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SUPER SMASH BROS. BRAWL

FINAL SMASH FAQ

by Nexus_of_Sanity
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INTRODUCTION
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This is my third walkthrough on GFaqs (the other two are for Avatar the Last
Airbender-Wii and Age of Mythology: The Titans-PC). I do intend to write a lot
more FAQs. Currently I own a Wii and DS, so I hope to write FAQs for Super
Mario Galaxy, Mario Party 8 and WarioWare soon.

For the record, I do not own Super Smash Bros. Brawl. And since I live in the
EU, it'll be quite some time before I do. This FAQ was written by watching
various videos on youtube and reading Final Smash info on the SSBB Dojo. As a
result, some of this FAQ may be slightly inaccurate, so feel free to email me to
help improve this FAQ.
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WHAT IS A FINAL SMASH?
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Now firstly, I guess I'd better cover what a Final Smash is. During a match, if
you have the Smash Ball item on, then a Smash Ball might appear on-stage during
a battle. It's a silver rainbow-flashing "!" ball which floats around. But NO,
to unlock it's power, you can't just touch it. You need to forcefully break it
open with attacks. Once done, you'll gain it's powers. You can then perform
a final smash, which varies depending on the character. The final smashes of
each character are listed below.

On another note, once you burst open the smash ball, you don't need to initiate
the Final Smash straightaway, and there's a "WHEN TO USE" section in each FS to
cover this field. However, if you take too long, it can get knocked out of you,
in the same way that an item you're holding (i.e. beam sword, umbrella) can be
knocked out of your hands by a powerful attack.
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CONTENTS
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To find out about the final smash of a certain character, press Ctrl + F and
enter |character's name| and it will take you to that section. You can
also enter the hotkeys next to the titles to take you to the respective
sections.

1. VETERANS [VTN]
   -Mario       -Fox          -Donkey Kong
   -Link        -Samus        -Yoshi
   -Kirby       -Zelda/Sheik  -Peach
   -Pikachu     -Bowser       -Ice Climbers

2. NEWCOMERS [NWC]
   -Pit         -Pokemon Trainer   -Zero Suit Samus
   -Wario       -Diddy Kong        -Sonic
   -Snake       -Meta Knight       -King Dedede
   -Ike         -Lucas             -Pikmin & Olimar

3. SECRET [SCR]
   ???

4. VERSION HISTORY [VRH]

5. CONTACT [CNT]

6. CREDITS [CRT]

7. LEGAL [LGL]


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USING THIS FAQ
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Before we get started, I'd just like to quickly describe all the sections:

DESCRIPTION: What the Final Smash (FS) does

WHEN TO USE: I won't always suggest to use it straight after getting the Smash
Ball, due to the nature of the FS

STAGE TILT: What sort of stages does the FS work best and worst on

USE IN DUEL: How to use it when fighting 1 opponent

USE IN BRAWL: How to use it when fighting 2 or 3 opponents (not relevant for
Team Matches- as they are so rarely played)

EFFECTIVENESS: Likeliness to KO, and damage dealt

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1. VETERANS [VTN]
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Characters that appeared in SSB or SSBM. They return with an almost identical
fighting styles, but with all-new Final Smashes.

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|MARIO|
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-MARIO FINALE-

DESCRIPTION: Mario fires waves of fireballs. They rush sideways in one
direction, while gradually growing vertically.

WHEN TO USE: Always use it when your opponent(s) are in front of you. Try and
corner everyone at one side of the stage, as the best quality of this FS is
the knockback. And definitely use it when they're on a fairly high damage
(about 40% or more).

STAGE TILT: Works well on most sizes of stage, as it depends on where you are
on the stage. However, it might be easier to get everyone to one side on smaller
stages.

USE IN DUEL: Easy enough- just get both you and your opponent at the edge of
the stage. I'd recommend you knock them off the stage, and then unleash this.
If you manage to hit them when they're still off-stage, then it's a definitely
KO, as the fire will just keep coming.

USE IN BRAWL: This is a little more tricky. With 4 brawlers, it might be quite
difficult to get everyone to one side, especially if you're fighting human
players. Try your best, and if you manage, unleash it. Once the FS has finished,
quickly charge up your FLUDD (down B) to stop any possible recoveries. Beware
of gliders (Meta Knight, Charizard, Pit) and opponents with horizontal
recoveries (i.e. Pikachu), as they have the best chance of recovering from this.

EFFECTIVENESS: If you've applied the above techniques, then it's very likely to
KO anyone who gets hit. If it doesn't make a KO though, it only deals about 35%
of damage.
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|LINK|
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-TRIFORCE SLASH-

DESCRIPTION: Link fires the Triforce from his hand sideways. If it hits an
opponent, they will be sealed in the Triforce. Link will teleport over to them,
and continue to deal several hits. Finally, he will finish with a final slash,
which breaks the seal and sends the opponent flying.

WHEN TO USE: This will ONLY WORK if you're on the same level as an opponent.
The Triforce firing goes exactly horizontal, so if they're not horizontally in
line with you, it'll miss. Which would be such a shame D: As usual, try and use
it when opponent(s) are on high damage.

STAGE TILT: Works best in flat planar stages. Ironically enough, the stage where
it would work best is Link's home stage- Bridge of Eldin. The size of stage
isn't too important.

USE IN DUEL: Well, your opponent is going to be constantly moving up and down,
trying to anticipate the firing of the Triforce. I'd suggest stunning them with
an arrow/bomb/boomerang or other projectile, so that there is no chance they
manage to dodge this.

USE IN BRAWL: You have more choice here. Although everyone is still going to be
anticipating the Triforce firing, they'll still be intermittently attacking each
other (especially with CPUs), so once someone's made vulnerable, ATTACK! and
you'll hopefully catch one poor soul. The final slash hits multiple people too,
but I doubt anyone would really be that stupid to get in the way of it. And
also, opponents can attack your back when you're slashing away at the person
trapped in the Triforce seal, so you'll probably rack up some damage.

EFFECTIVENESS: Basically, if you hit someone with this, they're almost certainly
gone. For others who get hit by the final slash, they'll probably recover,
unless they're on high damage and/or have a poor recover.

OTHER: This is one of the showiest FSes in the game. I absolutely love it!
Link is my fav character, so that's an added bonus for me!
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|KIRBY|
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-COOK KIRBY-

DESCRIPTION: Kirby summons a huge cooking pot (with complementary chef's hat
and starts to cook. Opponents are drawn in by the smell, and once they get close
enough, they get dunked into the pot. Nearby items are also pulled in. In the
pot, they take damage, and are then sent flying. New items can also be produced.

