Turtle power!)
    ==Tether recoveries==
    Along with a few others, the Ivysaur has a "tether recovery".  This means that
    he has a recovery move that doesn't move him directly, but that attempts to
    latch on to an edge from a distance.  It aims automatically, and if there is an
    (open) ledge anywhere in front of him when you use it, it will automatically
    hook on to it.
    This has both advantages and disadvantages as a recovery option.  On the
    negative side, it is fairly easy to completely thwart, since it only works on
    open ledges that don't already have someone dangling from them.  If an opponent
    just hangs from the ledge themselves, all you'll do is whip at them feebly as
    you plunge into the abyss.  On the other hand, if it CAN connect, it is
    basically instant, and having it makes it slightly easier to play ledge games
    of your own.  (This will be covered more thoroughly in the "strategies"
    The Charizard gets a few more mid-air options than most people, on account of
    him having wings.  First off, he gets two mid-air jumps instead of the usual
    one.  (Although each one is less height than the one before, they can still be
    used for changing direction in mid air, and such.)
    Even better is that the wings can be used to glide.  If you hold down the jump
    button after a mid-air jump (doesn't work straight from the ground) then you'll
    go into a glide after that jump, and cruise forward.  You can adjust your angle
    by pressing forward and back.  Pressing forward makes you dive steeply and gain
    momentum, pressing backwards makes you climb and lose it.  If you run out of
    momentum you'll go back to falling normally.  You can also attack (A-button)
    out of a glide, and it will put you into a regular falling state.  You can also
    press the B button (or a jump button) to exit the glide without attacking.  In
    all of these cases you can still use your air attacks and any unused air-jumps.
    If you hit the ground while gliding, you will fall on your belly, and have to
    take a moment to get up, so you usually want to cancel it before that.
    (Although you do get a moment of invincibility when getting up, which can
    sometimes be used to surprise people.)
    You can only glide once before touching the ground, so you can only use one of
    your two air-jumps to glide before having to land.  If you glide out of your
    first air jump, then you can still use your second air jump and your up special
    for recovery.  If you start the glide off of your second air jump however, then
    when you end the glide then not only do you have no air jumps left (as you
    might expect) but you also can't use moves or specials until you hit the
    ground.  (You're in the same blinking/falling state as when you use your up-
    special normally.)  So in general it's far better to start gliding from your
    first air jump than the second, just because you have more options at the end.
    Glides are an excellent way to cover a lot of horizontal distance easily,
    without much danger.  They can also be used to good effect to stall for time by
    flying around.
    Specific Pokemon [SPEC]
    Squirtle [SQRT]
    Squirtle is very small and light.  He is easily the smallest character in the
    game, which has both perks and drawbacks.  On one hand, he's surprisingly hard
    to hit.  (Many projectiles will just go right over his head, even without
    ducking.)  He's also fairly quick in the air, and surprisingly acrobatic.  On
    the other hand, he's also light and flies pretty far when a blow finally lands.
    Squirtle can crawl along the ground (move left or right while ducking) if you
    want to move while staying very low.  Squirtle can also cling to walls, which
    aids his already impressive recovery.
    Between his wall clinging, his high second jump, and his excellent recovery
    move (waterfall), Squirtle has extremely good vertical recovery.  If the move
    doesn't outright KO him due to his light weight, it is fairly rare for him to
    die from not being able to get back up.
    Standard Moves  [SQST]
    3% damage per hit  (Up to 3)
    Squirtle punches.  Hit neutral-A up to 2 more times, to follow up with tail
    slaps.  (It's a 3-part combo thing.)  Negligible knockback, but fairly quick.
    This is a good move for attacking people in front of you because of its speed.
    It will usually hit first, and knock them out of whatever they are doing.
    6% damage.
    Squirtle attacks with his tail.  Again, fast, minor damage, no real knockback.
    Like neutral-A, this is a good move for interrupting people with.  It's
    slightly slower than the hits from A, but does a little more damage.  I
    generally prefer Neutral A, just for speed, but both are fast enough to be
    pretty viable in most fights.
    6% damage.
    An upward lunge upwards, propelled by his tail.  Very very fast, and easy to
    spam.  Use this move to quickly get someone into the air so you can juggle
    Up to 13% damage.
    Squirtle spins around on his belly, staying extremely low.  Can hit multiple
    times.  Squirtle stays at his ducking-height during this move, so the same
    sorts of things will go over you when doing this move as when ducking.  (Namely
    mid-high attacks, and many projectiles.)  A solid option for dealing with
    people in front of you, since even if you miss, you're often difficult to
    9% damage.
    Shell ram!  Lunge forward and slam Squirtle's thick shell into people.  Lowish
    damage and knockback, but quick and easy to land.  Tends to knock people behind
    you, so you can often get a few hits by rushing back and forth with this move.
    This is a good option if you need to hit someone who is just a little bit
    outside of Squirtle's (fairly limited) reach.
    Jumping moves  [SQJM]
    6%-9% damage, depending on hits.
    Squirtle withdraws into his shell and spins, squirting water around.  (Similar
    to his down-smash.)  Can hit multiple times, although rarely does.
    12% damage.
    Drop kick!  This is where Squirtle starts to shine.  A reasonable forward
    attack that is fairly quick, and has good knockback.  Also lasts a while,
    although the initial thrust does more damage/knockback than running into them
    later.  This move is your friend, in sudden death.
    10% damage.
    Hits backwards with his tail.  Similar to the drop kick, lasts for a while and
    has reasonable knockback and damage.  (And like drop kick, does more damage on
    initial thrust than after)
    11% damage.
    Squirtle performs a flip, and hits around himself with his tail.  Fast, and
    surprisingly good upwards fling.  You can use this attack to keep people
    airborne for longer, or occasionally to deliver KOs depending on their damage.
    1-2% damage per hit.
    Squirtle drills downwards with his tail, while rotating, hitting multiple
    times.  Towards the end, he spreads his arms, and subsequent hits knock them
    away.  This can be a good choice for attacking people below you, since it has
    slightly better coverage in that direction than his other mid-air options.  If
    you can though, Jumping-forward-A or jumping-backwards-A are usually better
    Smashes [SQSM]
    14-19% damage, depending on charge.
    Squirtle withdraws into his shell before slamming the whole shell forward.
    Moderately quick.  (Resets back to his original position at the end.)  The
    range is a little lacking.
    16-22% damage, depending on charge.
    Squirtle pounds the ground, and 2 jets of water shoot straight up on either
    side of him.  Good upwards fling.  This is one of Squirtle's best smashes.
    It's a little slower than the others, but is also fairly safe, since the water
    extends well above Squirtle, meaning that it beats out most attacks from above.
    (Link's down-thrust, for example.)  Note that while it has good coverage for
    hitting people above you, enemies have to be fairly close to be hit from the
    side.  This is a great move for assaulting people on ledges above you, on
    stages such as Battlefield or Smashville.
    11-15% damage, depending on charge.
    Squirtle hides in his shell, and spins around rapidly, while squirting water
    around.  (Looks somewhat similar to a watery mini-version of Bowser's down-
    smash.)  Hits once, even though it looks like it should hit multiple times.
    The water that gets spurted around make the hit-area slightly bigger than just
    the shell itself, although the range is still fairly lacking.
    Throws [SQTH]
    9% damage.
    Squirtle climbs up their chest and hits them in the face.
    10% damage.
    Squirtle climbs over to their back and drop kicks them from behind.
    11% damage.
    Squirtle does what looks like his up smash and knocks them up.
    7% damage.
    Squirtle just sort of slams them down into the ground.  This is Squirtle's best
    throw for flinging people, and so is the one you should choose if you have
    someone in a throw, and want to go for a KO.  (Assuming you're facing the right
    direction for it.)
    Special Moves [SQSP]
    Neutral-B:  Water gun
    0% damage, or 7-11% damage, depending on charge.
    Squirtle starts to charge up water.  (Similar to Samus charging up a shot, or
    DK charging up a punch.)  If it finishes, then you can squirt water over a
    reasonable distance.  The water does no damage, but it pushes people around if
    they don't block, and can deflect some projectiles and most thrown items.  You
    can aim the steam up or down with the analogue stick while it's firing,
    although you can't change the starting angle.  Also pushes Squirtle back
    slightly from recoil.
    If you fire immediately instead of charging, (by pressing B immediately after
    you start) then instead of squirting water out over a large distance, you spit
    a frothy burst of water that has no real range but that hits multiple times for
    minor damage.  (~11%)  This can occasionally be useful for edge-guarding or
    advancing on people, but the startup delay makes it usually a poor second
    choice considering all of Squirtle's other, faster attacks.
    If you use the gun to try to push people off the stage, you'll discover that
    while you can certainly push people back, it's difficult to make them lose much
    ground if they're moving toward you.  (You'll hold them back briefly, but they
    won't slide back much.)  Since when recovering, people tend to be moving
    straight towards the edge as fast as they can, this isn't a great move for
    stopping recoveries unless the edge is already at the limit of their recovery.
    A slightly better way to get KOs with this move is to wait for people to be in
    a compromising situation where they can't react, and then scoot them off the
    stage.  For example, if you see Gannon starting his warlock punch, and he is
    anywhere near the edge, you can water-gun him off without interrupting the
    move, locking him into the punch animation until it completes.  Other good
    candidates for water-gun include Falcon's eponymous punch, Nes or Lucas while
    using their PK-Thunder, and anyone who has just picked up a cracker launcher or
    other item that prevents jumping while held.  You can also occasionally push
    (inexperienced) Kirby off of ledges while he's in his "I'm a rock!" special
    move state, since he falls so quickly once you get him off the edge.
    I've got mixed views about this move.  On one hand, the watery fizz is fun if
    you don't charge it.  And the non-damaging push seems like there should be fun
    things to do with it, but somehow it's hard to actually get much out of it.
