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~~~~~~~~~~~~~ S U P E R S M A S H B R O S. B R A W L ~~~~~~~~~~~~~
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Game Title: Super Smash Bros. Brawl
System: Nintendo Wii
Guide Type: 100% Complete Walkthrough & FAQ
Guide Created: March 31st 2008
Latest Version: Version 1.2 (October 20th, 2008)
Author: Friz
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This guide is no longer updating. Please scroll down to the version
history if you care to know why.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Section 1: Table of Contents
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This guide will become very large with numerous sections. I have inserted
a convenient search function for you. This will help you find whichever
section you are looking for very quickly. To do this all you need to do is
a couple steps.
1) Highlight the section title you want to find. For example: Highlight,
Subsection 1: Adventure Mode: The Subspace Emissary
2) Hold down the "Ctrl" button on your keyboard and press the letter "C".
3) Now hold down the "Ctrl" button again and press the letter "F". This
will bring up the "Find" window.
4) Hold down "Ctrl" again and press the letter "V". This will paste the
section into the "Find" box.
5) Now just press the "Next" button to immediately find that section in
the guide.
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Section 1: Table of Contents
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Subsection 1: Introduction to this guide
Subsection 2: The Characters
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Section 2: Solo
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Subsection 1: Adventure Mode: The Subspace Emissary
Subsection 2: All-Star
Subsection 3: Training
Subsection 4: Classic
Subsection 5: Stadium
Subsection 6: Events
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Section 3: Group
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Subsection 1: Special Brawl
Subsection 2: Rotation
Subsection 3: Tourney
Subsection 4: Brawl
Subsection 5: Rules
Subsection 6: Names
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Section 4: Vault
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Subsection 1: Trophies & Stickers
Subsection 2: Stage Builder
Subsection 3: Masterpieces
Subsection 4: Challenges
Subsection 5: Chronicle
Subsection 6: Replays
Subsection 7: Album
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Section 5: Nintendo Wi-Fi Connection
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Subsection 1: With Friends
Subsection 2: With Anyone
Subsection 3: Options
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Section 6: Options
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Subsection 1: Erase Data
Subsection 2: Deflicker
Subsection 3: Controls
Subsection 4: My Music
Subsection 5: Screen
Subsection 6: Rumble
Subsection 7: Sound
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Section 7: Data
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Subsection 1: Sound Test
Subsection 2: Records
Subsection 3: Movies
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Section 8: Conclusion
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Subsection 1: Contributors
Subsection 2: Credits
Subsection 3: Contact Me
Subsection 4: Version History
Subsection 5: Copyright
==========================================================================
Subsection 1: Introduction to this guide
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Welcome to this guide about Super Smash Bros. Brawl! The goal of this
guide is to provide very detailed strategies on all modes, as well as
including everything there is to know about this wonderful game.
Why write a guide on this game? This game has so much content that you
will be playing for months only to find something new that you never
unlocked or discovered yet. With the staggering amount of content in this
game, a well written and very detailed guide is needed. That is the main
purpose this guide is for.
Also, throughout updates to this guide, you will see sections expanding in
information by the tons. The Table of Contents will also be expanding when
new sections have been written. Check the version history subsection to
find out what will be included in the next update. It also explains what
was added in the latest updates to this guide.
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Subsection 2: The Characters
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Mario
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Unlocked by: Mario is available at the start of the game.
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Character Background
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Mario has been the mascot of Nintendo since the beginning. His first game
that he appeared in was "Donkey Kong" in 1981. His main success started in
1983 with a game called, "Super Mario Bros.". His job occupation is a
plumber, though he usually spends more time rescuing Princess Peach and
playing all types of sports. His main enemy that he is against in most of
his games is called, "Bowser". He also has a brother named, "Luigi". More
about Luigi though in his own section. Mario wears a red hat with a red
shirt and blue overalls. He also wears some white gloves. He has a
mustache which he is noted for on some occasions.
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Movelist Summary
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Mario's grab attacks are weak for the most part, but he has a strong back
throw. Don't even bother using your other throws, just stick to his
backwards throw. It is his strongest throw and you will be using it in
your matches quite often. This is one of his best ways to KO opponents in
a match.
Mario's standard ground attacks are not anything special. Mario's up tilt
is probably his best standard attack. He can volley enemies in the air for
a while with this move. Remember, Mario has short reach though, so only do
it to hit them into the air a few times. He also has a sliding kick attack
that you can perform by running at your opponent and pressing "A". This
can catch your opponent off guard every once in a while. Though they can
easily just shield it and immediately grab you, so don't rely on it too
much.
Mario's aerial attacks are not the greatest thing either. Mario's forward
aerial attack is slow. Your opponent will more than likely have already
gotten around you, or even hit you by the time it connects with them. It
can be used to smash your opponent downwards for a KO, but its just too
slow to have the desired impact that it needs. Mario's neutral air attack
is weak. It comes out fast though, so its better than using your forward
aerial when approaching opponents. Mario's down aerial can be difficult to
get all of the hits to connect with your opponent. It does some decent
damage, but he has 2 other aerials that are more useful.
Mario's up aerial comes out fast and also does some good damage. The same
can be said for his back aerial attack, but it does even more damage.
These are the 2 aerials you should stick to when playing Mario. They
probably won't get you any KOs for the most part, but they are good at
racking up some quick damage.
Mario's smash attacks all come out quickly. They also do some decent
damage. His down smash can hit opponents on both sides of him. That is
useful when you think your opponent is going to roll behind you. That way,
even if they don't, you will still attack in front of you and behind you,
in 1 motion. His up smash isn't the greatest due to Mario's short reach.
Mario's side smash on the other hand, is very useful. It is a strong smash
attack and it comes out quickly. It causes even more damage if you only
hit your opponent with the fireball part of the attack. This means to
attack them from as far back as possible while hitting them with this
move. That will cause optimal damage. The knockback it makes is great for
edgeguarding or launching your opponents off the stage. He has a better
edgeguarding strategy than this move though, which is his great cape
special move.
Mario's cape is an incredibly useful special move. You can perform it by
using his forward special attack. Whenever this attack connects with
anything, it will be thrown back in the direction it came from. This
includes items, projectiles, and even your opponent. If you hit your
opponent when he is standing still with this move, then he will turn the
other direction. If your opponent is coming at you with an attack, it will
make his attack fly in the other direction. The best use of this move
though, is to use it when your opponent is trying to recover back onto the
stage. This will cause him to recover in the opposite direction away from
the stage. Normally they will be helpless against this during a recovery
and always be sent to their death.
One other thing that Mario can use with his cape, is to use it as a
recovery move. This isn't your typical recovery move as in trying to get
back onto the stage, but it has its uses. You can use it in the air to
stop your momentum and switch it back into heading towards the stage. It's
not a big increase of momentum, but its enough to stall in the air when
trying to get back onto stage. You can possibly use this move more than
once, just to slow down your descent a tad. That way, you can use this to
play mind games with your opponent. Don't use it more than once if you are
just strictly trying to recover, because it only shifts your momentum on
its first use. Anytime after that, it will basically just let you fall,
barely stalling you at all.
Too bad Mario's other special moves are not as great as his cape attack.
Mario's up special move is his main recovery move. It has bad horizontal
recovery though, and is used only for vertical recovery. You can also use
this to hit your opponents. On your way up, you will hit whatever you come
in contact with, but on your way down, you are vulnerable to attacks. So,
its strictly only to be used as a recovery move. Mario's neutral special
move, is his fireballs. He can spam these with short hopping, to approach
his opponents. Mario's down special move is his F.L.U.D.D.. This move is
practically worthless. It supposedly is for edgeguarding, but the stream
is too random, not very big in size, and hardly pushes your opponent back
at all. Don't even bother using this move.
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Final Smash
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Mario's Final Smash is called, "Mario Finale". When he performs his Final
Smash, he shoots a huge stream of fire that goes across the stage. You
don't have to be close to your opponents at all in order to have this
Final Smash hit them.
This Final Smash is not a powerful KO move, but it can rack up some damage
and make the characters get shot off the screen, if they get trapped in
it. The longer they stay trapped in it, the more damage they will rack up.
This also means that you might want to try to get closer when performing
this Final Smash. Be warned though, that the closer you are to your
opponent, the easier time they will have of avoiding it.
This move can be difficult to avoid if you are farther away from Mario. If
you are up close to Mario when he performs his Final Smash, then usually
you will be able to jump over it or even air dodge through it. The farther
away you are though, the bigger the fire stream will become and the harder
it will be to dodge it.
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Character Summary
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Your method of attack for Mario, is to approach your opponents with short
hopping and spamming fireballs. If your opponent has some type of
reflector, then you are going to have a much more difficult time
approaching them. If that is the case, then try baiting your opponents
into chasing you and use your back aerial against them. If they try
rushing you, shield their attack and perform a back throw on them. Your
side smash attack is going to be your main method of getting a KO and
dealing damage. Try using your cape to reflect projecticles and edgeguard
your opponents.
Compared to most other characters in the game, Mario doesn't have the
options that most of the other characters have. The main thing that Mario
has going for him, is the use of his cape attack. This will cause a lot of
problems for your opponents, if used correctly. Use it to edgeguard and
reflect projectiles on your opponents.
Mario is supposedly the average character in this game. When you look at
all he has to offer as a whole though, you get a below average character.
His range is very short, his attack options are limited, and his strength
is weak for most of his moves. His speed and recovery ability are the only
average things he has.
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Vs Strategy (Against Mario)
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Any character that has a good range advantage on them, can cause many
problems for Mario. Watch out for Mario's fireballs and cape attacks.
Those should be the only 2 things you need to watch for when playing
against Mario. Things should go pretty smoothly if you can get around that
and him edgeguarding you with his cape. Try to make him mistime his cape
and grab the ledge after he uses it. Projecticles are also not recommended
because of Mario's cape.
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Luigi
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Unlocked by: - Play 22 brawls
- Beat Classic with no continues
- Get Luigi to join your party in The Subspace Emissary
You can unlock Luigi by completing any of these 3 requirements. For the
first 2 requirements though, you must defeat him in a basic brawl to
unlock him. For the 3rd requirement, you will not have to fight Luigi in a
basic brawl to unlock him.
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Character Background
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Luigi first appeared in 1983 in a game called, "Mario Bros.". His main
success though, was not until 1985 where he was featured in, "Super Mario
Bros.". He is the brother of Mario and often overshadowerd by his brother.
Luigi usually runs from danger anytime that he sees it. He is also taller
and skinnier than his brother Mario, but can jump higher than Mario. Luigi
normally only appears in Mario games, but he has been featured in a few
games of his own. Luigi is tall, skinny, and dressed in green. He wears a
green shirt with blue overalls. He also wears the white gloves, just like
his brother. He also wears a green hat.
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Movelist Summary
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Just like Mario, Luigi's grab attacks are weak for the most part, but he
has a strong back throw. Don't even bother using your other throws, just
stick to his backwards throw. It is his strongest throw and you will be
using it in your matches quite often. This is one of his best ways to KO
opponents in a match.