WHEN TO USE: Only use it when everyone else is on a considerably high damage
(60% or more is ideal). Try and use it when your opponent(s) are nearby, so
they get drawn in quicker. If they're too far away, they won't get dunked at
all. Also, a good idea is to use it in mid-air.
http://uk.youtube.com/watch?v=rFNMSTGlrJA
This video demonstrates the above technique. However, this was done when
opponents were on VERY high percentage. On low percentages, this is not a great
move as your opponents will recover swiftly and use your items against you!

STAGE TILT: On larger stages, opponent(s) have a larger area in which to run
away. If they're too far, they'll avoid the FS, and live to die another day
(great film that was :D). Smaller stages are best.

USE IN DUEL: You can simply use this when you're next to your opponent, and
they'll get dunked in straight away. Once they're sent flying, there won't be
many items- if any. If you're lucky though, you can quickly heal yourself on
any Food, and equip a Superspicy Curry. Then you're well prepared for if your
opponent survives or if they die and respawn.

USE IN BRAWL: If everyone is near enough, they'll all get dunked. Unfortunately,
not making successful KOs is doubly bad news, as you'll get swamped with
mulitple opponents picking up the mass of items sprawled across the stage. But
once they're sent flying, quickly pick up as many items as possible. This will
prepare you for any surviving opponents, or the respawning ones that are back
with a vengeance.

EFFECTIVENESS: Unlikely to make a KO, unless you use it in mid-air. It deals
little damage (about 25% while cooking in the pot, and 10% more when they're
sent flying).

OTHER: W...T...F... I've never played a Kirby game, so I really find this FS
absolutely ridiculous
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|PIKACHU|
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-VOLT TACKLE-

DESCRIPTION: Pikachu transforms into a super-charged electric ball. He can move
around the stage at a very high speed. When he knocks into opponents, he deals
a lot of damage. It wears off after an undetermined time limit. Pikachu can aslo
send out electric pulses, which increase the power of the volt ball at the
expense of accuracy.

WHEN TO USE: Whenever, really. But as always, the higher everyone else's
damage is, the better.

STAGE TILT: On smaller stages, there's less room to run, so it's more likely
for opponents to get hit.

USE IN DUEL: Just keep bashing your opponent, over and over again. Target them
constantly, and be relentless. Use electric pulses to increase the chance of a
KO, but they need a second to charge in between. They'll accumulate damage. If
you manage to knock them off-stage, quickly bash them for a likely KO. They'll
respawn, and you can use any remaining time to do a little more damage.

USE IN BRAWL: I'd generally go wild here. Hit everyone as much as you can. You
might not make a KO, but once you're done, you've got 3 very highly damaged
opponents, whom you can pick off with ease. Focus on dealing damage with the
FS. But if the opportunity arises, and anyone goes off-stage, try and hit them.
Again, use electric pulses.

EFFECTIVENESS:  The volt tackles deals a fair bit of damage per hit (about 20%).
Knockback isn't great, though. You're only likely to make a KO if you manage
to bash someone when they're off-stage. It's also very diffcult to control.

OTHER: But as always, all good things have to come to an end. It will wear off
eventually. When the ball starts to slow down, you'll know that the FS is coming
to an end.  If it wears off when you're in mid-air in no position to recover,
you're screwed. Don't fall into this trap -_-
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|FOX|
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-LANDMASTER-

DESCRIPTION: Fox summons a huge Landmaster Tank. The tank can move, shoot, hover
and roll. The tank does not take damage.  After a designated time, the tank goes
away.  Fox mans the tank during the duration, so is not vulnerable to attacks. 

WHEN TO USE: Whenever- but opponents on higher damage, and make sure they're not
in obscure hiding places where you Landmaster won't be able to attack them.

STAGE TILT: Smaller stages have less places to hide from the Landmaster, but the
rule of thumb is: the simpler the stage, the more suited it is to the
Landmaster.

USE IN DUEL: Basically, keep firing at your opponent. If they get on the
Landmaster, just roll them off. Keep to one side of the stage so they can't get
behind you, and if they go high up onto another level, just hover up and shoot
them. The main thing acting against you is the lack of mobility.

USE IN BRAWL: Same as above, but you've got more opponents on your hands to
attack. The landmaster lasts for a decent amount of time (17 seconds) so you
have plenty of time to annihilate everyone.

EFFECTIVENESS: Very likely to make KOs, as shooting deals decent knockback and
17% per shot. Roll only does 11%, but has very high upward knockback.

OTHER: One of the best FSes in the game, for sure.
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|SAMUS|
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-ZERO LASER-

DESCRIPTION: Samus fires a huge intense laser beam. The laser beam deals huge
damage, and has a slight "vacuum" effect, where being near the laser sucks any
opponents in. However, it heats up her Power Suit to the extent that it falls
apart, and she transforms into Zero Suit Samus. The pieces of her broken suit
can be picked up and thrown.

WHEN TO USE: Always use it when your opponent(s) are in front of you. Try and
corner everyone at one side of the stage, as this FS has an alright knockback.
And definitely use it when they're on a fairly high damage (about 40% or more).

STAGE TILT: Works well on most sizes of stage, as it depends on where you are
on the stage. However, it might be easier to get everyone to one side on smaller
stages.

USE IN DUEL: Easy enough- just get both you and your opponent at the edge of
the stage. I'd recommend you knock them off the stage, and then unleash this.
If you manage to hit them when they're still off-stage, then it's a definitely
KO, as the laser will just carry them off-screen. If they still manage to
survive, though, then they'll have taken about 50% of damage anyway. You'll
have to fight them as Zero Suit Samus now, so just chuck the broken pieces of
your suit at them to do even more damage. Zero Suit Samus has a very different
fighting style, so make sure you can use her before you decide to utilise this
FS, otherwise it will seriously impair you.

USE IN BRAWL: This is a little more tricky. With 4 brawlers, it might be quite
difficult to get everyone to one side, especially if you're fighting human
players. Try your best, and if you manage, unleash it. Once the FS has finished,
quickly charge up your Charge Beam to stop any possible recoveries. Again, you
need to be proficient with Zero Suit Samus if you plan to make use of this FS,
as otherwise you'll end up being worse off for the rest of the match.

EFFECTIVENESS: This deals high damage (about 50%) and there's a good chance
it'll make a KO.