    Still, it's fun, and fairly unique as a move, (Mario has the only other non-
    damaging push move that I know of) and it seems difficult enough to punish.
    Unless you're really planning on using the fizz, charge it up whenever you get
    a chance, and if you see a chance to push someone off a ledge (or stop them
    from reaching one) then take it.  Just don't count on using this move a whole
    lot; it's extremely situational.
    For fun, try using the charged version on the barrels, especially ones that
    someone has thrown at you.  (Barrels are big enough that you'll hit with a lot
    of the water, which gives the barrel a LOT of momentum.  It will fly away from
    you VERY quickly.)
    Side-B:  Withdraw
    7% damage.
    Squirtle hides in his shell and slides along the ground, trailing water.  While
    doing this, he behaves almost exactly like a thrown green shell.  (Bounces off
    walls, slides along inclines, etc.)  You don't have much control over Squirtle
    while doing this.  If you don't press B to end the move early, (or hold the
    analog stick in the opposite direction that he is traveling) he gradually loses
    momentum and stops on his own.  You usually want to end it early though, to
    avoid sliding off a ledge or off the stage.
    The damage and knockback from this move are not that impressive, (it doesn't
    even kill in sudden death) but the move has one extremely important property:
    While using this move, Squirtle is almost completely invincible.  You can
    gleefully slide straight into enemy attacks, Halberd laser beams, etc, and
    count on your sturdy turtle-shell to repel all of the damage.  (Although they
    will usually give you some momentum.)  A few projectiles (ice climber freeze
    breath) can knock you out of it, and throws still work on you normally, as well
    as throw-like final smashes, such as Link's but otherwise, you are remarkably
    safe.  The only thing to worry about is that players can jump on your back,
    (similar to how you can stop normal turtle shells by jumping on them) and this
    will not only end your move, but put you in a "helpless on your back" state.
    So while this move is great for advancing on someone who is spamming
    projectiles at you, be cautious when using it against someone who is ready for
    This is a good move to use if you want to try to approach someone who is
    spamming projectiles or otherwise making themselves difficult to get to.  It's
    also a great way to get to people who are in a shallow depression, where you
    can score multiple hits as you rock back and forth.  (The temple in Hyrule is a
    great place for this.)  And of course, it's a GREAT move if someone is about to
    do something nasty that you have a little lead time for, such as a final smash.
    (This is covered more in depth in the strategy section, under "fun with
    withdraw". [FWWD])
    Up-B:  Waterfall
    Up to 15% damage
    Squirtle climbs up a torrent of water, ending with a big splash at the end.
    This move is similar to things like Samus's screw attack - if you hit enemies
    with it, you will carry them along with you as you go up (hitting multiple
    times) before the final hit, which flings them.  This is a good move for
    racking up damage, although it will seldom provide actual KOs.
    The enemies take damage from the rushing water, and since that's in front of
    you, this is a fairly safe recovery move, difficult to interrupt from the
    direction you're facing.
    Ivysaur	[IVYS]
    Ivysaur is your general early/mid-game fighter.  He is about average in size
    and weight, although since he is on all fours, he's a little lower to the
    ground than most.  Like Squirtle, he can duck and crawl around, although he is
    not nearly as low as Squirtle when doing so.  (Mostly he just flattens the
    giant bulb on his back.)  In general, he has the best range on his attacks of
    any of the three, and several of his moves have impressive fling.  He is also
    probably the weakest on recovery, since his jumps are a little low and unlike
    the other two, he can't fly or wall-cling, but has to rely on a tether recovery
    move for catching ledges.  (Leaving him susceptible to someone else hogging the
    Standard Moves [IVST]
    Neutral A:
    2-3% damage per hit.
    Ivysaur whips in front of him with a vine.  If you hold down A, he will
    continue whipping at a slightly increased range.  No fling but moderate range.
    Good for interrupting people and minor damage.  This move is slightly better
    than most "indefinite combos", on account of its reach.  You can sometimes
    catch people in infinite damage traps, if you have a wall handy.
    ~10% damage depending on hits.
    Ivysaur lunges forward, while spinning his leaves like a helicopter.   Hits
    multiple times, and has good priority.  Also stops many weak projectiles.  Less
    range than his vine-whippy moves, but still pretty solid.
    7% damage.
    Ivysaur lifts himself up with vines to hit something in the air.  Can dodge low
    hits, if your timing is awesome.  A good way to harass people above you, if you
    don't have time for a smash.
    7% damage.
    Ivysaur whips out his vines in front of him and quickly hits twice.  Lowish
    damage, but good range, and surprisingly good fling.  This is actually a decent
    move to attempt KOs with, as damage levels get higher.  You obviously won't get
    quite as much fling out of it as you will from a smash, but it's a lot faster
    than a smash, and its fling is still respectable enough to be useful in a
    fight.  Similar in appearance to a single neutral-A attack.
    12% damage.
    Headbutt!  Ivysaur lunges forward and slams into people, for a bit better
    damage and fling than Squirtle got.  Probably the best dashing-attack of the
    three of them.  The fling from this is more or less straight up, so it can
    sometimes be used to combo into Bullet Seed, etc.
    Jumping Moves [IVJM]
    2-4% per hit.
    Ivysaur spins diagonally down-forward like a drill.  Hits multiple times, and
    has a minor fling on the last hit.  Very short reach, (they have to be touching
    Ivysaur to be hit) so in general, you will want to use one of his other mid-air
    options that takes better advantage of his reach.
    10% damage.
    Ivysaur whips in front of himself with both vines.  Good range, and actually
    has moderate damage and fling.  (The fling is at 45 degrees upwards.)  A good
    mid-air attack option, and capable of KOing at reasonable damage percentages.
    4% damage.  (2% per hit)
    The vines come out again, this time backwards, whipping behind him twice while
    Ivysaur flips.  Can hit up to 2 times, but the damage and knockback are
    negligible.  The range and coverage are good though.  This move is actually a
    lot better than it looks at first glance, just because of how far Ivysaur's
    reach extends, and because of how long he keeps that area dangerous due to
    whipping wtice.  You won't score many KOs with this move, but you may prevent a
    few people from KOing you, by interrupting them as they try to attack you in
    the air.
    15% damage.
    Ivysaur emits a large burst of pollen from his bulb, straight up.  Has a good
    hit-area, damage, and fling.  Similar to his Up-Smash-A attack.  This is one of
    Ivysaur's best air moves for scoring KOs.  It also has the side effect of
    shooting you straight down quickly, so not usually a good move to use if you're
    not safely over firm ground.
    10% damage.
    Ivysaur turns upside down, and shoots a burst of pollen beneath him.  Has
    moderate damage but the fling is a little weird.  In spite of appearances, this
    is not a good move for spiking people into pits, as the fling is 45 degrees
    UPWARDS instead of down.  If done too close to the ground, this move also has
    some recovery when Ivysaur lands.  (He lands in a sitting position and sits
    there for a moment before getting up.)  This move has the side effect of giving
    you a little bit of upwards momentum, which keeps you in the air a little bit
    Smashes [IVSM]
    16%-22% damage, depending on charge.
    Ivysaur plants vines on the ground and uses them to launch himself forward,
    before returning to his original position.  Has surprising range, and good
    damage and fling.  Is also fast enough that it's fairly difficult to interrupt
    if you start it far enough away.  This is your main way of scoring KOs
    17%-23% damage, depending on charge.
    After a brief startup pause, Ivysaur emits a large burst of pollen from his
    bulb straight up.  As with Squirtle's up-smash, this attack has a good sized
    hit-area that extends well above Ivysaur, making it excellent for countering
    people trying to jump down on top of you while attacking.  (*cough* Link
    *cough*)  It also hits a little on either side of Ivysaur, so it can be used
    against people who are standing nearby.
    This move has impressive fling to match its good damage.  The only down side is
    its that it has slightly more delay (both at the start and after) than
    Ivysaur's other smashes.  If you have a situation where you have that extra
    half-second to set up, this move is almost always worth it if it connects.
    This move can attack people on ledges above you on most stages.  (Battlefield,
    Smashville, etc.  But NOT Shadow Moses Island, where the ledges are barely too
    8%-11% damage , depending on charge.
    Ivysaur shoots out a vine in either direction and spins rapidly.  This attack
    has impressive range and is fairly quick, hitting people on both sides.
    Unfortunately, the damage and knockback on it are significantly below his other
    smashes.  It's also rather low hitting, which means that it will miss most
    people who are even slightly in the air.  In most cases, Ivysaur's Down+A
    attack is a better choice.
    Throws [IVTH]
    Ivysaur uses his vines for a ranged throw, allowing him to grab people from a
    better-than-average distance.  Unfortunately, none of his throws are powerful
    enough to reliably KO except against foes that have high damage percentages.
    They are generally more useful as setups for other moves.  (By throwing people
    into walls, etc.)
    8% damage.
    Ivysaur flings them forward with his vines.
    10% damage.
    Ivysaur flings them behind himself with the vines.
    10% damage.
    Ivysaur holds them above him, and knocks them up with a burst of pollen from
    his bulb.  This knocks them straight up, and while it rarely KOs anyone, it at
    least puts them above you, which is where you usually would prefer them.
    10% damage.
    Ivysaur slams them into the ground in front of him.
    Times to use this move:
    You want to position someone in front of you, just like the forward throw, but
    want more damage out of it.
    Special Moves [IVSP]
    Neutral-B:  Bullet Seed
    Up to 60% damage if it all hits.  (Usually more like 30%-40%)
    This is one of the best moves that any of the pokemon have.  When using it,
    Ivysaur shoots seeds directly upwards at high speeds, hitting multiple times,
    and usually racking up a fair amount of damage.  The move can be continued by
    holding down the B button.  (Although it eventually runs out on its own, it
    lasts an impressive amount of time.)
