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    Bowser by bebopdabebop

    Version: 1.1 | Updated: 07/10/08 | Search Guide | Bookmark Guide

    xxx           Bowser FAQ, Super Smash Bros. Brawl, Nintendo Wii             xxx
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    Ahhh, Glass Giant, the quick and easy, lazy-man's way to ASCII art awesomeness.
    It probably doesn't look as good as if I had gone through all the time and 
    effort of doing it myself, but, wait... no, it probably IS much better than if
    I did it myself. Laziness is sometimes just intelligence of one's own limits...
    ~~ ~ ~ Table of Contents ~ ~ ~~
    I) Who am I/Who Are You?
    II) Introduction & Biography
    III) Pros/Cons
    IV) Moves
    V) Analysis
    VI) General Strategies
    VII) Character-Specific Strategies
    VIII) Contact and Legal
    IX) Updates and Thanks
    ~~ I) Who am I/Who Are You? ~~
    Who am I? Who are YOU Mr. Inhospitality Pants? How rude! You barge yourself on
    in here without so much as a 'Howdy Partner' or even a timid 'hi' and you're
    already asking for my name? How dare you sir! I have half a mind to challenge
    you to a duel! I say pistols at dawn and--how's that?
    *Incoherrent whispering*
    Ahh, yes, that's right, I'm writing an FAQ here, so they can't introduce
    themselves, they can only read what I write.
    Dear Internets,
    I apologize for losing my tempor because you did not introduce yourselves
    because that is impossible. I didn't mean to go all pissy-pants on you.
    Sometimes my mind goes crazy and I write innane things and burn things. It
    Some Jerk-Face
    Have all the uber-serious ultra-gaming competitors left yet? Good, because this
    FAQ is not for them.
    This FAQ is for all of us out there who just want to have a good time with our
    gaming. Sure, we may not win all the time, but if we WANTED to win all the time
    not only would that eliminate much of the fun of simply playing, it would also
    eliminate our favorite characters... such as Bowser.
    I'm not that serious a competitor, so if you are, then take my advice for what
    it's worth. I'm looking more to inform newbies and medium-skilled players than
    to find techiques that will work in serious competitive arenas. It's more about
    impressing friends than making a profession out of it.
    As for more about me, well, I've been playing the Smash Bros. series since
    Melee, which I played well more than any other GC game I had (I also briefly
    played the original here and there, after falling for Melee). My favorite was
    Bowser, even though he wasn't very good. I played as him anyway, just because
    of his raw power and the fact that I hated Ganondorf (stupid Captain Falcon
    When Brawl was released, I was quite happy that Bowser was improved, Besides
    Bowser, I also like playing as King Dedede, Ness, Mr. Game & Watch, Donkey
    Kong, Diddy Kong, R.O.B., and Wario. I also pick random quite frequently, so
    I've at least gotten a feel for every character. I tend to play with
    characters that I like, though, not characters that I know are good. It's a
    curse. It happens to me in every game.
    I realized GameFAQs doesn't have an FAQ for Bowser yet. I thought that was a
    crying shame, so I decided to dedicate myself to him and write up an FAQ so he
    can feel special, just like all the other (probably much better) characters.
    I've never written one before because I was always too lazy. But for some
    reason, titanic demon-turtles with fire-breathing powers are inspiring to me.
    So this will be my first GameFAQ.
    I hope you all enjoy!
    ~~ II) Introduction & Biography ~~
    Ever since Mario began traversing horizontal worlds instead of vertical ones,
    Bowser has stood in his way with fire and spikes and hordes (flocks?) of
    turtle-shelled soldiers. 
    In any of the Mario games, whether they are the main adventure Marios or all
    the spin-off sports and mini-game packages, Bowser is always the big guy with
    huge power and a nasty attitude. He's the Princess Peach-stealing baddie; 
    number one Mario nemesis.
    Bowser was always depicted as a spiny turtle-like creature with some variation
    of fire-breathing powers, but over the years, he's become more and more demonic
    and dragon-like in appearance. He also seems to get bigger and bigger, and in
    Smash Bros. Brawl he's not only the largest character, he can also transform
    into his much larger and much more demonic form: Giga Bowser. 
    Speaking of Smash Bros., Bowser's first appearance was in Super Smash Bros.
    Melee for the Gamecube. While DK was an admirable opponent for Mario and the
    gang, Bowser is a much more imposing bad guy. And now, perhaps even more
    satisfying, the tables could be turned and you could play as Bowser and smack
    around the goodie-two-shoes plumber-boy.
    Unfortunately though, while Bowser had immense power and strength, he was so
    slow and clunky and large that it was more likely you'd get constantly pummeled
    and juggled than KO anyone. Once in a while you'd score a lucky smash, but most
    of the time it was just frustrating to play as Bowser, especially after
    unlocking the much more powerful Ganondorf.
    Thankfully, all that's changed for Brawl. While Ganondorf receieved a huge
    decrease in power and overall effectiveness, Bowser got better. Many of his
    moves attack much quicker than before, and while they still have terrible lag
    afterwards, leaving him open to be counter attacked, he is at least a more
    serious contender. This makes him less frustrating to fight with, and overall,
    makes him much more fun.
    The sheer power of Bowser has not been lost since Melee. It's still unlikely
    that he'll be winning any serious tournies, but rocketing light, fluffy
    characters (Heeellooooo Jigglypuff) into the horizon is more fun than ever
    ~~ III) Pros/Cons ~~
    + Huge power = huge KO potential
    + Capable of dealing big damage fast 
    + Good Special (B) attacks
    + He's heavy, so he's harder to KO
    + Surprisingly mobile and quick-hitting while airborn 
    + He's underestimated and can surprise opponents
    + He looks menacing
    + He stomps when he walks, how cool is that?
    - Big power = Big risk
    - Attack lag: leaves Bowser open if he misses
    - Slow (stomp, stomp, stomp) walking speed
    - Lacks range: prone to be a projectile-punching bag
    - Difficult to approach and close the distance
    - Weak vertical recovery
    - Big target = easier to get hit
    - Being predictable is easily exploitable
    Not only is Bowser a big target, he's also a slow-moving one. He's easy to
    juggle around which can make it a frustrating mess trying to even get an attack
    in sometimes.
    Projectiles are perhaps the biggest pain. Bowser has probably the slowest
    walking speed in the game (or close, at least) and his dash attack is
    borderline useless for being slow, lacking range, and suffering from big lag
    afterwards. In other words, he can have a difficult time closing the distance,
    and projectiles makes things even more complicated and can rip up the damage
    in no time. 
    Bowser is a difficult character to play, because his strengths are so obvious,
    and his weaknesses are even more obvious and rather easy to exploit, especially
    for expert players. If you're looking to play as Bowser even for fun, it's
    important to realize his strengths and weaknesses and, even more important, to
    realize that your enemies probably know them too.
    ~~ IV) Moves ~~
    A is your standard attack button. It's different with each control setup, but 
    I'm going under the assumption that most people use a Gamecube controller.
    B is the special attack button. Instead of performing standard wacking attacks,
    your character will do something 'special' instead.
    ~~Tilt <, >, V, or ^: 
    Tilt means to hold a direction in one way or another (left, right, down, or
    up). Tilting performs different attacks (usually quicker but weaker) with the A
    button than Smashing.
    ~~Smash <, >, V, or ^: 
    Smashes are performed by tapping in a direction and hitting the button at the
    same time. If not timed properly, you'll perform a tilt attack instead. It's
    possible to "charge" a smash attack by holding the A button to give the smash a
    significant boost in damage. But while the smash is charging you cannot move.
    A-A-A, etc.
    Bowser stands in one place and swipes both claws side to side, over and over,
    as long as you keep pressing A. The claw swipes are relatively fast for
    Bowser's standards. The attacks have a slight knockback.
    Due to the speed of the swipes and the lack of significant lag, they're
    surprisingly useful. The damage is relatively weak, but that's expected. My
    favorite use for this attack is when charging. Run forward at your enemy and
    instead of hitting A right away, take a brief pause first. Instead of doing
    Bowser's ridiculously slow and laggy dash attack, Bowser will instead run
    forward and start swiping. It's a much safer way to get in close. 
    Even Bowser's quick attacks have decent knockback. In smaller levels, it's
    possible to get KOs by swinging your claws maniacally at enemies too close to
    the edge of the screen.
    Tilt < or > A
    Bowser quickly punches to the left or right. This is one of Bowser's quickest
    attacks, and it hits hard too. Note: If tilted slightly up or down, Bowser will
    punch at an angle upwards or downwards. 
    This punch has quite a bit of range to it, and is surprisingly quick to boot
    and hits heavy! However, due to the lag afterwards it's not possible to use
    several times in succession so it's best used every once in a while as a
    surprise hit, especially when your opponent is at high percentages.
    Sometimes you can get in a few good punches by bouncing your opponent against a
    wall. Even if you only get a few in, the damage racks up fast!
    Tilt V A
    Bowser performs two quick claw swipes while ducking.
    These two quick claw swipes attack a bit faster than Bowser's standing claw
    swipes. At low percentages, the attack will likely hit twice for good damage,
    and at higher percentages, it's usable as a KO move. It's not as effective as
    Bowser's Tilt > A punch, but it's dual usage means it can come in handy for
    virtually any situation. However, it is easily hopped over, so make sure your
    opponent is dedicated to the ground. 
    Occassionally, the swipes will cause your enemy to stumble over. It's a bit
    silly though, because the attack usually knocks the enemy too far back for 
    Bowser's fat behind to run in and capitalize on it.
    Tilt ^ A
    Bowser slashes above himself in a "rainbow" arc. 
    The slash comes out quick, but has bad lag. In addition, while the arc is
    fairly wide, it really only hits opponents who are above Bowser and directly
    behind him. The claw doesn't hit even if your opponent is right in front of
    you. So it's mostly just useful for when your opponent tries to come at you
    with a quick jump on the top of your large skull. 
    Since Bowser is so absurdly large, this move can oftentimes hit through a
    platform if you're directly underneathe it. It's a pretty sneaky move for a
    giant, fire-breathing turtle. 
    Smash < or > A
    Bowser cocks his head backwards, takes a slight step forward, and whips his
    head directly in front of himself to produce a devastating headbutt attack.
    While a bit slow to come out, this move has a surprising range to it. It's
    because Bowser takes a slight step forward while attacking. The move can hit
    1-2 times, and just one hit causes about 20% damage without any charge put
    into it. When fully charged, this attack can kill lighter characters at 0%
    damage on smaller levels. It's truly one of Bowser's most devastating attacks,
    but you don't want to overuse it, because then your opponent(s) will see it
    coming and dodge/counter attack. Save it for the right opportunity, and make
    your enemies feel the pain of Bowser's massive skull and spikey horns. Note:
    NEVER use this move if Bowser is too close, the step forward he takes will make
    him completely whiff his opponent! 
    Charging this attack up and actually hitting someone with it. It not only deals
    an absurd amount of damage (almost 50%!), it can send lighter characters flying
    sky high and crying to their mommies. Take that Jigglypuff!
    Smash V A
    Bowser hides in his shell and spins around on the ground. The attack is multi-
    sided and multi-hitting. The spin covers the area around Bowser and maybe a
    little more than that in the front and back. 
    As with most down smashes, this move is primarily defensive. Use it when you're
    surrounded, or when you expect your opponent to dodge or block or jump in at
    you. The attack can hit multiple times, and has a nice "pop" to it if the last
    hit connects (usually it does). It's also a good move to use for smaller
    characters that have to get in very close to attack Bowser, such as Jigglypuff
    and Kirby. 
    Since this move can "trap" opponents until the last hit, it can be oh so fun to
    break apart groups of three brawlers with this smash. It's rare and hard to
    pull off, but watching all three opponents fly in all directions is quite a fun
    Smash ^ A
    Bowser ducks low to the ground, and then hops up, attempting to stab any
    opponents directly above him with his spiney backside. 
    This move hits fairly fast and hits very hard. The range is actually better
    than his upward slash, and it seems to have less lag too, so in almost all
    cases, this attack is better to use than his Tilt ^ A. And since it hits your
    opponent straight into the air, it's a great finisher. It's really only useful
    when your opponent is directly above you, however. It does hit just a bit if
    your opponent is right in your face, but it doesn't hit nearly as well. Use
    when your opponent is right above Bowser. 
    Just like Bowser's Tilt ^, this move can hit through platforms. This is
    especially effective if there's a group battling it out directly above you.
    Smash up and watch them fly sky-high! And, to get there faster, dash forward,
    stop briefly, and then up-smash while he's still sliding. 