OTHER: Yes, I know most of this was copied from Mario's section, but that's
because they're so dramatically similar; only Mario's deals less damage and more
knockback, and Samus's vice versa. Don't email me to complain on this note, as I
will copy&paste word-for-word in other sections, including the one coming up
next.
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|ZELDA/SHEIK|
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-LIGHT ARROW-

DESCRIPTION: Zelda/Shiek draws a huge bow and fires a piercing Light Arrow. If
it makes contact, any opponents are sent flying (direction depends on whether
Zelda or Shiek fires the arrow). The arrow can pass through obstructions.

WHEN TO USE: This will ONLY WORK if you're on the same level as an opponent.
The light arrow goes exactly horizontal, so if they're not horizontally in line
with you, it'll miss. Which would be such a shame D: As usual, try and use it
when opponent(s) are on high damage.

STAGE TILT: Works best in flat planar stages. Ironically enough, the stage where
it would work best is Zelda's home stage- Bridge of Eldin. The size of stage
isn't too important, and the arrow can just pass through any obstacles on larger
stages.

USE IN DUEL: Well, your opponent is going to be constantly moving up and down,
trying to anticipate the light arrow firing. They obviously don't want to get
hit. Try stunning them with whatever. I don't think Din's Fire (side B) has
much range, so use a projectile or something. Just to make sure they can't dodge
it.

USE IN BRAWL: You have more choice here. Although everyone is still going to be
anticipating the arrow firing, they'll still be intermittently attacking each
other (especially with CPUs), so once someone's made vulnerable, ATTACK! and
you'll hopefully catch one poor soul.

EFFECTIVENESS: Has an immense knockback, so will almost certainly make a KO if
it hits. Zelda's arrow deals 44% damage, and Shieks deals 50%.

OTHER: Although the Light Arrows are usually the property of Link, in Twilight
Princess, the team that makes Zelda games decided to make Zelda do something
useful (her role in Ocarina of Time doesn't count- Shiek is also useless, he
just spends ages hiding and running away in some strange disguise). She uses
them in the final battle to aid Link. Of course, her aim is shockingly bad,
and you have to do all the work, really -_-
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|BOWSER|
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-GIGA BOWSER-

DESCRIPTION: Bowser transforms into his huge, destructive Giga Bowser form. He
transforms back after a short while.

WHEN TO USE: Opponents should be 40% or more, and they shouldn't be right next
to you.

STAGE TILT: The more obstacles there are on the field, the harder it is for Giga
Bowser, as his mobility is awful. Very small stages are actually worse for Giga
Bowser, as they lower his accuracy.

USE IN DUEL: An important thing to remember is that when you're overlapping an
opponent, some of your attacks won't actually hit. And since Giga Bowser
basically fills the stage, this will be the case most of the time. I recommend
to stick to his Special Moves, and standard and smash moves tend to miss. The
easiest way to dispose of your opponent is to do a powerful Bowser Bomb (down B)
to finish them off. Whirling Fortress (up B) is also a good idea, as that hits
opponents who are overlapping you.

USE IN BRAWL: Same as above basically. Use Bowser Bombs to KO multiple people at
once. However, you're unlikely to make multiple KOs. When you're in Giga form,
you're also a bigger target, so you tend to rack up a fair bit of damage too.

EFFECTIVENESS: You should make some KOs, but your likeliness to make a KO is
completely reliant on your ability to use Bowser (remember that, that last
sentence was probably the most important sentence in the whole section).
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|DONKEY KONG|
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-KONGA BEAT-

DESCRIPTION: DK brings out a pair of konga drums, and begins to play them. The
sound waves emitted deal damage to nearby opponents. They have a slight "vacuum"
effect, where being near the sound waves causes opponents to be sucked in.
Pressing buttons on each beat increases the power of the waves. DK is also
invulnerable when in this state. Once the song is over, DK will put away the
drums.

WHEN TO USE: Most importantly, when everyone is near you. Opponents should have
some damage (30% or more) but for this FS, it doesn't really matter as much.

STAGE TILT: Smaller stages. The smaller- the better, as there's nowhere for your
opponents to run, and they just get caught up in the sound waves.

USE IN DUEL: The only advice you need is that you need to press buttons on the
beat! I think the button you need to press is A (on every controller). 
http://uk.youtube.com/watch?v=XreczDU6l0o This video compares DK's normal FS to
his "full" final smash when you press A on the beat. The difference is
incredible. So it requires a bit of timing. You should probably practice in
training mode beforehand, just to get used to it.

USE IN BRAWL: Same as above

EFFECTIVENESS: DK's "full" final smash (have a look at that youtube link
above) almost always KOs anyone who gets snared in the sound waves. Damage
depends on the strength of the sound waves (which depends on how well you press
A to the beat) and if you don't increase their power, they only deal about
4% for every time an opponent gets sucked in and blasted out again. If you do,
it increases to about 12%.
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|YOSHI|
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-SUPER DRAGON-

DESCRIPTION: Yoshi grows a pair of wings, and gains the ability to breathe fire.
He changes back after an undetermined time limit.

WHEN TO USE: Whenever, really. But as always, the higher everyone else's
damage is, the better.

STAGE TILT: On smaller stages, there's less room to run, so it's more likely
for opponents to get hit.

USE IN DUEL: Fireballs deal more damage than ramming, so use fireballs. Try and
knock your opponent off-stage, and then finish them off with a fireball. You
might have some trouble with aiming, though, so do practice.

USE IN BRAWL: Just go wild, and shoot fireballs at everyone. If you see someone
going off-stage, though, go out of your way to shoot a fireball at them. The
fireballs have a decent knockback. If you find you're missing a lot, then you
seriously need to go into training mode. This FS actually needs a bit of skill
if you want to achieve your goal of KOs.

EFFECTIVENESS: Ramming is pointless, as it only does like 10%. Fireballs do
about 20% damage, and have a good knockback. As I said, you'll need to employ
a degree of skill if you wish to make any KOs. But the fireballs are likely to
KO, especially if the victim is in mid-air.

OTHER: But as always, all good things have to come to an end. It will wear off
eventually, and there's no counter to tell you when.  If it wears off when
you're in mid-air in no position to recover, you're screwed. Don't fall into
this trap -_-
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|PEACH|
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-PEACH BLOSSOM-

DESCRIPTION: Peach transports the stage into her own alter-reality. Opponents
are sent into a deep sleep (the length of slumber depends on their proximity to
Peach) and peaches cover the stage. They also take 0-40% damage depending on
how close they are to Peach.

WHEN TO USE: As close to everyone else as possible. Damage is almost completely
irrelevant.

STAGE TILT: On larger stages, people tend to be more spread out, and you need
them to be close to you for this to work. You also need to make some quick KOs,
which is always easier on smaller stages.