Luigi's standard ground attacks are not anything special. His up smash is
preferable to his up tilt, so you can pretty much ignore it. Same for his
other tilts. He also has a running punch attack, that you can perform by
running at your opponent and pressing "A". This move is pretty worthless.
Your opponent can also easily just shield it and grab you. It also does
weak damage and takes a while to finish the move. This move is not
recommended to use.
Luigi has a much better aerial game than Mario. Luigi's forward aerial is
not slow like Mario's and its actually very quick and powerful. This is a
good way to get some damage on your opponents. His other aerials also come
out quick, but you will probably want to stick to his forward aerial in
most occasions. His neutral aerial though, is his best source of getting
KOs, as far as his standard aerial attacks go. If you connect with it
early, it will do some heavy damage and have some great knockback power on
your opponents.
Luigi's smash attacks all come out quickly. They also do some good damage
and have great knockback. His up smash is good for sending opponents into
the air, but not much else. His down smash is his strongest smash attack
and can hit opponents on both sides of you. This is useful when you think
your opponent is going to roll behind you. That way, even if they don't,
you will still attack in front of you and behind you, in 1 motion. Luigi's
side smash is very good for trying to KO your opponents. It comes out
incredibly quick and has very good knockback power. It's not quite as
powerful as his down smash, but its still better for getting KOs with, due
to the angle it sends your opponents at.
Luigi has 1 bad special move, an average special move, and 2 good special
moves. Lets start with the bad. Luigi's Fireball is pretty much worthless.
It has short range and only fires on the horizontal level that Luigi is
currently on. That means, even if Luigi is in the air, the fireball will
stay in the air during its few second duration. It's not like Mario's at
all, where he could make it bounce on the ground and fly at angles towards
his opponent. This means, its not useful for approaching his opponent.
You could use it when your opponent is just out of reach in certain
situations, but don't rely on it beyond that.
Luigi's Cyclone is his average special move. It's not as bad as his
fireball at all. You can use it while on the stage to cover a large
distance very quickly. This can be useful for approaching opponents, but
don't overuse it so that they predict it coming. It does weak damage, so
don't rely on it to dish out any heavy damage. You can also make him rise
into the air a bit by pressing the "B" button. Don't use that as a
recovery move though, he has much better options than this.
Luigi's Green Missile is only good for recovery situations for the most
part. If you fully charge this move, then it will deal some major damage
on your opponent. Though, you really won't get a chance to do that,
because of how long it takes to charge up. I suppose that you could
attempt to charge it while your opponent recovers and then let it go when
they are about to get back onto the stage. The main use of this move, is
as a recovery option though. He can fly a great horizontal distance when
charging up this move after being knocked back. Just make sure you let it
go before to reach underneath the stage, because it only flies horizontal
and not vertical. It also has a small chance to misfire. This means it
will act as if you basically fully charged the move, when you only just
started charging it and released. Don't rely on that though because of the
small chance it takes to occur.
Luigi's Super Jump Punch is useful in more ways that one. The first use of
this special move, is for a recovery move. It has some decent vertical
height to it and should be used if your Green Missile doesn't quite make
it
back to the stage. The way that this move is useful, is for KOs. At first
glance, it may appear that you think I'm crazy for saying this when you
see it do pathetic damage to your opponent. This is because you need to
connect your attack at the start of it. If you are on the ground and
perform this move while touching your opponent, you will perform
incredible damage on your opponent and send them flying. You can also do
this in the air, but it doesn't have as much knockback as when doing it on
the ground. This is your main way to get KOs on your opponent. Always look
for an opportunity to use this. Be careful though, as you can't avoid any
attacks if you miss connecting. One of the best ways to help you connect
with this move, is to approach your opponent and perform some quick
attacks. In the middle of the attacks, perform this move to send them
flying.
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Final Smash
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Luigi's Final Smash is called, "Negative Zone". When Luigi performs this
Final Smash, a circle of negativity will be created around Luigi. This
circle is pretty big in size. The colors inside this circle mostly shadowy
effects of black and gray streaks. The music also changes and Luigi does a
weird type of dance inside of the circle.
Luigi's Final Smash is very unique. It has lots of effects that it causes
opponents who are inside of it. The "Smash Bros. DOJO!!" says, the effects
include:
* Drastically reduced attack power
* Greater launch distance when hit
* Increased likelihood of slipping
* Steady increase in damage percentage
* Flower growth on head
* Dizziness
* Uncontrollable taunting
* Sudden sleepiness
* Decreased movement speed
Your attack strength also seems to increase when you are inside of the
circle. One noticeable difference is that your Down Taunt will do a huge
meteor smash against your opponent.
If you are trying to avoid this move, then try jumping out of the circle
and keeping away from Luigi. You will probably get effected a bit, but by
jumping around, you will have a better chance of surviving.
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Character Summary
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Luigi's matches should going something like this. Since Luigi's fireballs
are no good at all, you can't approach opponents like Mario can. You can
use your Luigi Cyclone to get a quick approach to your opponents and maybe
even surprise them. If they try rushing you, shield their attack and
perform a back throw on them. Luigi has more options that Mario, in terms
of getting KOs. Your side smash attack is a great method of getting KOs.
The one you always want to try to attempt when you can, is his Super Jump
Punch. If you see an opportunity, then go for it. Try approaching your
opponent with some quick attacks and also releasing his Super Jump Punch
in the middle of them to connect.
Luigi doesn't really have a great edgeguarding ability. Your best chance
is to jump off stage and perform forward tilts, or neutral aerials on your
opponent. Since they come out a lot quicker than Mario's, you have a lot
less to worry about. You can also try fully charging your Luigi Missile
for
anticipation of them landing back on stage.
Luigi is better than his brother Mario, but he still has downsides. He is
not a very fast character in terms of speed and a few of his moves take a
long time to recover from. His fireball is also useless, for the most
part. He also has short range, which is never good.
When talking about the upsides to Luigi, there are many to talk about. He
has a great recovery move, great smash attacks, and some great special
moves. This pulls Luigi up from being a below average character like his
brother Mario, to being an average character.
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Vs Strategy (Against Luigi)
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When fighting against Luigi, there are a few things you can do to improve
your chances. Luigi is slow and has some short range. Knowing this, you
can use a fast character, someone with long range, or better yet, someone
with both. This should help a lot to exploit Luigi's weaknesses. Try not
to let Luigi get too close to you, otherwise you can expect him to unleash
his Super Jump Punch on you. If you have any type of projecticles, you can
spam them against Luigi, because he has no type of reflecting abilities on
him. Also, when he is trying to get back onto the stage, you can
anticipate him using his Green Missile for recovery. If it lands all the
way back on the stage, then you have time to perform a quick smash on him,
while he is waiting for the animation to end.
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Peach
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Unlocked by: Peach is available at the start of the game.
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Character Background
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Peach first appeared in 1985 in a game called, "Super Mario Bros.". Peach
is the Princess of the Mushroom Kingdom. There is no queen or king and
Peach rules alone. She usually gets captured in all of her games by
Bowser. She has also been known to appear in sports games or wherever
Mario goes to. She also has a few games of her own. She looks like a young
princess wearing a royal dress. Her dress is usually colored pink. She
also wears a small crown on her head.
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Movelist Summary
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Peach's grab moves, are all weak and have bad knockback ability. Knowing
that you can't get any KOs off of her grab abilities, you can use it for a
different purpose. Since all of her throws hardly have any knockback to
them, you want to use the one that has the smallest amount of knockback.
That one, is her down throw. With this move, you can use it for a combo.
Down throw your opponent and then follow it up with a quick side smash for
some nice damage.
Peach has some nice standard attacks. Her best one is her up tilt attack.
It can cause some good damage, has some knockback to it, has good reach,
and is fairly fast. You can use it for damage, as well as keeping your
opponent in the air. Her dash attack isn't anything special, but you can
still use it without too many consequences.
Peach is an aerial player. She has the ability to float and glide in the
air, for long periods of time. Her forward aerial attacks have the best
knockback ability to them. Use them when trying to get KOs on your
opponents. Her neutral aerial is good for damage as well as hitting on
both sides of her. Her up aerial is great at keeping opponents in the air.
Her down aerial is good for trying to rack up some damage on opponents,
but sticking with her neutral aerial is your better choice. Her back
aerial is good when an opponent is coming up from behind her.
Peach has a good smash attacks. Her down smash is pretty good. If you
played Super Smash Bros. Melee, then you will remember the damage that
this moved caused on opponents. Thankfully this move is now fixed. It has
short range, but can hit on both sides of her for some good damage. Her up
smash is only good if you connect with the tip of your hand. So, you must
be close to your opponent when trying to perform this smash. It has
incredible knockback also. Use it when an opponent is coming back towards
the ground, or if you ever have an opportunity while on the ground.
Peach's side smash can randomly do 3 different things. The first is
attacking with a tennis racket. This is her weakest out of the 3 and has
small knockback to it. Her next weapon is the golf club. It is in the
middle of the three weapons, in terms of damage dealing. It has great
knockback horizontally though. The last weapon she has, is the frying pan.
This is the strongest of the 3 weapons and does some great vertical
knockback. These all come out randomly and are pretty quick.
Peach has some interesting special moves. First of all, is her special
move with Toad. You can use this move for countering an attack. The damage
he deals, depends on the amount of the spray that your opponent gets hit
with. I don't recommend using this move still though, because of how slow
it is and how spread out the spray is. If you miss a counter with this
move, then you are defenseless. You can expect your opponent to punish you
for missing with your counter.
The Peach Bomber is a good move that she has. When she uses it, she
thrusts herself backwards in the direction you used the attack. She covers
a good amount of distance with this and it does some good damage. It also
comes out pretty quick. The only bad thing to this move, is that it has
some back knockback ability.
Peach also uses a Parasol as one of her special moves. This move is only
used for recovery. If you attempt to hit your opponent with it, it will
hardly do any damage at all. Peach has horrible vertical recovery and is
all about the horizontal recovery. This move is a part of the reason why.
She can use the Parasol to slow down her vertical falling and come back
onto the stage from any distance away from it. This works as long as she
isn't below the stage. You can also cancel this move by pressing down and
then press up again to pull out the Parasol. There really is no reason to
do this though, as her descent hardly changes in speed at all.
Her last special move is using Turnips. She can use these to throw at her
opponents. It's good for using them semi long range to hit your opponents,
or cancel whatever attack they are about to perform. They have very short
horizontal distance though, so they aren't that great. They also come are
thrown pretty slow and your opponent can easily catch them by pressing
"A", right before they hit him. They can then throw them right back at
you. She can also pull out different things randomly. If you look at the
Turnips' closely, you will realize that they have faces on them. One of
the very rare things that Peach pulls out, is a Turnip with a face that
looks like someone squinting. This Turnip is very powerful and will most
likely kill your opponent. She can also pull out an assortment of goodies
very rarely. Beam Swords, Bombs, and even a Mr. Saturn can be pulled out
of the ground. This all happens very rarely though, so don't expect to see
it anytime soon.
