SSSS U U PPPP EEEEE RRRR SSSS M M A SSSS H H S U U P P E R R S MM MM A A S H H SSS U U PPPP EEEEE RRRR SSS M M M AAAAA SSS HHHHH S U U P E R R S M M A A S H H SSSS UUU P EEEEE R R SSSS M M A A SSSS H H BBBB RRRR OOO SSSS BBBB RRRR A W W L B B R R O O S B B R R A A W W L BBBB RRRR O O SSS BBBB RRRR AAAAA W W W L B B R R O O S .. B B R R A A WW WW L BBBB R R OOO SSSS .. BBBB R R A A W W LLLLL FFFFF A QQQ V V 111 333 000 F A A Q Q V V 1 3 3 0 00 FFFFF AAAAA Q Q V V 1 33 0 0 0 F A A Q QQ V V 1 .. 3 3 00 0 F A A QQQQ V 11111 .. 333 000 W---------------W [spoiler] W |SPOILER WARNING|-------------------------------------------------------------| W---------------W W Okedoke, you've found yourself a complete (...well, it will be eventually) FAQ on Super Smash Bros. Brawl. The fact is, because it's in-depth, you WILL see spoilers. Turn away now if you want to find things out for yourself! It's not my fault if you see something secret that you wanted to stay that way. T-----------------T [tbl o c] T |TABLE OF CONTENTS|-----------------------------------------------------------| T-----------------T T Note: To find a section quickly, do a Find operation (Ctrl+F/Option+F) and type in the section's seven-digit square-brackets code (such as [tbl o c]). Note 2: If I'm aware that a section is incomplete, it will be marked as such. Also, since this guide in still in its infancy, whole sections listed in the Table Of Contents may not yet exist. Don't yell at me! The most important parts have been started. W......Spoiler Warning................................................[spoiler] T......Table of Contents..............................................[tbl o c] V......Version History................................................[version] 1......Intro to Smash Bros. Brawl.....................................[intrdcn] a......SSB64 and Melee...............................................[64,SSBM] b......Controls......................................................[control] c......Moves and Maneuvers...........................................[maneuvr] i.....Standard Moves................................................[standrd] ii....Intermediate Maneuvers........................................[intrmdt] iii...Advanced Techniques...........................................[advance] 2......Characters.....................................................[ chars ] a......Mario.........................................................[char:Ma] b......Luigi.........................................................[char:Lg] c......Peach.........................................................[char:Pc] d......Bowser........................................................[char:Bw] e......Yoshi.........................................................[char:Ys] f......Wario.........................................................[char:Wa] g......Donkey Kong...................................................[char:DK] h......Diddy Kong....................................................[char:Di] i......Link..........................................................[char:Lk] j......Toon Link.....................................................[char:TL] k......Zelda.........................................................[char:Zd] l......Sheik.........................................................[char:Sh] m......Ganondorf.....................................................[char:Gn] n......Samus.........................................................[char:Sm] o......Zero Suit Samus...............................................[char:ZS] p......Kirby.........................................................[char:Kb] q......Meta Knight...................................................[char:MK] r......King Dedede...................................................[char:Dd] s......Fox...........................................................[char:Fx] t......Falco.........................................................[char:Fc] u......Wolf..........................................................[char:Wf] v......Pikachu.......................................................[char:Pk] w......Jigglypuff....................................................[char:Jp] x......Pokemon Trainer...............................................[char:PT] i.....Squirtle......................................................[char:Sq] ii....Ivysaur.......................................................[char:Iv] iii...Charizard.....................................................[char:Cz] y......Lucario.......................................................[char:Lc] z......Captain Falcon................................................[char:CF] aa.....Ness..........................................................[char:Ns] bb.....Lucas.........................................................[char:Lu] cc.....Ice Climbers..................................................[char:IC] dd.....Marth.........................................................[char:Mh] ee.....Ike...........................................................[char:Ik] ff.....Mr. Game & Watch..............................................[char:GW] gg.....Pit...........................................................