USE IN DUEL: Get up as close to them, overlapping if possible. If start running
away, trying to avoid you, stun them with a vegetable or something. Once you've
sorted out positions, start the FS. Now, I recommend eating as many peaches as
possible. If you're on a low damage, then you'll only need to eat a few, but if
you're on a particularly high damage, try to eat about 1/2 of them. Keep aware
of the time. Once you're done, smash attack your opponent off-stage. They'll
still be asleep, and will fall to their death. Depending on your damage, try to
eat some more peaches to get you down to as low a damage as possible before
your opponent respawns. It's all about timing. You should visit training mode
also, to figure out how many peaches you can eat before you need to attack.
IMPORTANT! If you're in a stock match and your opponent is on their last life,
knock them off-stage straight away.

USE IN BRAWL: This is MUCH harder. You need to get as close to as many of your
opponents as possible. Positioning is fundamental. Again, once you have this key
point sorted out, start the FS. I wouldn't recommend eating any peaches. Just KO
everyone. And do this quickly, and you might be able to KO everyone before the
first opponent you KOed respawns. Eating peaches comes secondary, but try and
eat as many peaches as possible. It's a challenge pulling this off succesfully,
and there's a fair amount of luck involved. Another key point is that your
opponent's damage doesn't matter, as they get reset to 0% when they respawn, so
they will only really eat peaches to stop you from healing.
IMPORTANT! If you're in a stock match and any opponents are on their last life,
knock them off-stage straight away.

EFFECTIVENESS: Well, if you want to KO someone that's sleeping, you'll be able
to with no problem.

OTHER: I think this has been the most complicated FS so far, so I feel sorry for
all those Peach-users out there. You're gonna have your work cut out for you.
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|ICE CLIMBERS|
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-ICEBERG- 

DESCRIPTION: The Ice Climbers raise a huge iceberg, which covers most of the
stage. It constantly deals damage to any opponents near it, and creates a
slippery surface which weakens them. It may also intermittently freeze them.
However, the Ice Climbers aren't vulnerable to any of these effects. After a
while, the Iceberg sinks back down.

WHEN TO USE: As soon as possible, but it helps if everyone is close to the
centre of the stage (why? Think about the SHAPE of an iceberg)

STAGE TILT: Smaller stages are ideal, as the Iceberg covers a certain area,
rather than a certain proportion of the stage. On very small stages, it will
cover every part of the stage, which can only be good for you!

USE IN DUEL: A VERY IMPORTANT note is that opponents take more damage the closer
to the top they are; so focus on pushing them towards the top. They take some
SERIOUS damage at the tip of the iceberg. Once the FS is over, everyone will
have racked up enough damage, so they'll be easy to pick off. 

USE IN BRAWL: Same as above

EFFECTIVENESS: Continually deals damage, so obviously increases likeliness of a
KO gradually. Overall, you can expect it to potentially deal an incredible
amount of damage, as long as opponents stay in contact with the Iceberg.

OTHER: I think this is the only good thing about the Ice Climbers, as otherwise,
they're quite awful.
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2. NEWCOMERS [NWC]
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All new characters from all over the world of Nintendo join the Brawl.

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|PIT|
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-PALETUNA'S ARMY-

DESCRIPTION: Pit beseeches the help of the goddess Paletuna. She appears
on-stage, and offers the aid of her army of flying cherubs. The cherubs
dive-bomb at opponents at incredible speeds, sacrificing themselves in the
process. The cherubs will eventually stop coming when they have all sacrificed
themselves.

WHEN TO USE: The more the damage, the better, and it helps if your opponent(s)
are close to the edge of the stage.

STAGE TILT: This is more effective on smaller stages, as the cherubs are much
more likely to KO on smaller stages.

USE IN DUEL: Force your opponent off the stage. Then, start the final smash. By
the time they manage to recover, the cherubs will have arrived. Now, hopefully,
the cherubs will dive-bomb your opponent off the stage, and KO them. The cherubs
aren't too difficult to dodge, and I don't think you can move during the FS.
It's not very reliable, as sometimes the cherubs go all-out, and sometimes they
hang at the top of the screen and do nothing. I've concluded that luck is a huge
factor here.

USE IN BRAWL: Well, there's not really much you can do here. You can't move
during the FS, so you'll just have to hope the cherubs do your bidding. If you
are lucky, you won't take that much damage.

EFFECTIVENESS: For chance of a KO, it's the luck of the draw, really. Depends
how motivated the cherubs

OTHER: I really need some help with this FS. PLEASE email me with info about
this, so I can amend this section, and make it less, well, sucky. If you know
some worthwile information of this FS, your input would be invaluable, and you
will be credited duly.
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|WARIO|
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-WARIO MAN-

DESCRIPTION: Wario temporarily transforms into Wario-Man. His speed, defense
and attack all increase greatly. He can negate a variety of moves, and can also
hover.

WHEN TO USE: As soon as possible

STAGE TILT: None, but it's usually easier to KO on smaller stages

USE IN DUEL: Quickly transform into Wario Man. A good tip here is not to use
your Wario Bike, as it is extremely difficult to control. But a good tip
is to use the Wario Bike when you're in a corner (i.e. the walls on Shadow Moses
Island) or on wide stages like the Bridge of Eldin. Just utilise your skills as
Wario to quickly KO opponents. 

USE IN BRAWL: Same as above

EFFECTIVENESS: Your likeliness to make a KO is completely dependant on your
skills as Wario, though you're probably twice as likely to make KO with Wario
Man, than with regular Wario.

OTHER: No, there was really nothing much to say about that FS. I haven't yet
figured out the significance of hovering- though that seems like a versatile
ability. Try experimenting with it.
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|IKE|
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-GREAT AETHER-

DESCRIPTION: Ike launches his sword. Any opponent(s) that get hit get launched
upwards. He follows up, and proceeds to slash away at them. He finishes with a
fiery down attack, slamming the opponent(s) against the ground.

WHEN TO USE: When you're next to as many opponents as possible. They should have
at least 30% damage or so.

STAGE TILT: None

USE IN DUEL: Get up close, and start! The whole sequence lasts a bit, as you
slash away at the trapped opponent for a while. You finish by slamming down
on the ground. These has an extremely good knockback, but because it's upwards,
it will only KO them if the opponents have reached a high enough damage.

USE IN BRAWL: Same as above, but try and catch as many people in the sword swing
as possible. 

EFFECTIVENESS: Makes a KO if used on opponents with high enough damage. Does
67% damage on it's own, so if they're at least 30-40% beforehand, they'll quite
easily be KOed. Any opponents who get hit by only the slam-down aren't likely
to get KOed unless they were on a significant amount of damage beforehand.