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Final Smash
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Peach's Final Smash is called, "Peach Blossom". When Peach performs this
Final Smash, she starts to dance and peaches will fall from the sky.
Different music also starts playing and the sides of the screen have
pictures of Peach on them. Everyone except Peach gets put to sleep when
this happens. The closer you are to Peach, when the Final Smash is
performed, the longer you will stay asleep. She can also eat the peaches
that fall down from the sky for some health recovery.
As far as being a powerful Final Smash, this one does some damage, but no
knockback at all. The closer you are to Peach, when she performs her Final
Smash, the more damage you will take. The farther you are away from it,
the less damage you will take. She has a few options though with her Final
Smash. Since her opponents are asleep, she can grab some peaches on the
ground to recover her health, or she can just do a strong smash attack on
her opponent. She can also do a mix of both, by grabbing some peaches and
then smashing her opponent.
If you want to dodge this attack, then I recommend you stay in the air as
long as possible. Try to get as high as you can in the air before she is
about to activate her Final Smash. You will only fall asleep if you touch
the ground. If you manage to avoid her Final Smash, then you can eat any
peaches you see or do whatever you want against Peach.
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Character Summary
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When fighting against opponents, Peach is a heavy aerial player. Make use
of her floating ability in the air. You can also hold down and then jump
to make her float on the ground. Use this to perform any aerials you want
to use. Use her Peach Bomber frequently to approach opponents, or even if
they are chasing you. Use Turnips for long range fights, but be ready for
them to be thrown back at you just incase your opponent catches it. Her up
smash is great for KOs, as long as you connect with the tip of your hand.
The side smashes will also do a good job.
When trying to edguguard with Peach, you have a lot of good options. You
can use the Turnips if you want to play it safe on the stage. Just spam
them while your opponent is trying to get back onto the stage. If you want
to play more risky, then use her float ability and trying to do some
forward aerials to KO your opponents. Peach is a great edgeguarder,
because of her ability to float in the air for a long period of time
whenever she wants.
Peach may seem good with all of her attack options, but she has some
glaring downsides. For one, she has a horrible vertical recovery. If she
gets sent below the stage, don't expect her to make it back up the
majority of the time. She is also a very light character. This means that
she can be KOed at low percentages. She isn't very fast and other
characters have better aerial abilities than her.
Peach does have some good things about her also. She does have an amazing
horizontal recovery and will be able to get back on stage no matter how
far back she is sent. As long as she isn't below the stage, she will be
fine. Her floating ability gives her a ton of options to attack her
opponents and is great for edgeguarding. The bad thing about her though,
is that her weaknesses override her strengths.
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Vs Strategy (Against Peach)
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Peach is a light character. Take advantage of this by using a heavy
character. She also is more on the slower side, so a speedy character
could work wonders on her. Watch out for her Turnips that she can throw.
Be ready to catch any that come at you and return the favor by throwing
them back at her. Keep in mind that she is a very horizontal based player.
Any characters that are more aerial based than her, can cause a lot of
problems. Use this knowledge to attack from above or below her to get
around her floating ability. When recovering back onto the stage, try to
get below or above her, so she can't edgeguard you as easily.
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==========================================================================
Bowser
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Unlocked by: Bowser is available at the start of the game.
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Character Background
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Bowser first appeared in 1985 in a game called, "Super Mario Bros.".
Bowser has been Mario's enemy since the beginning. He has often resorted
to capturing Princess Peach. His main goal is to rule the Mushroom Kingdom
one day. Bowser also has a vast army that he controls to take out the
Mushroom Kingdom. He looks like a cross between a small dinosaur and a
giant turtle. He has spikes covered all over his shell. His skin is
colored green.
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Movelist Summary
--------------------------------------------------------------------------
None of Bowser's throws are heavy damage dealing. They also don't have
very much knockback to them. Usually, you will want to end up trying to
grab your opponent using one of your special moves, instead of your
standard grabs. The only reason to use any of these grabs, is to do them
out of a shield, if you get the chance.
Bowser has some good standard ground attacks. His forward tilt has some
very good range on it. It also comes out decently quick, so you won't have
too much to worry about when attempting it. His up tilt is strictly for
attacking opponents in the air. He swings his claw very vertically and it
will miss anyone on the ground. The exception to this, is that it can hit
someone behind you. Do not rely on using it for that though. He has a nice
neutral, but his down tilt will do even more damage. His dash attack takes
a long time to recover from, so its not recommended to use that in most
situations.
Bowser has some strong, but slow aerial attacks. His forward aerial is
quick though, and should be used a lot. It has some good power and great
knockback for KOing your opponent. His up aerial is really slow, but does
the most damage out of his aerials. His down aerial isn't very strong and
there's no reason to use it because of the lag it creates after using it.
His back aerial is strong, but slow also. It has a ton of lag after using
it. It is probably best used for edgeguarding. His neutral aerial is weak,
but not too slow. There really isn't a reason to use it when you have his
great forward aerial though.
Bowser has some very powerful smash attacks. His up smash is the weakest,
but it is still strong. It is best used when your opponent is coming down
on you, or if he is above you on a platform. The reach it has is great for
these situations and the added damage is a great bonus. His down smash
doesn't isn't as useful as his up smash or side smash. He can use it if he
is trying to hit an opponent that looks like he could attack from either
side of Bowser. If it connects, it will cause some great damage. His side
smash though, is unbelievably powerful. If you use it when you are close
to your opponent, it will hit twice for even more damage. This is a great
edguguarding tool, because most of the time, its way too slow to use for
other purposes.
Bowser has some great special moves. His Fire Breath attack is good for
edgeguarding. The damage it does is weak, but it will cause quite a bit of
frustration to the opponent trying to get back onto the stage. The Bowser
Bomb special move is powerful, but causes a lot of lag. If he uses it on
the ground, he can combo his opponent into it. Use it when you are
touching your opponent and Bowser will send him into the air. He will then
crash back onto the stage and hit your opponent in the process. This is a
great combo and it happens fairly quickly. The only bad side to this move,
is of course the lag that it creates after it ends.
The Whirling Fortress special move, is Bowser's recovery move. Its great
for horizontal recovery, but bad for vertical recovery. It can also hit
your opponents for a bit of damage, if they come into contact with it.
This move is way too slow for any other purposes like causing damage. This
is why it should be strictly for recovery purposes.
Bowser's last special move is the most interesting. It is called the,
"Flying Slam". He will grab his opponent when this move connects and body
slam them into the stage. This move is powerful and causes some knockback
also. Bowser can also control where he slams his opponent into the stage
at, while holding him in the air. His opponent though, can also control
where he lands. The higher damage that your opponent has on him though,
the less control he will have on influencing where he lands. The same can
be said when Bowser has a higher percentage of damage on him. The other
general use for this attack, is KOing your opponent and suiciding
yourself, off of the stage. Only do this in a smart situation. That means,
if you have nothing to lose by suiciding. This could mean something along
the lines of having a high percentage of damage on you, while your
opponent has a lower percentage of damage on him. It could also be helpful
if you have 2 lives and your opponent has 1 life left. Suicide with this
to end the match. This attack comes out very quick, so you don't really
have to worry about missing it too much.
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Final Smash
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Bowser's Final Smash is called, "Giga Bowser". When Bowser performs this
Final Smash, he will gigantic in size. He will also change his appearance
and looks much more scary.
This Final Smash doesn't last very long unfortunately. Bowser's gets a lot
stronger in this form though. His attacks are very powerful and can cause
a lot of knockback on you. He can easily KO you while he is in this form.
If you try to hit Bowser while in this form, he won't even flinch. You are
too small for him and won't even make him blink. You can still damage him
though. The downside to this Final Smash, is of course that he can't last
very long in this form.
If you want to avoid this move, then good luck to you. Bowser takes up
most of the stage that he's on and has incredible reach. Try your best to
just run away from him. Air dodge, if you think he's getting ready to
attack you.
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Character Summary
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Bowser will have a hard time approaching his opponents, due to his slow
speed. He should try to bait his opponents into coming to him instead. He
could try to approach them by using his forward aerial attacks though. Try
a combination of using the Flying Slam special move and smash attacks
throughout the match. He doesn't have many options in his arsenal, but he
has a lot of power to make up for it. Also, using the Flying Slam in smart
situations, is always recommended as a part of your matches.
Bowser can be a good edgeguarder, if used properly. If you can time his
forward smash on your opponent, then you can almost expect a KO on them.
Also your Fire Breath can be used for some pain and frustration, when your
opponent is trying to get back onto the stage. Forward aerials will also
do a lot of good while edgeguarding.
Bowser of course, has a big downside. This big downside is that he is very
slow. Slow characters, will normally get punished in this game. He won't
be able to react fast enough to the speedy characters, who will enjoy
punishing him the whole match. Also, due to the size of Bowser, his
opponents will have a much easier time hitting him. These 2 downsides
cause Bowser from being a great character, into only being an average
character.
Bowser has a lot of upsides to him though. He has all of the obvious
traits of being a big powerful killing machine. He has great reach, power,
and is also a very heavy character. This means that it will cause him a
lot of damage in order to be KOed. His recovery is also pretty good and
can get him back to the stage in most situations. Lastly, he can be a very
powerful and annoying edgeguarder against your opponents, if used
properly.
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Vs Strategy (Against Bowser)
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Bowser has the big weakness of being slow. Any fast characters will be
able to make short work of Bowser. Any characters that can use
projecticles, will also have a fun time keeping away from Bowser and just
spamming him. Bowser is very powerful, so don't pick any characters that
are too light, otherwise you will be KOed within a few smashes. Watch out
for his Flying Slam if he gets the chance to use it. Also be careful when
coming back to stage, as Bowser can KO you if he gets the chance. Try to
grab the ledge and roll onto the stage to get around him.
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==========================================================================
Donkey Kong
==========================================================================
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Unlocked by: Donkey Kong is available at the start of the game.
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Character Background
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Donkey Kong first appeared in 1981 in a game called, "Donkey Kong". Donkey
Kong used to be Mario's enemy in the early days. Only later, did he
develop into being the main character in his own game. The Donkey Kong
Country series made Donkey Kong into a very popular character and have
some very good games. Donkey Kong is a gorilla. He is huge and weighs a
ton. He has brown fur covering most of his body. He also wears a tie
around his neck in most of his games.
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Movelist Summary
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Actually, none of Donkey Kong's grabs are very powerful at all. They are
more towards the weak side, surprisingly enough. His back throw is his
most powerful out of the throws though. His forward grab is unique,
because he can actually lift up his opponents and carry them for a limited
amount of time. Donkey Kong can suicide with this move, but you will have
to be quick, because your opponent can break out of it. Just stick to his
backthrow for the power, or his front throw for a chance at suiciding with
your opponent.
Donkey Kong's standard ground attacks are nothing special. His forward
tilt is good, because it comes out quick and has some good range to it.