    In addition, this move has a slightly bigger hit area when it starts, extending
    a little bit in front of and behind Ivysaur.  This means that if you are
    standing next to someone, and start this move, chances are that they will get
    knocked up into the main stream of seeds.
    This is a GREAT move for racking up damage on someone.  It is not unheard of
    for someone to lose 40% from this move alone.  (On team-play, it also makes an
    amazing setup move, where you can hold someone helpless while your teammate
    charges up some painful smash.)  Even solo, it often works well as a setup for
    an up-smash or a vine whip, depending on their placement.
    It also works well defensively, if someone is above you and looking like they'd
    like to attack.  If you're ready for someone, bullet-seed offers near complete
    immunity from attacks from above.
    Finally, since it consists of a large number of small hits, it is mostly
    unaffected by the damage reduction from stamina, and will not be much different
    when Ivysaur is tired.
    Learn to love this move, since it's one of Ivysaur's scariest options.
    Forward-B:  Razor Leaf
    8% damage.
    Using his vines, Ivysaur pulls a glowing leaf out from his bulb, and chucks it
    forward.  The leaf then moves horizontally, and often arcs slightly up or down,
    although there doesn't appear to be any way to aim it.  The leaf is average
    speed, and has good priority over other projectiles.  (It goes through things
    like the Ice Climbers' ice chunks, for example.)  It also knocks people around
    slightly, which can be useful in creating an opening to get close to someone.
    Hitting people also doesn't stop it, so on stages where everyone is lined up,
    you can often hit all 3 opponent with one leaf.  A solid projectile.
    Up-B:  Vine-Whip
    7-13% damage depending on placement
    Ivysaur whips a vine upwards at a 45 degree angle.  This attack has fairly good
    range, and moderate fling.  It is occasionally useful for knocking people off
    the top of the screen if they are falling, although in most cases, Bullet Seed
    is preferable for people above you.
    The main use of this move is for recovery.  While using it makes you move
    upwards a little, it hooks on to edges as a tether recovery.  If there is a
    ledge in front of you and within range, either above or below you, then you
    will latch on to the edge, and dangle beneath it.  (The distance you dangle is
    based on how far you were from the ledge when you used the move.)  The range
    you can grab ledges from is surprisingly long.  Also be aware that you move up
    slightly when using this move, so even if there are no ledges nearby, you can
    use it to give yourself a slight "boost" if you need one to land on a platform.
    If using this move to attack, be aware that it has a "sweet spot".  If you can
    hit someone with the very end of the vine (the part that gets a little sparkle
    glow on it when you use the move) then you will do MUCH better damage and
    fling.  (17% damage, vs around 9%)  You can tell if you got it by the sound
    effect.  (Sort of a whip-cracking noise.)  If you can hit in the sweet spot,
    this move actually has some fairly significant knockback and can make an
    excellent finisher.
    This move also ignores walls and barriers when attacking, which is fairly
    significant, given its reach.  You can often safely attack someone on the other
    side of an obstacle from you, even ic you can't reach each other normally.
    Charizard [CHZD]
    Charizard is your heavy hitter of the bunch.  He's basically a giant fire-
    breathing dragon thing.  He has a lot of similarities to Bowser, really, except
    without the suicide pact throw.  He's not terribly fast, (his walk-speed is
    sloooow) and he hits very hard.  And even can breath fire!  What's not to like?
    He doesn't quite have Bowser's insane raw power, but he's a bit faster and has
    considerably better edge recovery with his wings.  (And, like Bowser, he's
    pretty heavy, meaning that he doesn't get flung as far in general.)
    Standard Moves [CHST]
    3%, 4% and 6% damage, for each hit in the combo.  (13% if they all hit)
    Charizard swipes with his claws.  If you press this multiple times, he'll do a
    3-hit string of two claw swipes, and a wing smack.  This is a reasonable close-
    quarter option for causing minor damage, and interrupting things.
    10% damage
    Charizard whips his flaming tail forward for a decent swat.  Has moderate
    damage and fling, and is fast enough (and far enough) to actually be useful in
    a fight.  Can also stop many projectiles.  There is a slight sweet-spot on this
    move - if you hit them with the tip of his flaming tail, you'll do an extra 1%
    of damage for your trouble.  (For a total of 11%)
    8% damage.
    Charizard stabs upwards with both wings simultaineously.  Fairly quick, and
    knocks people upwards with a good fling amount.  Handy for harassing people
    above you.  Due to its speed, this is frequently the best option Charizard has
    for dealing with people above him.
    12% damage.
    Charizard bites low at the ground in front of him.  Almost as much reach as his
    forward-A, and similar fling.  Pretty quick, too.
    11% damage.
    Charizard sticks out a foot, and kicks anyone in front of him.  Decent damage
    although the knockback is a little weird.  Not as good as Ivysaur's dash-
    attack, which has similar properties, but is generally faster.  The fling from
    this move is mostly upwards.
    Jumping Moves [CHJM]
    9% damage.
    Charizard does a flip and hits anything near him with his flaming tail.  Fast
    and fairly safe, and hits just about everywhere near him.  Fairly short range
    though, and the damage and fling are not terribly incredible.
    Up to 11% damage.
    Charizard flaps his wings forward while breathing fire, resulting in a sort of
    short-range cone of flames.  This move has multiple hits, so may cause less
    damage if it doesn't connect fully.  Very quick, with good priority, and
    depending on hits, moderate knockback.  This is one of Charizard's safest mid-
    air options, and is also a great move to advance forward with.
    7% per hit, can hit 1-2 times.
    Charizard whips his tail behind him and does sort of a claw swipe for moderate
    damage.   Has fairly good fling if both hit, and can be used for KO attempts if
    the target has enough damage.
    10% damage.
    Charizard bites straight up above him.  Pretty fast, too.  A good way to
    continue mid-air juggles.
    14% damage.
    Charizard does sort of a mid-air stomp which has great fling straight down.
    Good for spiking people into pits.  Hits hard enough that it can work well on
    people standing on the ground too.  (They'll usually bounce off the ground and
    go straight up instead.)  This move has a fairly short hit window though, so
    you have to make sure to time it correctly.
    12% damage.
    Charizard does a little barrel roll, for moderate damage and decent fling.
    This also removes his gliding state and puts him into a normal falling state.
    (Where he can use any other air attacks or unused air-jumps.)  A decent attack,
    but fairly telegraphed, since you have to start gliding before you can use it,
    and you have to get fairly close to hit with it.  Occasionally useful as you
    glide back onto the stage, but usually only against someone who is no longer
    watching you.  The delay is minimal, however, so as long as you don't get hit
    while doing it, you're usually pretty safe afterwards.
    Smashes [CHSM]
    22%-30% damage, depending on charge.
    Charizard rears back, and does a sort of headbutt attack.  Great fling and
    damage, although a little on the slow side.  Also has fairly impressive reach
    sidways.  (Charizard actually moves about a [Charizard] body length in the
    direction of the smash, so you can sometimes use it to avoid attacks.)
    17%-22% damage, depending on charge.
    Charizard attacks twice, once with each wing.  The first hit often juggles into
    the second hit.  (The second hit is the one that launches.)  Similar to his up-
    A attack, but slower and with more damage and fling.  (Assuming both wing hits
    connect.)  In most cases, his Up-A attack is a better option, since this one
    only really flings on the second hit, and depending on the damage of the
    target, the second wing doesn't always combo.
    16%-22% damage, depending on charge.
    Charizard stomps the ground, sending up plumes of dirt.  Anyone on or very near
    the ground nearby will be flung straight up.  The range is deceptively large on
    this move.  It is actually pretty similar to Ivysaur's down-smash, except with
    more fling: Anyone remotely near you will get hit.  (The range is almost as
    good as your forward-A tail swat, except in both directions.)
    Throws [CHTH]
    10% damage.
    Charizard bites them on the head, and sort of flings them around a bit (by the
    head) before flinging them away.  Moderate fling.
    10% damage.
    Charizard flings them behind him, by the head.
    11% damage.
    Charizard flings them above him, and sort of head-butts them into the air.
    6%-7% damage.
    Charizard pins them to the ground with one foot, while breathing fire on them.
    Pity that the damage is so low since it's a pretty cool looking throw.  It does
    have the best fling of Charizard's throws however, narrowly beating out the
    Special Moves [CHSP]
    Neutral-B: Flamethrower
    Usually 7%-20% damage, depending on exposure.
    Charizard starts breathing fire diagonally downwards.  This move is nearly
    identical to Bowser's fire breath.  You can change the angle (after the move
    starts) by tilting the d-pad.  This can be useful for keeping someone in the
    blaze for longer periods of time.  (You will normally want to immediately angle
    it upwards after starting the move, if attacking someone in front of you.)  The
    fire will also absorb some types of projectiles, although using it on things
    like bombs and explosive crates is generally a mistake.  (Your range is just
    barely longer than the explosion radius of explosive crates, so if you're
    feeling dangerous...)  The damage depends on how long you can keep them in the
    fire.  This move does not fling at all.
    There is a slight delay when starting, and because of this, it is generally
    better to use if you think someone is about to charge you, or you are jumping
    towards them.  It's not the best thing to do if someone fast is in already in
    close range, since you will often be hit out of it before you can start hurting
    You can keep breathing fire indefinitely, but the longer you do, the smaller
    they will get.  (The range and damage will decrease down to a pretty dinky
    minimum.)  After you stop, it will gradually go back to normal, as long as you
    don't use it in the mean time.  (So you can't just stop using it and restart to
    fully refresh your breath.)  It returns fairly quickly though.
    This move can be used for infinite damage traps against some walls, since even
    the dinky, used up version can still continue a combo indefinitely if they
    can't be knocked out of it.
    This can also work well as a way to attack people who are diagonally down from
    you as you stand on the edge of a ledge.