OTHER: I LOVE the look of this FS. Definitely the showiest FS in the game. 
********************************************************************************

********************************************************************************
|POKEMON TRAINER|
********************************************************************************
-TRIPLE FINISH-

DESCRIPTION: The Trainer sends out all three pokemon. They band together and
each do a powerful attack:
Squirtle- Hydro Pump
Ivysaur- Solarbeam
Charizard- Fire Blast
This deadly triple combo all strike together. They deal heavy damage for a
while, and finish with a deadly knockback. The caption, "It's Super Effective!"
appears at the bottom of the screen too.

WHEN TO USE: When you're next to as many opponents as possible. They should have
at least 30% damage or so. HOWEVER, do not use it when you're overlapping
people, always, when they're to one side of you.

USE IN DUEL: Get close to them (NOT OVERLAPPING) and unleash it. When they're
getting pelted by the blasts, they continually take damage. When the attack
finishes, they go absolutely rocketing. If they're on a high enough damage,
it's unlikely they'll recover. 

USE IN BRAWL: Same as above

EFFECTIVENESS: Well, it's "super effective"! It seriously is. It's quite likely
to make a KO, as long as they have at least 30% damage, as it deals about 70-80%
on its own (at most).

OTHER: The "It's Super Effective!" bit is also quite a nice touch. A nice
nostalgic touch to the Pokemon games (and no, I don't still play Pokemon).
********************************************************************************

********************************************************************************
|DIDDY KONG|
********************************************************************************
-ROCKETBARREL BARRAGE-

DESCRIPTION: Diddy brings out both his Rocketbarrel booster and Peanut Popgun.
He uses the booster to fly around while attacking using the popgun. Once the
boosters have overrheated, they explode and Diddy falls down.

WHEN TO USE: As soon as possible

STAGE TILT: Smaller, flat stages with no obstacles

USE IN DUEL: A good technique is to simultaneously ram opponents while firing
peanuts at them. This is twice as likely to KO, as it deals twice the damage
and twice the knocback. Make sure you are above a platform though, as when the
FS finishes, you fall straight down and won't be able to recover.

USE IN BRAWL: Same again, but you might need to take some more risks and fire a
bit more randomly.

EFFECTIVNESS: Has a fair chance of making a KO, ramming and firing peanuts do
about 15-20% damage each.
********************************************************************************

********************************************************************************
|META KNIGHT|
********************************************************************************
-GALAXIA DARKNESS-

DESCRIPTION: Meta Knight swings his cape. If it hits an opponent, the stage is
engulfed in darkness. Meta Knight cuts through the darkness with a powerful
sword strike sending the opponent flying, and anyone else nearby.

WHEN TO USE: The cape swing has to hit, so use it when you're next to as many
people as possible, and the only closest to you should be stunned (to stop them
from dodging). They should also have at least 30-40% damage, as the knockback is
upwards.

STAGE TILT: Nice low stages are easier to KO becuase the knockback is upwards.

USE IN DUEL: Get up close to your opponent. I would use Meta Knight's drill rush
(side B) or his tornado thing (up B) to get close to them, as this also stuns
them. Swing your cape. If it hits, yay. If it doesn't, tough luck. If your
opponent.

USE IN BRAWL: The FS hits multiple people. The cape swing should hit SOMEONE,
but try and use it when everyone else is next to the opponent you intend to hit
with the cape swing. If they're ALL on high enough damage, you'll just have made
the 3 easiest KOs of your life.

EFFECTIVENESS: Will only make a KO if the opponent(s) are on a high enough
damage. Otherwise, it deals 40% damage, and doesn't KO.

OTHER: VERY cool FS. When I get SSBB, Meta Knight is gonna be one of my mains,
so I look forward to using him, and using this FS.
********************************************************************************

********************************************************************************
|LUCAS|
********************************************************************************
-PK STARSTORM-

DESCRIPTION: Lucas unleashes a flurry of psychokinetic meteors, which rain down
on the stage. Lucas is invulnerable during the course of the FS.

WHEN TO USE: Opponents(s) should definitely have at least 50% damage, but one
of the merits of this FS is that positioning is completely.

STAGE TILT: Quite complicated. Tends to work well on small, low stages, but also
works on particularly big stages, like Lucas's own home stage- New Pork City.

USE IN DUEL: I'm serious when I say they should have at least 50% damage. If
they don't have anything near that, then you'll have to try and get their damage
up to 50%. If you're struggling, you'll have to give up at 30-40%, where the FS
won't work as well. Better that than you get it knocked out of you. Anyway, once
you've started the FS, the meteors come streaking down. Opponents above 50% get
"slingshotted" between meteors and hopefully KOed.

USE IN BRAWL: Same as above, but if no one has above 50% damage, or even close,
you'll probably find it hard to get everyone up to this damage level. If you're
really struggling, then you'll just have to go ahead and use it anyway.

EFFECTIVENESS: Very likely to KO any opponents who have at least 50%.

OTHER: Yes, a complete contrast to my first draft where I said this was "one of
the worst FSes in the game". I received a lot of comments about that, so I
decided to investigate around on Youtube, and found that Lucas's FS was actually
a lot better than I had intially thought.
********************************************************************************

********************************************************************************
|ZERO SUIT SAMUS|
********************************************************************************
-POWER SUIT SAMUS-

DESCRIPTION: Samus twirls her laser whip around her, creating a negative energy
vortex. She sucks nearby opponents in, and blasts them out at an incredibly
high speed. She then regenerates her old Power Suit and transforms back.

WHEN TO USE: When opponent(s) are next to you, or overlapping you.

STAGE TILT: None

USE IN DUEL: Stun your opponent first with a missile (side B) or something.
Get right up close to them, and use this. If they get sucked in, it's a One-hit
KO every time, regardless of damage or character. You'll then go back to regular
Samus, who in my opinion is better than Zero Suit Samus.

USE IN BRAWL: Same as above, but just try and get next to all your opponents,
and quickly use it before they can flee or knock it out of you.

OTHER: You're unlikely to come across this FS anyway, as in a standard match,
you probably won't have access to TWO smash balls. However, see the "Cheats &
Codes" section on Gamefaqs to find out how you can fight with Zero Suit Samus
without using Samus's FS.
********************************************************************************

********************************************************************************
|KING DEDEDE|
********************************************************************************
-WADDLE DEE ARMY-

DESCRIPTION: King Dedede summons his minions- the Waddle Dees to rain down from
the sky onto the stage. They knock into opponents and damage them. Waddle Doo
and Gordo also appear.

WHEN TO USE: As soon as possible

STAGE TILT: Obstacles are bad, you want plenty of space for the Waddle Dee to
roam around.