His up tilt is also good for juggleing opponents in the air. It can also
hit an opponent from behind Donkey Kong. His down tilt is overshadowed by
his forward tilt, so just stick to that one for the most part. His dash
attack isn't very good. It doesn't do very heavy damage and will also
cause some lag. Never a good combination.
Donkey Kong's aerials are nothing spectacular, but they aren't bad either.
His down aerial can cause a lot of damage, but it is slow and will cause a
lot of lag. The same thing can be said for his forward aerial. It is even
slower to connect though and highly not recommended. His neutral aerial is
weak. His up aerial is decent, when trying to hit your opponent in the
air. His back aerial is probably his most useful though. It can cause some
good damage and knockback on your opponent. Use then move, when they are
chasing you.
Donkey Kong has some great smash attacks. They are very powerful and come
out pretty quickly. His down smash hits opponents on both sides of Donkey
Kong, but has some lag after using it. His up smash is great for keeping
opponents in the air. His forward smash is probably his greatest smash
attack though. It has incredible knockback, reach, and power all stuffed
into 1 nice smash attack. You will be using this move a lot when trying to
get KOs.
Donkey Kong doesn't have any amazing special moves either. His ground
pound attack will cause some damage to your opponent, if they are in the
immediate area surrounding your character. If you have items on though,
this move is more risky to use, because you might blow up an item that is
close to you. This move really isn't necessary to use anyways. Donkey
Kong's Headbutt can hit your opponent so hard, that they will fall into
the ground in a mini crater. It has the same effect as if you used the
Pitfall item. After connecting with the Headbutt, follow it up with a side
smash attack for some good damage. This move is slow though and will cause
some lag, so its not really recommended because of the low success rate of
connecting.
His Spinning Kong special move is used as his recovery move. It has some
great horizontal recovery distance. It is horrible when trying to
vertically recover though. If your opponents come into contact with it,
then they will also take some damage. Only use this move strictly for
recovering, because it will cause a ton of lag when it is finished.
Donkey Kong's last special move is his Giant Punch. This move should be
charged up at the beginning of every match, if given the opportunity. It
is a great move for getting KOs, due to its power and great knockback
ability. Charge this move up when away from your opponent, whenever you
get the chance. Let it unleash when you see a good opportunity on your
opponent. Using it after the Headbutt move is the ideal situation. It
could also even be used for edgeguarding.
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Final Smash
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Donkey Kong's Final Smash is called, "Konga Beat". When Donkey Kong
performs this Final Smash, he starts to play his drums. The sound waves
that comes from you playing along to the beat of the song, will damage
your opponents if they get hit by it.
In order to do any damage to your opponent, you are going to watch to hit
the "A" button in time with the rhythm of the song he is playing. You will
want to activate this Final Smash as close to your opponent as possible.
Then time the beats and the sound waves will grow in size and length the
longer you play in tune of the song. This move can deal a lot of damage if
timed correctly. It will take a lot of practice in order to get down the
timing of the song though.
If you want to dodge this Final Smash, then just try to stay as far away
from Donkey Kong as possible. It shouldn't be very hard to avoid.
Especially if your opponent isn't very good at going along with the beat
of the song.
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Character Summary
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At the start of the match, charge up your Giant Punch and unleash it
whenever you see your opening. Donkey Kong will have a hard time
approaching his opponents, due to his slow movement and attack speed. He
should try to bait his opponents into coming to him instead. Start using
your back aerials if they chase at you. You could try to approach your
opponents by also using your back aerials. It will still be hard either
way, due to your slow forward aerial. Continue with side smashes, Giant
Punches, back aerials, and suicidal forward throws throughout the match.
Donkey Kong doesn't have the greatest moveset, so you will have a hard
time in most cases.
Donkey Kong isn't the best edgeguarder. His forward smash will probably be
your best tool when trying to edgeguard. You may even try using the Giant
Punch, but the forward smash is recommended more, due to its speed and
less lag. His aerials really don't give him any help for edgeguarding, so
you will find yourself using only 1 move for the most part.
Donkey Kong is a slow character with slow attacks. This is always a bad
combination and in the long run, will give you the disadvantage. Donkey
Kong is also a pretty big character and is open to projectile spamming
from his opponents. Donkey Kong doesn't have much of an edgeguarding
ability either.
Donkey Kong does have some upsides to him though. He has incredible reach,
very quick and powerful smash attacks, a great recovery, and is a heavy
character. These upsides put him back onto the playing field, even when
his disadvantages cause some problems in matches. He can KO his opponent
very quickly with his smashes, but factor in everything as a whole, and
you only get another average character.
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Vs Strategy (Against Donkey Kong)
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Donkey Kong is big and slow, so the obvious choice is to bring in a fast
character. Projectile spam is again useful against Donkey Kong, as he can
do nothing about it. Don't pick any character that is light, because of
Donkey Kong's powerful and quick smash attacks. Watch out if hes going
for
a suicide with you, but you should be able to break out of it by spamming
buttons when he grabs hold of you. Try to keep away from him if he charges
up his Giant Punch. You know what will happen if that thing connects with
you. He is also horrible at edguguarding, so you won't have too much of a
problem trying to get back onto the stage.
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==========================================================================
Diddy Kong
==========================================================================
--------------------------------------------------------------------------
Unlocked by: Diddy Kong is available at the start of the game.
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Character Background
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Diddy Kong first appeared in 1994 in a game called, "Donkey Kong Country".
Diddy Kong has helped Donkey Kong is most of his adventures. He has even
had a few games all to himself. His main role was get Donkey Kong's
bananas back from the Kremlings. Diddy Kong is a small chimp, unlike
Donkey Kong, who is a big gorilla. He has brown fur covering most of his
body. He also normally wears a red shirt and a red hat on top of his head
in his games.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Movelist Summary
--------------------------------------------------------------------------
Diddy Kong doesn't have any special grabs. His most powerful grab is his
forward throw. All of his other throws are weaker versions. Don't use his
grabs for KOs, just use them out of shields.
Diddy Kong has some interesting standard ground attacks. If you perform
his quick combo (by repeatedly pressing the attack button), then you will
perform a tail attack move, that can go on forever, as long as you hold
down the attack button. His up tilt is good for keeping opponents in the
air, but his up smash is better for this situation. His down tilt has some
good reach, but thats about it. His forward smash also has good reach,
but
is outclassed by his forward smash. Pretty much, all of Diddy Kong's
standard ground attacks, get outclasses by his smash attacks. His dash
attack, on the other hand, is very good. It comes out very quickly, and
has basically no lag, which means that you can follow up with even more
attacks.
Diddy Kong has a great aerial game also. His forward aerial has great
power, great knockback, and comes out very quick. His back aerial is about
the same, but with less power. His other aerials are weak and not really
worth mentioning, except for his down aerial. His down aerial takes a bit
of time to execute, but the result is a spike to the bottom of the screen
for a KO.
Diddy Kong has some good smash attacks. They pretty much will replace his
standard ground tilts. His forward smash comes out quick and does good
damage on his opponent. The same can be said for all of his smashes. His
down smash hits on both sides of him, comes out quick, and does good
damage. His up smash is great for keeping opponents in the air and does
great damage. The one you will be using the most for KOs though, will be
his forward smash.
Diddy Kong doesn't have any powerful special moves, but he does have some
interesting ones. His Peanut Popgun can be used for long range, but it
comes out slow, takes a while to aim on the correct angle, and the
opponent will be able to easily avoid it by then. If it was stronger, it
might be worth it, but its not. Also, if you charge the gun for too long,
it will explode on Diddy. This won't cause any damage to him, but it will
leave him vulnerable for a long period of time.
His recovery move is his Rocketbarrel Boost. This move is great for
vertical recovery, and can even be angled for horizontal recovery. You can
safely get back to stage, no matter where you get hit off to. This move
can also cause some damage to your opponent, if they get hit with the
initial blast, but you will want to use this strictly for a recovery move.
You will get a lot of lag after using this move, which is never a good
thing to have.
Another of Diddy Kong's special moves, is his Monkey Flip. This move can
be interesting. He launches himself a short distance in whichever
direction he is facing. He can latch onto opponents this way and even hit
them if he jumps onto them. Its a decent move that can cause some damage,
but don't overuse it. It can also be used as a recovery option if you
prefer.
Diddy Kong's last special move is the Banana Peels. I love abusing these
little goodies. He can only have 2 of these out on the stage at the same
time. He can however, continue pulling them out throughout the whole
match, as long as he only has 2 out at a time. Their main use, is to be
thrown at opponents to make them slip on them. This will give you time to
attack them after they slip. You can pull off a ton of frustration from
your opponents by causing them to slip repeatedly and continue comboing
them the whole time. Be careful however, as your opponent can pick them up
off the ground and throw them back at you, which can cause you to slip on
your banana peels.
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Final Smash
--------------------------------------------------------------------------
Diddy Kong's Final Smash is called, "Rocketbarrel Barrage". When Diddy
Kong performs this Final Smash, he will pull out his rocketbarrels and
turn them into a jetpack. This will keep him in the air constantly,
instead of only a limited time. Though the Final Smash doesn't last
forever. He also pulls out 2 peanut guns. You can fly like crazy with the
jetpack and fire tons of peanuts at your opponents.
You can damage your opponents either by the peanuts, or by the jetpack
itself. Press "A" to fire the peanuts. Just spam that button the whole
duration of the Final Smash to rack up some major damage on your
opponents. He is pretty hard to control though, so that its not too easy
to hit your opponents with this.
If you want to avoid this move, then try air dodging the whole time and
keep away from his jetpack. It will still be hard to dodge, because of his
airborn speed and the fact that he can spam peanuts at you. Staying in the
air and air dodging is still your best bet though.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Summary
--------------------------------------------------------------------------
Diddy Kong is all about speed, aerials, and bananas. At the start of a
match, pull out a couple of bananas and grab one. Throw it at your
opponent and rush them. If everything goes right, they will slip on the
banana and you will come in and combo them with an attack of your own.
Keep up this strategy and it will work wonders. Your opponent will get so
frustrated slipping on the bananas, while you on the other hand, will be
laughing your head off as they are helpless against your banana onslaught.
You can also pull off aerials in the meantime, while they are dodging
your bananas.
Diddy Kong isn't great at edgeguarding, but he has a few tricks up his
sleeve for it. The first is to lay down some bananas by the side of the
stage they are coming back on. Hopefully they will slip on them as soon as
they climb back onto the stage. If not, then jump into the air and aerial
assault them.
Diddy Kong does have some downsides. He is a light character and that
means he can be KOed easily. He also doesn't have the reach that some
characters have. His upsides outweigh his downsides though, so not too
many problems in this category.
Diddy Kong has a ton of advantages going for him. He is a very quick
character and can out maneuver most other opponents. He has some great
options to frustrate his opponents with, as well as some deadly aerial
attacks. His smash attack come out quick and strong and he will let you
see it over and over again. I would definatly rate Diddy Kong as an above
average character.