    Mid-Air A
    Bowser ducks into his shell and spins wildly in all directions. If he lands on
    the ground while the move is in motion, he spins a bit on the ground, not
    unlike a spinning top.
    This move comes out quick, and if you land during the attack, there isn't much
    lag before you can move again. This makes it useful for some quick hits, but it
    doesn't do enough damage or knockback to be truly effective. Only use it when
    you need the speed and range isn't a priority, such as sudden death or vs.
    short-ranged characters.  
    Landing the move. It's just fun to watch him spin around. There are only a few
    moments where Bowser actually looks "cute"--this is one of them. 
    Mid-Air > A
    Bowser slashes his claws forward while in mid-air.
    Bowser is surprisingly quick and maneuverable in the air, and this attack comes
    out quick and hits hard. Use this attack frequently. It's one of Bowser's best.
    If your opponent is on a platform above you at a bit of a diagonal, do a quick
    jump and slash forward. The attack is surprisingly quick for the giant Mushroom
    Kingdom Menace, and will likely take your opponent off guard. You can also do a
    quick jump and slash if your opponent is directly in front of you, but it can
    be hard to hit smaller opponents like Olimar and Squirtle. 
    Mid-Air < A
    This move is a bit funny-looking. While mid-air, Bowser pushes himself
    backwards in an attempt to spine enemies with his backside. When he lands on
    the ground, he falls on his back and lays helplessly for a split second before
    rolling himself back up. 
    This move isn't quite as quick as Bowser's forward air attack, but covers a
    wider range. Take note: a WIDER range, not a longer range, for length it might
    actually be a teency bit shorter. You're generally better off jumping forward
    to attack, but if your opponent is behind you in mid-air, there's not much of a
    choice, is there? And take note of the split second it takes for Bowser to
    recover after landing. That split second can be a real pain sometimes.
    While your opponent is attempting to get back on the stage, jump backwards off
    the platform and attempt to spine them. The wider range makes it easier to hit
    them than with the forward slash. Warning: this strategy is extremely risky!
    Especially considering Bowser's poor vertical recovery. 
    Mid-Air V A
    Flipping himself upside-down while hiding inside his shell, Bowser falls on his
    backside, spining anyone caught underneathe for multiple hits. The very last
    hit has very slight knockback. 
    If I'm not mistaken, this attack is the only move in Bowser's arsenal that has
    set knockback, as in, the knockback won't increase no matter what, even if your
    opponent is at 300+%. If it didn't have such lag afterwards, it could've been
    used to set up for another attack. The little push can take opponents off guard
    though, because when getting hit by Bowser you're expecting to fly far, and if
    it does catch them off guard, you can follow it up with another attack. But
    overall, I don't find it very useful.
    There's practically no killing power so there's not much fun, comparitively
    speaking. However, it is fun to do a quick, surprise hop forward and land right
    on top of your enemy with massive spinies. 
    Mid-Air ^ A
    Bowser performs a violent arc-slash directly above himself. It takes a second
    or so for Bowser to wind up, but after the wind-up, the slash comes out fast.
    This move was nearly useless in Melee. It was so slow that Bowser had to double
    jump and use it at the peak of the jump, otherwise he didn't have enough time
    to pull off the move. Thankfully, in Brawl, the move attacks about twice as
    fast--still, it's pretty slow by comparison to most other characters. However,
    the arc covers a decent range and the move hits hard and straight into the air.
    Once you get the timing down, it's great at finishing off opponents, just so
    long as you can get them in the air. 
    This move seems to be even more devastating than his Smash ^, and since it's a
    mid-air attack, it's even more wicked because if your opponent is too high in
    the air, this attack can send them flying even at low %. Also, if you can't
    reach with Smash ^ or Tilt ^ at the opponents on a platform above you, do a
    short hop and hit with this move. 
    Running A
    Bowser "runs" (more like skids across the floor) and bucks his head forward
    like a bull, attempting to shove his horns into anyone directly in front of
    It's a bad idea to overuse Bowser's dash attack. It's rather slow with weak
    range and a bad lag afterwards. The range in particular is the kill point for
    this move, because it looks like it has longer range than it does, which can
    really throw you off. The best time to use this move is when an opponent is
    falling helplessly (such as Diddy after performing his rocket barrel attack).
    Because of Bowser's slow movement, this may be the only attack that can get to
    your opponent fast enough. Other than that, it's much better to dash forward,
    take an extremely brief pause, and use Bowser's standing A-A (his swipes) or
    his B-^ (spin attack) because they both attack much faster and have no
    significant lag afterwards. 
    As I already mentioned, this move is great fun when used to spine enemies that
    are falling helplessly to the ground. It's also good for enemies that are
    stunned, caught in the ground, or stumbling around. Whipping one of Diddy's
    banana peals back at him and then bucking your horns into his face is very fun
    Grab A, A, A, etc.
    While holding his enemy tightly with his claws, Bowser smacks them in the face
    with his hard head.
    Bowser's grab attacks aren't that useful because he has a much better grab
    attack with his B-> special. This move is used entirely for dealing damage.
    After grabbing, you can usually get 1-3 hits in (depending on how damaged the
    opponent already is, the higher the percentage the more hits you can get in).
    It's best used to grab, get a headbutt or two in, and then throw in a
    direction. Still, I don't use this very much, if at all, in actual fights.
    Wacking an enemy in the head with your head is always fun, but better amusement
    can be found elsewhere...
    Grab >
    After grabbing his opponent, Bowser puts his head down and throws them at a
    diagonal forward. It almost looks like he hits them with his head, but I don't
    think he does.
    As I already mentioned, Bowser's B-> is much better for a throw. This throw
    does a measly 10% of damage, and barely has any extra knockback when the
    opponent is at higher percentages. Only use this move by accident.
    This throw can screw over opponents that are too close to a walk-off edge. But
    then again, so can many other characters' throws.
    Grab <
    Bowser lifts his opponent over his head and throws the enemy behind him.
    Just like the forward throw, Bowser's backwards throw does a measly 10% of
    damage with very little knockback. It only really has kill potential at the
    sudden-death level of damage (300%). Well, it can probably kill a little
    earlier than that, but as I've said before, there are better ways to attack
    with Bowser.
    Bowser's throws are all meh by comparison to his wonderfully amusing Body Slam
    throw (B->).
    Grab V
    This move looks wrong. Bowser places his opponent on the ground; while lying
    helplessly and pushing his/her arms forward in a very 'Oh-NO!' fashion, Bowser
    stands tall, lifts his arms over his head, and falls right on top of the his
    poor, poor victim.
    Since this move does 12% damage instead of the normal 10, it's preferred over
    the other two throws, but not preferred over his up throw or his B-> throw.
    Taking pictures of this move after a replay is oh so fun and oh so wrong,
    especially on female characters (Peach especially). The looks on their faces
    and the postures look so much like they're saying "Oh God! Please don't... DO
    things to me!" I'm surprised this move made it back into Brawl I really am.
    Shame on you Nintendo! :-)
    Grab ^
    Bowser grabs his opponent, places him/her on top of himself, reverts into his
    shell and spins around, hitting his opponent multiple times with his spiney
    This throw is Bowser's best (besides the B->). It's still a mere 10% damage,
    but since it hits your opponent into the air, it's likely that you can get a 
    jumping forward slash off while your opponent is falling to the ground. I still
    prefer Bowser's Body Slam attack, but since this move is a good setup for
    another attack, it's not bad. 
    Spining your opponents is fun, but spining and slashing? Good times.
    After cocking his head back, Bowser throws his head forward--mouth agape--
    spewing forth a burst of flames. The longer Bowser shoots flames, the shorter
    the flame burst becomes until eventually there's little more than little spits
    of fire coming from his mouth. After using the attack, it takes Bowser a few
    seconds to recover and be capable of using the fire at full force again.
    As can be expected, fire is a pretty effective means of dealing damage. While
    it takes Bowser a second to charge the attack, and another to recover from it,
    the fire deals big damage over a pretty fair distance. It's best to capture
    your opponent in the middle of the flames--that way it's harder to escape one
    way or the other. And, speaking of which, if you notice your opponent getting
    close to either edge of the flame, stop immediately, otherwise your opponent
    will likely escape and hit you before you can recover. Also, be careful at
    using Bowser's fire-breath on characters with projectiles such as Link's Bow
    and Zelda's Fireball, though, for some reason it stops certain projectiles like
    Pit's arrows and Link's boomerang, but don't count on that too much.
    Aside from dealing direct-damage, Bowser's fire-breath is excellent at lighting
    up Bombs and explosives without actually hitting Bowser. So keep that in mind.
    Also, when your opponent is attempting to jump back on the platform, shooting a
    burst of flames can make recovery incredibly difficult and complicated.
    Bowser's firebreath can be aimed ever-so-slightly by holding B and tilting up
    or down. Tilting alters the trajectory only slightly, but it can be useful for
    keeping your opponent(s) trapped, or for countering jump-ins. 
    (Thanks to Won Won for pointing that out!)
    B-> or <
    This move looks a lot like Bowser's mid-air > attack, but instead of actually
    hitting with his claws, Bowser attempts to grab his opponent instead. If
    successful, Bowser jumps into the air with the opponent in hand, moves to the
    left or right, spins him/her around, and slams to the ground.
    Bowser's B-> is a very quick attack that deals decent damage (18%) and great
    knockback, which increases signficantly when the opponent is at higher damage.
    This attack is much preferred to Bowser's normal throws. It can also be
    performed in the air, which just makes the attack all the better. One downside,
    though, is that the move has very short range. So either jump in close or dash
    forward before attacking, otherwise it's likely that you'll miss. It's range is
    even less than Bowser's standing slash attacks (A,A), so keep that in mind.
    Also, as a final note, both you and your opponent can control where you two fly
    in mid-air. Whoever has the lowest percentage can control the flight the most,
    I believe. 
    When close to an edge, it's possible to grab your opponent and jump over the
    edge, plummeting both of you into the chasm. Aside from being hilarious, this
    tactic isn't too useful in Time matches, because it doesn't count as a KO
    (counts as a suicide on both you and your opponent, though sometimes it gets
    confused and you give your opponent a KO). But in stock matches you can do this
    and win, since technically your opponent dies before you. It's a bit of a cheap
    manuever, but it gives Bowser the edge against faster opponents that can knock
    him silly. I'll leave it to you to decide if you want to kamikaze or not. But
    kamikaze or not, controlling where to slam your opponent down can be great fun,
    and quite useful to boot. Slam them on a higher platform for an easier kill;
    slam them near a walk-off edge for a very easy kill. This is one of Bowser's
    best and most amusing moves, so use it well and use it frequently.
    In the air, Bowser squats and falls incredibly fast, directly below. After
    landing, he struggles a bit to get up. When used on the ground, Bowser takes a
    slight hop forward before dropping down.  
    Okay so what are we talking here, one-on-one or 4-player Brawls? In one-on-one
    matches, this move is a bit obvious to foresee. If you're directly above your
    opponent, it's pretty easy to know what you're going to do. Smart players will
    learn to avoid your fat ass. To avoid predictability, it's best not to use this
    move until you're pretty close to the ground already, but not too close of
    course because then you'll leave yourself open to attack. You can also use it
    sometimes when you're on the ground, as the quick hop forward and down butt-
    stomp can take your opponent(s) off guard. If your opponent(s) are paying
    attention, it's probably best NOT to use this move. But if not, then the sheer
    speed of Bowser's falling body will likely lead you to a KO. In 4-player Brawls
    and online matches, this my favorite move for Bowser. Just be careful not to
    use it too much or you'll get predictable. 
    When using this move from the ground, the jump up Bowser does can actually hit
    your opponent for minimal damage. While this in and of itself isn't that
    fantastic, the hit should knock your opponent into the air and leave him/her
    vulnerable for Bowser's butt stomp. This makes it easier to hit opponents with
    Bowser's booty when using it from the ground.  
    If on the ground, Bowser simply retreats into his shell and spins around,
    attempting to slash his opponents for multiple hits (note: Bowser can move a
    bit to the left or right while spinning). In the air, Bowser spins slightly
    upwards, but can go a large horizontal distance at a quick pace.
    This attack has several uses. The most obvious use is for recovery, and there's
    not much to say about that, except that the horizontal recovery far exceeds its
    vertical capacity. Another good use is to pop the smash ball. If you hit the
    smash ball dead-on, it's likely you can get it even if it was undamaged. And
    the final use for this move is defensive tactics. Since it's one of Bowser's
    only instant attacks, you can block and then use this attack for a quick
    counter. You can also use it to do a quick shift on the ground to the left or
    right. It blocks some projectiles, so it's good to use as an approach against
    projectile-happy players. As a warning though, the attack has some lag to it
    afterwards if you were airborn while using it, which means, when using it to
    recover you usually want to shoot for the ledge.