    Side-B:  Rock smash
    Anywhere from 18% to 43% damage, depending on hits.
    This is a surprisingly good attack.  Charizard picks up a boulder from
    somewhere, and smashes it to bits with his head.  The boulder shatters, and
    pieces fly everywhere.  There are 2 important aspects of this move.
    First, if you get hit by the initial smash, it has very good fling on it, and
    is a great way to deliver KOs as Charizard.  It's not significantly better than
    his regular smash attacks, but it has the advantage that you can start it in
    mid-air, so you can jump into people while doing it and use it in mid-air
    Second, when the rock shatters, if someone is close enough, they will get hit
    by the shards.  If someone is relatively unhurt, it's not unusual to hit them
    with both the smash AND all of the shards.  The down side is that the shards
    will rob them of most of their momentum.  The upside is that you've just done
    around 40% damage with a single move that isn't too hard to pull off.  The
    shards also mean that if you miss completely, you have a little bit of safety
    from people rushing in to capitalize, since the shards will often knock them
    out of their attacks if they're too hasty.
    This move can also be used fairly reliably to block projectiles.  The giant
    boulder will stop just about anything, (up to and including Samus's and
    Lucarios's charged up attacks), as long as it is hit before you shatter it.
    (Thanks to AnalogyShark for this one!)
    The high damage nature of this move also means that it is easily one of the
    best moves in the game against most bosses in single-player/story mode events.
    Up-B: Fly
    12% damage
    Charizard spirals nearly straight up into the air while on fire.  (He moves
    forward slightly, so it's slightly diagonal.)  This is a fairly average move
    for recovery, but it covers a respectable distance horizontally.  After using
    this move, you can't do anything else besides fall, so only use it if you're
    sure you can land safely or grab an edge.  (No more attacks or gliding before
    you touch the ground.)
    The damage is medium, (it hits multiple times, and getting the full 12%
    requires hitting with nearly all of it) but it launches people surprisingly
    well straight up on the last hit.  This means that this move can often be used
    to catch someone who is falling from the sky and kick them back up high enough
    to score a KO.  If you just graze them on the way by, and don't hit with the
    end though, don't expect them to fly very far.
    Final Smash [FNSM]
    Triple Finish
    Up to ~58% damage.
    The trainer throws out the remaining two balls, and yells "Triple Finish!".
    All 3 pokemon perform an attack in the direction you are facing.  The Ivysaur
    uses solar-beam, for a giant (if narrow) beam of energy that goes straight
    horizontal.  The Charizard uses fire-blast and shoots out a number of large,
    flaming projectiles.  The Squirtle uses hydro pump, and shoots out a cone of
    large water blobs.  All of these projectiles are unblockable.
    In general, the middle of the whole cone is "sticky", and if you can catch
    someone in it, they will usually stay there until the end.  (When they get
    rapidly flung away.)  Ideal positioning is either right in front of someone, or
    just above them.  (If you're just above, the Squirtle shots will tend to knock
    them up into the solar beam and fire blasts, where they will take the most
    damage, and be flung.)
    This move can be done in mid air, and if used in the air, does not use up your
    recovery move.  (So if needed, you can still use things like Fly or Vine Whip
    to get back onto the stage.)  Note that while you're yelling "triple finish"
    and the camera is zoomed up, people can still move around, and smart foes will
    try to get above or behind you, so you'll usually want to position yourself in
    a place where that is difficult.  Don't be afraid to err on the side of up,
    either, since if they are below you and you graze them, it will generally knock
    them up into the main scary part in the middle.
    Triple-Finish does not appear to be affected by pokemon stamina, so you still
    do full damage, even if your pokemon is getting tired.
    As a nice bonus, the game writes some pokemon-style text at the bottom of the
    screen when you use the move. ("Take that!  Triple Finish!")  If it hits at
    least one person, the text changes to "It's super effective!"
    Strategies [STRA]
    It sounds obvious, but in general, the most important thing to do when playing
    the pokemon trainer is, become comfortable playing all of the pokemon.  Very
    comfortable.  As in, even able to play them in unfavorable situations.  As
    covered under Pokemon strengths [PKMS], (the next section) they all have their
    own situations that they are good at.  Get used to playing them, even in bad
    situations.  Unlike Zelda and Sheik, you don't have the luxury of picking one
    form and staying with it.  In fact, it seems like the designers have taken
    specific pains to make sure you CAN'T use the pokemon like that.  The stamina
    bar, along with the forced switching every KO, mean that you're going to have
    to get used switching frequently, and that means being able to fight sometimes
    even if the pokemon you would rather be using is tired, or 2 switches away.
    Pokemon strengths [PKMS]
    While all three of the pokemon are pretty good, some are clearly better suited
    for some situations than others.  You can think of them as a spectrum.
    Squirtle is fast and light and hits frequently, but for low damage and fling.
    Charizard is slow and heavy, and hits extremely hard, with excellent fling.
    Ivysaur is somewhere in the middle between the two.
    Squirtle then, ends up making an excellent early game choice, when damage
    totals are low enough that you can afford to get in peoples' faces and not
    worry about being KO'd from being so light.  Moves like waterfall and withdraw
    are unlikely to actually KO anyone, (withdraw even fails to KO in sudden death)
    but are great ways to rack up the damage, make future KOs easier.
    When playing Squirtle, try to stay in close.  He is small and hard to hit, and
    extremely quick.  If you keep the attacks coming, you'll knock them out of a
    lot of tries to hit back.  He's excellent in the air as well, so if you knock
    someone away, try to follow them with your excellent air kicks.  (Forward-
    A/Backwards-A in the air.)  Most of Squirtle's KOs will come from side hits or
    edge guarding, depending on the stage.  While his up-smash is excellent, its
    limited horizontal range means that it won't connect as much as most of your
    other hits.
    Ivysaur is a good midway character.  He's a bit bigger and heavier than
    Squirtle, but has a few more options that actually fling people.  He also
    generally has a range advantage on most fighters, between the excellent
    distance on his forward smash, his down+a attack, and his jumping-forward+A
    attack.  Ivysaur also has one of the best moves in the game for racking up
    damage in bullet seed.  I find myself preferring Ivysaur a lot in 4-way
    matches, since he's fast enough to not get totally pounded, while still being
    able to KO people if an opportunity arises.  (The fling on his up-smash and
    jumping-up-a is amazing.)
    Ivysaur is best if you can keep him just out of range of the other person,
    where you can attack with your vines, but they can't reach you.  Also, staying
    below them is preferable if you're fighting on a multi-level stage.  Ivysaur is
    MADE to harass people above him.  Bullet Seed (Neutral-B), Vine Whip (Up-B) and
    his marvelous up-smash are all excellent ways to punish people for being above
    you.  (Learn the distance and timing for the sweet spot on Vine Whip and you'll
    get a LOT of mileage out of it.)  Most of Ivysuar's kills will come from
    knocking people off the top edge of the screen with his smashes and up-A attack
    in the air.  (Although his side-smash is also worthy if you can't get below
    Charizard is the heavy-hitter.  Unfortunately he's not terribly fast about it,
    but with things like rock smash offering him some protection, he can often
    afford not to be.  Charizard is an excellent one to switch to when either your
    or their life total is getting dangerously high.  Yours, because Charizard is
    arguably the hardest of the bunch to KO, and theirs because a lot of his basic
    hits have a reasonable chance of knocking someone out.  (Although if they get
    too high, you may want to just switch back to Squirtle, who has an easier time
    in general landing blows if you don't need as much fling.)
    Charizard is in many ways the perfect compliment to Ivysaur.  Where Ivysaur is
    made to harass people above him, Charizard does well for people who are to the
    side.  Flamethrower is an excellent way to advance on people (jump towards them
    and start flamethrower in the air) that can often rack up a good 20%-30% damage
    by the time they escape.  For a quicker option, Charizard's jumping forward-A
    attack is an excellent quick hit that occasionally flings (depending on how
    much you hit with) but is almost always safe thanks to all the fire in front of
    you.  Jumping in with Rock Smash is always a decent option as well, since it
    has such a long hit-window between the initial hit, and all the rock fragments
    Fun with Withdraw [FWWD]
    It is difficult to overstate what an amazing move Squirtle's Withdraw is.  Not
    for the damage or knockback, which are both pretty low, but for the amazing
    property of being nearly invincible.  (The only other move like it that I know
    of, is Kirby's down-B special.)  Aside from things like throws and freezing
    moves, most attacks will bounce off, at worst giving you some extra momentum.
    This aspect makes Withdraw useful for a lot of amusing things.
    First off, it's a great way to advance on someone.  It's possible that they'll
    be fast enough and paying enough attention to jump on you, (in which case
    you're in trouble) but withdraw is quick enough that this isn't a sure thing if
    you execute it from mid-range.  (You don't want to do it from short-range, due
    to the startup delay.  Longer range gives them more time to prepare the timing
    for the jump.)
    Second, if you have a situation with someone in a pit or depression, you can
    bounce around and hit them with it multiple times, racking up some decent
    damage in near complete safety.  (Hyrule temple as some great spots for this.)
    Third, it's a respectable recovery option if you find yourself falling down
    onto a stage from up in the air, and don't want to play the "dodge the air
    smash as you land" game.  (It falls pretty fast though, so you need a fair
    amount of height if you are planning on covering any horizontal distance before
    Finally, (and perhaps most amusingly) it's a great way to avoid a lot of
    environmental hazards, as well as most smash attacks.  Giant laser beams on the
    Halberd?  Don't even tickle.  Samus filling up half the screen with a giant
    energy blast?  Ho hum.  Ness and Lucas making the sky rain glowing fire?  Yawn.
    As long as you have time to actually get into the shell, you're safe from
    almost anything that isn't a throw or ice based.  (For some reason, ice
    climbers' ice attacks knock you out of the move.  I'm still not sure why.)