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Vs Strategy (Against Diddy Kong)
--------------------------------------------------------------------------
When choosing someone to go against Diddy Kong, keep in mind that Diddy
will punish any slow characters. Since that is the case, you will want
someone that isn't too slow and even has some range or projecticles. Diddy
Kong is helpless against projecticles, so you can spam them as much as you
want against him. Diddy Kong is also a light character, so someone with
power will have an easier time against him. Just make sure they are not
too slow. Watch out for his bananas that he will throw all over the place.
When he tries his recovery Rocketball Blast move, watch to see where it
lands and rush over to him and smash him. Diddy is fierce in the air, so
try to keep it on the ground with him.
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==========================================================================
Yoshi
==========================================================================
--------------------------------------------------------------------------
Unlocked by: Yoshi is available at the start of the game.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Background
--------------------------------------------------------------------------
Yoshi first appeared in 1991 in a game called, "Super Mario World".
Yoshi's first role was to let Mario ride him throughout the games. Not
much of a role, but it helped still. He does have a few abilities of his
own though. He has a giant tongue that can grab enemies and swallow them
whole. He can also throw eggs and stomp the ground really hard. He can
even fly in short bursts. He looks like a green dinosaur. He also has a
little saddle on his back for people to ride on him. There are many
different colors of yoshis, but the main yoshi has always had the green
color to it.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Movelist Summary
--------------------------------------------------------------------------
Yoshi's grabs are replaced by one his special moves. All of his standard
grabs are very weak, and not worth doing at all. It has some reach to
them, considering he tries to grab his opponent with his tongue. If he
misses though, he will get a lot of lag, that his opponent can take
advantage of. His forward and back throws do the same amount of pathetic
damage and are his strongest throws. Since he does little damage in his
grabs, try to make them into a combo instead. Use his down throw to put
his opponent into the air and then use a down aerial on them.
Yoshi is more of an aerial based character, so his ground attacks are not
going to be the best. He also has short reach on him. His down tilt is
probably his best, as far as reach goes. His up tilt is good for juggleing
opponents in the air. This is good, because Yoshi loves to fight in the
air. Yoshi's dash attack is weak and not really worth doing. It does have
barely any lag after performing it though, so you may be able to combo it
into something else. Not recommended to use though.
Yoshi has an amazing aerial attack to make up for his horrible ground
game. This is his down aerial. This move will rack up damage like no
tomorrow. Try your best to get close and connect with it. His back aerial
has some nice range to it, but its very weak. His up aerial can be good
for juggleing your opponents in the air. It can even KO them if you try to
use it for that purpose. His neutral aerial comes out quick and does some
decent damage also. His forward is strong, but comes out too slow to make
it any good use.
Yoshi's smashes are all very small ranged attacks. His up smash is decent
for trying to KO your opponent when they are coming down on you. His
forward smash will probably be used the most in terms of trying to get a
KO on your opponent. It has some decent damage and knockback, but its
range is poor. His down smash will hit on both sides of him, which is a
good thing.
Yoshi doesn't have any good special moves either. Yoshi's Egg Lay will
replace his throws. Use this to turn your opponent into an egg and then
hit them with an attack, while they remain helpless for a few seconds.
Your opponent can break out quickly though, so don't take your time
preparing an attack on them. His Egg Roll special move can be a bit
useful. You can use it for approaching opponents, ramming into them with
your egg, and even trying to get back onto the stage. Use it while you are
about to reach the stage, to roll into your opponent and make sure you
reach the stage. Yoshi's Ground Pound is similar to Bowser's version of
it. Try to get close to your opponent and use it. They will get sent into
the air and then get slammed down into the ground. Don't overuse it
though, because if you miss, you will be presented with a lot of lag
afterwards.
Yoshi's final special move, is probably his most useful. It is called the
Egg Toss. Yoshi can throw eggs from long distance with this move. The eggs
hit fairly hard, but are a pain to try to control. This move can also be
used to give Yoshi a bit of height for a short time. It is basically his
3rd jump, but its very small. Since this is his only form of long range
attacks, you will want to use it as much as you can.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Final Smash
--------------------------------------------------------------------------
Yoshi's Final Smash is called, "Super Dragon". When Yoshi performs his
Final Smash, he will grow some wings and be able to fly around the stage.
He can also blow fireballs at his opponents. You also have complete
control over Yoshi.
You can damage your opponents by either running into them, blowing
fireballs at them, or breathing fire at them. Press the "A" button to blow
fireballs. In order to breathe fire, just don't press any attack buttons
on the controller and Yoshi will do it automatically. The fire takes too
long to come out though, so its not as good as blowing fireballs. Even
though the fire will do some good damage still. Its still best to just
spam fireballs at your opponent. Probably the optimal way to use this
Final Smash though, is to ram into the opponent with Yoshi and then blow a
fireball at him for a combo.
If you want to dodge this Final Smash, then you will want to stick to air
dodging. Jump over any fireballs he blows at you, or if he is trying to
ram into you, then try to air dodge over Yoshi.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Summary
--------------------------------------------------------------------------
Yoshi is difficult to play as. You will want to make things aerial based
though. Perform long range attacks using your Egg Toss, until your
opponent gets closer to you. Try to turn them into an egg with your
special move and rush in for an attack. If you have the opportunity to
throw your opponent, then use your down throw and try to immediately go
into your down aerial on your opponent. You can also use your Egg Roll to
advance onto opponents, or even fly back onto the stage with it. Remember
that Yoshi really only has 2 jumps and his so called "recovery move" will
hardly give you any lift at all.
Yoshi can't edgeguard very well at all. Your best bet is to use your back
aerials on your opponent. Be careful though, because Yoshi has a hard time
recovering back onto the stage, if you go too far away from it. Combine
this with his poor edgeguarding and you can't really do much.
Yoshi has a lot of downsides to him. He is a semi light character, which
means that he can be KOed fairly quickly. Combine this with his poor
recovery ability, and you will have a hard time trying to stay alive on
stage. Yoshi also doesn't have any powerful moves that he can use. His
range is poor and his attack arsenal is limited.
Yoshi has few advantages to him. He can move fairly fast across the stage
and has some quick attacks. His long range Egg Toss is another factor that
he has going for him. If you combine the advantages and the disadvantages
of Yoshi, then you will have a very below average character.
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Vs Strategy (Against Yoshi)
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Yoshi will be at a disadvantage against most of his opponents. He is semi
light and has poor reach. His recovery ability also causes a lot of
problems. If you can use a character that is good against edge guarding
and has long reach, then you will slaughter Yoshi for the most part. He
does have some speed to him, but not so much that it will be a problem for
most heavy characters. Watch out for his egg spamming, but the eggs are
slow and the angles are odd, so it shouldn't be too much of a problem.
Yoshi has no means to defend himself against projecticles, so you can spam
those against him also.
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==========================================================================
Wario
==========================================================================
--------------------------------------------------------------------------
Unlocked by: Wario is available at the start of the game.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Background
--------------------------------------------------------------------------
Wario first appeared in 1992 in a game called, "Super Mario Land 2". Wario
was originally the rival of Mario. Later on though, he started appearing
in his own games. He likes to steal things and just generally cause any
sort of chaos that he can. He is a short and fatter version of Mario you
could say. Wario wears a yellow shirt with purple overalls. He also wears
a yellow hat on his head.
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--------------------------------------------------------------------------
Movelist Summary
--------------------------------------------------------------------------
Wario has 2 great grabs. His back throw and up throw are not really used.
His forward throw and his down throw are the main ones for Wario. His
forward throw does the most damage and has the greatest knockback out of
his throws. His down throw can lead into great things though. He can chain
grab most of his opponents, after down throwing them. This is because, his
opponents will land right behind him, so Wario can turn around and grab
them again. You could also do a forward smash out of the down throw. Your
choice on one or the other.
Wario's standard ground attacks are strong, but slow. His neutral quick
combo can do some damage, but has short reach. His forward tilt has some
decent reach, good power, and is a bit slow though. His other tilts are
also slow with short reach. His up tilt can put enemies into the air, but
he has such a short reach, that it probably won't keep them there. His
dash attack is so weak, that it isn't even worth doing. It even has some
lag after it.
Wario has tremendous maneuverability in the air. That is where most of his
matches will take place for him. His forward aerial is quick and weak. His
back aerial is decent damage, but has some lag if he hits the ground. Its
good for edgeguarding mostly. His neutral aerial is hard to connect with
and the damage isn't worth it, so that move really isn't worth using
either. His up aerial however, is very strong and can easily KO opponents
off the top of the screen. It does have some lag though, but its great for
trying to KO your opponent. His down aerial is also good at dealing damage
and doesn't have much lag to it.
Wario's forward smash is strong, it does have some lag to it and the range
is ridiculously short. Wario's down smash doesn't do very good damage for
a
smash attack and it lasts forever. Not recommended to use at all, because
of how long the attack lasts and leaves you open for attack. His up smash
is ok, but you should rely on the forward smash for KOs instead of the up
smash.
Wario's Bite special move has no range whatsoever on it. Wario will just
stand there with his mouth open and if his opponent comes close to him, he
can grab them with his mouth. When they are in Wario's mouth, press the
"B" button to repeatedly bite them for some damage. He can also swallow
most items with this move, but not all of them. This is why it is mostly
used as a defensive ability and not an offensive ability.
Wario's Bike can be used as an approach strategy. It is pretty fast, so
you can get behind your opponent quickly. It doesn't cause much damage
though, so don't rely on it for attacking. You can also use the Bike as a
recovery option. Pull it out in the air and you can ride it using your
momentum and then jump off of it back to the stage. This is a handy trick
to use. Your bike can be broken into parts, if it has taken enough damage.
After it breaks, you can then pick up and throw the pieces of your bike at
your opponents.
Wario's Waft is an interesting move. It charges up throughout the match
and it will take a couple minutes to fully charge. Once it is fully
charged, you will see Wario's body start blinking. This is your cue that
the move is fully charged. You then have a couple options on how you want
to use it. It can be used as a damage dealing move, or as a recovery
option. It has great vertical recovery and you will be able to make it
back to the stage almost anywhere you get launched to. It also does some
extreme damage to your opponent, if used as a damage dealing move instead
of recovering.
Wario's recovery special move doesn't have much vertical range to it at
all. If your opponent gets hit by this move though, you can deal some good
damage on them. Since this move is so bad vertically, Wario's Waft is
normally used to replace this as your vertical recovery option. The choice
is yours.
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Final Smash
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Wario's Final Smash is called, "Wario-Man". When Wario performs this Final
Smash, he will transform into "Wario-Man". He basically just throws on a
cape and suit. No size changes or anything along those lines.
Wario becomes very powerful when he activates his Final Smash. You double
your speed and your strength in all areas. He can basically remain in the
air the whole time without touching the stage. Just keep on using your
attacks while airborn, and watch as you pull off unlimited combos. This is
a great Final Smash and you can really rack up some big damage on your
opponents with this. Be careful of using your bike though, because you can
easily KO yourself from the great increase of speed and fly off the stage
before you know it.