[char:Pt] hh.....Olimar........................................................[char:Ol] ii.....R.O.B.........................................................[char:RB] jj.....Sonic.........................................................[char:Sn] kk.....Snake.........................................................[char:Sk] 3......Stages.........................................................[stages!] a......Battlefield...................................................[bttlfld] b......Final Destination.............................................[fnldstn] c......75m...........................................................[75meter] d......Mario Bros....................................................[mariobr] e......Mushroomy Kingdom.............................................[mushrmy] f......Mario Circuit.................................................[circuit] g......Rainbow Cruise (Past Stage)...................................[rnbwcrz] h......Luigi's Mansion...............................................[mansion] i......Delfino Plaza.................................................[delplaz] j......Yoshi's Island (Past Stage)...................................[yshipst] k......Yoshi's Island................................................[yisland] l......WarioWare.....................................................[wriowre] m......Jungle Japes (Past Stage).....................................[jngljps] n......Rumble Falls..................................................[rumblez] o......Hyrule Temple (Past Stage)....................................[htemple] p......Pirate Ship...................................................[wwocean] q......Bridge of Eldin...............................................[boeldin] r......Brinstar (Past Stage).........................................[brinstr] s......Norfair.......................................................[norfair] t......Frigate Orpheon...............................................[orpheon] u......Green Greens (Past Stage).....................................[grngrns] v......Battleship Halberd............................................[halberd] w......Corneria (Past Stage).........................................[cornria] x......Lylat Cruise..................................................[lylatcz] y......Pokemon Stadium (Past Stage)..................................[pkmnstd] z......Pokemon Stadium 2.............................................[pkmnst2] aa.....Spear Pillar..................................................[sprpllr] bb.....Big Blue (Past Stage).........................................[bigblue] cc.....Port Town Aero Dive...........................................[aerodiv] dd.....Onett (Past Stage)............................................[ onett ] ee.....New Pork City.................................................[newpork] ff.....The Summit....................................................[desumit] gg.....Castle Siege..................................................[cstlsge] hh.....Flat Zone 2...................................................[fltzon2] ii.....Skyworld......................................................[skywrld] jj.....Distant Planet................................................[displan] kk.....Green Hill Zone...............................................[grnhlzn] ll.....Shadow Moses Island...........................................[sdmoses] mm.....Smashville....................................................[smshvle] nn.....Hanenbow......................................................[elctrpk] oo.....PictoChat.....................................................[pictoct] 4......Items..........................................................[ items ] a......Carriers......................................................[carrier] b......Whackers......................................................[whacker] c......Shooters......................................................[shooter] d......Throwers......................................................[thrower] e......Status/Healing................................................[statush] f......Others........................................................[therest] g......Pokemon.......................................................[pokemon] h......Assist Trophies...............................................[assists] i......Collectables..................................................[collect] 5......Game Modes.....................................................[g modes] a......Classic.......................................................[classic] b......Adventure: Subspace Emissary..................................[sbspemy] c......All-Star......................................................[allstar] d......Events........................................................[events*] i.....Single-Player Events..........................................[1events] ii....Co-Op Events..................................................[2events] e......Stadium.......................................................[stadium] i.....Multi-Man Brawl...............................................[multimn] ii....Home-Run Contest..............................................