USE IN DUEL: Just use as soon as possible. You don't want it getting knocked out
of you You can't move during the FS, but you're not vulnerable during it anyway,
so it's out of your hands. The Waddle Dee do a fair bit of damage, but they're
unlikely to KO, because any knockback to one side is offset by knockback from
the other side.

USE IN BRAWL: Same as above

EFFECTIVENESS: Unlikely to make any KOs, but deals a lot of damage, so it's easy
enough to pick off everyone after that. On average, it deals about 60-100%
damage.

OTHER: This is a bit of comic relief, as a weird jingle goes on the background
during the FS. I quite like this FS, but it requires no skill whatsoever.
********************************************************************************

********************************************************************************
|PIKMIN & OLIMAR|
********************************************************************************
-END OF DAY-

DESCRIPTION: Cpt. Olimar rides his rocket out of the stage. Meanwhile everyone
else is subjected to attacks from all the vicious monsters that appear at night.
Once the night is over, his rocket comes crashing back down which sends
opponents flying.

WHEN TO USE: Opponent(s) should next to you or overlapping (get close to them
but don't put yourself at risk of getting it knocked out of you).

STAGE TILT: As long as there aren't any platforms to get in the way of the
rocket's descent (this might be the case on stages like Battlefield).

USE IN DUEL: Stun them with a pikmin throw or something, and then overlap them,
and start. The rocket digs the opponent into the ground like a Pitfall or DK's
side B. The vicious monsters attack your opponent. When the rocket comes
crashing down, you'll manage to hit them, and they'll probably be KOed. If not,
just pick them off with some attacks.

USE IN BRAWL: The same thing again. There's also a risk of other people stealing
your KOs. Not important in a stock match, though. 

EFFECTIVENESS: If the rocket crashing hits, then it's likely to KO. Taking off
deals about 26% damage, the main "plant" attack does 42%, and if the rocket
crashes back down, it does 31%. In total, 104% if all three hit, and a
guaranteed KO.
********************************************************************************


********************************************************************************
3. SECRET [SCR]
********************************************************************************
((SPOILERS AHEAD!)) These characters can be unlocked through playing a certain
number of brawls, through an encounter in "The Sub-space Emissary" or one other
unique way. With the exception of encountering them in the SSE, you need to
fight and beat them on their home stage to unlock them. Some of them are
veterans, while others are newcomers.

********************************************************************************
|NESS|
********************************************************************************
-PK STARSTORM-

==CLONE SMASH==
SIMILAR TO: Lucas

DIFFERENCES: Ness's pack a lot more punch. They only deal 6% more damage, but
the knockback is better. That said, Ness's are far more spread out. There are
fewer of them too, making them less accurate. However, because they streak
across the stage diagonally, they can often be a little more confusing, and
therefore harder to actually dodge if you want to get out of the way of one.
********************************************************************************

********************************************************************************
|MARTH|
********************************************************************************
-CRITICAL HIT-

DESCRIPTION: Marth charges up a life gauge. He deals an incredibly powerful
sword slash, which drains this life gauge, and sends opponents flying.

WHEN TO USE: Opponent(s) should be to one side of you, but still close enough
to reach them.

STAGE TILT: None

USE IN DUEL: Stun your opponent with a projectile or something. Rush up to them,
and launch this attack. Hopefully it hits. If it misses, you keep going on, so
there's a chance you go off-stage.

USE IN BRAWL: Try and hit everyone. Might be tricky, though.

EFFECTIVENESS: It's a guaranteed One-hit KO every single time, regardless of
character or damage count. This makes it arguably one of the best FSes in the
game.

OTHER: The life gauge is a reference to Fire Emblem.
********************************************************************************

********************************************************************************
|LUIGI|
********************************************************************************
-NEGATIVE ZONE-

DESCRIPTION: Luigi creates a huge bubble, and engulfs most of the stage with a
negative energy field- the Negative Zone. He is now on his home territory, and
any opponents within the negative zone suffer from negative sickness.
Symptoms of negative sickness 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

WHEN TO USE: As soon as possible

STAGE TILT: The negative zone covers a bigger area on smaller stages.

USE IN DUEL: When your opponent is trapped inside the negative zone, they'll
experience that huge variety of effects. Just rack up their damage for a bit
with fireballs and down As, and then use a Super Jump Punch (up B) to KO them.

USE IN BRAWL: Just rack up everyone's damage. You can use smash attacks or
Super Jump Punches to attempt to KO everyone. The negative zone doesn't last
very long at all, though, so be quick.

EFFECTIVENESS: You're likely to make at least 1 KO. Opponents in the negative
zone take 5-6% damage every second.

********************************************************************************

********************************************************************************
|FALCO|
********************************************************************************
-LANDMASTER-

=CLONE SMASH=
SIMILAR TO: Fox, Wolf

DIFFERENCES: Falco's landmaster is slightly less mobile on the ground, and it's
gun is weaker. However, it has far better aerial capabilities. A good tip is to
corner your opponents so that they are forced to jump onto the Landmaster, and
then fly up off-screen for an easy KO.
********************************************************************************

********************************************************************************
|CAPTAIN FALCON|
********************************************************************************
-BLUE FALCON-

DESCRIPTION: Captain Falcon calls in his ship- the Blue Falcon, which rushes
past in front of him. If it connects with any opponents, then the opponents go
onto a track, and get run over by the Blue Falcon, and are sent flying.

WHEN TO USE: Opponents should be right in front of you.

STAGE TILT: None

USE IN DUEL: Get right up close to them. Use a projectile or down aerial to stun
them. Then start the FS. It should hit.

USE IN BRAWL: Try and hit everyone. Might be tricky, though. You can use Falco
Kicks and stuff to stun multiple opponents.

EFFECTIVENESS: It's a guaranteed KO if it hits, regardless of character or
damage, making it a potent FS.
********************************************************************************

********************************************************************************
|LUCARIO|
********************************************************************************
-AURA STORM-

DESCRIPTION: Lucario jumps high into the air and releases a ferocious Aura beam.
The beam's direction can be controlled. It sucks in any opponents it touches,
and the beam finishes with a high knockback.

WHEN TO USE: As soon as possible, but opponents should be close together if
possible. It also works best when EVERYONE (especially Lucario- due to his Aura
ability) is on high damage.

STAGE TILT: Narrow stages are best, as Lucario rotates the direction of the beam
VERY slowly.

USE IN DUEL: There's a brief moment of time where Lucario charges up the beam,
so use that to aim at your opponent. If you don't manage to catch them then,
you'll have serious trouble trying to catch them when the actual beam is
shooting out.