If you want to avoid this move, then you will have a difficult time of
dodging it. Just treat it like you would any other fast character, but you
will want to be dodging them the whole time instead. Try to air dodge,
shield roll, whatever you have to do in order to avoid being hit.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Summary
--------------------------------------------------------------------------
Wario is an aerial based character, so you will be spending the majority
of your time in the air. You can use your Bike to approach your opponents
when needed, or even when recovering. Your aerial based attacks will be
your damage dealers. Use all of them to your advantage. You can use your
down throw to cause some major damage to your opponents, due to chain
throwing and comboing them. Your up aerial will be used as a KO move, as
well as your side smash attacks. Use the Wario Waft to your advantage as a
recovery move, or as an attack option.
Wario can be good at edguguarding, due to his great aerial
maneuverability.
Use your back aerials when trying to stop your opponent from getting back
on stage. You could also use your Bite move and just wait for them to land
near your mouth. That option is more risky, but its still an option.
Wario has very few downsides. His most obvious one, is the fact that he
has almost no range at all to him. This is a big weakness and will prevent
Wario from succeeding in a lot of situations. His other big one, is his
vertical recovery options. He doesn't have much of one, and should try to
stick to his Wario Waft for it. Those are his only 2 big downsides for
him.
Wario has a lot of great upsides to him. He is actually a heavy based
character, even though his short size makes him appear to be a light based
character. This means he will take a lot of damage before being KOed. His
speed is about that of an average character. His aerial maneuverability on
the other hand, is great. Wario definatly makes himself an above average
character.
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Vs Strategy (Against Wario)
--------------------------------------------------------------------------
Wario has 2 big weaknesses that you can exploit. His vertical recovery and
his short range. Since this is the case, pick someone who has long range
to them and is good at edgeguarding. Wario will be almost helpless against
someone with good range. Most projecticles can be eaten by Wario, but gun
fire or explosives cannot be eaten by him. Therefore, you can spam certain
types of projectiles at him. Watch out for his air game though, as it will
probably be superior to yours. Try to stick to the ground, where his range
is bad, as well as his mobility.
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==========================================================================
Link
==========================================================================
--------------------------------------------------------------------------
Unlocked by: Link is available at the start of the game.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Background
--------------------------------------------------------------------------
Link first came into the gaming world in 1987 with a game called, "The
Legend of Zelda". Link has never talked in any of his games (as far as I
know) and there has been a ton of them. He is the hero in the Legend of
Zelda series and usually ends up rescuing Princess Zelda from the evil
Ganondorf in most of his games. I used to think that Zelda was the name of
the character you controlled. I only found out it was Link after playing
quite a few of the games. Link appears as an elf in his games with his
long ears. He wears a green tunic over his body. He also wears a long
green hat on top of his head. You will normally see him with a sword and a
shield also, because that's what he uses in almost every game that he
appeared in.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Movelist Summary
--------------------------------------------------------------------------
All of Link's grabs do the exact same damage. They are all weak also.
Don't expect any KOs from his grabs. His grabs do have long range in
general, because you are using the Clawshot to grab your opponents. Be
warned however, if you miss grabbing them with the Clawshot, you will be
wide open for your opponent to attack for some time. Also, since none of
his grabs are for KOs, you must look to them for comboing purposes. None
of them are really give you the opportunity for this either, but his down
throw keeps your opponent the closest to you. Try and get a quick attack
in if you can.
Link is all about the ground game. His forward tilt has great range to it,
and causes some good damage. His up tilt also has great range to it and is
good for juggleing opponents in the air. It is a bit on the weaker damage
side though. Link's down tilt is also fairly quick, with good damage. Link
also has a pretty quick neutral combo. It causes good damage and has great
range to it. Link's dash attack is decent at best and is another option
for his ground game, though its nothing special.
Link has a nice forward aerial. It comes out quick, has little lag, and
has great power to it. It is a great move to use a lot when approaching
your opponents. His back aerial acts the same as his forward aerial, but
he kicks twice instead of slashes. It comes out quick, but its a lot
weaker than his forward aerial. Link's neutral aerial is weak and not
really worth using when you consider his other aerial offensive moves.
Link's up aerial has some power to it, but it has a ton of lag. You should
only use it when you are very high in the air trying to KO your opponent
coming back down. Link's down aerial is very powerful, but not as strong
as his forward aerial. It also causes a ton of lag when you land on the
ground. If you hit your opponent more than once with this move though,
then it will cancel out the lag when you land.
Link actually has one more aerial, which is my personal favorite. You can
use his Clawshot in the air to hit your opponent. If you fully connect
with this move, it can cause some decent damage. It also has no lag at all
when you land on the ground. Use this to your advantage. Try short hopping
and approaching your opponent with this move and watch how quickly it all
happens. It is very quick with no lag, so spam this move a lot whenever
you can.
Link has some good smash attacks. Links up smash attack is great for
stopping opponents in the air from hitting you, or even coming back down.
He will slash upwards 3 times, so he has a good chance to hit his
opponent. If he misses though, you will take a long time to recover from
this move. His down smash does some good damage and hits on both sides of
him, which is always helpful. His forward smash, is his best smash attack
though. He can actually slash forward twice using this move. After the
initial slash, press the "A" button, or "C Stick" again and he will slash
once more. You can vary the timing of this second slash quite a bit,
depending on when you press the button again. This can catch your opponent
off guard, because it looks like you are only going to slash once with
your attack. If you connect with both of these slashes, it will cause a
ton of damage.
Link also has a good long range game, which make up most of his special
moves. His bow can vary in damage from weak, to decent. The longer you
hold down the button, the more damage it will cause and arrow will fly
farther that he shoots. You should use this when your opponent is really
far away from you. His Gale Boomerang is not a good special move at all.
It causes little damage if it hits your opponent and most of the time it
will just push him away from you. It can be angled in which direction you
throw it also. If the boomerang hits your opponent from behind, it will
bring him towards you. This can be very bad, if you are not ready for it.
You automatically catch the boomerang when it reaches you, unless you are
attacking. This will cause some lag and with your opponent right in front
of your face now, this isn't a good thing.
Link can also throw bombs at his opponents. These don't fly very far, but
can cause some decent damage. You might want to jump into the air and then
throw them, so they have some distance on them. They are mostly for semi
close range attacks, while your bow is for long range. Your opponent can
also catch the bombs you throw and throw them back at you. You can remedy
this by delaying your throws. Let the bomb sit in your hand for a while
and when its about to explode, throw it.
Link's last special move, which is his recovery move, is his Spin Attack.
This move has a ton of range to it, but the damage isn't so great and if
you miss, then you will be seeing a lot of lag. Your opponent will easily
be able to hit you, if you miss with using this move. You can also charge
this move for extra damage, by holding down the button longer. You could
use this move in anticipation of your opponent landing back on stage if
you want. Its not really necessary though, as this move is more of a
recovery option. Speaking of recovery options, you can also use your
Clawshot to grab the edge of the stage. Its not really preferable over the
Spin Attack recovery, but its still an option.
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--------------------------------------------------------------------------
Final Smash
--------------------------------------------------------------------------
Link's Final Smash is called, "Triforce Slash". When he performs his Final
Smash, he shoots the Triforce out of his hand and it creates a cage around
his opponent. He then proceeds to attack his opponent multiple times until
he charges up a bit for the final hit. The final hit is a bit stronger
than the other slashes and sends his opponent out of the Triforce cage and
knocks the opponent back quite a bit.
This is a very powerful move and can KO an opponent pretty easily. You can
also perform this a good distance from your opponent and still be able to
catch them in the Triforce. You must be on the same level as your opponent
though, in order to catch them in the attack.
If you are trying to dodge this, then just try to jump all over the place
and not be horizontally aligned with Link. If you are moving and jumping,
then you have a chance of avoiding it, but its still not going to be easy
to dodge.
This move is the same as Toon Link's Final Smash, but you have a bit
longer range when trying to encage them in the Triforce. The final sword
slash of the attack is just a bit weaker though.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Summary
--------------------------------------------------------------------------
Link is a long ranged character, but you definatly have the means to
approach your opponent. Short hopping with forward aerials or the
clawshot, is a great way to approach and cause damage. Don't rely on
Link's throws to do anything special. Stick to using your arrows for long
range and your bombs for medium range. Your forward smash is an excellent
damage dealer and KO dealer. Your down aerial causes too much lag to be of
use, so stick to your forward aerials. Use your Clawshot or Spin attack to
recover back to the stage.
Link can spam projectiles to edgeguard opponents. It is not recommended
for him to jump off the stage, because of his bad recovery. You could also
charge your spin attack in anticipation of your opponent landing back on
the stage.
Most of Link's downsides come from comparing him to Toon Link, who
outclasses Link in nearly every way. When we just look at Link as a
character, without comparing him to Toon Link, we can specifically see
his advantages and disadvantages in a match. Link has average speed and
his moves are also about average speed. He doesn't have any good recovery
options to get back to stage. His grabs and down aerial also cause a lot
of lag.
With all of the negative things Link has going for him, he still has quite
a few advantages to use in his matches. He has some strong attacks, like
his forward smash that can catch opponents off guard. Link is a heavy
character, meaning it will take a lot of damage to KO him. He also has a
lot of long range options to use against his opponents. He can also
approach his opponents in different ways with ease. You can even use his
shield to block most projecticles against opponents. Looking at Link with
his advantages and disadvantages, I would say he is about an average
character. When you compare him with Toon Link though, he appears to look
a lot worse.
--------------------------------------------------------------------------
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Vs Strategy (Against Link)
--------------------------------------------------------------------------
Link doesn't have any obvious weaknesses. You can still take advantage of
a few things though. Since he can spam long range projectiles a lot, bring
in a character with reflecting abilities to remedy that problem. He is
also more on the slow side of things, so a fast character should be at an
advantage on him. Don't bother with projectiles, because his shield will
stop most of them. Also, you can use someone good at edgeguarding to stop
Link from having any slight chance of getting back on stage.
--------------------------------------------------------------------------
==========================================================================
Zelda
==========================================================================
--------------------------------------------------------------------------
Unlocked by: Zelda is available at the start of the game.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Background
--------------------------------------------------------------------------
Zelda first appeared in 1987 in a game called, "The Legend of Zelda".
Zelda is usually captured in most of her games by Ganon. Link always ends
up being the one to save her. Her magic abilities are very powerful and
usually is the reason for her being captured by Ganon or whoever else
captures her. She is also the princess of Hyrule. She has blonde hair and
is dressed as a princess. She wears a dress with a crown on top of her
head. She also holds the Triforce of Wisdom in her hand.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Movelist Summary
--------------------------------------------------------------------------
Zelda has some decent throws, but don't expect any of them to be used for
KOs. Her forward throw does the most damage out of her throws, but the
down throw is the one you will want to use. The reason for using the down
throw, is for doing a great combo on your opponent. After you throw your
opponent down, they will pop up just behind you. That is your opportunity
to immediately follow up with a forward aerial on them for some great
damage.