    Using this attack to nullify certain projectiles (sorry, don't have a list of
    all of them, though generally speaking, the larger they are the less likely it
    will block them). It can really take projectile-happy players off guard.
    Final Smash - GIGA BOWSER
    After breaking the smash ball and hitting B, Bowser transforms into Giga
    Bowser, a form that is roughly 3-4 times larger and significantly more
    frightening. Many of his attacks are imbued with elemental properties, such as
    fire, ice, and shadow. After a short amount of time pounding opponents' brains
    in, Giga Bowser reverts back to his much smaller, though still imposing,
    regular size.
    ~~Cool Changes:
    Much of the elemental properties are just for show but one interesting
    difference is Bowser's Tilt V A attack, which can cause enemies to be smashed
    into the ground (similar to the pitfall item or DK's skull bash), which stuns
    them long enough to setup another attack. However, sometimes the second hit
    will knock the enemy out of it. Another good one to note is Bowser's Smash V A,
    which can cause freezing, allowing Giga Bowser to jump into the air and finish
    off helplessly falling icecubed enemies. 
    ~~Usage (Getting the Smash Ball):
    As I already mentioned, Bowser's B-^ spin attack can smash the ball in one dead
    -on hit. Another good attack to use, but only if you find yourself above the
    smash ball, is Bowser's butt smash (B-V). If the ball is already damaged,
    pretty much any attack of Bowser's should pop it, so use whatever is the
    quickiest if it's already damaged. 
    ~~Usage (After the Smash Ball)
    Once you pop it, you'll want to use Bowser's final smash as soon as possible.
    Bowser is such a big target so it's easy to knock that ball out of him. The
    most useful moves I've found when transformed are Bowser's down smash, and his
    up smash. On smaller levels, just use fully-charged down smashes and you should
    rack up KOs with ease. On larger levels, move close to your enemies and do a
    quick down smash, followed by an up smash (charge as long as you can, depending
    on how high your opponents flew from the down smash). If your opponent(s) are
    at low damage, try using Bowser's tilt V A to dig them a hole, and then charge
    a smash attack to blast them out of it. Don't bother using any of Bowser's
    special (B) attacks, they're all fairly worthless as Giga compared to his
    smashes. Giga's aerials are effective as well, but (duh), your opponents have
    to be airborn for you to hit them, so setting them up with a down smash works
    Playing as Giga Bowser is fun in and of itself, but what's most fun, and most
    hilarious, is suiciding yourself with Bowser's Body Slam manuever. Yep, Giga 
    Bowser can suicide dive too. It's a bit silly, but it actually works well in
    stock matches if you're high on damage and about to revert to normal form.
    ~~ V) Analysis ~~
    The worst use of Bowser is to abuse his smashes. While they are indeed
    powerful, when your opponent(s) are at low percentages, you're not killing them
    with a single smash (not likely, anyway). Not only that, but doing nothing but
    smashes all the time is going to be predictable, and since his smashes are
    rather slow and typically suffer from bad lag afterwards, they're easily
    punishable if overused. It's more likely that you can abuse smashes in 4-player
    brawls as opposed to one-on-one, but even in multiplayer fights, your opponents
    will likely catch on and watch out for your smashes. So learn to be
    For dealing damage, the best moves to use are the following: 
    ~ A-A
    ~ Tilt > A (use sparingly)
    ~ Tilt V A (use sparingly)
    ~ Mid-Air > A
    ~ Smash V A
    ~ B (Fire)
    ~ B-> (Body Slam)
    His standing slash attacks are fairly quick, and when you dash forward first,
    can be unexpected. The Tilt V A double-swipe attack comes out quick and works
    well to poke once in a while. His Tilt > attack, similarly, is good for a jab
    here and there. Bowser's Mid-Air > A slash attacks fast and can be unexpected.
    The Smash V A spin attack traps and does good damage, particularly against roll
    -happy opponents. Bowser's (B) fire attack is good for damage in most
    situations, and hopping in with it can make it more difficult to avoid. And
    finally, Bowser's B-> Body Slam attack is a quick hit for opponents that are
    too close for comfort. 
    Depending, of course, on the weight of your opponent, you should be looking for
    a hard-hitting finisher as early as 40% for lighties like Jigglypuff, and
    around 80% for heavies like Ganondorf. The following are all great finishers:
    ~ Smash < or > A (chargable)
    ~ Smash ^ A (chargable)
    ~ Smash V A (chargable)
    ~ Mid-Air ^ A
    ~ B-V (Butt Stomp)
    In most cases, these attacks will have you covered when your opponent(s) are
    at medium %. However, if these can't cut it and you end up dealing more damage
    over time, a few of Bowser's quicker attacks might be preferred to avoid
    getting knocked out of them, or if you too are at high damage alert. The
    following are good for opponents at higher percentages, always 100% and above
    (again, depending on the character's weight and their abilities to recover,
    and the level's size):
    ~ Tilt > A
    ~ Tilt V A
    ~ Mid-Air > A
    ~ Mid-Air < A
    ~ B-> (Body Slam) 
    ~ B-^
    The Body Slam in particular is good for finishing off lighter opponents at
    higher %s. Because the attack is quick, it can catch an opponent off guard. The
    Tilt > A punch does good knockback and comes out fast, as does the Tilt V (but 
    with shorter range) but neither can be used quickly in sucession, so use them
    wisely. Bowser's left and right mid-air attacks are very quick and can KO
    significantly weakened opponents. Even Bowser's B-^ spin attack can kill
    opponents at high percentages. This is especially useful as a counter-attack.
    If your opponent dashes towards you, block, then B-^ and send 'em flying.
    Bowser's greatest strength is being capable of KOing at lower percentages than
    most other characters, but that skill only really comes from his slower
    attacks, which leave him open. So, if you're highly damaged, you'll want to use
    Bowser's quicker attacks. Charging up smash attacks can result in some very
    fun, very lucky KOs, but luck is not always on your side.
    Speaking of luck, Bowser's big hits are always big risk = big reward. At
    lower %s, you shouldn't worry too much about getting KOed, so you might as well
    throw some heavy hits out there to not only frighten your enemy, but to score
    some big damage if they connect. Of course, even if you're ahead, you should
    never let your guard down and do something stupid like charge a forward smash
    from across the entire level. 
    Don't be too smash-happy, flame-happy, butt-smash-happy, or any kind of trigger
    -happy with Bowser. He works best when he's unpredictable, as almost all of his
    moves will leave you open to attack. So don't spam any move and keep things
    interesting. Use his whole aresenal of attacks (despite a few relatively
    useless moves like his normal throws and his mid-air down attack).
    Keep your opponent guessing and you'll have the edge. That's true for all
    characters, but especially in regards to Bowser. 
    ~~ VI) General Strategies ~~
    ~~~~~ Recovering
    Bowser certainly doesn't have the best recovery in the game, but it's not the
    worst either. His jumps don't go too high and his B-^ spinning move doesn't
    have much verticality (is that even a word?) to it. What's worse is his
    recovery can be rather predictable, so here's a few hints on how to switch it
    up a bit to avoid being knocked out before getting back into the game. 
    ~~Recovering from above
    When knocked up sky high, you have a couple of options. You can either attempt
    to fall fast and air dodge (shield button) right before you get hit by your 
    opponent, or you can butt stomp to the ground. The Butt Stomp (B-V) is a bit
    predictable, and easy to dodge sometimes, so you may just be cruisin for a
    bruisin if you take that route. Falling fast and air dodging will only work if
    you know how your opponent plans to attack. The only other option is to butt
    stomp straight down onto the ledge. If you do it right, Bowser will grab onto
    the ledge, then you can recover by pulling yourself up with an attack or
    jumping over your opponent. This move is risky, as you can imagine, because if
    you miss you'll fall straight into the hole. But if you do it right, you'll
    totally impress your friends! (or they'll just cry and say "you got lucky!"
    when you beat them, either way it's fun though). 
    ~~Recovering from the sides
    There's not much option here. Unless you get hit really high, you won't be able
    to butt stomp onto the ledge, which is the quickest and most surprising
    recovery tactic for Bowser. So instead, you'll have to use your B-^ spin
    recovery move. Either use it to grab onto the ledge, or you can use it to just
    barely get back on without grabbing onto the ledge. If you do it just right,
    you'll likely hit any opponent waiting to knock you off. (warning, if you miss,
    you'll lag a bit when landing). Whether you want to grab on the ledge or not
    oftentimes depends on the character you're fighting. But also, you'll want to
    switch it up a bit just to make sure you stay unpredictable.
    ~~Recovering with B->
    What's that you just said? Yes, it IS possible to recover with your Body Slam
    attack. It's incredibly rare that an enemy will be right next to you while
    you're trying to recover, but if that is indeed the case, you can grab them
    with Bowser's Body Slam which will give you both a quick jump up. As a bonus,
    if you fail at flying high enough to recover, at least you can take someone
    down with you :-)
    ~~~~~ Flameguarding
    I made this up as far as I know. Flameguarding is when you stand near the edge
    of the ledge, and shoot flames down at anyone trying to recover. Sometimes,
    this will cancel out their recovery moves and make them fall to their deaths.
    Other times, it won't, but if you keep them in the flame long enough it will
    burn huge damage on your opponents, making it easier to smash them away after
    they've recovered. It's a bit of a sinister tactic, but hey, you are playing as
    a villian, remember? 
    ~~Who to Flameguard
    Those with crappy recovery moves that are fairly predictable are easily
    susceptible to flameguarding. Captain Falcon is easily flameguarded; while
    trying to get back on he'll get torched like crazy, and probably won't be able
    to get onto the ledge. Other good candidates are Ness/Lucas if they're too
    close to the ledge (since it takes a few seconds for them to aim their PK
    Cannonball attack), Ganondorf is an obviously easy victim of flaming, Pit when
    he's using his wings (when they're blue) and he's too close to the edge. That's
    not all, but those are some of the most obvious and easiest victims.
    ~~Who NOT to Flameguard
    Poor losers. Haha, kidding, they're the most fun. In all seriousness,
    characters with tether recoveries and teleports are almost impossible to hit
    with the flames. Zelda will just teleport behind you and hurt you plenty while
    you're still flaming. Samus's throw-tether recovery well outranges your
    flamethrower, same with Olimar when he has all his pikmin. However, Ivysuar's
    isn't that long, so you might be able to hit him with it, and Olimar if he
    doesn't have very many pikmin. Zero Suit Samus's tether recovery is absurdly 
    large, so don't even bother trying to trap her. This might surprise you, but DK
    is very hard to flame, because his B-^ recovery spin move will fly right
    through the fire. 
    ~~Quick chart of how effective Flameguarding is on every character. (O) means
    it works well; (-) means it's about nuetral; (X) means don't bother trying.
    (It's assumed that each character would be trying to recover from underneathe
    the platform, which is the best time to use flaming)
    Captain Falcon____(O)
    Captain Olimar____(-)
    Diddy Kong________(-)
    Donkey Kong_______(X)
    Ice Climbers______(-)
    King Dedede_______(X)
    Meta Knight_______(O)
    Mr. Game & Watch__(-)
    Princess Peach____(O)
    Princess Zelda____(X)
    Samus Aran________(-)
    Solid Snake_______(X)
    Toon Link_________(-)
    Zero Suit Samus___(X)
    ~~~~~ Edge Guarding/Hogging
    I know I didn't make this one up, because this tactic as been around for a
    while. Guarding the edge simply means that while your opponent is trying
    recover, you stand at the edge and try to stop them. With hogging, the idea is
    to "hog" the ledge by jumping onto it and hanging from it. If you're hanging
    from the ledge, your opponent cannot grab on. This tactic is doubly-devilish
    against characters such as Olimar who cannot recover except through tethering
    onto the ledge and grabbing on. 
    ~~How to Edge Guard
    This tactic is pretty much the same as the flameguarding technique I just
    mentioned. Use whatever means you think will be most effective. If flaming will
    work, use that. If not, then charge up a smash attack, or use whatever you
    think will work. A lot of this is prediction. If your opponent grabs onto the
    ledge, do you think (s)he will get up with an attack? If so, you can stand a
    few steps back and charge up the forward smash, which will likely be far enough
    away to avoid the get-up attack, but will be close enough to hit with the
    forward smash. On the other hand, will your opponent try and jump from the
    ledge? If so, a charged up-smash might work, or you could just stand there and
    jump and attack when you see your opponent airborn. It's part luck, part skill,
    but mostly prediction. If you know what your opponent will do, you can lay down
    some punishment. 