USE IN BRAWL: Again, use that brief moment where Lucario charges up the beam to
catch at least ONE opponent. If you can catch more, GREAT! Once the beam starts
shooting out, rotate it aroud to try and catch any other opponents still on the
stage. You'll have trouble catching them though.

EFFECTIVENESS: Likely to make a KO if both Lucario and opponents are on high
damage. If either are on low damage, then the likeliness is a lot lower, and
if both are on low damage, then there's no chance of a KO. If you catch any
opponents in the beam straightaway, then it deals about 30% in total. However,
that is only if you actually manage to CATCH them.

OTHER: Yep, again, radically different from my first draft where I called it
one of the worst FSes in the game. I failed to take Lucario's Aura ability into
account, which is fundamental. Still, it's fairly bad, because of how hard it is
to trap someone in the beam.
********************************************************************************

********************************************************************************
|SNAKE|
********************************************************************************
-GRENADE LAUNCHER-

DESCRIPTION: Snake jumps up, and lands on the ladder of an above helicopter. He
brings out his Grenade Launcher, and the stage switches to his view. He can fire
high damage Grenades at opponents. He has to dismount when the time limit runs
out or his ammo runs out (he has 12 grenades).

WHEN TO USE: As soon as possible

STAGE TILT: None, but it's usually easier to KO on smaller stages

USE IN DUEL: Just keep shooting at your opponent. One shot knocks them into the
air. Since the knockback is upwards, just keep hitting them when they're
airborne, as this is the way to KO. Since you have 12 shots targeted at one
opponent, it's fairly easy to make a KO.

USE IN BRAWL: I would allocate units of ammo to each opponent. But don't fire
randomly. This FS needs a good, solid aim. Don't fire randomly, but do use up
all your ammo before time runs out, rather than letting it go to waste.

EFFECTIVENESS: Likely to make a KO, and each grenade deals about 20% damage or
so, slightly less if it just skiffs the opponent

OTHER: Your aim and precision is key here
********************************************************************************

********************************************************************************
|R.O.B|
********************************************************************************
-DIFFUSION BEAM-

DESCRIPTION: ROB starts firing small lasers out of its eyes. The lasers vary
slightly- some are whirling lasers which trap the opponent and steadily deal
damage; while others are quick, fast, high-knockback blip lasers. ROB is
invincible during the course of the attack.

WHEN TO USE: As soon as possible

STAGE TILT: Well, once ROB gets going, opponent(s) are gonna be fleeing from it,
so it's easier to chase them around on smaller stages. Definitely better on
smaller stages.

USE IN DUEL: Once the lasers start firing out, chase down your opponent. Try and
get them snared in the lasers. They'll get damaged by the "whirling lasers" and
then rocketed away by the "blip lasers". If they're proving tricky, just use
one of ROB's extremely powerful smash attacks to take them out. 

USE IN BRAWL: Same again, just chase down everyone. I'd use smash attacks to
take out opponents quickly, though you'll essentially get caught in a game of
cat-and-mouse. 

EFFECTIVENESS: The attack increases your chance of making a KO by a lot, but if
you can't use ROB well, you won't make a single KO. However, the whirling lasers
deal about 10% per second, and the blip laser does 16% damage and heavy
knockback.
********************************************************************************

********************************************************************************
|GANONDORF|
********************************************************************************
-BEAST GANON-

DESCRIPTION: Ganondorf transforms into his Dark Beast: Ganon form. Ganon rears
up and does a huge stomp, and then charges forward once, before transforming
back into Ganondorf.

WHEN TO USE: Everyone should be in front of you, RIGHT in front of you. Not
overlapping, though.

STAGE TILT: Nice flat stages, with few obstacles are best.

USE IN DUEL: Stun your opponent with a projectile or low-knockback attack or,
something, and get right up close to them. And then start the FS. It's not
really a transformation as such, more a super-powered attack.

USE IN BRAWL: Much harder this. You need to corner opponents at one side of te
stage before using the FS. 

EFFECTIVENESS: If it hits, it almost certainly KOs. The stomp deals 10% damage,
while the charge does 47% damage.
********************************************************************************

********************************************************************************
|MR. GAME & WATCH|
********************************************************************************
-OCTOPUS-

DESCRIPTION: Game & Watch transforms into a huge Octopus. If any opponents touch
the Octopus, they take damage. The octopus can float in the air, move slowly,
and jump a small height. Three of his six exposed tentacles (two are hidden)
can extend a huge distance.

WHEN TO USE: Opponent(s) should be to one side of you

STAGE TILT: Massive stage tilt. Smaller stages are a millions times better for
the Octopus, due to the Octopus's immense area coverage.

USE IN DUEL: Move towards your opponent. If they try to jump over you, pre-empt
them and jump up to block them off. Push them towards the edge of the stage,
extending your tentacles to push them even further. Beware of characters like
Zelda/Shiek, who can just teleport to the other side of the Octopus. You might
have to change direction to try and snare them.

USE IN BRAWL: Just force opponents off the stage again. Make sure they all stay
to one side of you, and you should be able to force them off-stage. Don't let
any escape to the other side of the Octopus, but in 4-players, if one manages,
just leave them and focus on the other 2 opponents. In 3-players, if you're
left with one opponent on each side of the Octopus, go for the one nearest to
the edge of the stage.

EFFECTIVENESS: Fairly likely to KO all opponents, but only on small stages.
Contact with the Octopus deals 17%, so a decent amount of damage is dealt
overall.
********************************************************************************

********************************************************************************
|SONIC|
********************************************************************************
-SUPER SONIC-

DESCRIPTION: Sonic uses the power of the 7 Chaos Emeralds to power up to Super
Sonic form. He is able to travel at incredible speeds and fly around the stage.
You can use speed boosts to speed up.

WHEN TO USE: As soon as possible

STAGE TILT: Smaller stages are easier to make KOs on.

USE IN DUEL: Just keep bashing your opponent. Don't speed boost too much, as
you just speed past opponents, but don't go too slow. Depending on what side
you bash them from, they'll get rocketed the other way. Bash them repeatedly
to knock them off-stage. When they respawn, you can do a bit of damage.

USE IN BRAWL: It's the same thing, again. Just repeatedly hit opponents. When
they get to a high enough damage, you'll start making KOs.

EFFECTIVENESS: Very likely to make a KO, as each ram does 16% with decent
knockback, and once you rack up the damage, you'll certainly start making KOs..
********************************************************************************

********************************************************************************
|JIGGLYPUFF|
********************************************************************************
-PUFF UP-

DESCRIPTION: Jigglypuff swells up in size greatly, growing to a colossal size.
Once she's reached the peak of her growth, she shouts, and opponents touching
her take damage. She then starts to shrink again. She cannot attack or move
while changing size.