Zelda has some slow, but strong standard ground attacks. Her neutral
attack is very weak though and not worth using. Her forward tilt has some
decent reach on it and does good damage. It can also pop the enemy just
over your head to follow up with a combo. Her up tilt is slow, but covers
a wide area above your head and is great for KOs. You should use it a lot,
because it has incredible knockback. Her down tilt is very weak and not
worth using at all. Her dash attack is pretty good. It causes some good
damage and will pop the enemy just over your head for another combo.
Zelda has amazing aerial offensive abilities. This is definatly what
separates her from the rest of the characters. Her forward and back
aerials are a character killing machine. If you hit your opponent with the
tip of your foot, then you will deal some heavy damage and send the foe
backwards, with some amazing knockback. If you fail to hit with the tip of
your foot, then you will do very weak damage. These attacks' knockback are
so great, that you can kill even heavy opponents at very low percentages.
This is Zelda's main method of getting KOs, so spam these moves as often
as you can.
Zelda's down aerial acts the same way as her forward and back aerials. The
weird thing about this attack though, is that you can't hit with the
sweetspot if your opponent is not in the air, for some reason. I have
tested this countless times and have only been able to hit the opponent
with it while they are in the air. This move works as a great spike KO off
stage. One hit should be all it takes for a KO.
Zelda's neutral aerial does some good damage and hardly has any lag to it.
Its range is very nice, as it covers a big area on both sides of Zelda.
Zelda's up aerial is also great for KOs. It cause a lot of damage, has
great range, and has some good knockback. As you can see, Zelda has many
aerial options at her disposal.
Zelda's forward smash is awkward. If you hit your opponent close, or far
away with it, it does great damage and has great reach. Though, it seems
like, if you hit your opponent somewhere in mid range of the attack, it
seems to fail and only do 1% damage. Either that, or sometimes the attack
randomly fails. I'm not sure. Zelda's up smash does some good damage, but
her up tilt has more knockback. So, I prefer her up tilt over her up
smash, for that reason. Zelda's down smash hits on both sides of her, but
has little range to it.
Zelda has a couple special moves that are great also. First of all, the
one special move that isn't so great, is Nayru's Love. It acts as a
reflector for the most part, but it can also cause some weak damage on
your opponent, if they come in contact with it. The bad thing about this
move though, is the lag that it causes near the end. You opponent will
easily have enough time to come and hit you. Therefore, its not
recommended to use this move, unless at long distances.
Zelda's Din Fire move is amazing. She can control where this move goes in
the air and explodes. It can cover a very large amount of area before it
explodes, which is great for Zelda, and horrible for your opponent. The
blast radius is also pretty large, and does some good damage on your
opponent. You can easily juggle your opponents in the air with this move
and even KO them off the top of the screen. You can keep sending it out
one after another, in pretty quick succession. Spam this move a lot long
range to really devastate your opponents. The one warning about this move
though, is not to use it while in the air. She will not be able to recover
from this move, until she lands on the ground.
Zelda has a great recovery move called, "Farore's Wind". It will teleport
you across a large distance of area. Your opponent can't hit you until you
reappear and you are invisible until you do. You can also control where
you will land. It can also cause a little damage if you use it right next
to your opponent, or if you appear on them. Also, once you reappear, you
are unable to recover from this move, until you touch the ground. Use this
move whenever you need to get away from your opponent, or need to recover
back on stage.
Zelda's final special move lets her transform into Sheik. There really is
no reason to use this, because you can pick Zelda or Sheik at the
character select screen. This transformation takes a long time in battle
and your opponent can charge up an attack, while waiting for you to
transform. You are invincible during the transformation, but when you
finally transform, you can be hit again. You also can't move during the
transformation, so nothing will stop your opponent from charging up an
attack. In short, pick who you want at the character select screen and
don't bother transforming.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Final Smash
--------------------------------------------------------------------------
Zelda's Final Smash is called, "Light Arrow". When Zelda performs this
Final Smash, she pulls out a bow and a Light arrow and fires it at her
opponent. This arrow can hit multiple opponents when fired.
This move is a very powerful KO move. It has some huge knockback power
when connected. You must line up your attack horizontally though, in
order to make it connect.
This move can also be easily avoided. Just keep jumping in the air away
from the direction Zelda is facing. She will have a hard time lining up
with you this way.
This Final Smash is the same as Sheik's Final Smash.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Summary
--------------------------------------------------------------------------
Zelda is an offensive powerhouse. She can easily KO opponents with all of
her aerial options. If you are long range from your opponent, spam Din's
Fire until they realize its not a good idea to stay long range. Once they
finally come up close, start spamming your forward and back aerials on
them. If you ever have the opportunity to grab your opponent, do it and do
a down throw. Immediately follow it up with a forward or back aerial, for
a
nice combo. Use Farore's Wind if you need a reflector, but only if you are
long range, because of the lag it causes. If your opponent is ever above
you, spam your up aerial for KOs. If they are off stage, then spam your
Din's Fire, or down aerial for a spike KO.
Zelda is an amazing edgeguarding machine. Spam Din's Fire to your hearts
content, or until your opponent finally gets KOed. You can also use your
down aerial to spike them for a nice KO. Forward or back aerials also act
as a nice edgeguard.
It may seem like Zelda has no downsides to her after all of that, but she
does. She is a light character, meaning she can get KOed at low
percentages. Her moves tend to cause a lot of lag after being performed
and she isn't a speedy character in general. Those are the only few
downsides to her really though.
As for Zelda's upsides, there is definatly some good ones. I'll copy and
paste the opening sentence a little above this to sum it up nicely. Zelda
is an offensive powerhouse. She can easily KO opponents with all of her
aerial options. Even the heavy characters will be KOed very quickly. Her
Din's Fire is an amazing move, as well as her spike, and other sweetspot
kicks. Combining both disadvantages and advantages of Zelda, I would say
she is a very above average character.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Vs Strategy (Against Zelda)
--------------------------------------------------------------------------
Do not approach Zelda from the air. I repeat, do not approach her from the
air. You will just get kicked back, or Din Fired, back to oblivion. Try
your best to stay on the ground with her. Any aerial based characters will
want to stay away from her. The only real characters with any advantage to
them, would be the faster characters. They can try to bring the fight
close range and out maneuver Zelda in that area of play. Also projecticles
can be rendered useless, due to her reflector, but take advantage of the
lag it causes and attack her. Also, watch for her teleport and try to
guess where she will land. You can get a quick smash if you guess
correctly.
--------------------------------------------------------------------------
==========================================================================
Sheik
==========================================================================
--------------------------------------------------------------------------
Unlocked by: Sheik is available at the start of the game. Select Zelda on
the character select screen and then click on the picture of
Sheik to use her as your character.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Character Background
--------------------------------------------------------------------------
Sheik first appeared in 1998 in a game called, "The Legend of Zelda: The
Ocarina of Time". Sheik is actually Zelda in a disguise. She went into
hiding, because she needed to help Link rescue Hyrule. She could not do
this being dressed up as Zelda. Therefore, she changed herself into the
person known as Sheik. She looks and acts like a ninja you could say. She
wears a tight outfit with mysterious symbols on it and dressed up in odd
ways.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Movelist Summary
--------------------------------------------------------------------------
All of Sheik's throws are very weak and all do about the same damage. Her
down throw is the only one that you have a chance of following up with a
combo. Try to down throw and immediately follow up with another attack. Be
quick about it, because your opponent doesn't get thrown very close to
Sheik.
Sheik is all about speed and her attacks show it. Her forward tilt comes
out fast, but is very weak. Considering how quick this comes out and the
range it covers, you can it multiple times in a row on your opponent. Her
up tilt has some nice vertical reach on it, but only decent damage. If you
attack someone on the ground with it, they will get hit twice, but still
not major damage. Her down tilt isn't anything special. Her dash attack is
quick, but it has some lag afterwards and is weak.
Her forward aerial attack comes out quick, but is weak. The same can be
said about all of her aerials. Her neutral aerial is very weak. Her back
and up aerials are decent, but still nothing great. They are probably your
best aerials. Her down aerial makes her kick to the ground, causing a ton
of lag when she lands. This move is no good and only benefits your enemy.
It is also very weak.
Her forward smash has some range, but is really weak for a smash attack.
Don't expect many KOs from it. Her down smash quickly hits on both sides
of her, which is good, but weak. Her up smash on the other hand, is
incredibly powerful, if you hit with the full attack. This will be your KO
move and damage dealing move. It comes out quick, has a little lag, but
you have no other KO options really.
Sheik's Needle Storm special move is a good long range attack. You can
press "B" to start grabbing some needles to throw at your opponents. Sheik
will eventually stop grabbing them and then you can throw them whenever
you want. You can also just throw however many you have at the time, by
pressing the button again. These needles are hard to see and cover a good
distance. They are also pretty quick and if you connect with all of them,
can deal some good damage. Always be holding needles when you get a chance
to grab some. You can also jump in the air and release them and they will
go diagonally down towards the ground.
Another of Sheik's special moves is the Chain. This move can be used for
damage or as a recovery. You can use this move as a nice edgeguard to stop
opponents in their tracks. Sheik's recovery move is called, "Vanish". It
is like the teleport Zelda uses, but its much shorter range. You can hit
opponents with it, if you use it right next to them. You can also control
where you will end up.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Final Smash
--------------------------------------------------------------------------
Sheik's Final Smash is called, "Light Arrow". When Sheik performs this
Final Smash, she pulls out a bow and a Light arrow and fires it at her
opponent. This arrow can hit multiple opponents when fired.
This move is a very powerful KO move. It has some huge knockback power
when connected. You must line up your attack horizontally though, in
order to make it connect.
You can also be easily avoid this move. Just keep jumping in the air away
from the direction Sheik is facing. She will have a hard time lining up
with you this way.
This Final Smash is the same as Zelda's Final Smash.
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Character Summary
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Sheik is all about the speed. You will want to non stop rush your opponent
as much as you can. This is her general strategy. If you are ever long
range from your opponent, then start charging up your needles and use them
when you get a chance. Her up smash will be her main damage dealing and KO
move. Your forward ground tilt is nice for some repeated damage, if you
get the chance to use it. Stick to your forward and back aerials when
trying to edgeguard. If your opponent is ever above you, then jump into
the air and use your up aerial for hopefully some KOs.
Sheik's not the best edgeguarder, due to her recovery. Her forward and
back aerials are nice for edgeguarding, but be careful, because Sheik
isn't
that great at recovering. Also, using the Chain to edgeguard, will
generally work out.
Normally, fast characters have the upper hand against opponents. But, when
all you rely on is your pure speed, then you will run into a lot of
problems. Sheik is very weak, except for her up smash. Every other move
and grab she has is weak. She has a very hard time killing opponents. She
also leans toward the lighter side of a character, meaning she can get
KOed at low percentages.