    ~~How to Edge Hog
    Edge hogging is surprisingly easy for Bowser. If you're close to the edge (but
    not so close that Bowser's feet are at the very end), then you can use Bowser's
    butt stomp (B-V). Bowser will take a short hop, fall down with his booty first,
    and automatically grab onto the ledge. You can also just jump off and try and
    grab on that way, but the booty bomb is quicker and much easier.
    ~~Who to Edge Guard/Edge Hog
    Anyone that you can't successfully Flameguard. Flaming recovering opponents is
    the most effective means of screwing them over, but if that doesn't work, you
    can still guard or hog and possibly prevent them from getting back on. Players
    who use tether recoveries are the most likely candidates for hogging. Many
    characters have tether recoveries, but only two (Ivysaur and Olimar) can ONLY
    recover through tether-means (Note: Zero Suit Samus CAN recover without tether,
    her B-V is a backflip that can work as a recovery manuever). Hogging works
    wonders on them, but as for all the other characters, hogging is risky, as
    your opponent may knock you off while trying their recovery moves, so edge
    guarding is generally a safer option. Also, it's possible to "edge guard" by
    actually jumping off the edge with an attack to send your opponent flying when
    they're trying to recover. As you can imagine, this is very risky. 
    ~~I'm SO confused!
    Don't worry if you're confused, the above tactics are fairly advanced and are
    mostly just for one-on-one matches. If they're too much for you, don't bother
    using them. But they will make your Bowser-playing much better overall, so
    practicing might be worth it if you really want to get good.
    ~~~~~ Defensive Flaming
    The firebreath can be used defensively. It's not always reliable, but it can
    come in handy when it does work. It can block certain characters' projectiles,
    and it can ignite bomb-ombs running in your direction, or explosive boxes, and
    if you're far enough away, the explosion won't hurt you. Two notable
    projectiles that are usually stopped by Bowser's flames is Link's boomerang and
    Pit's arrows. However, Link's bombs and arrows still make it through. I haven't
    tested all the projectiles, but generally speaking, the bigger they are, the
    less likely Bowser's flames will put them out. Another defensive tactic is
    simply flaming enemies either to delay time, or to keep them busy for a while.
    If you're at high damage, you might want to just flame your opponent as long as
    possible. You're leaving yourself open to attack, but at the same time, you'll
    weaken your opponent and make them ripe for a smashing for your next life.
    Firebreath also works wonders for team matches. When smashing our way through
    All-Star mode, my Bowser flamed our enemies while his Luigi uppercutted them
    into oblivion! Now that's teamwork!
    ~~~~~ Approaching
    Approaching means to, well, approach. For Bowser, and any character without a
    decent-ranged projectile (or a projectile at all) approaching is of absolute
    importance if you want to win. With Bowser, approaching is unfortunately rather
    difficult, but here are a few techniques I've found to be most effective.
    ~~Dash N Slash
    I mentioned this in the moves section, but in case ya missed it here it is.
    Bowser's standard dash attack is terrible. It's slow, short ranged, and has
    terrible, terrible lag afterwards. So instead, dash forward and before hitting
    A, take a very slight pause. Instead of doing Bowser's dash attack, he'll stop
    in place and start slashing. The slashes come out faster and don't leave you
    open to attack afterwards. And if you hit your opponent with it, it will knock
    them back and you can follow it up with another Dash N Slash!
    ~~Dash N Spin
    This is essentiall the same tactic, but instead of slashing you use Bowser's
    B-^ attack. The spin is a good defensive move because it can block some
    projectiles and knock enemies out of their attacks. However, it does less
    damage and since it has no significant knockback, you might be vulnerable to an
    attack afterwards. It's probably better used against longer-ranged characters
    ~~Quick Jump and A or > A
    Hopping towards the enemy is a decent tactic for Bowser because he moves
    surprisingly speedy in the air. The forward slash attack covers more distance,
    but seems to be more risky, as the neutral A air attack of Bowser's has less
    lag at the end. However, it also has less range. But Bowser's forward slash is
    easier to roll out of. Just try them both and get a feel for which attack you
    like better. 
    ~~Quick Jump and Flame
    The good ole' hop n' flame. Just do a slight jump and let those flames rip.
    This isn't as effective an approach as the others, because it tends to keep
    characters more at a distance, and if they want to escape from the flames they
    can go backwards and still keep their distance. But it can work okay as an
    approach tactic for fellow melee-only brawlers such as Captain Falcon and
    You already have to be fairly close to use Bowser's butt bomb attack for it to
    be an approach tactic. Or, you can try to dash forward and use it as a
    surprise. You have to have the length of the move perfect in your head, though,
    otherwise you're just setting yourself up for some hurt. Also, keep in mind
    that Bowser can hit opponents on the way up too.
    ~~~~~ Directing the Body Slam (B->)
    If you want to use the kamikaze tactic, the best bet is to charge an opponent
    that is nearby a ledge, grab with B->, and immediately push in the direction of
    the chasm. Bowser seems to move forward more easily during the slam than moving
    backward, so it can be difficult to sit by the ledge and hope to spin backwards
    enough to suicide-dive the both of you. It's also more difficult to maneuver
    the higher your damage, so keep that in mind. If you're not going for the
    kamikaze dive, directing is still important. On levels with platforms above,
    try and grab an opponent below and direct them on a platform above--forcing
    your opponent higher will make it all the more likely you'll score a KO. On
    levels with walk-off deaths (when you can walk off the screen and die),
    directing towards the edge of the screen can result in a very easy KO. And
    finally, if you're playing multiplayer brawls, if you grab an opponent with the
    body slam, you'll want to direct the attack AWAY from any other opponents,
    otherwise it's possible you'll get knocked out of it before your opponent gets
    ~~~~~ One-on-One
    When fighting one-on-one, you are always the focus of your opponent (unless
    he's very easily distracted, in which case you don't need strategies). So when
    fighting against just one opponent, you should avoid doing anything that might
    be predictable. Charging smash attacks and Bowser's butt stomp are both obvious
    and will likely be dodged and leave you open for attack. Fast attacks are good
    to use (Bowser's Body Slam), as are long-ranged ones. Each character, of
    course, requires different strategies, but overall, fighting one-on-one is much
    different than group brawls. Just stay on your opponent and only use Bowser's
    stronger, slower attacks when you have an opening.
    ~~~~~ 3-4 Player Brawls
    Try, as much as possible, to avoid being the monkey in the middle. Bowser is
    big and slow and can really take some severe punishment when attacked from both
    sides. If you notice several players brawling it out, interrupt it with a smash
    attack or Bowser's butt stomp. When recovering, if a player is busy, make sure
    to stomp on top with a butt smash. It's really one of Bowser's best moves for
    multi-person brawls. Avoid using the firebreath against multiple people at
    once, as you'll become a target of attention for them all. Instead, only use
    the firebreath when you're seperated and fighting one person at a time. If
    you're caught in the middle of several brawlers, Bowser's down smash can be
    good for knocking them off you. Only use Bowser's other smashes when you're on
    either side of the main action. If you're caught in the middle, trying to use
    Bowser's slow Smash > A headbutt will not work. The B-^ spin attack can also be
    good for getting opponents away from you. When that smash ball comes, if you're
    too far away, just sit still and hope it meanders on over. If it's close and
    no one is nearby, jump up to it and use B-^; if hit dead-on, that smash ball is
    yours. If caught in the middle with everyone nearby trying to smash it, wait a
    second, then jump up and use ^ A to score that smash ball and possibly send a
    brawler or two flying in the process. If you need to knock a ball out of
    someone, a dead-on B-^ will likely do the job. 
    ~~ VII) Character-Specific Strategies ~~
    ~~Table of Contents~~
    Mario Bros.
    ~~ Mario, Luigi, Peach, Bowser, Yoshi, Wario,
    Legend of Zelda
    ~~ Link, Zelda, Sheik, Ganondorf, Toon Link
    ~~ Pikachu, Lucario, Pokemon Trainer, Jigglypuff
    Kirby Series
    ~~ Kirby, Meta Knight, King Dedede
    ~~ Fox, Falco, Wolf
    Donkey Kong Country
    ~~~ Donkey Kong, Diddy Kong
    ~~ Samus, Zero Suit Samus
    Fire Emblem
    ~~ Marth, Ike
    ~~ Ness, Lucas
    ~~ Pit, Ice Climbers, R.O.B., Olimar, Captain Falcon, Mr. Game & Watch, Snake,
    ~~ Sonic
    ~~~~~ Mario Bros.
    ~~ Mario ~~
    Difficulty: **--
    Mario is average in pretty much every aspect. So, even though he doesn't have
    any obvious strengths, he doesn't have any obvious weaknesses to exploit
    either. You have him beat on range, and keeping some distance is usually a good
    idea, otherwise the plump plumber can really pummel the heck out of you. Watch
    out for being juggled. His cape is the trickiest move in his arsenal. When
    recovering, watch out! Mario can flip you around with his cape and really screw
    you over. Also, avoid charging smashes near an edge, because his water gun can
    push you off and cause a very embarassing KO!
    ~~Final Smash: 
    Mario shoots a massive fireball which grows bigger the farther it travels. It
    looks kind of like this: M< As you can tell, the weak point of the attack is
    directly in front of Mario, so if you time it just right, you can jump over the
    fire-fury without a single scorch mark. The best way to do this is simply to
    stay close in after he gets the smash ball. Then when he uses it, jump over him
    as quickly as possible. 
    ~~ Luigi ~~
    Difficulty: **--
    Luigi is a unique character. He's slippery on the ground and floaty in the air.
    He has a number of strong air attacks, so watch out for those, and his
    uppercut is especially dangerous to you because it's easier to hit on larger
    characters. If he misses, make sure to charge a smash while he's helplessly
    falling to the ground. Avoid getting into an air battle at all costs. Instead,
    try to stay underneathe Luigi, but watch out for his tornado attack; good Luigi
    players usually use it to get back on the ground fast. Bowser's mid-air up
    attack is devastating on the floaty green plumber (if you can hit him fast
    enough). Bowser's tilt forward A punch is also quite effective, since it out-
    ranges most of Luigi's moves and comes out fast. For the most part, he's
    tougher than his brother, but he's also a floater (ha) with a bad recovery, so
    once you send him flying, he'll have a hard time getting back on. 
    ~~Final Smash: 
    Luigi's dances... weirdly, producing a very... weird aura, which is hard to
    avoid, and inside the aura bubble, many bad things can happen, the worst of
    which is falling asleep. Try to escape the bubble by jumping out of it. If you
    can't escape, there's not much you can do but watch Luigi uppercut you good.
    ~~ Peach ~~
    Difficulty: *---
    Peach used to be the death of Bowser, but she's been toned down quite a bit for
    Brawl. Her attacks are even weaker than before, and her recovery is much worse.
    Even still, she has some tricks up her sleave. She can pummel you with turnips
    from afar, smash you with quick attacks while up close, and counter your big
    smashes with her handy 'shroom. Avoid falling on top of Peach, as her up smash
    is probably her most powerful attack. Either butt stomp on her or try to fall
    away from her to the left or right. She's fast and a bit tricky, but she's also
    a lightweight. Your massive smashes can crush her good, just don't charge them,
    otherwise you're just giving her enough time to counter you and deal big
    ~~Final Smash:
    Peach dances cutely, mysterious peaches fall from the sky, and her enemies fall
    asleep. Huh? Whatever. Peach's final is practically impossible to avoid. The
    only good thing is that some Peach-users don't realize that the farther away
    you are from her, the shorter you sleep. So try to stay far away, or use the
    opposite approach and try and beat it out of her. Thankfully, you're heavy and
    she may have a difficult time smashing you out even if you do fall asleep.
    ~~ Bowser ~~
    Difficulty: ????
    Fighting a clone of yourself is always tricky. There's not much to say because
    it's really all about who has more skill. I guess I have a few things to say
    though. For Bowser-users who fire-breathe a lot, use your butt stomp. Just jump
    over the fire and stomp. For Bowser-users who smash a lot, hoping to get lucky,
    use Bowser's quicker attacks. Most Bowser-users use him simply for his raw
    power, so just try to play against that by using quicker attacks, and save the
    big hits for just the right moment. 