    Also honorable mention goes to Squirtle for "Best Suited for surviving Sudden
    Death".  In addition to having a lot of quick attacks with enough fling to win,
    and being a very small target in general, Squirtle has quite possibly the
    cheapest way I know of to win at sudden death:  Run away.  Eventually it will
    start raining bombs, and when it does, just use Withdraw, and they will bounce
    off your armored carapace.  Your opponent can have fun dodging while you scoot
    around in safety.  Win!
    Fun with Edges [FWED]
    Ahh, Ivysaur.  Your tether recovery is such a mixed blessing!  On one hand, it
    provides an easy way for people to deny you use of it, if they can get to the
    edge before you.  On the other hand... once you hook onto the ledge, you're
    really pretty much set, and can play edge games practically forever once you're
    When dangling, you're usually quite a bit below the level of the ledge from
    your tether, meaning that you are fairly difficult to attack from above.  So if
    you need to stall, this is a great place to do it, while waiting for time to
    run out, a star to wear off, or someone to lose their hammer-o-death.
    From here, you have some options.  By pressing down, you can just let go, and
    fall.  The problem with this is that you fall with your recovery move already
    used, so if you're not falling to land on something, you're in trouble.  But if
    you're on a stage like New Pork City, this is often a reasonable option.  You
    can also press the B button to warp up to the ledge and start clinging to it.
    This moves you to the ledge extremely quickly, and is practically instant.
    (And when you get to the ledge, you get the usual second or so of
    From hanging on the ledge itself, you have the usual number of ledge games to
    play.  You can jump, you can attack your way up, or you can just zoom up to
    attack.  Or, now that you've touched solid ground, you can let go and fall,
    with your 2nd jump and recovery move restored, and continue to play ledge
    games.  (Falling and rehooking the ledge with another vine whip is often a
    fairly safe option, if you need to wait out someone trying to guard the edge.)
    Be aware that the game seems to have at least some code to prevent you from
    stalling like this for too long.  If you repeatedly vine-whip to the ledge, go
    to the ledge, and press down to fall, before vinewhipping again, after 2 or 3
    cycles, your vine whip will just not work on the ledge.  As far as I can tell,
    this is a specific behavior of the game to prevent the sort of cheese I'm
    describing.  On the other hand, it only seems to really happen if you just drop
    from the ledge, so if you mix it up with jumping and attacking while hanging,
    it doesn't do this.
    Stalling for time [STFT]
    The pokemon as a whole seem remarkably well suited for stalling and picking
    their battles.  Almost all of them can, if needed, basically withdraw from the
    fight, even 1v1.  Squirtle isn't terribly fast on the ground, but can use
    withdraw to squirt away from people in complete safety, and then can combine
    his wall-jump with his general midair maneuverability to stay away.  (Often
    clinging to some high, difficult to reach wall.)  Ivysaur can play games on the
    edge for as long as necessary, working with the dual advantages of position and
    edge-grab-invincibility.  And Charizard can just jump up and start flying and
    stay mostly out of reach.  (And if someone does come follow you up, you can see
    them coming from far enough away that you have plenty of time to choose your
    Gliding under stages [GLUS]
    Ok, not the most useful trick, but still a fun one:  Most stages that are
    "hovering platforms in space", (such as Final Destination, Battlefield,
    Cornera) you can fly under with Charizard, and emerge safely on the other side.
    In 1v1 fights this isn't that useful except as a (pretty good) way to stall for
    time.  For 4v4 matches, can occasionally work as a way to get around someone
    who is guarding the edge you want, or just to show off at how cool you are.
    There are a couple of things to keep in mind when trying this.  First is that
    while you have some leeway in how precise you are, you still need to cut it
    moderately close.  Often close enough that if you're not careful, you'll grab
    the edge as you go down, instead of flying under.  You usually want to hold the
    analogue stick down-forward as you go, to make sure that you are both diving
    (to pick up speed) and not grabbing ledges.  (You won't grab ledges if you're
    holding the stick downwards as you pass the platform.)
    Also, speed is your friend here, and you'll need enough of it to make the
    recovery on the other side, so make sure you go into a full dive after you
    start the glide.  Tilt the control stick forward or down to make your dive as
    steep as you can until you can level off.  If you did it right, you can usually
    preserve enough speed to make a sharp climb at the end which will usually put
    you back up to the platform edge.  (If possible, save an extra jump for the
    end, so that you can adjust your course and, if needed, use your up-special for
    the extra kick.)
    Keep in mind that if you use your second air jump to start the glide, you won't
    have your up-special at the end, so starting the glide after your first air-
    jump is definitely preferable.
    While on most stages this is just a neat trick, the place where it really
    shines is on the Hyrule temple.  (Yes, you can fly under the Hyrule temple.
    Hooray for wings!)  The other stages are small enough that an opponent can, if
    they really want to, run to the other edge and meet you in most cases, removing
    most of the benefit of doing this.  The temple though, is large enough to make
    this harder, and has the bonus of the bottom area, which, depending on your
    opponent's behavior, you can use as an early landing zone as needed.
    Character Specific Strategies [CSST]
    Quick caveat:  This section is NOT intended to be "how to beat character xxx".
    Due to the wide number of ways each character can be played, its neigh
    impossible to write a definitive guide to beating a character.  What this
    section intends to do instead, is describe any strange mechanics a character
    has that you need to know about to play against them, and general tactics that
    seem to work against them.
    He's heavy and slow.  And breathes fire.  He hits super hard though.  Squirtle
    is a good matchup against him, if you want to just stay super-close and peck
    him to death until you are ready for a KO.  Water-Gun also works well if he
    tries to use flamethrower anywhere near an edge.  Ivysaur can substitute range
    for speed, and also rack up the damage.  Be careful if you fight him as
    Charizard though.   He's about as fast as Charizard, but seems to have a little
    more power behind his smashes.
    Watch out for his side-special move, where he grabs you and does a jumping
    throw.  Both you and he can control him in the air.  (How much depends on how
    low your damage totals are.)  A reasonable tactic for him is to try to jump off
    a cliff with people.  (Since this results in a double-ko, but he gets a point
    for the kill, so he basically breaks even.)  Don't let him!  If he grabs you,
    press the controller towards safety.  Stay away from edges while fighting if
    you are significantly more damaged than he is.
    Bowser's air options are fairly limited, so if you can get him into a situation
    of trying to get back onto a ledge that you are guarding, you are usually in
    good shape.
    ==Captain Falcon==
    Falcon PAHHHNCH!
    Don't get hit by it.  It hurts a lot.  But it also has a huge windup.  Be
    careful, since it's not always obvious which direction he's punching in, and
    clever players will mix up the direction if they think you're going to try to
    get behind him.  One thing to know is that is up-B recovery move is essentially
    a mid-air throw, with excellent priority.  If you are anywhere near him when he
    uses it, he will latch on to you and explode you.  (And if he hits someone, it
    doesn't use up his recovery, so he can do up-B again.)
    This makes it extremely dangerous to be directly above Falcon on a ledge.  (On
    a stage like battlefield, for example.)
    ==Diddy Kong==
    Diddy Kong is pretty good at being in your face.  He has fast moves, although
    not too many of them cause fling.  His recovery is low-end, but he makes up for
    it with good jumps, and wall clinging.  He has weak, difficult to spam
    projectiles, which can be eaten by anyone after they land.  He can also drop up
    to 2 banana peels on the stage.  These can be picked up and thrown back at him,
    if you get a chance.  Be careful of his side-b move, which makes him jump
    forward and flash yellow.  It is an air-throw, similar to Captain Falcon's.
    (Although less useful for recovery)  If it hits, he will cling to you and hit
    you a few times before jumping off.  Also, if you hit him during his recovery
    (the double-barrel jetpack) sometimes the jets will keep going, so be careful!
    They explode and hurt!
    ==Donkey Kong==
    D. K. hasn't changed significantly from previous smash games.  He is still a
    monster at close range, and look out for his punch.  He can charge it up (he'll
    make a windup motion with one arm) and if it is fully charged, can walk around
    and do other things, with the punch "saved" for later.  (You can tell that he
    has a full punch ready by the steam coming out of his head.)  A full punch
    hurts a LOT, and is likely to KO, even at moderately low percentages, so be
    very careful.  This is a place where you may actually want to go with Ivysaur
    or Charizard over Squirtle, since if D. K. lands a windup punch on Squirtle, it
    will frequently KO.  The other thing to be aware of with DK is his head-butt
    (side+B) which buries you in the ground helpless for a few seconds.  (You can't
    be flung while you're in the ground, but people can still use it as a chance to
    give you a lot of damage.)
    Falco is basically a slightly slower version of Fox, with a slightly less
    spamable projectile that (unlike fox's) can cause people to flinch.  He is a
    close range fighter with moderate-speed moves, and decent fling.  Be careful of
    his projectile reflector.  While the pokemon are not terribly dependant on
    projectiles, he can use it on thrown items as well, which can hurt a lot if
    reflected.  Unlike Fox, he can't keep the reflector up as long as he wants - he
    throws it out from him, and then it returns like a yoyo.  Be careful of his
    mirage-dash (side-b) move, which is a nearly instant horizontal attack with
    good range.  It will usually knock you up.  (If you block it or it misses, you
    can sometimes hit him as he recovers.)  It makes him a threat even at moderate
    range.  His recovery is extremely telegraphed however, so if you can get him
    off the edge, you can often hit him while he's charging his jetpack.
    Basically, a faster Falco.  He runs extremely fast, (Just behind Captain
    Falcon, who is just behind Sonic) and has most of the same moves as Falco.
    Some key differences are his projectile (which can be fired EXTREMELY fast, but
    that causes very low damage and no flinching) and his reflector.  (Which he can
    keep up as long as he holds down the button.)  In close he is quick, but with
    decent knockback.  Like Falco, he has a near-instant dash that you have to
    watch for.  Also like Falco, if you can get him out over a pit, his recovery
    move is slow and easily interrupted if you're in position to do so.