As for Sheik's advantages, there aren't many. She does have her speed
factor, which is always a plus. Most of her attacks come out very quick,
with little to no lag at all. She is also good at juggleing her opponents
in the air, due to her speed. If you combine the advantages and
disadvantages of Sheik together, I would say she is a below average
character.
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Vs Strategy (Against Sheik)
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Most characters will have an easy time dealing with Sheik. The heavier
characters are mainly the ones that will run into problems, due to Sheik
doing everything so quick. Pick a character with projectiles is a good
choice, as Sheik has no means to reflect them. Anyone with good reach, or
mobility in general will do decently enough against her. Don't let her
spam you with her needles, because they are hard to see. Sheik will more
than likely go on the assault in her matches, so wait for her to come to
you and then try grabbing her and throwing her off stage. If your
character can counter moves, then you can abuse that a lot, to frustrate
Sheik a lot.
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Ganondorf
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Unlocked by: - Play 200 brawls
- Using either Zelda or Link, clear Classic on Hard
difficulty or higher
- Get Ganondorf to join your party in The Subspace Emissary
You can unlock Ganondorf by completing any of these 3 requirements. For
the first 2 requirements though, you must defeat him in a basic brawl to
unlock him. For the 3rd requirement, you will not have to fight Ganondorf
in a basic brawl to unlock him.
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Character Background
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Ganondorf first appeared in 1987 in a game called, "The Legend of Zelda".
His main role in games was the enemy of Link. He would usually capture
princess Zelda for her magical abilities, though Ganondorf has some
magical abilities of his own. He also has the Triforce of Power on his
hand. Ganondorf looks like a tall man with red hair. He usually wears dark
colored clothes. He can also transform into the beast known as, "Ganon".
He then looks like a huge bull with horns.
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Movelist Summary
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Ganondorf's strongest grab is his forward throw. If you are looking for a
combo, then you can attempt his down throw. Do a down throw, followed by a
down special, for a nice combo. This will work at even fairly high
percentages. Ganondorf is too slow to do anything with his other grabs, so
stick with either his forward, or down throws.
Ganondorf's neutral standard attack on the ground, has a surprising
knockback factor to it. You will hit your opponent pretty far away from
you, when you hit them. You can't follow up with a combo, or anything else
because of this knockback. It comes out kind of slow, but it has good
reach to it. Ganondorf's down tilt, will launch enemies into the air and
has good reach to it. Ganondorf's forward tilt, has nice reach to it, but
its a very slow attack. Ganondorf's up tilt, is an interesting move. It
pulls your opponents towards you and kicks them for some heavy damage.
This move takes forever to perform though, so don't even bother using this
move. Ganondorf's dash attack, is actually kind of good. It doesn't have
much lag to it and you tackle your opponent for some nice damage. You also
thrust your character forward quite a ways, so most of the time, even if
you miss, you will be out of grabbing range.
Ganondorf's neutral aerial, is hard to connect with and has a ton of
landing lag, so don't bother with it. His down aerial, has a nice spike to
it, so it can be used for heavy damage and KOs. His forward aerial, is
pretty good and can be used for KOs, because of the good knockback it has
on it. Ganondorf's back aerial is quick, has some good damage, and little
to no lag. It is a nice attack for racking up damage. His up aerial isn't
the greatest, but it has little lag to it and covers a nice area in its
attack.
Ganondorf's forward smash, causes some good damage and knockback. It does
have some lag to it, so use it carefully. His down smash is pretty bad. It
causes weak damage, unless you hit your opponent with both kicks. It also
is a very slow attack. It does hit on both sides of you, but its not
really worth using because of its negative factors. Ganondorf's up smash,
should replace his up tilt on the ground. It also comes out pretty quick,
and does decent damage.
Ganondorf's Wizard Punch special move, is very strong and can KO your
opponents at very low percentages. It is a very slow move though, so you
will hardly ever have a chance to use it on your opponent. You could try
using it as an edgeguarding move, that way if you miss with it, you have a
chance of not having your opponent abuse you for missing. Also, at the
beginning of the animation, you can hold the opposite direction to make
Ganondorf punch the other way. Very useful if you missed the direction
your opponent was in, but you will still probably have little chance of
connecting with it.
Ganondorf's Dark Dive, is his recovery special move. It does have some
decent vertical recovery, but its not that great. You can also hit your
opponent with it, if they get in the way of the move. Don't bother using
it as an attack, because if you miss, you will be unable to recover from
the attack until you touch the stage again. Leave this move strictly for
recovery.
Ganondorf's Wizard's Foot, is used for his down throw combo. It can also
be used to approach your opponents, but it has lag after the attack ends.
Do not use it in the air, because it has heavy landing lag. The damage it
causes, is not very good either, but you can use it for some quick damage,
because of the great range it has.
Ganondorf's Flame Choke is a very weak attack. It also has lag if you miss
connecting with this move. You can also use it in the air for the same
effect. This move is not recommend to use, except for its suicidal
purpose. If you connect it with your enemy off stage, you will both fly to
the bottom of the screen for a KO. That is this moves only good thing it
has going for it.
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Final Smash
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Ganondorf's Final Smash is called, "Beast Ganon". When Ganondorf performs
his Final Smash, he will transform into Ganon. He stomps on the stage and
rushes his opponent. This move goes all the way to the end of the screen
in whichever direction he is facing.
The good thing about this Final Smash, is that it has incredible range. It
will pretty much go to the end of the screen. This move is pretty powerful
and will KO most opponents with some damage already on them. The stomp he
performs at the beginning will actually even stun opponents and do a bit
of damage on them.
If you want to dodge this move, then try your best to jump over it. Being
on the stage will probably get you stunned and have him ram into you. So,
your best chances are to stay in the air above Ganondorf. He can't jump
very high, so that is in your favor.
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Character Summary
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Ganondorf is a very slow character. You will have a hard time doing much
of anything with him. He has a lot of power in his moves, but his slow
movement and attack speed, make it very difficult to connect with any of
them. His back aerial is nice for some quick damage, because it hardly has
any lag at all. His Wizard Punch is good for edgeguarding and the surprise
KO at low percentages. Use his Wizard's Foot to approach your opponent
quickly. You can also use your dash attack on them. Use your down throw
and combo with your Wizard's Foot for some nice damage.
Ganondorf is a bad edgeguarder, due to his bad aerial mobility and
recovery move. You can try to go for a spike with his down aerial, if it
looks like you can connect. His Wizard Punch is also another option you
could use.
Ganondorf is plagued with disadvantages. He is an incredibly slow
character. His mobility and even his attacks all come out very slow. This
causes a ton of problems for Ganondorf, to be able to execute anything
proficiently. His recovery isn't the greatest either. Most of his moves,
all have a ton of lag to them also.
Ganondorf only has the 2 obvious advantages. He is a heavy character,
meaning he can only be KOed at high percentages, and he has some very
powerful attacks. He really has no other advantages, besides those 2
obvious ones. Combining the advantages and disadvantages of Ganondorf, I
would say he is easily, one of the worst characters in the game.
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Vs Strategy (Against Ganondorf)
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You will be at an advantage with almost any character against Ganondorf.
Pick a speed character with projectiles and you will instantly be
Ganondorf's worst nightmare. He has no means of getting around your
projectiles and is very slow. Anyone with decent speed will easily be able
to take out Ganondorf. He does have long reach though, so try to stay long
range on him.
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Toon Link
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Unlocked by: - Play 400 brawls
- After clearing The Subspace Emissary, clear Classic mode
- After clearing The Subspace Emissary, enter the hidden door
in The Forest
You can unlock Toon Link by completing any of these 3 requirements. After
you complete a requirement, you must defeat Toon Link in a basic brawl to
unlock the character.
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Character Background
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Toon Link first appeared in 2003 in a game called, "The Legend of Zelda:
The Wind Waker". He goes on a quest to rescue his sister who was taken by
a giant bird. Eventually his quest leads him to bigger and more dangerous
things. Toon Link looks like a younger version of Link. He wears the same
outfit, just twice as small as Link's outfit. He also carries a small
sword and shield with him.
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Movelist Summary
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All of Toon Link's grabs, do the exact same weak damage. His down throw,
is the best one for trying to get a combo out of though. It launches your
opponent right behind you. Quickly follow up with any attack you want, for
a nice combo and some damage. Be warned, that if you miss with Toon Link's
grabs, then you will be presented with a ton of lag. Always make sure you
can grab them, before attempting it.
Toon Link's ground game is similar to Link's, but less range. His neutral
attack is a quick 3 hit combo, but doesn't do any special damage. His down
tilt has short range and also weak damage. His forward tilt has decent
range, but still weak damage. His up tilt is good for juggleing opponents
in the air, because of its wide range it covers. His dash attack is quick
and effective. Toon Link runs very fast, combine this with his dash
attack, and it turns into a very useful approach. It doesn't deliver heavy
damage, but its useful.
Toon Link's aerial game is very good. His forward aerial is quick, has no
lag at all, and causes good damage. His back aerial is the same as his
forward aerial, just the opposite direction. His up aerial has good range
to it and should be used to KO your opponents off the top of the screen at
any chance you get. Toon Link's neutral aerial, hits on both sides of him,
for decent damage. Toon Link's down aerial is very good. It comes down at
a very fast speed and causes good damage. It does have a bit of lag, if
you miss connecting with the attack though. You can also use it as a
spike, to KO your opponents off the stage. Toon Link can also use the
hookshot to approach enemies. Is quick, with no lag, but its very weak and
short, so not really worth using when you can consider his other aerial
options.
Toon Link has a nice forward smash. It can cause a double slash, if you
press the attack button again, or push the "C Stick" again. You can also
vary the timing of the second slash, which will catch your opponent off
guard, more often than not. It will cause heavy damage if you connect with
both slashes. His down smash is incredibly quick. Toon Link will slash at
both sides of him, with just a tiny bit of lag afterwards. This makes it
very useful. If you hit your opponent with the forward slash, he will get
hit with the back slash also for some heavy damage. You can pretty much
replace Toon Link's up tilt with his up smash. It has about the same
speed, covers the same amount of area, and does more damage. Very helpful
move.
Most of Toon Link's special moves are all projectiles. His Boomerang
covers a large distance of area and will hit your opponent while coming at
him and on its return trip back to Toon Link. You can also angle the
direction you throw it. His Bombs are pretty weak, but have a nice blast
radius to them. His Bow and arrows cover a large distance of area. The
longer you charge up the arrow, the farther it will fly and more damage it
will cost. His Boomerang is the better option though, because it covers a
large area and hits for more damage faster.
Toon Link's Spin Attack is his recovery special move. You can also charge
it up on the ground, by holding down the button. The damage is weak
though, so only use it for recovering. It has a very nice vertical
recovery to it, so you don't have too much to worry about, when trying to
make it back to the stage. You can also use your Hookshot to recover, but
the distance is very short.
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Final Smash
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Toon Link's Final Smash is called, "