    ~~Final Smash:
    As you well know, Bowser transforms into the enormous Giga Bowser. While he
    cannot be flinched or smashed during the transformation, he can still take
    damage. So if you're healthy, you can try and live dangerously and battle Giga
    Bowser to weaken him for when he transforms back into regular Bowser. If not,
    then just try and roll and dodge the attacks. If I'm not mistaken, the only way
    to stop Bowser during his transformation is to throw one of those giant-
    explosion bombs, it will flinch him during the whole explosion (that sucks hard
    when it happens to you). The only other way to escape torment is to try and
    grab onto the ledge, but this is a tricky, dangerous tactic too, since it
    leaves you so close to the chasm.
    ~~ Yoshi ~~
    Difficulty: ***-
    With quick hits and annoying attacks, Yoshi can be a real pain. He's not used
    as often as he should be, so that's a plus, but when and if you fight him it
    should be a pretty challenging fight. Watch out for quick jump attacks. Yoshi
    has a move I like to call "Twinkle Toes" that hits many, many, many times and
    deals A LOT of damage, particularly against biggies like yourself. Try and stop
    him with Bowser's smash ^ attack, and just try and juggle him a bit. Attack
    quick though, otherwise he will slam you with his own butt stomp. You can smash
    him out at pretty low percentages, but you will have to deal some damage first.
    Bowser's firebreathing is unfortunately rather ineffective, because Yoshi can
    jump right out of it, so just stick to quick hits. Yoshi should have a
    difficult time actaully finishing Bowser off, so just avoid getting juggled
    around in the air, and watch out for charged smash attacks (particularly his
    up smash and forward smash).
    ~~Final Smash:
    After growing wings, Yoshi can fly around and shoot fireballs and breathe fire.
    The firebreath isn't a big deal, but the fireballs hit hard, and Yoshi can hit
    you over and over in the air since he can fly. Just try and dodge in the air
    and roll around on the ground. His final lasts a while though, so hopefully
    you're good at dodging. 
    ~~ Wario ~~
    Difficulty: **--
    Wario is a beast in the air, so avoid fighting in the air at all costs. He has
    a difficult time approaching on the ground, and his range is very short there.
    So firebreath him like crazy and keep slapping him around with Bowser's longer
    range tilt attacks until he's ready for a good smashing. If Wario tries to
    short jump at you, hit him hard with Bowser's up smash. If Wario knocks you
    into the air, try and get down as soon as possible with Bowser's butt stomp, or
    by simply tilting down and dodging in the air. If you're both in the air and
    he's approaching from the left or right, he's not quite as dangerous, so you
    can try to grab him with the body slam or slap him away with a mid-air attack.
    Wario's bike shouldn't be much of a problem, just do a quick jump and smack him
    off of it. Wario's fart bomb can be devastating. Just remember that he can only
    use it once every two minutes or so, so when he's flashing just watch out.
    Just use your reach and power advantages to send this mustachioed madman to his
    ~~Final Smash:
    When Wario transforms, he's much faster and some of his moves do crazy, crazy
    things. His down attack, while in the air, shoots him down fast, his shoulder
    smash attack has a ridiculous boost in range, and he has an infinite amount of
    mid-air attacks to devastate you. As per normal, avoid the air at all costs.
    Just try and block and dodge his attacks.
    ~~~~~ Legend of Zelda
    ~~ Link ~~
    Difficulty: **--
    If it weren't for Link's many ranged attacks, he wouldn't be nearly as
    difficult. His bomb, boomerang, and bow all outrange you significantly and Link
    can deal a huge ammount of damage while staying safely away from your
    devastating power. So (duh) try and get in close, and stay in close as much as
    possible. Remember Link's super-powerful down attack from mid-air. That attack
    hurts bad. Just stay in close and wack him with quick-tilt attacks and smash
    him silly when he's weak. His speed isn't much better than yours, so his
    biggest advantage over you is his ranged attacks. His air game isn't that good
    either, despite the down attack I just mentioned. So attacking him at the sides
    in the air can be a decent strategy. Just stay in close and smack him good.
    ~~Final Smash:
    Link has to be in reaaally close to hit you with his final smash, which will
    produce a very flashy set of tri-force-sword-slashes if it hits you.
    Unfortunately, you have to stay in close to be able to do any damage to him.
    Your best bet is to simply try and knock the ball out of him. His final smash
    is about the same range as your firebreath, so don't even think about using
    that (especially since it's slow to start). Just try and break that ball out of
    him, that's your best bet. And, if you're playing 4-player, just run away and
    hope he targets someone else. 
    ~~ Zelda ~~
    Difficulty: ***- 
    Zelda is one tough cookie. She was mostly useless in melee, but she's been
    significantly powered up for Brawl. Many of her attacks hit multiple times and
    can trap you in. This is especially deadly against Bowser, since he traps
    easily. Her long range fireball attack is especially deadly from a distance.
    She can reflect your firebreath, and her air attacks, for the most part, are
    hugely powerful. Despite all this, she has two huge weaknesses. One, she's a
    lightweight. Your smashes will send her a loooong distance. And number two,
    once knocked into the air, Zelda has a difficult time getting back down. Her
    best bet is to teleport, but if you're fast enough you might be able to juggle
    her before she can pull it off. You also should be ok when fighting on the
    ground at the perfect distance for firebreath (works in short bursts) and
    Bowser's Tilt > A punch, which can really send Zelda flying far. 
    ~~Final Smash:
    Zelda shoots an arrow straight ahead. If it connects, it deals a ridiculous
    amount of damage. Even your bulky body may not be able to take a direct shot.
    Avoid staying on the ground in a horizontal line with Zelda. Most users seem to
    hesitate jumping and using it in the air (which I believe is possible),
    probably because they're afraid of missing. So stay as high as possible and, if
    one-on-one, try and smash the ball out of her. If playing 4-player, just hope
    she targets someone else.  
    ~~ Sheik ~~
    Difficulty: *---
    The very manish version of Zelda was significantly toned down for Brawl. She
    was never a heavy-hitter, but her smashes are even weaker now and she suffers
    from it. Her speed, however, is still a big issue for Bowser. But even after
    smacking you around a lot, Sheik will have a difficult time finishing you off.
    Avoid being vertical with her. Her up smash is still a hard hitter and her mid-
    air up attack can hurt you bad when you're damaged. Watch out for her knives;
    they can be a pain. Just get in close and overwhelm her with your heavy-hitting
    attacks. Sheik shouldn't give you too much trouble, as long as you can avoid
    being juggled and overwhelmed by her sheer speed. If she tries to switch back
    to Zelda to finish you off, try and get in and charge a smash attack and wack
    her like crazy when Zelda pops in. 
    ~~Final Smash:
    Pretty much identical to Zelda's, just try and avoid it by jumping up and down
    like crazy, or by smashing it out of her. And, she may get to that smash ball
    first, but she'll likely only damage it, leaving it weakened for you to jump in
    and steal it.
    ~~ Ganondorf ~~
    Difficulty: ----
    G-dorf is probably Bowser's easiest fight. The only big thing to watch out for
    when fighting G-dorf is that massive charged punch of his, so if you hear
    EERRRAAAARRROOORRRRRR! then just get out of the way, or hit from a distance
    with firebreath. You should have a slight speed and, for the most part, slight
    reach advantage, so capitalize on those. If anyone has a worse recovery than
    Bowser's, it's G-dorf's, so just try and smash him off and firebreathe when
    he's trying to get back on. G-dorf isn't nearly as powerful as he was in Melee,
    while Bowser actually got quite a bit MORE powerful. So this should be an easy
    fight. Just don't underestimate him. Once you let your guard down, Ganondorf
    will smash you good and make you cry.
    ~~Final Smash:
    Ganondorf's final smash is ridiculously powerful, which suits him quite well.
    It's practically impossible to avoid if you're in the direct-line of attack. So
    once Ganondorf gets the smash ball, just stay as close as possible, and right
    when he uses it, try and jump over him. That's really the only good way of
    dodging the attack, unless Ganondorf was stupid and left you some room to dodge
    ~~ Toon Link ~~
    Difficulty: ***-
    Toon Link is more difficult than his older counterpart; his speed can be a real
    pain to Bowser. You'll have the reach advantage, but when Toon Link gets in
    close you'll have a hard time getting him off you. Not only that, but just like
    his older version, Toon Link has a variety of ranged attacks. So he has the
    advantage both from afar and up really close, so the best bet is to keep up at
    the ideal distance for Bowser's tilt attacks and his firebreath. Again, watch
    out for Toon Link's mid-air down attack, it's even faster (and thus more
    deadly) than regular Link.
    ~~Final Smash:
    Same as Link's. Just try and avoid it and smash it out of him. This is even
    more difficult since Toon Link is more mobile, but, well, I said this was going
    to be a hard fight. 
    ~~~~~ Pokemon
    ~~ Pikachu ~~
    Difficulty: ***-
    Of all the pokemons, Pikachu will probably be the most troublesome. AT ALL
    COSTS: avoid staying above Pikachu. His lightening bolt attack can finish you
    off even at low percentages if you're too high in the air. This means your butt
    stomp is pretty much a no-no in this matchup (unless you use it to recover onto
    a ledge). Pikachu's bouncy electric jolt is a pain when you're on the ground,
    so try and dodge by jumping and firebreathing on him. When up close, Pikachu's
    down smash can trap you and do tremendous damage/knockback, so watch out for
    that. Despite all this, though, Pikachu is fairly easy to KO, especially if you
    can predict his recovery. It teleports in certain directions and most players
    use it predictably when recovering, so stay at the right distance and smack him
    good if he teleports next to you. Overall, just keep a bit of distance from
    Pikachu, but not too much, otherwise you'll get harassed by that electric
    ~~Final Smash:
    Pikachu transforms into a giant ball of electricity and flies around wildly.
    His final is impossible to predict because it's so difficult to control, so
    just jump around and dodge wildly. A lot of it is luck, so just get lucky.
    It's as simple as that, get lucky. Ha! If only life were so easy right? Well,
    on the plus side, his final isn't really too much a threat, even if it does hit
    ~~ Lucario ~~
    Difficulty: **--
    ~~Warning, it's Diversion Time~~
    What happened to Mewtwo? Yes, he tied with Pichu as the worst character in
    Melee, but he had plenty of potential, he was just too weak. Lucario is a lame
    replacement if you ask me, especially since the style of play still feels like
    you're playing a psychic type when you're really playing a Fighting/Steal. Why
    does a Fighting/Steal type fall so slowly to the ground? Because he stole a
    moveset from a psychic type, that's why. There were so many cooler Pokemon that
    could have been used. Oh well...
    ~~Back to the Stratgies~~
    If it weren't for the "aura" of Lucario's smashes, he wouldn't be that
    challenging. But because his smashes have an extra boost in range because of
    the aura, Lucario can be quite a challenge to Bowser. His ranged attack
    (shadow ball?) can be deadly when charged, and his counter can be a real pain.
    For the record, though, if you hold block right after Lucario teleports with
    his counter, you can usually block his counter-attack. Your firebreath
    outranges most of his attacks, so it can come in handy. Perhaps Lucario's most
    annoying aspect is the fact that he gets more powerful at higher %s, so it's
    best to try and muscle him off the stage as quickly as possible, otherwise
    you're just making him more powerful. 
    ~~Final Smash:
    Lucario jumps high into the air and unleashes a huge beam of energy (hyper
    beam?) down below. The attack begins shooting directly downwards, but Lucario
    can tilt it to the left or right. In levels with long horizontal platforms,
    it's possible to avoid this attack in it's entirety by simply running away from
    it. On shorter levels, try and move as far away from the beam as possible and
    jump away if it's getting too close. Note: Like his normal moves, Lucario's
    final smash does even more damage the higher his %. 
    ~~ Pokemon Trainer ~~
    The Pokemon Trainer is usually more of a pain to play than it's worth. Why play
    as three mediocre characters in one? Well, whatever. The Pokemon Trainer is
    indeed three pokemon in one, but you can only have one out at a time, and if
    that one pokemon has been out for too long (usually around the 2-min mark),
    that pokemon gets tired and has to switch out. The final smash is exactly the
    same no matter which Pokemon is out (lame) so here's the final smash.
    ~~Final Smash:
    All three Pokemon come together and shoot powerful fire, water, and leaf
    attacks! Oh nos! In all seriousness, this move does hurt pretty bad if you get
    hit by it, so just try to dodge by jumping over when it attacks. If you don't
    jump over in time and get hit by the full frontal assualt, it's fairly likely
    that you'll be KOed, unless you were at low damage before the attack. 