[homerun] f......Multiplayer...................................................[versus!] g......Wi-Fi.........................................................[ wi-fi ] 6......Other Features.................................................[feature] a......Snapshots.....................................................[snpshot] b......Stage Builder.................................................[builder] c......The Vault.....................................................[ vault ] i.....Trophies......................................................[trophys] ii....Stickers......................................................[sticker] iii...Coin Launcher.................................................[coinlch] d......Options/Setup.................................................[options] 7......Contact Me.....................................................[e-mail!] 8......Contributors...................................................[contrib] C......Copyright Stuff................................................[c-right] V---------------V [version] V |VERSION HISTORY|-------------------------------------------------------------| V---------------V V v1.00 (10/03/08): First version! Expect a lot of missing or incomplete sections. v1.10 (12/03/08): Re-ordered the characters to fit more with the official order. Now, they're ordered by the Original 8 (Yoshi and Wario in with the Marioverse), then the SSB64 unlockables, new franchises represented in SSBM, new franchises in Brawl, and finally guest characters. Re-ordered the stages in a similar way. Small errors fixed. Added the Contributors section because I have some now. v1.15 (13/03/08): Added the Special Traits section to each applicable character. Also added some Pokes and ATs and some small things. v1.20 (17/03/08): Added some stage descriptions and other stuff. v1.30 (22/03/08): Added all Pokes and some ATs. General proofreading and error correcting. Gave permission to GamesRadar to use the FAQ. 1--------------------------1 [intrdcn] 1 |INTRO TO SMASH BROS. BRAWL|--------------------------------------------------| 1--------------------------1 1 So, you've gone to the store, pointed into the glass case, paid the money, ripped off the plastic during the drive home, and are now just itching to get into the fray, right? Have no fear, as I will divulge to you the (rather simple) game controls, as well as your objectives and a little bit of history. Are you ready? Well you better be. A+++++++++++++++A [64,SSBM] A +SSB64 AND MELEE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A+++++++++++++++A A Back in the SNES days, an idea for a different kind of fighting game was thrown around Nintendo. This game would be like a normal fighting game except that instead of health bars, combatants would only be knocked out from being hit outside the ring. But with the success of Super Mario Kart, a sports game using previously-established characters (the Mario crew in this case), the game's developers asked for permission to use various Nintendo characters. Also, the game grew too complex for a SNES, so it was pushed back to the N64. In 1999, Super Smash Bros. was released. Although a low-budget Japan-only title to begin with, its massive popularity prompted a worldwide release, and it only grew from there. Obviously, the game was destined for a sequel. A mere two years later, it happened. Super Smash Bros. Melee for GameCube was released in the late stages of 2001, and it broke all records. Even today, it's the highest-selling GameCube game of all time, and its graphics and sound quality have few rivals. How could you top such a game? Blow it out of the water. So in early 2008, Super Smash Bros. Brawl made its debut after over two or three years of hype, fuss and bother. Does it top the two predeccessors? You decide. B++++++++B [control] B +CONTROLS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ B++++++++B B It's not much fun owning a game if you don't know how to play it, right? Well, here's a big table full of just that kind of information. Why a table, you ask? Because SSBB supports four control schemes! +------------+-------------+------------------+----------------+-------------+ | | GameCube |Classic Controller| Nunchuk | Wiimote | +------------+-------------+------------------+----------------+-------------+ | Movement |Control Stick| Left Stick | Control Stick | D-pad | +------------+-------------+------------------+----------------+-------------+ | Attack | A | a | A | 2 | +------------+-------------+------------------+----------------+-------------+ |Smash Attack| Stick + A | LStick + a | Stick + A |D-pad + 1 + 2| |Stick-Smash | C-Stick | RStick | Waggle | | +------------+-------------+------------------+----------------+-------------+ |Spec. Attack| (Stick +) B | (LStick +) b | (Stick +) A | (D-pad +) 1 | +------------+-------------+------------------+----------------+-------------+ | Stick-Jump |Stick (tap ^)| LStick (tap ^) | Stick (tap ^) | D-up | |Button-Jump | X or Y | x or y | C or D-up | D-up | +------------+-------------+------------------+----------------+-------------+ |Shield/Dodge| L or R | l or r | Z or D-down | B | +------------+-------------+------------------+----------------+-------------+ | Grab/Throw |Z or (L/R)+A | z1/z2 or (l/r)+a | Z+A,D-side,A+B | -,B+2 | +------------+-------------+------------------+----------------+-------------+ | Pause | Start | + | + | + | +------------+-------------+------------------+----------------+-------------+ | Taunt | D-pad | D-pad | 1,2 | A | +------------+-------------+------------------+----------------+-------------+ Because the GameCube controller stays mostly unchanged from Melee, the rest of the guide will assume its control. Just head back up here if you get confused. Of course, knowing the controls is bunk unless you know your objective. Well, Brawl is a fighting game, so you're trying to pulverize your enemies. Just attacking them will do no good, however. As you're damaged, your damage percentage rises. The higher it is, the farther you fly when you're hit. You lose a stock when you fly off at such distance that you can't return to the stage. Although the game type may differ, the point is the same: KO your opponent before he KOs you! C+++++++++++++++++++C [maneuvr] C +MOVES AND MANEUVERS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ C+++++++++++++++++++C C Now you know what to do. You just don't know what happens. Fear not, here are the explanations of all your abilities! i~~~~~~~~~~~~~~i [standrd] i $STANDARD MOVES$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$ i~~~~~~~~~~~~~~i i Standard Attack: Just attack. Fast, simple, weak. Standard Combo: Just attack repeatedly, or hold the attack button down. There are various combos: flurry of punches, array of kicks, or just the standard attack repeated over again. Tilt Attack: Hold a direction and attack. Three variations: forward tilt, up tilt, and down tilt. Some f-tilts can be angled up or down. Smash Attack: Tap in a direction and attack. Strong, usually slow. Most are designed to KO. Three variations: forward smash, up smash, and down smash. Some f-smashes can be angled up or down. Dash Attack: Just attack while running. Air Attack: Attack while in the air. Five different attacks are possible depending on where the Stick is positioned: neutral, forward, back, up, and down. Unlike ground attacks, you get different air attacks if you face the other direction. Referred to as "nair", "fair", "bair", "uair", and "dair" respectively. Special Attack: Every character has four special attacks: neutral, side, up, and down. Although everyone's are different, up-Bs usually are triple jumps. Shield: Holding the shield button brings up a bubble that protects you from most attacks. Shields shrink over time, and shrink a lot when hit. When shields shrink to nothing, they break and leave you stunned for a little while. Also, enemies can hit your body parts that aren't covered by the shrinking shield (this is called shieldstabbing). You cannot shield against grabs. In case you're a Melee player, you should know that lightshieling (holding down the Gamecube controller's L/R button partway down) is out because no other controller has such analog buttons. Grab: You can grab enemies and subsequently throw them. To throw, tap in the direction you want to throw them in. You can't hold onto someone forever: the lower someone's % is, the faster they escape grabs. You can also attack (pummel) someone you're holding. On The Edge: While you're hanging on the edge, you can do a few things: attack, jump, climb, or drop. You will drop automatically after a little while, and you get a second or two of invincibility when you first grab it. Only one person can hang on the edge at once. Also note that all your edge moves change when your damage percentage is 100% or higher (generally, they get slower). Items: Pick up items with A (or whatever your standard attack button is). Some items are used right away, such as healing items. Other items are meant to be tossed at people, simply attack to throw. You can throw items in any direction and at various speeds. If you're holding a clobbering item such as a Fan, your standing attack, dash attack, f-tilt, and f-smash are all changed to accomodate the item. Shooting items are used by attacking: you can walk and jump while firing. To get rid of an item, throw it away with L/R (or whatever grab button). Heavy Items: Some items like Crates are too big to carry easily. When you're holding one, you can only walk (slowly, depending on your character's strength) and throw it. You can throw heavy items in any direction. Final Smash: A super-powerful move that's only avaliable when you get a Smash Ball (explained in the Items section). To use the Final Smash, simply do your neutral special move. Some Final Smashes have additional controls, while others are fire-and-forget. Pity Final Smash: If you suck, the game gives you a free Final Smash. I think you have to be KO'd three times in a row or something. Note that most Final Smashes can't even KO you twice, so this isn't as unfair as it may seem. Taunt: It's a taunt. Taunts don't affect the battle in any way (although they could bug your opponents), they're just used for fun. Note that you can do three different taunts: D-pad up (Nunchuk 1), D-pad down (Nunchuk 2), and D-pad side (Nunchuk 1+2). You can choose your