    He started as a slower version of Captain Falcon, and he still plays a bit like
    one.  His warlock punch (neutral+b) is basically a slower, more powerful
    version of the (already slow and powerful) falcon punch.  Like the Captain, his
    up-special is an air-throw.  His side-special is an advancing throw as well.
    He also has a fairly quick jab that causes minor knockback, which is decent in-
    close.  Be careful of his smashes; they are all extremely hurtful!  One other
    thing to know about is his axe-kick.  If you see him holding up one leg, and
    smoking, do not stand nearby!  He is doing an extremely slow normal(!) attack
    (up+a) that ends with him doing an axe-kick and causing an explosion that seems
    to be nearly bob-omb level in damage and fling.  (Due to the slow execution on
    this move, you will not see it often in 1v1 matches, but it comes out sometimes
    in 4-way brawls, where the general chaos can let him get away with it.)
    Interrupting him is a good way to stop this (since it takes a VERY long time to
    do) but be careful - it has some kind of flinch-guard built in, so while you
    can definitely knock him out of it, it often takes a few more hits than you
    might expect.
    Be careful trying to keep Ganon away from ledges - if he uses his side-special
    (the throw) on someone standing too close to the edge, Ganon will usually grab
    them, and plummet off the stage with them, resulting in a mutual kill.  (Except
    he'll get a point for killing you, so you lose a point, and he gets a free heal
    to full life from respawning.)
    ==Ice Climbers==
    The unique 2-in-one ice climbers are back.  Their biggest asset is that there
    are 2 of them to keep track of, which means that things like throws have to be
    done pretty fast, or the 2nd one will hit you before you finish.  They mostly
    attack with their hammers, which as you might guess, have some windup, but
    decent fling.  (Much better fling than last game.)  Some mechanics to know
    about:  Their ice breath will knock Squirtle out of his Withdraw attack.  (And
    can also freeze, at high damage.)  Also, they have separate life totals, so it
    is possible to damage one but not the other.  (The NPC one, Nana, does not have
    a visible life total anywhere on the screen but it is still tracked normally.)
    If you KO the main one (Popo) then Nana vanishes, but if you KO Nana, then Popo
    has to keep going without her.  (Which turns out to be quite a disadvantage.)
    Their recovery move depends on both of them being there, so if you can separate
    them, (or KO Nana) then Popo's recovery suffers greatly.
    Be careful of Ike.  He has nearly Ivysaur level range on most of his attacks,
    along with Charizard level fling.  Nasty!  Happily he also has around Charizard
    level speed, and his recovery could be better.  He's fairly popular in 4-way
    games, due to his good range and fling, which let him nab a lot of kills in the
    chaos.  He's a little less scary 1v1, where you can concentrate on what he's
    doing.  Be careful of his counter!  It's like Marth's, and if you attack him
    while he is countering, he will take no damage, and smack you back with that
    giant sword of his.  (The counter has a delay after it where he can't act, but
    is safe to hit, so you can also try wait for that, if he counters and you don't
    attack.)  Ivysaur is a good matchup for him, since at least you can work the
    range game.  (And you have a projectile if you need to stay away.)
    He's back again!  A swordsman, with decent reach, who is actually pretty fast.
    (Used to be the fastest one, until Metaknight came along.)  Mostly he will just
    try to close in on you and use his good range (and disjointed hit-boxes) to
    smack you around.  Most of his specials revolve around hurting people who are
    close.  He has a counter, just like Ike, so be careful.  Charizard is a bad
    matchup here, unless you play the range game and keep him on fire.
    (Flamethrower is still a great answer if he charges in at you.)  Otherwise,
    Squirtle is good for out-speeding him, and Ivysaur is good for out-ranging him.
    Just watch out for that counter!
    Jigglypuff is mostly a highly maneuverable air fighter.  She has good air
    attacks, (many of which have multiple hits) and can hurt a lot.  She also has
    fast and solid (if short ranged) smashes.  And she has 5 air jumps, like Kirby,
    as well as a punch she can use in mid-air to help move her sideways.  But, like
    Kirby, she is also extremely light and easy to fling.  Her moves are a little
    unique.  She can put people to sleep with her singing, but since you usually
    wake up before she is done, this doesn't usually net her much damage except in
    team games where she has an ally.  (You do stay asleep for longer if you are at
    a higher damage percentage though.)  She can charge her Rollout special move
    (neutral+b) until it is fairly scary, but it takes some time to do, and is
    fairly obvious, so this doesn't usually happen except in 4-way matches.  And.
    she can fall asleep.  Which looks pretty silly, until you realize that if you
    are touching her at the moment she does it, you get hit by something that is
    almost as hard as a baseball bat.  And you get a flower on your head, for more
    damage over time.  No, I don't understand it either, but watch out for it.  On
    the brighter side, if it misses, you get 4 whole seconds to figure out how to
    punish her before she can block.  Her 5 air jumps make her good at edge
    guarding, so be careful if fighting her with Ivysaur.
    ==King Dedede==
    The ruler of Dreamland makes his triumphant debut!  He's... Interesting.  He
    has a good projectile, where he throws a minion at you.  Sometimes he will
    throw more interesting minions.  (If he gets a spiked one, it hurts a LOT
    (~20%) and flings.)  The other ones (Waddledees and waddledoos) just wander
    around the stage, and he can pick them up to throw them again.  If you see one
    with one giant eye in the front be careful, they will attack on their own with
    beams sometimes, independent of the King.  (The regular ones attack sometimes
    also, but it's a bit more rare.)  The minions can also absorb attacks, which
    usually doesn't affect things much, but can be annoying if you really wanted
    that Bob-omb to hit the king, and it hit some waddle-dee that was wandering
    around the stage instead.
    Dedede's moves are on the slow end of things, but hurt a lot.  (His forward
    smash is the most damaging non-special move in the game, at 33% damage if
    charged.)  If you see him start charging up his (rocket-propelled) hammer, be
    careful, since it will hurt a lot, and he can move while charging.  Happily,
    the short range on it make it easy to avoid and interrupt in most cases.  (And
    in spite of how it looks, it only hits in front of him.)  Like Kirby, he can
    float in the air, and his up-B move (a giant jump) lets him recover well near
    the bottom of the screen.  The stars that come out when it lands will hurt you,
    so you have to be standing a little ways away if you want to punish when he
    lands.  (He can cancel the landing into a slightly less laggy one, but it still
    has a delay.)  He can inhale you like Kirby can, but he can't do anything after
    that besides spit you out.  Any of the pokemon will do well against him, due to
    his extreme slow speed.  Just make sure you get close so that he can't just
    spam minions at you.
    He's back, and he is still pretty good.  His mid-air game is amazing, with
    solid moves and amazing recovery.  He has 5 air-jumps, which make him likely to
    get back onto the stage if he is in trouble.  Also, his down+B special (where
    he turns into a rock or weight or other heavy object) is about as safe as
    Squirtle's withdraw. (i. e. almost no non-throw attacks affect him in it.)  His
    5 jumps make him good at edge guarding and mid-air fights in general, so be
    careful during recoveries, since he will sometimes come out and fight you in
    the air off the side of the stage.
    He falls extremely fast while turned into a rock, so if you see someone sitting
    around as one, try pushing them off the stage with Squirtle's water gun.  He
    falls fast enough once you get him off the edge that often they're dead before
    they realize what happened.  (This only works on inexperienced Kirby players -
    most experienced ones won't stick around in rock form.)
    Link has changed little in this incarnation.  He is a swordsman, somewhere
    between Marth and Ike in speed and power.  His tornado spin (up+B) can now be
    charged if done on the ground, and his up smash (3 upward cuts) now has better
    area.  Also his boomerang now pulls people towards him on the way back.
    (Although it no longer hits on the way back.)  Basically Link is a close range
    fighter, with a good selection of projectiles to make staying away from him
    potentially painful.  Be especially careful of his downward stab while jumping.
    It has excellent priority and fling, and you should be prepared to deal with it
    if Link is falling towards you.  (If he misses, you can almost always punish as
    he pulls his sword out of the ground.)  Note that the down-stab won't knock
    Squirtle out of his withdraw, even though Link is "jumping" on him.
    Also, Link has a shield.  This has the neat (for him, at least) side effect of
    completely blocking projectiles that hit it while he's standing still.  It's
    not 100% effective, (since it seems to depend somewhat on placement and his
    position) but projectiles up to and including Lucario's giant charged blast can
    be absorbed by it.
    Link players often like to attack from the air, given the strength of their
    downward stab, so Ivysaur's bullet seed is your friend in these fights.
    Squirtle is low enough to frequently go under Link's arrows without needing to
    duck.  (He has to duck for the boomerangs though.)
    ==Toon Link==
    He has a lot lower range than Link on his sword strikes, but he is also a lot
    quicker.  He also doesn't flings almost as far, so be careful.  Ivysaur and
    Charizard are good matchups since they can both out-range him and rack up some
    damage.  His boomerang doesn't cause whirlwinds, and his tornado-spin up-B
    special doesn't fling.  (Although it hits multiple times.)  Be careful of his
    down-stab from the air though.  It doesn't move left or right, but it is a lot
    scarier than Link's.  It falls extremely quickly, and is faster for him to
    recover from.  Note that the down-stab won't knock Squirtle out of his
    withdraw, even though Link is "jumping" on him.  Toon Link can also wall-cling.
    Like with Link, bullet seed from Ivysaur is extremely useful in these fights.