    ~~ Squirtle ~~
    Difficulty: *---
    Squirtle is the fastest of the trio, but also the weakest as far as power and
    range is concerned. His specials shouldn't give you too much worry; his
    spinning turtleshell move is probably the most annoying of the bunch (hint: if
    he comes at you with it, try and time an attack and hit him, it can cause his
    shell to spin in the opposite direction and knock him off the level for an easy
    KO). His Smash ^ A attack covers a good distance and is probably his most
    effective attack. Other than that, most of his smashes have weak range and
    aren't too threatening. Squirtle is also a bit of a lightweight, so your power
    will send him flying far. Just use that reach advantage of yours and power him
    into oblivion. His tiny size can be a slight annoyance, but since Bowser's
    attacks typically cover a decent distance, it shouldn't be a big issue.
    ~~ Ivysaur ~~
    Difficulty: **--
    Of the three, Ivysaur is probably the most challenging for Bowser. He has
    decent range with his attacks, and some of his attacks have devastating power.
    His Smash ^ attack creates a huge explosion right above him, and is probably
    the most powerful up smash in the game. Don't underestimate it, it WILL murder
    you if you're close enough. In general, it's just a bad idea to stay anywhere
    near the area directly above Ivysaur, because even if he doesn't use that
    particular move, he also has a special attack that shoots bullet seeds directly
    above and can deal big damage really fast, especially to larger characters such
    as Bowser. So attacking vertically is out, so the best bet is either horizontal
    attacks or attacking from a diagonal. Firebreathing works pretty well, just so
    long as you hit him and don't let him launch those pesky razor leafs at you.
    Ivysaur is actually kind of slow, and despite a few powerful attacks, most of
    his moves are rather weak. So use your power to your advantage and mash him
    good. Just watch out for that smash up explosion attack. Hoo boy, that one is a
    ~~ Charizard ~~
    Difficulty: *---
    ~~Warning, it's diversion time~~
    Rock Smash in the Pokemon series was a useless HM move that you had to give to
    one of your Pokemon to advance in the game. There were literally dozens of
    these tiny rocks with huge cracks in them that blocked certain pathways, and
    even if your Pokemon were obscenely large with ridiculous strength and
    possessed moves such as BRICK BREAK, it was absolutely impossible to crush
    those tiny rocks without ROCK SMASH. It was annoying, to say the least--made
    much worse is the fact that ROCK SMASH is one of the LEAST powerful moves in
    the game! Apparently there's some kind of trick to breaking tiny cracked rocks,
    because it certainly wasn't the move's power that knocked them away. With all
    of this knowledge at Smash Bros. game designer Sakurai's disposal, he decided
    to give Charizard ROCK SMASH and make it one of the most powerful moves in the
    game. Huh?
    ~~Back to the strategies~~
    Yes, ROCK SMASH is a hugely powerful move and you'll want to avoid it at all
    costs. Thankfully, it has to be hit dead-on for it to really hurt, and it has
    short range and takes a second for Charizard to whip that rock out. So even 
    though it hits big, it's fairly easy to see coming and requires great precision
    to hit. That's really Charizard's most threatening move. Overall, compared to
    Bowser, Chary isn't as powerful and has less range, with about the same speed
    (maybe even a tad slower). Chary has some strong smashes and some decent
    mid-air attacks, but your range advantage on the ground and speed advantage in
    the air should, well, give you the advantage. Charizard has a pretty decent
    recovery, which definitely out-shines yours, but you should have the advantage
    in pretty much every other aspect, so the difference in recovery shouldn't
    matter much. You should watch out whenever recovering though. There's not much
    to do to stay unpredictable, but try as hard as you can because Charizard can
    punish you when you're off stage, such as using his own firebreath in your
    ~~ Jigglypuff ~~
    Difficulty: ---- to **--
    Jiggles really shouldn't give Bowser great difficulty. If she gets on top of
    you, though, things can become troublesome as her quick aerial attacks just
    don't stop. Make sure that doesn't happen by using your reach advantage. Don't
    bother using firebreath, since she'll likely just float right over it. Even
    jumping first and shooting the flames doesn't work well, because she'll float
    right out of it and punish you. One of the best Bowser attacks to fight Jiggly
    is, oddly enough, his Smash V A attack. Since the Jiggster has to get in so
    close to attack, the spin should trap her in and deal some good damage and
    knockback. Her rest attack is her most powerful move, but it's likely suicide
    to use it on you: if she misses, just charge a smash and send her flying, but
    even if she hits, even if it kills you, you'll likely have enough time to come
    back and get your revenge with a deadly butt stomp. Jigglypuff shouldn't be too
    challenging, but if you let her get too close, you'll see the potential power
    of that powderpuff puffball. 
    ~~Final Smash: 
    Jigglypuff gets big, REALLY big, and then screams at her maximum bulk, which
    can deal big knockback. Let her push you around before then, it doesn't matter,
    just run like crazy when she screams. 
    ~~~~~ Kirby
    ~~ Kirby ~~
    Difficulty: **--
    Kirby is another 'gotten better since Melee' character, especially his hammer
    attack, which is now faster and more smashy. Even still, Kirby has rather weak
    range compared to Bowser. I find firebreathing to be particularly effective
    against Kirby, especially while he's trying to recover, because it can nullify
    some of his many jumps. Kirby's jumps are weaker than Jiggly's, so it's less 
    likely that he can just float right out of it. Watch out for being juggled, as
    Kirby can float far with many jumps to attack you in the air. His B-^ attack
    can hit on the ground from a good range. The best bet to avoid it is to jump
    when you see it coming and shoot out some flames as punishment. Kirby will fly
    very, very far if you hit him with a well-placed smash. So get in some good
    ones and he'll be feeling the pain. Avoid using your forward smash attack
    (headbutt), because his small size makes it difficult to hit dead-on. Besides,
    Kirby's light, fluffyness is easy to KO and such a beast of an attack shouldn't
    be necessary. And one last thing, watch out for Kirby's own (B-V) attack. It's
    about the same as yours, except Kirby is practically invincible when using it.
    If you manage to avoid it, punish him with your B-> body slam or a charged
    smash attack.
    ~~Final Smash:
    Kirby cooks you in a pot. Lame. This smash is not very powerful. If he's close
    to you, it's difficult to avoid, but it will only KO you when you're heavily
    damaged. Don't worry too much about it. 
    ~~ Meta Knight ~~
    Difficulty: ***-
    MK's tornado attack is probably the most irritating move in the entire game.
    Try to avoid cramped, close-quarters combat with Meta Knight because he can
    just keep spamming that move over and over for big damage. Also watch out for
    MK's A-A-A attack, where he'll stand in one place and swing his sword
    everywhere--it can trap you and deal big damage in a short time. If you can get
    out of it, use firebreath to deal some damage back. MK's speed is not quite as
    much a problem to Bowser as his many multi-hitting attacks. These attacks will
    deal big damage to Bowser with ease, which will set him up for an easy KO. Even
    though you're a biggie, MK can follow you into the air and punish you while
    you're airborn. To avoid this, butt stomp (B-V) onto a ledge for a quick
    recovery. Keep MK at a decent distance and watch out for that annoying tornado
    move. Most of Meta's special attacks will leave him open to attack after they
    finish if he's still in the air (such as his tornado and drill-spin) so
    capitalize on him whenever you see an opening. Your aerial attacks usually have
    better range and should beat him to the punch if you've got good timing, so try
    fighting in the air. Just watch yourself and watch your damage. His ability to
    KO is rather low, so as long as you stay at a healthy %, you're safe. 
    ~~Final Smash:
    Meta Knight whips out a cape and if he hits anyone, the screen turns dark and
    huge sword slash(es) swipe through the entire screen. Compared to the likes of
    the Links and Fire Emblem guys, Meta's final is fairly weak. But it still can
    KO you fairly easily at medium to high percentages. So watch out. If you see
    him coming for you, just move irradically and try to dodge out of the way.
    ~~ King Dedede ~~
    Difficulty: **--
    It's your giant head vs. his giant hammer. Dedede and Bowser are evenly
    matched. Overall, Bowser has more power, but Dedede has more range and better
    recovery (but is also lighter). Your big hits should affect him more than his
    will affect you, but his have more range. Watch out in particular for Dedede's
    forward smash. While it's probably the slowest smash in the game, it likely has
    even your deadly headbutt beat as far as power is concerned. Firebreath works
    well at the perfect distance, but too far away and you'll get harasssed by
    thrown Dees, Doos, and Gordos. Dedede's dash attack is a hard-hitter too, but
    it's easy to avoid (he trips and doesn't actually hit for damage until he falls
    on the ground). Dedede's charged hammer attack can deal ridiculous damage, but
    it also has horrid range, so just wack him with a punch (tilt > A) if you see
    it coming in time. Charging Dedede with the A-A slash should work well; don't
    even bother using Bowser's normal dash attack, because it's far too slow and
    you might be setting yourself up for a hammer in the face. Avoid fighting in
    the air, because Dedede's multi-hitting hammer spin attacks can hurt your fat
    can for big damage. Try to get to the ground fast with Bowser's butt stomp.
    ~~Final Smash:
    King Dedede dances around cutely while a horde of Waddle Dees, Waddle Doos, and
    Gordos jump and fly around all over the place. The worst place to be, it seems,
    is underneathe Dedede. Much of his army seems to spawn vertically and fall
    down, and then fly to the left or right. So try and stay at a diagonal up and
    away from him (up up and away!). Even though Bowser is a biggie, this final
    rarely finishes the job. Just watch out for getting knocked off the platform
    and pushed away. Stay out of the full flurry of Dedede's army and you should be
    ~~~~~ Starfox
    ~~ Fox ~~
    Difficulty: *---
    Of the Starfox trio, Fox is the least of your worries. It's strange that Fox is
    weaker than the other two, considering they're all characters of HIS game, but
    whatever. Fox's speed is indeed a pain, as are is multi-hitting attacks that
    easily trap Bowser. His smashes, though, are fairly weak, as are his aerial
    attacks, and even his special attacks. Fox can do damage to Bowser, but he'll
    have a hard time finishing you off. Try to keep a medium-range distance and you
    should be fine. From afar, Fox can rack up the damage with his laser, and in
    close, he can rack up the damage with his quick kicks. So stay at a decent
    range and firebreath (his reflector doesn't work well against your breath) and
    wack him with your tilt-attacks and Bowser's A-A swipes. Bowser's down-smash
    can be good when Fox is up-close. Only use smashes when you're sure it will
    hit, otherwise you're just setting yourself up for punishment. 
    ~~Final Smash:
    Fox flies into the air and returns to the ground in a giant tank! Avoid the
    line-of-sight with his cannon blast, as that's his most powerful attack. Just
    jump around and dodge. In simplier stages, such as Final Destination, it's
    difficult to avoid without some scars, but in levels with a lot of walls and
    platforms, just keep running around and jumping in-between them and Fox will
    have a difficult time hitting you with his clunky contraption. 
    ~~ Falco ~~
    Difficulty: ****
    By far the most difficult of the three for Bowser to deal with. By comparison
    to Fox, Falco is a bit slower, but his smashes are more deadly, his aerial game
    is much more lethal, and his specials are more painful. Falco's blaster, in
    particular, can hit Bowser over and over again and it can prevent you from
    getting in close while racking up the damage. Try and avoid it by dodging or
    blocking at just the right moment. Don't even bother with firebreath, as
    Falco's reflector is thrown at such a distance that it can blast the fire back
    at you and probably even hit you with his reflector. Recovery can be a huge
    pain when fighting Falco, because his mid-air down attack comes out quick and
    can rocket you into the abyss, and sometimes his blaster can stop your
    recovery. The best way to fight Falco is the same as for Fox, just try and keep
    a medium distance and attack with the quickest moves in your arsenal. It's
    going to be a much tougher fight though, because Falco can deal damage just as
    fast as Fox, but has much more KO potential. And that blaster is such a pain
    ~~Final Smash:
    All the Starfox guys have practically the same final smashes, and the
    difficulty of avoiding them is entirely based on the level. As I said before,
    there's no real good way of avoiding a few hits on a level like Final
    Destination. You can try to jump and grab onto the ledge, but that's a pretty
    risky trick that could land you in a world of hurt. On more complicated levels,
    just dodge in-between walls and platforms to take advantage of the tanks'
    clunky controls. 