WHEN TO USE: You should be in the middle of the stage, or better yet, you can
try to "corner" your opponents at one side of the stage. The higher the damage,
they're on, the better.

STAGE TILT: HUGE stage tilt here- this FS really shines on particularly small
stages (i.e. Final Destination, Battleship Halberd)

USE IN DUEL: The bigger the stage, the more important positioning is. If you
can, try and knock your opponent into the air, so that they're above you, and
start the FS. Jigglypuff will start expanding. Your opponent bounces off you.
Hopefully, if they get bounced far enough, they won't be able to recover.

USE IN BRAWL: Pretty much the same again. But do try hard to corner opponents
so that there's a greater chance of KOing (because this deals no useful damage
whatsoever).

EFFECTIVENESS: Likely to KO on small stages, but likeliness of a KO decreases as
the size of stage increases. The "shout" deals 18% to opponents touching her.

OTHER: This FS was originally known as "Gigalypuff"! Also, if you're already a
giant from consuming a Super Mushroom, then you'll grow until only Jigglypuff's
face is left on the screen! Which would of course KO everyone as she's filling
the whole screen! Would you EVER be that lucky?
********************************************************************************

********************************************************************************
|TOON LINK|
********************************************************************************
-TRIFORCE SLASH-

=CLONE SMASH=
SIMILAR TO: Link

DIFFERENCES: Well, there's really no difference, except that Toon Link's does
3% less damage. It's also a cel-shaded Triforce ^_^ And no, they both last the
same amount of time
********************************************************************************

********************************************************************************
|WOLF|
********************************************************************************
-LANDMASTER-

=CLONE SMASH=
SIMILAR TO: Fox, Falco

DIFFERENCES: Wolf's Landmaster is more powerful in every aspect. It deals more
damage, and it's gun has a much better knockback. However, as a result, it runs
out of fuel quicker, so lasts 5 seconds less than Fox's and Falco's.
********************************************************************************

!******************************************************************************!
Well, that's every final smash covered! All 35 characters and their respective
FSes have been thoroughly explored. I hope you enjoyed reading this FAQ, and I'd
be glad to receive any input. The best thing to do, however, is just to go out
there, and devise tactics for the FSes of your main characters. Don't be afraid
to experiment, and do spend time in Training Mode developing your skills.
!******************************************************************************!


********************************************************************************
4. VERSION HISTORY [VRH]
********************************************************************************

Version 1.0- First draft of this FAQ
             submitted to GFaqs on 12-3-08 (day before SSBB came out in NA)
Version 2.0- A complete re-write, due to the poor assessment and structure of
             the first draft. Completely re-wrote all the FSes, removing all
             personal tilt and organising them into sections
             submitted to GFaqs on 5-3-08

Any future updates will not be recorded here, unless they are major
********************************************************************************


********************************************************************************
5. CONTACT [CNT]
********************************************************************************
You can email me at: nexusofsanity@gmail.com

Don't dare spam me. Otherwise I will hunt you down and kick your ass D:< Please
feel free to offer additions. Don't email me pointlessly, otherwise I will
block you. Please be nice. I would appreciate additions, as I've not played this
game yet. I'm quite pleased with the input I've received so far, so keep it
coming!
********************************************************************************


********************************************************************************
6. CREDITS [CRT]
********************************************************************************
Why did I even TRY to write a FAQ for a game I've never even played? Well, here
are some of the sources which helped me do so:

-The official SSBB Dojo (AWESOME webiste!). It's probably the #1 source for
SSBB related things
-Youtube. Thanks to those Japanese brawlers, there was a Final Smash compilation
(SSBB Gameplay Video 60), which was easily the most helpful thing. There were
also some other helpful videos, which have been cited in their respective
section
-SSB Wiki. Helped with titles of final smashes and stuff, along with some nice
little facts about FSes of characters who weren't covered in the Dojo


I've listed the people I want to credit for the information they submitted. Not
everyone who emailed me got credited, but below are people who either submitted
in great detail, or submitted stuff that no one else noticed. If you emailed me,
but weren't included, don't be offended. Your continued input would be very much
appreciated, so thank you to EVERYONE:

Dargondarkfire- Contributed a LOT of stuff, such as a technique using the Wario
Bike when in Wario-Man form, that Cpt. Falcon's always KOs, and that Ike's FS
can hit multiple opponents. Was also the first to bring to my attention my
complete neglect of Lucario's aura ability

Tmony520- Really useful tip about how Pikachu's FS slows down when it's about to
end

Skolar_Skater- EVENTUALLY became a consistent and reliable informant source
about the merits of Lucas's/Ness's FSes, and those sections have been completely
changed

J. Hueh- Notified me that Peach's FS can actually deal a little bit of damage,
and offered a lot of info about Mr. Game & Watch's FS

Whiplashxe- Pointed out that Marth's follow-through can send him to his death,
and that Giga Bowser can miss if opponents are overlapping him (which changed
a lot about what I said about Bowser's FS)

B. Mishanian- Offered useful tips with ROB, and pointed out some flaws with
Lucario's FS

R. Bushby- Pointed out a good number things, but the useful one was that
Olimar's FS burrows any opponents it touches when the rocket is taking off

M. Beverley- Informed me about the use of electrical pulses with Pikachu's FS

Mexicanjuice7- Contributed a better video link to DK's "full" FS
********************************************************************************


********************************************************************************
7. LEGAL [LGL]
********************************************************************************
Basically, I've slogged away for about 7-8 hours on each draft, so I'm not gonna
let anybody come, steal it, and make money off my hard work. I doubt it would be
worth anything anyway... but just don't consider it! D:<

But I'm more than welcome for you to distribute copies FOR FREE, as long as I'm
duly credited. I put in the work, so you need 

Here are the sites allowed to host my FAQ so far:

www.gamefaqs.com
www.superchats.com
www.cheatplanet.com
www.gamesradar.com

If you wanna host my site on your own website, you need to ask permission. You
can link to it from your blog or Myspace/Bebo/Facebook etc. page, feel free, but
actually uploading it needs my permission, as for all I know you could alter it
to make it look like your own.

Rule of thumb is, if you're really not sure whether you're allowed to something,
just ask me.

I don't think kindly to plagiarisers. The law is on my side. Don't try, or I
WILL put an end to your scheme *insert evil stare*
********************************************************************************

Well that's all folks! :D Thank you to anyone who made the effort to read all
the way here.