    The new pokemon with Aura.  Lucario is primarily a close-range fighter, but as
    his damage increases, he does more damage, his moves become longer range (even
    his normal attacks) and fling you further.  He caps out when he is at around
    160% damage, at which point he is basically doing double damage from his
    normal.  He is a decent close-mid range fighter, especially later as his range
    starts improving.  Squirtle is a good one to fight him with, since for all his
    power, Lucario isn't terribly fast.  He does have a counter however, so be
    careful if you are too close.  If you see him doing the counter, feel free to
    push him off the ledge with water-gun.
    Lucas has some scary attacks, and can be nasty at most ranges.  At very long
    range, he can chase you around with homing PK-Thunder.  At mid range, expect to
    have to dodge PK-fire and PK-freezes.  At close range, he has some surprisingly
    good melee attacks.  Be especially wary of his up-smash.  It is slow to come
    out, but covers an excellent area, and lasts a surprisingly long time.  Also,
    be careful recovering over pits.  If he can catch you with a PK-freeze while
    you're over a pit, it is often difficult to recover before you plunge into the
    abyss in a block of ice.
    For recovery, Lucas has to try to launch himself with his PK-thunder.  This
    takes enough time that if you have any good ranged options (i. e. you are
    Ivysaur) you can probably knock him out of it.  Thrown items also work, and
    Squirtle pushing him away with water gun can be a good way to deal with it as
    well.  Just make sure you're clear if he actually launches himself, since he
    does a LOT of damage while flying.
    Lucas can also can put up a shield that will make him heal from most energy-
    based projectiles, although Leaf Blade doesn't seem to be absorbed and works
    Ness is a lot like Lucas, but more focused on the short range.  He has a
    baseball bat, (instead of Lucas's big stick) which hurts a bit more.  He also
    has a scary down-stomp in the air, which can send you straight down into a pit
    if you're not careful.  (Ness players often try to use this when people are
    Ness's baseball bat can reflect most projectiles.  Ness also can put up a
    shield that will make him heal from most energy-based projectiles, although
    Leaf Blade doesn't seem to be absorbed and works normally.
    For recovery, Ness has to try to launch himself with his PK-thunder.  This
    takes enough time that if you have any good ranged options (i. e. you are
    Ivysaur) you can probably knock him out of it.  Thrown items also work, and
    Squirtle pushing him away with water gun can be a good way to deal with it as
    well.  Just make sure you're clear if he actually launches himself, since he
    does a LOT of damage while flying.
    Mario is...  Fast.  And hits hard.  And is a good air juggler.  Try to stay at
    medium range against him, since his attacks are generally faster than yours
    unless you are Squirtle.  You can safely ignore his fireballs most of the time;
    they are slow enough and short enough range that they seldom come up except
    sometimes as a threat as he tries to jump in.  His only real weird mechanic is
    his cape, which reflects projectiles, and makes you face away from him if
    you're hit by it.  He'll use it sometimes in close to mess with your facing.
    Also, he now has F. L. U. D. D., a water gun, which works very similar to
    Squirtle's.  (Pushes you around but does no damage.)  Unlike Squirtle's, it
    can't be fired early for frothy damage.
    Luigi is weird.  He is very similar to Mario, but his fireballs have different
    trajectories, and he doesn't have a cape or watergun.  He's still nasty up
    close though.  His uppercut is scarier if he hits you with the start of it.
    And he can charge up a headbutt, if left alone in a 4-way fight, for serious
    damage.  1 on 1, Ivysaur and Charizard are probably your best bets.  Just stay
    at medium range, and take advantage of long range attacks like Ivysaur's vines
    and Charizard's flamethrower and tail swat.
    ==Meta Knight==
    Metaknight has two major strengths.  First, he has wings like Charizard, 5 air
    jumps like Kirby, and excellent recovery.  Second, his attacks are blindingly
    fast up close.  He doesn't have a lot of fling on most of his moves, but he has
    enough to finish people off, especially after he has wracked up some damage
    with his fast sword moves.  Charizard and Ivysaur are going to be your friends
    against him, trying to keep him at range.  Squirtle can do ok too, but don't
    expect to outspeed him the way you can most people.  Watch out for his spinning
    blade moves (tornado and drill-sword) that he can use to close on you.  (The
    tornado in particular is extremely difficult to knock him out of with any of
    the pokemon moves, since it usually knocks back projectiles.)  Also, be aware
    that he has a crazy-fast uppercut-style move which has excellent fling.  So if
    you're above him, watch out.  He's fast and a pain, but he's not terribly
    heavy, and can be KOed more easily than, say, Ike.
    ==Mr. Game and Watch==
    Mr. Game and Watch is weird.  Be careful with projectiles against him, since he
    can catch them and use them to charge his oil slick.  Also, if you get close to
    him, be aware that his Judgement Hammer attack is random strength, but
    sometimes (on a 9) is baseball-bat level.  If you want to be safe, stay away
    from him with Ivysaur or Charizard until you're ready to close for a KO.  He's
    pretty light, so it doesn't' take that much.  Also, his recoveries are fairly
    predictable, so he's not that hard to guard the edge against.
    Olimar is one of the most unique new characters around.  The thing to
    understand about him is that he depends almost completely on his Pikmin.  If
    you can kill his Pikmin (or attack him while they're all away from him) his
    recovery move is almost useless.  (His recovery move is a tether, with its
    length directly proportional to the number of Pikmin around him.)  All of
    Olimar's smashes involve throwing Pikmin also.  The one strange thing about
    them is that they all do different things, and some are immune to damage types.
    The red ones will ignore Charizard's fire, and the blue ones will ignore any
    damage-causing water attacks from Squirtle.  (Water gun still flings them far
    away.)  If he throws one on you, it will hit you for a while, potentially
    causing a LOT of damage.  (The white ones can do over 40% if you don't get them
    off.)  Naturally, this means you want to knock them off of you.  They seem to
    respond to any attack that hits them, so attacks that spin or otherwise hit
    lots of things in an area are your friends here.  For Squirtle, his down-Smash,
    Jumping-A and Jumping-Down-A are all good options.  Ivysaur's forward-A on the
    ground, and neutral-A in the air both work well.  Charizard's neutral-A in the
    air, and up+B (Fly) all work also.  (Although Fly won't work on red ones.)  You
    can also pokemon switch, which will make them fall off of you, although this
    won't kill them.  Don't get too preoccupied with killing them, since Olimar can
    make more almost instantly.
    Peach is a queen of recovery.  She's not all that damaging, but she is hard to
    KO, and she has some good attacks pecking away at you.  She can recover from
    almost any side attack that doesn't KO her, between her ability to hover, and
    her parasol.  She also will throw a lot of annoying vegetables at you, which
    are generally pretty minor, although sometimes (1/58 according to the official
    website) are scary zombie vegetables that hurt a lot.  You can pick them up and
    throw them back, if you catch them out of the air, either before or after they
    hit you.  Aside from vegetables, she has no real long range options.  Be
    careful though, since she DOES have a counter.  (She holds Toad out in front of
    her, and if attacked, he explodes with spores.)  She's pretty light, so
    knocking her off the top of the stage is probably the best bet, and that means
    Ivysaur or possibly Charizard.
    Pokemon fight!  Pikachu is a little bigger than Squirtle, and about as fast.
    Which means he's a pain.  He also has a decent side-smash involving an electric
    shock, and his down+b special makes lightning strike.  The lightning strike is
    mostly annoying for juggling in the air, but if you're near Pikachu himself
    when it hits (and it hits him, and isn't intercepted by a platform) then be
    prepared to eat some serious damage and knockback.  Also, much like Luigi,
    Pikachu can charge up a headbutt, but also like Luigi, it takes long enough and
    is obvious enough that it is seldom a problem 1v1.  Be cautious fighting
    Pikachu with Charizard, since Pikachu can royally ruin your day if you try to
    fly around much.  Ivysaur is probably your best bet, working the range
    advantage with the vines, and Bullet Seed if he gets too close.
    I'm not actually sure if Pit has better recovery than Meta Knight, but if he
    doesn't, he's not short by much.  He has 4 air jumps, and his up-special seems
    to basically just give him glowing wings and complete mid-air freedom for a
    little while.  (Although he loses them if he attacks.)
    Pit has a great range game.  He has a pretty good projectile (glowing arrows)
    that he can aim in 3 directions (left, right, up) and can aim while in flight.
    It's also pretty fast, and has the potential to be quite annoying.  He also has
    a mirror shield that can reflect projectiles that you shoot back at him.
    (Although this won't be much of a problem given how little the Pokemon rely on
    them.)  The shield can also block attacks.  While it's not 100% effective, most
    attacks that come from the direction Pit is facing with the shield will be
    Finally he has a spinning blade attack that is worth mentioning for two
    reasons.  One, because it's fairly annoying, and he'll do it a lot.  (It's a
    close range move, but he can keep it going as long as he wants by holding down
    the button.)  Two, because it seems to frequently block and/or reflect
    projectiles, making it remarkably safe.  Squirtle is probably a good matchup
    here, since he's small enough to be a real pain to hit with the arrows, and is
    fast enough to be able to close on Pit if he is trying to stay away and use
    projectiles.  Ivysaur can work as well, especially if the stage allows him to
    attack from below.  Charizard may be problematic though.  Bottom line, Pit is
    maneuverable enough that if he wants to stay away from Charizard and pepper his
    large form with arrows, he'll probably be able to.
    ==Pokemon Trainer==
    Mirror match!  But slightly more interesting than a generic one, due to the
    character swapping.  I generally find it best to try to keep exactly one
    pokemon swap ahead of my opponent, for matchups.  So Ivysaur can fight against
    Squirtle, and counteract some of Squirtle's speed with Ivysaur's range.