    ~~ Wolf ~~
    Difficulty: ***-
    Wolf is slower than Falco, but has more punch. His blaster is much slower than
    Falco's, and has shorter range, but does a bit more damage (Falco's is much
    more dangerous overall though). Wolf's forward smash is one of the best in the
    game, just because he dashes forward so far and smashes pretty well. So watch
    out for Wolf horizontally. His aerial attacks can be deadly too, and he can
    juggle you somewhat easily. Try and stick to the ground and wallop him with
    your overwhelming power. Falco is the tougher fight for Bowser, but Wolf is
    certainly no pushover either. Keep low and attack quick--only smash when you're
    sure it will hit.
    ~~Final Smash: 
    As I already said for Fox and Falco, simple levels are difficult to avoid
    getting hit, but for more complicated levels just try and dodge in-between 
    platforms and use the clunky controls of the tanks to your advantage. 
    ~~~~ Donkey Kong Country
    ~~ Donkey Kong ~~
    Difficulty: ***-
    In many ways, Donkey Kong has a similar amount of power and range as Bowser but
    with greater speed. As you can imagine, this is quite problamatic. Try to stay
    on top of him, otherwise he'll charge up his devastating punch attack. Watch
    out for his ground-pound, and if DK starts using it, just try to get in with an
    air attack, or jump in and flame him. Avoid cramped quarters at all costs,
    because DK can really harass you against walls and hard ceilings. You don't
    want to charge straight forward on the ground against DK, because his smashes
    outrange you and his megapunch will hurt you bad. Keep distance with the fire
    breath, try and get in with air attacks, and just hope for the best. DK is a
    tough fight for Bowser.
    ~~Final Smash:
    DK bangs his bongos. If the button presses aren't timed right, it's
    ridiculously easy to dodge. But if timed just right, the attacks hit hard and
    are difficult to dodge. Just try and stay away from DK's mad bongo skills,
    especially when he claps (that's the strongest hit). 
    ~~ Diddy Kong ~~
    Difficulty: ****
    Diddy Kong is one of the hardest fights for Bowser. While he doesn't hit hard
    like his buddy Donkey, he hits quick. His banana peals and peanuts will drive
    you mad (or should I say... bananas?), and his running cartwheel attack is a
    multihitter with huge combo potential. Fighting against a Diddy master is like
    suicide for Bowser. As much as you may try, this will not be a fun fight. His
    banana peals may make you think that fighting in the air is a good idea, but
    trust me, it isn't. Diddy is even stronger in the air. Fortunately, his "kill"
    moves are typically either aerials (so again, avoid the air, and watch out for
    quick hops), or rather slow/weak ranged smashes. And a few of his moves,
    particularly his rocket charge recovery move, will sometimes leave him open to
    attack. If you see an opening, try and charge Diddy as if your life depended on
    it. Because your life (as Bowser anyway) really does depend on knocking Diddy
    senseless when he's open. As a final note: remember that it's possible to pick
    up Diddy's banana peals and throw them back at him. Wreckless Diddy users will
    leave banana peals lying around, allowing you to pick them up and give him a
    dose of his own medicine. 
    ~~Final Smash:
    Diddy flies wildly in the air and shoots exploding peanuts at you. The best way
    to avoid this final smash is to jump up and down between the platforms. Always
    try and keep a platform in-between you and Diddy, otherwise you'll get hit with
    a barrage of exploding peanuts. Trust me, it's much worse than it sounds.
    ~~~~ Metroid
    ~~ Samus ~~
    Difficulty: *---
    Despite her many ranged attacks and her long-range grab, Samus isn't a huge
    problem for Bowser. She's not that fast and her kill-moves are fairly weak in
    range. Her charged-up, long-range blast attack will only kill you at very high
    percentages. Just pummel the heck out of her and lay down some fire when she's
    trying to recover by an edge (unless she uses her tether recovery, then don't).
    She's a heavy too, so it's harder to knock her off than most, but because she
    falls so slowly, you can juggle her like crazy and pound her away in mid-air,
    assuming you can avoid those annoying little bombs she drops. 
    ~~Final Smash:
    Samus shoots a ridiculously large beam of energy that's really hard to avoid,
    the best bet is to take a similar strategy to Mario's, and stay in close when
    she has the smash ball and try and jump over her when she uses it. Her's is
    more difficult to avoid, however. 
    ~~ Zero Suit Samus ~~
    Difficulty: **--
    ZSS is a little more of a challenge for Bowser because of her speed, but while
    she may have speed, and even decent reach with her smash attacks, she has very
    little power. I'm not sure if ZSS is considered a light-weight or not, but if
    not, she's at least in-between middle and light, so she's fairly easy to knock
    out with powerful attacks. Firebreath is a good move to break her range
    advantage. Her trickiest ability is being capable of stunning you with her
    charging pistol blast and her down smash, but really, it's not as big a deal as
    you might think. It can set you up for her B->, which is a curly-Q move that
    hits really hard at the tip, and is slightly slow on startup. Watch out for it.
    Also, watch out when falling down, as she has a ridiculously long-ranged up-
    special that can juggle you around like mad. But overall, she shouldn't be
    nearly as challenging as some of the other speedys out there. Just don't let
    her speed overwhelm you and you should be okay.
    ~~Final Smash:
    An aura slightly damages enemies while she puts her suit back on. Ooooo.
    Despite being terribly lame, ZSS's final can score some easy KOs on highly
    damaged opponents. It's fairly short-ranged though, but remember that it's a
    circular aura. Just try and keep your distance. 
    ~~~~~ Fire Emblem
    Difficulty: ***-
    Marth could destroy Bowser back in the day, and while this is still a
    challenging fight, it's not quite so one-sided anymore. Marth has good range
    with his sword attacks, but Bowser has him matched in that regard, and is much
    more powerful with his swings. Marth has a counter-attack, which can deal your
    heavy power right back at you in full-force, so avoid charging smashes and
    using moves too often that they become predictable. If he gets in really close,
    try to use your throw. If you two clash at about his sword's length a distance,
    throw quicker attacks at him such as Bowser's A,A, his Tilt > A, and his Tilt V
    A. Quickly jumping and attacking can take him off guard. It's Marth's speed,
    however, that will be the real pain in this fight. Since you two have about the
    same range, his greater speed will likely mean you'll be hit more often.
    Thankfully, your more powerful attacks means you don't have to hit as much and
    can make up the damage. Also, try and close the gap with some firebreath. When
    you see an opening, go for it. Just don't get greedy, otherwise you'll get
    countered right in the face! 
    ~~Final Smash:
    Marth charges straight forward with extreme speed and slashes for extreme
    damage (pretty much a guarenteed KO if it hits). Avoid being directly in front
    of Marth anywhere on the level, as his final shoots him a long distance
    horizontaly. If you're successful at dodging, Marth will likely launch himself
    straight off the stage! And yes, that IS as humorous as it sounds :-)
    Difficulty: *---
    Battle of the titans! Bowser and Ike both go toe to toe (or claw to sword) with
    similar power, speed, and range, but with the favor slightly tilted in your
    corner. You should outrange him with most of your A attacks, and his forward-B
    dash attack can be nullified by your firebreath. When he puts his sword above
    his head and flames begin shooting out--RUN! That attack is deadly and almost
    impossible to stop, but thankfully has a rather short range. His counter attack
    is a huge nuisance; avoid charging smash attacks or performing predictable
    moves. Firebreath is good for racking up damage. As for mid-air, it's a toss-
    up. Ike is more damaging and sometimes outranges you (such as his forward), but
    Bowser has more manueverability in the air and his attacks come out quicker. If
    you're good at air-striking go for it. Watch out for any of Ike's smashes,
    especially when charged, you don't want to be wreckless because his smashes can
    KO even a biggie like you. If you see him charging up, just blast some fire in
    his face. Use your reach to your advantage, and muscle him out of the match. Be
    careful when he's recovering. You CAN screw him over with firebreath, but if
    you're not careful you might get hit by his whirling sword recovery move.
    ~~Final Smash:
    Ike's attack comes out instantly and directly in front of him. Due to the
    speed, unless your opponent has horrible aim, he'll likely hit you. So the best
    way to avoid his smash is, right after he gets it, to attack furiously and hope
    to knock him out of it. Ike's terrible speed will likely prevent him from
    attacking right after he gets the smash ball, so attacking him right afterwards
    is your best bet. 
    ~~~~~ Earthbound/Mother
    ~~ Ness ~~
    Difficulty: **--
    Ness is the psychic boy-trickster of the Smash Bros. roster. He can absorb your
    fire and gain his life back. He can trap you with his own fire attack. He can
    hit you from afar with powerful psychic blasts and lightening balls. He can hit
    HIMSELF into you with his powerful psychic cannonball attack. He's just got a
    lot of tricks up his little-boy-sleaves. Your advantage is power and range, but
    Ness's quick multihitting attacks can be a real pain. His dash attack and his
    jumping forward attack both shoot out psychic flashes that can interrupt your
    attacks and do quick damage. His PK Fire can trap you and deal a huge amount of
    damage in virtually no time. That's really Ness's biggest advantage, is being
    cable of racking up huge damage in little time, and then knocking you out
    effortlessly. Avoid wrecklessness, otherwise Ness will capitalize with numerous
    hits. Ness's energy absorbtion move takes a second to start up, so an
    unexpected firebreath can deal quick damage. Ness's greatest weakness is
    recovery, so if you knock him off the ledge, shoot some fire down his way to
    make recovery incredibly difficult. Watch your health and make sure Ness
    doesn't damage you too much and it shouldn't be too difficult, since he'll
    likely have a tough time finishing you off. 
    ~~Final Smash:
    With all those stars falling down at you, Ness's final smash is a difficult one
    to avoid indeed, but that's your best bet. Don't even try to knock the smash
    ball out of him, because he can activate it as soon as he gets it. Just jump
    and dodge and roll and hope for luck to be on your side. 
    ~~ Lucas ~~
    Difficulty: **--
    Lucas isn't half as tricky as Ness and doesn't have the same damage-dealing
    potential, but he has more power than his psychic buddy. His psychic attacks
    aren't as dangerous as Ness's, so watch out more for Lucas's aerial attacks
    and his smashes. In particular, watch out for Lucas's up smash. He shoots a
    hexagonal (octagonal? Pentagonal? Pentacostal? Who cares?) blast of psychic
    energy that deals HUGE damage. The only up-smash more powerful than Lucas's is
    Ivysaur's spore explosion (or whatever it's called). So avoid being directly
    above or directly in front of Lucas at all costs. He's a bit quicker than Ness
    too, at least as far as manueverability is concerned. His PK Cannonball attack
    also shoots much farther, but has almost zero KO potential, it just hurts for
    damage. Try to keep Lucas grounded and at a distance where you can smash him
    but he can't smash you. If you get too close, try and grab him with your Body
    Slam, otherwise you may get a powerful psychic blast up your... alley. 
    ~~Final Smash:
    Lucas's stars aren't quite as damaging as Ness's, but there are more of them,
    so for the most part Lucas's is a bit more threatening. The real killer for
    both of their finals is when you get bounced back and forth between the stars.
    So again, same as Ness's, just try and dodge them as best as you can.
    ~~~~~ Misc.
    ~~ Pit ~~
    Difficulty: ****
    With speed, excellent recovery, quick smashes, annoyingly multihitting moves,
    and the ability to reflect your fire, Pit is a royal pain in the arse. Avoid
    the air at all costs, because Pit's attacks hit hard and some of them hit many
    times, and since you're a big guy, it's likely you'll get hit with the full
    force of those attacks. Pit's arrows are a pain, and his spin special cannot
    only reflect your fire, even more worrisome, it can hit you many times before
    you can get out of it. Try to nullify Pit's speed with your B-> Body Slam
    attack, and use your reach to your advantage. If Pit is flying back to the
    stage with his wings, try and shoot some fire his way, you may hit him out of
    his recovery and get an easy kill. Pit is one of the most annoying characters
    in the game, and he's even more frustrating when you're Bowser. If you KO this
    jerkface, throw a taunt his way just for me.  
    ~~Final Smash:
    Pit's final smash is kind of pathetic. Little angels fly everywhere, which can
    be dodged and blocked. They're a pain when you're already damaged, and Pit can
    attack you while they're flying around, so just try to roll around and block.
    If you can dodge most of them the final smash shouldn't be too big a deal. 
    ~~ Ice Climbers ~~
    Difficulty: *--- to ****
    With your reach advantage and massive power, the Ice Climbers SHOULDN'T be a
    big deal, but oh boy can these little ice clubbers screw you over big time.
    They can deal big damage in no time and smash you hard. Human experts of the
    Ice Climbers can harness infinite grab techniques (look up "ice climbers chain
    throw" on Youtube) which will basically destroy you should you ever run into
    such a thing. Thankfully, I haven't, but it's something to note (you probably
    shouldn't be playing Ice Climbers experts with Bowser anyway). One thing to
    note is that, while most characters have trouble throwing the Ice Climbers,
    Bowser can usually pull it off with his Body Slam, which will likely seperate
    them. Seperation is key against the Ice Climbers, because when alone, they
    aren't even half as powerful. So take them out one at time and use that massive
    power and reach to your advantage. They are also weak in the air, so whenever
    possible, send them flying and capitalize on their terrible air game. 
    ~~Final Smash:
    The Ice Climbers create a huge iceburg which deals a huge amount of damage over
    time. It's pretty well impossible to avoid being damaged by this massive ice-
    chunk, so just try and avoid getting smashed by the climbers while the final
    smash is in effect. You can also attack the iceburg, which will cause it to
    receed slightly, but whenever I try this I always end up getting even more
    damaged. But it is an option.
    ~~ R.O.B. ~~
    Difficulty: ***-
    R.O.B. is a surprisingly difficult character to fight. When announced, most
    thought he would be like Game & Watch from Melee; that is to say, mostly fan
    service with little serious potential as a contender. Not true at all. R.O.B.
    has two long-range attacks that, while they can't be used quickly and
    repitiously, are still annoying. He's deadly in the air, and has a lot of quick
    attacks on the ground. He has a few spinning attacks than can hit Bowser for
    big damage, and he has quite possibly the best recovery in the game (he fights
    with Pit for the top spot). Try and keep a fire-length distance and abuse him
    with fire and quick-hitting tilt attacks. Firebreathing is fairly effective
    when he's trying to recover, but since his recovery is so good, he may be able
    to avoid it entirely. Still, it's worth a shot. The biggest thing to watch out
    for is when you're recovering. R.O.B. can fly right at you and knock you out in
    mid-air. To avoid this, use Bowser's butt stomp (B-V) above a ledge to quickly
    fall and grab on as a recovery. It should avoid R.O.B. for the most part. 
    ~~Final Smash:
    R.O.B.'s eyes shoot out short-ranged lasers and his smashes become  more
    powerful. Similar to Wario's transformation, just try and avoid R.O.B. while he
    is going crazy. Wario is more manueverable and difficult to avoid, but R.O.B.'s
    lasers can trap you and do big damage. 
    ~~ Olimar ~~
    Difficulty: ????
    Olimar can be a real pain, or he can be cake. He's a wildcard, because it
    depends on how he's used. On the one hand, Olimar is a lightweight and his
    attacks aren't that powerful. On the other hand, he's fairly fast (running-
    speed-wise anyway), and many of his attacks have decent range. His aerials are
    short-ranged, but can come out quick. His up-smash is the most deadly move in
    his arsenal and comes out quick, so watch out when you're vertical with him.
    Olimar, especially on the ground, is very directionally-oriented. His forward
    smash hits directly forward, and his up-smash goes straight up. The best bet to
    get in close is to jump at him at a diagonal to avoid both smashes, and wack
    him with a quick slash. At a distance, Olimar will likely whip his many pikmins
    at you, so try and firebreath them to death and while he's picking more out of
    the ground, charge in with either Bowser's A-A slashes, or his forward mid-air
    slash. If many pikmin are attached to you, they can deal huge damage in no
    time, so get them off ASAP with Bowser's down smash. Olimar's weakest weak
    point is his recovery. When low on pikmin, firebreath him when he's trying to
    get back on. If he has plenty of pikmin, use the butt stomp to jump off and
    grab onto the ledge so he can't grab on himself. 
    ~~Final Smash: 
    There is no avoiding Olimar's final smash (except for maybe Pit or R.O.B.
    because of their flight). Olimar jumps in his rocket ship and while flying in
    the air, everyone left behind gets mercilessly pummeled by monsters for decent
    damage. Then, Olimar's rocket ship falls to the ground in a big explosion. To
    avoid the explosion, take note of where your character is and where the rocket
    ship is falling and just try and movve out of the way. 
    ~~ Captain Falcon ~~
    Difficulty: *---
    FALCON PUNCH! FALCON KICK! YES!... WHOOOSH!--Huh? Don't you think it's odd that
    C. Falcon says something manly with every move except his uppercut attack? It
    just makes this weird wooshing sound. Anyway, C.Falcon isn't a big worry for
    the Mario-mashing Turtle. You have a huge power advantage, and a reach
    advantage. He has to get in close to do damage to you, which means he'll be in
    perfect range for your devastating smashes. Falcon's speed can be a pain, but
    his speed mostly just comes in running, as he's clunky in the air (but has
    quick and powerful aerials, so watch out) and his attacks aren't that fast on
    the ground. He'll have to deal a decent amount of damage before sending you
    flying. Watch out for his Falcon Punch though. Don't even bother trying to hit
    him out of it; it's safer just to dodge out of the way. Flame him hard at a
    distance to rack up damage, and flame him hardcore when he's trying to recover.
    Even if he manages to get back on, you should  weaken him significantly. And
    finally, Falcon's forward mid-air attack (knee) can be absolutely devastating
    if it hits, so try and dodge or block it at all costs. 
    ~~Final Smash: 
    Falcon salutes and his Big Blue hovercraft racer does a drive-by. If it hits
    anyone, they're transported on to a racetrack with Falcon in his vehicle, and
    he drives right into them, dealing big damage. Falcon's final isn't quite as
    powerful as the Fire Emblem guys (Marth, Ike), or the Zeldas (Zelda/Sheik, the
    Links), but it is pretty much a guarenteed KO if he hits you at medium/high %s.
    Avoid it by keeping your distance and by trying to jump over him when he does
    the attack. 
    ~~ Mr. Game & Watch ~~
    Difficulty: ****
    Now here comes trouble. G&W is monster of a fight for Bowser. This might be
    surprising, considering he's a lightweight, but for all sorts of areas G&W can
    cause big pain to Bowser. The least worry for Bowser is from a distance,
    because G&W's frying pan, while hilarious, isn't exactly threatening. But that
    doesn't matter because Bowser can't do much from a distance either. At mid-
    range, G&W can jump in fast and throw out some strong aerial attacks. The
    biggest problem with G&W's attacks is that, while he can hit you with them,
    you can't hit him. Let me explain further. When G&W whips out his snapping
    turtle for instance (his back aerial attack) the snapping turtle can hit you,
    but for you to hit G&W out of that attack, you'll have to hit HIM and not his
    snapping turtle. There's a similar problem when fighting characters with
    swords, but with G&W the problem seems even more prevalent. As for really
    close-quarters brawling, G&W's matchstick, helmet, and hammers are all strong
    and quick attacks, and his Judgment Hammer is a sneaky luck-attack than can
    kill you at really low %s. The only real way to counter G&W as Bowser is to try
    and hit him hard if you find an opening, because his light weight will send him
    flying. He can recover from a long distance, but he's vulnerable to firebreath
    while he's floating along with his parachute. G&W received the biggest bump up
    since Melee, so watch out!
    ~~Final Smash: 
    The giant octopus is slow moving, but it's big and its tentacles reach far. If
    your damage is high, it's difficult to avoid without dying, but if you're low,
    G&W can hit you multiple times before it's even much of a worry. Just try and
    jump over him, or dodge underneathe if he's above you. Stick to the edges of
    the level, and if you're daring, avoid him entirely by hanging from the ledge.
    ~~ Snake ~~
    Difficulty: ***-
    Snake is a powerhouse. Personally, I think he's a bit too strong. I mean, it
    really doesn't make much sense that a human can hit just as hard as a demonic
    reptile at least three times his mass and weight. Even less sensical, Snake has
    such power in his normal attacks that many Snake-users don't even use him for
    his unique special moves. He smashes way hard and has some of the strongest
    ranged attacks in the game. His grenades are mostly an annoyance (remember, you
    can pick them up and throw them back at him), but his stinger missile can kill
    you at medium-high percentages, same with his mine and C4. He can place the
    latter two at any point on the level, and hit you into them for extra damage.
    You can explode his mine with your firebreath, but I'm fairly certain that
    trick doesn't work on his C4. Snake's mid-air game is also quite strong, and
    with fairly long reach with those beefy man-legs as well. Snake is at his
    weakest when recovering. His jumps aren't too high and while riding that
    satellite thingie he can't attack. So if he's close to the ledge, jump off with
    a quick forward slash or Bowser's backwards mid-air attack, and then jump back
    on with your jump and his B-^ spin move. Snake isn't quite as tough for Bowser
    to fight as the faster characters like Meta Knight or Falco, but he's
    definitely a challenge. 
    ~~Final Smash:
    Snake gets on a helicopter and shoots grenades at you with a launcher. Avoid
    the air at all costs, as Snake can juggle you like crazy until you fly off the
    top of the stage. Just stay on the ground and try to roll to avoid the
    grenades. It's mostly luck if you avoid them all, so good luck. 
    ~~ Sonic ~~
    Difficulty: **--
    Sonic has speed, but that's about it. He's very weak when it comes to actually
    KOing opponents, and his spin attacks, while annoying, aren't that powerful.
    Firebreath can usually stop him in his tracks, but you have to attack first,
    otherwise he'll be in your face before your face can fire the flames. His
    recovery is ridiculous, so he can keep coming at you even after you smash him
    big-time. I've heard of horror stories about Sonic, but quite frankly, I
    haven't seen the potential unlocked yet. He's fast, sure, but other fast
    characters can deal damage quicker (Pit, Meta Knight), and yet other fast
    characters can KO much better (Falco, Mr. Game & Watch). Even still, that speed
    can be a nuisance, so you'll have to predict attacks and try and counter them
    with your huge power. 
    ~~Final Smash:
    Sonic turns into what looks very much like a super-saiyan version of himself,
    and flies around with ridiculous speed and power. Because it's so difficult to
    control, it's almost impossible to predict where he's going to go, so just try
    and jump around and dodge all over the place. 
    ~~ VIII) Contact and Legal ~~
    Super Smash Brothers Brawl is a copyright of Nintendo, but this guide is
    copyright of the guide writer, me, Bradley Kairis. Keep in mind that just
    because I've given Game FAQs the right to publish my material for free does not
    mean that I am giving everyone that same right. If you would like to use my
    guide on your site, please contact me first.
    So far, the following sites are allowed to publish this FAQ:
    www.gamefaqs.com (obviously)
    Contact Information:
    Please, for the LOVE OF JESUS, DO NOT spam me; I get enough crap in my inbox as
    it is. Before I reveal my email address, please keep in mind some guidelines I
    have for contacting me.
    Do NOT contact me about...
    ...Wii friend codes. 
    ...Such and such strategy didn't work for me.
    ...Mudkipz iz da kewlest.
    ...Bowzer iz dah gay.
    I don't have a huge amount of time to play with strangers online, and when I
    do, I pretty much just connect and play with random people. I don't want anyone
    to send me emails about how such-and-such strategy didn't work for them
    because, well, strategies are rather subjective. The hints/tips/strategies I've
    listed are all stuff that works for me. It may not work for you. If it doesn't,
    then just pick a new strategy. And finally, I really don't care how cool
    Mudkips is or how homosexual you imagine make-believe characters to be. So
    don't send me emails about it.
    DO contact me about...
    ...Information/Facts that are incorrect
    ...Your own strategies
    ...New information about certain moves that I haven't discovered yet
    ...If you'd like to use my FAQ on your website.
    If you spot some kind of factual error, I'd be more than happy to fix it. And
    if you'd like to add to my guide with your own strategies and information, then
    send it my way. I'll credit any corrections and/or additions to my guide with
    whatever name you sign your email off with.
    With that in mind, when emailing me, make sure to put "Bowser FAQ" in the
    title. If you don't, I may delete it thinking that it's spam. And make sure to
    sign the bottom of the email with whatever name you want credited if you're
    giving me new strategies, information, or correcting any factual errors.
    Email: bebopdabebop@yahoo.com
    ~~ IX) Updates and Thanks ~~
    Update: 1.0 to 1.1
    ~ Updated Bower's firebreath
    ~ Fixed a couple of typos
    ~ Split "Conclusion" section into a contact/legal stuff section and an updates/
    thanks section
    Thanks to Nintendo for all the great characters over the years, and for Sakurai
    for making yet another excellent iteration in the Smash Brothers series. Also,
    to GameFAQs for being the best source of video-game-related help, and for all
    of you out there who took the time to read my first FAQ. Happy gaming!
    Special thanks to the following for contributing to the FAQ:
    ~ Won Won: pointed out that Bowser's firebreath can be aimed
    ~ Johan Forsberg: spotted a couple of typos

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