    Charizard can fight their Ivysaur, using Flamethrower and his forward+A air
    attack to advance and rack up damage, and Squirtle can go after their Charizard
    with his better air maneuverability and quick, interrupting attacks.  You can,
    of course, go for straight up skill vs. skill and try to stay mirrored with
    their pokemon, but staying one ahead seems to match up strengths vs. weaknesses
    well.  And it's even the right order for "super effective!"  (Water < Grass <
    Fire < Water)
    ==R. O. B.==
    Rob is weird.  First off, his spinning arm thing can reflect projectiles,
    similar to Pit's spinning bladese.  Happily, the Pokemon don't rely on them too
    much, but be careful throwing items his way.  Second, his laser is fast and can
    hurt.  He can't use it too often though, or it reduces in power considerably.
    He can tilt it up or down though, and it will reflect off of floors, etc.
    Squirtle is low enough to go under it if he ducks.  Also, watch out for ROB's
    charge-up gyroscopes.  They work like most charged projectiles, (takes a moment
    to charge, but after it is, he fire it at will) but it has some odd properties.
    After it hits, it will land and sit somewhere, spinning.  Walking into it will
    cause minor damage (~2%) and can make you flinch slightly.  Also, anyone can
    walk up to it and grab it, and use it as a thrown item after this.
    Samus is even slower in this game than the last, but still has some amusing
    tricks.  Her charged energy blasts hurt as much as ever.  And with 2 kinds of
    missiles, she can do a great job of distance warfare.  Squirtle can easily go
    under most of her attacks except the charged up shots though.  (The homing
    missiles get him too sometimes.)  Use Withdraw to get close if you need safety
    from her projectiles.  Up close she hits hard, but generally slowly.  Her screw
    attack has great priority, but a narrow hit range.  If she misses with it, you
    can usually set up some kind of punishment for when she lands.  She can be a
    pain to fight with Ivysaur, since she can stay away fairly well and harass with
    projectiles.  Squirtle and Charizard are both good choices though, since
    Squirtle is small and quick enough to get in close, and Charizard can attack
    more easily from weird angles by flying.  (Also Charizard doesn't suffer as
    much from his slow attacks, since Samus's hand to hand attacks are also
    moderately slow, without having as much knockback.
    If Samus uses her final smash attack, and you have Squirtle out, you should
    almost always have time to use Withdraw to avoid all damage.
    ==Zero Suit Samus==
    Samus becomes a bit quicker like this, at the cost of almost all of her range,
    and a lot of her fling.  Her gun has very short range, although it can stun
    you.  (The down-smash stuns you even more, where she shoots the ground at her
    feet.)  She is sort of like a cross between Ivysaur and Squirtle at this stage,
    with good range, and fast attacks, but lousy fling.  Constant damage attacks
    like Charizard's flamethrower and Ivysaur's bullet seed are going to be your
    friends here if you can get close enough to use them.  Zero Suit Samus relies
    on a tether recovery much like Ivysaur, so feel free to try to hog her off the
    edge if a chance comes up.
    Snake is an interesting character.  Has decent long range options with his
    controllable missile, as well as some good up-close attacks.  He can plant land
    mines, as well as plant C4 on things (or people!) to detonate later.  You can
    use Squirtle's withdraw or Charizard's flamethrower to sweep for landmines.
    Also keep in mind that most of Snake's explosions, (including his grenades and
    mines) can hurt him as well as you, so if you remember where he buried that
    landmine, by all means, throw him into it.
    Basically, Snake is similar to Pikachu in a 4-way match.  If you leave him to
    his own devices, he'll become extremely annoying, planting mines and explosives
    around, and harassing people with his long range guided weapons.  Keep in his
    face to cut down on this, although be aware that he's a respectable close-range
    Also be careful of the guided missiles, since the Snake player can make them
    drop straight down and explode at any time.  They turn very slowly, but are
    fast when moving straight.  They hurt about as much as Samus's non-homing
    missiles, which is to say, try to avoid them, since they can fling you.
    Sonic plays strangely.  He is great at dashing around at high speeds and
    nicking you as he goes by, but he's not that great at actually finishing people
    off.  Any of the Pokemon can work here.  Squirtle, if you want to try to go toe
    to toe with him.  Ivysaur or Charizard if you want to try to set up a damage
    trap with Bullet Seed or Flamethrower to catch him as he runs through.  Of the
    three, Ivysaur is probably the toughest matchup, just because most of his moves
    have a short window of damage, and Sonic is fast enough that he can be hard to
    catch in it.  Moves have longer windows, like Squirtle's air drop kicks
    (forward+A in the air) are good options here.
    Yoshi has a couple of interesting properties to be aware of.  First, he has no
    real third jump.  His up-B attack gives him a small amount of lift, but it's
    about the level of the lift you get from Ivysaur's vine whip if it doesn't hit
    a ledge.  (i. e. not much.)  To compensate however, he has an extremely good
    normal air jump.  How good?  Well, for one thing, the height on it is great.
    But more importantly, it also has built in flinch protection for most of it,
    meaning that even if you hit him while he's using it, it often won't knock him
    out of it.  (Although damage will still be applied as normal.)  This means that
    most Yoshi players will try to stick near the ground, and not play too many
    fancy games over pits.  This also means that if you manage to get Yoshi in the
    air, try to keep track of if he has used his second jump yet.  Since if he has,
    just knocking him over any kind of a pit will usually kill him.
    Yoshi also has a lot of egg-themed moves.  He doesn't have a shield while
    blocking, and instead hides in an egg.  The downside of this (for him) is that
    it takes him slightly longer to come out of than most shields.  The up-side is
    that it doesn't shrink in coverage as it takes damage; instead it always
    provides him full defense against being hit.
    He also has a move where he hides in his egg and rolls around.  This looks a
    little like Squirtle's withdraw, except with two important differences.  One,
    Yoshi can change direction mid roll, and so can zoom back and forth on a flat
    platform.  Two, unlike Squirtle's withdraw, it doesn't afford him any defense
    from being attacked while in it.
    Yoshi can also, of course, throw eggs at people.  He has a fair amount of
    control over the arc and distance, so be cautious approaching him from the side
    if he's below you.
    And finally, he can trap people in eggs by swallowing them.  This move is melee
    range, but can be used in mid air.  While in an egg, you can't move or be
    flung, but you still take damage normally.  You can get out slightly faster by
    wiggling the analog stick and pounding buttons.  You also tend to stay trapped
    in an egg longer, the higher your damage %.  You also can't jump while in an
    egg, (although you can control your left-right direction while falling) so
    sometimes Yoshi players will try to turn people into eggs and dump them off the
    edge of the stage to their doom.
    He hits very hard, and is fairly fast.  He is a very weird character.  I almost
    feel like the hardest part about fighting him is really just his strange attack
    animations that aren't always easy to follow or read.  He can't ride his
    motorcycle if there is already one on the screen and he's not next to it.
    Anyone can pick up and throw a discarded motorcycle, in which case it will
    usually explode into pieces which can also be thrown at each other.  (He can
    make a new motorcycle if all that are left are pieces of the old one, just not
    if the old one is intact.)  He can also eat things.  Players if they're too
    close, (it's his strange neutral-B move) but any item really, if the Wario
    player wants it to go away.  (Wario players will often eat their own
    motorcycles to get rid of them.)
    At first glance, Wolf looked like he was going to be another Fox/Falco clone,
    but he actually seems to play fairly differently.  The biggest difference seems
    to be in his attack style.  His attacks have impressive range.  (His forward
    smash, for example, covers a lot of distance.)  He has a gun that does a lot
    more damage than Fox's, but has fairly short range.  (Around that of Zero Suit
    Samus's blaster.)  He has a reflector, like Fox's (although with a different
    graphic) but his mirage dash is at about a 30 degree angle upwards.  He seems
    fairly nasty, with good hit-and-run from a distance options.  If you fight him
    as Charizard, be prepared to have to run in.  If you use Ivysaur, be prepared
    to actually be out-ranged in a lot of ground fights, which means you'll
    probably have to actually use your projectile a little.  Charizard's
    flamethrower makes a good response if you think he's about to attack, otherwise
    you get to play guessing games.  Squirtle's withdraw is a good way to get
    close, and if you can stay there, Squirtle's higher attack speed will generally
    have the advantage.
    Zelda and Sheik play very differently from each other, and like with the
    Pokemon trainer, the Zelda/Sheik player can swap back and forth between them at
    will.  Unlike with the pokemon trainer, there is no stamina, so there is never
    forced to switch.
    Between the two of them, Zelda a slow attacking, hard hitting character, with
    excellent long range combat options.  She is similar to Samus in this way.  She
    will launch small balls of light that the player can control, which will be
    used to quickly home in on enemies and explode.  They seem to be both faster
    and have more fling than they did in the past game, so be careful.  Zelda also
    has a projectile reflecting move, so be cautious about throwing items at her.
    Zelda also has a very long range teleport to aid her in recovery.  It has a lot
    of delay in starting it, (and in ending it, if she has to fall to the ground)
    so feel free to try to set up a punish if you think you know where she'll end
    Sheik is much more in-your-face character.  She can charge up needles to throw
    at you, but even fully charged they aren't all that threatening.  She also has
    a teleport, although it is shorter ranged.  It involves explosions though, so
    be careful that you're not nearby when she starts it.  (It's not that hard a
    hit, but it can be an annoying surprise.)  Sheik will try to get in your face
    and pound you, so either Squirtle or Ivysaur work well here.  She's fast enough
    to give Charizard some problems, but Squirtle's speed and Ivysaur's range work
    nicely here.
    Contact Information [CTIN]
    Feel free to email me with any feedback, compliments, criticisms, corrections,
    descriptions of things I did well, explanations of why I suck, and any other
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    I can be reached via email at:
    Credits and Thanks [CRDT]
    All content written by me.
    Thanks to Nall-Ohki for playing the game with me, and being such a good sport
    any time I said "wait a sec, let me try something, I want to see if this does
    what I think!"
    Thanks to gameFAQs for hosting such a great array of game information in one
    And you.

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