taunt with the Wiimote (taunt button A, choose taunt with D-pad), but it's not easy. Forced Fall: Not a technique, but something very important to know. After most recovery moves (and certain special moves when used in the air), your character can no longer do anything until they touch the ground or are hit (in which case they can do their Up-B again, but not their double jump). You know you're in a forced fall when you're flashing black. ii~~~~~~~~~~~~~~~~~~~~ii [intrmdt] ii $INTERMEDIATE MANEUVERS$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$ ii~~~~~~~~~~~~~~~~~~~~ii ii Breakfall/Tech: When you're tumbling, shield just before you hit the ground and you'll roll to your feet. You can flip in place or roll sideways, depending on your Stick position. You can also do this against walls and ceilings, but the timing is harder and you can't roll. The game calls this a "ukemi" after the martial arts technique, but expect SSB vetrans to give you a funny look if you call it that. Sidestep: While you're shielding, tap down and you'll do a sidestep dodge. Short, but usually enough to offset quick attacks. Despite the animation, this also works against attacks that come in from the foreground or background. Airdodge: Shield in the air to do an airdodge. Unlike the previous game, you can't airdodge in a certain direction: you simply dodge, continuing on your current path. However, you can jump or attack after you airdodge. CPU players love to airdodge after they get hit because it seems to reduce their momentum a little. Fastfall: Tap down when in the air to fall faster. You can't "slowfall", or undo the fastfall before you hit the ground. Footstool Jump: If you jump just as you come down on someone, you'll bounce off their head while they are sent downwards. Can be used as a Meteor Smash, but aren't very powerful. Can be done four times in one air trip with decreasing height each time. Glide: Characters with wings can glide once per air trip. Simply hold down the jump button after a double jump to start gliding. You can aim up or down, but if you aim too high or low, you stall. Attacking will also stop the glide. Meteor Smash: Certain air attacks send the opponent downwards. These are called Meteor Smashes. Meteor Cancel: If you jump just after you're hit with a Meteor Smash, your downwards momentum will instantly stop. Pivot Grab: Your grab range is massively increased if you dash, turn around, and grab while you're turning. Because a pivot grab uses the standing grab animation as opposed to the running grab animation, it's a boon for those with extended grabs that are very slow and laggy while running (Yoshi, Lucas). The timing has to be pretty exact. Tether Recovery: Certain characters have grappling-hook type moves, such as Link's Clawshot. They can grab onto the edge of the stage from a distance. Note that they go for the edge, not the wall (and therefore fail if there is no grabbable edge nearby). Some characters have Tether Recoveries as their Up-Bs. Shorthop: If you let go of the jump button or release the Control Stick before your character actually leaves the ground, they only jump half as high. While this sounds bad, it allows you to do aerial attacks pretty close to the ground. The game calls this the "small jump". No one else in the world does. Swimming: Different characters can swim for different amounts of time. While in the water, you can only move sideways and jump (this counts as your first jump, you can double jump after leaving the water). The more damage you have, the less time you have before you sink and get KO'd. Tripping: You may have noticed that sometimes when you dash, you trip and fall down. There's no easy way to cause tripping (except by running on ice, which makes it more common) and it has no use whatsoever. Just something to watch out for. iii~~~~~~~~~~~~~~~iii [advance] iii $ADVANCED TECHNIQUES$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$ iii~~~~~~~~~~~~~~~iii iii Powershield: If you activate your shield the instant before you get hit, you'll do a powershield. Powershielding blocks all attackswithout using up shield energy. A more technical definition of powershielding is this: shielding at the time which causes your shield to appear overtop the incoming attack. The game calls this a Perfect Shield for some reason. (Melee used Powershield. So there.) Tumble Recovery: You can tap left and right to stop yourself from tumbling in the air. Not so useful now that airdodges can be used while tumbing and therefore accomplish the same thing. Eating While Reclining: For some completely unknown reason, you can eat food while you're laying down. Glancing Blow/Phantom Hit: It's a good thing this technique is hard to do: moves that just barely reach the opponent will do half damage without even causing the opponent to flinch. Indicated by a small yellow spark. 2----------2 [ chars ] 2 |CHARACTERS|------------------------------------------------------------------| 2----------2 2 Obviously, the main focus of Smash Bros. is the variety of characters. This is basically a list of each character's movesets (only special moves so far), their costumes (again, in progress), their taunts, and a small bio. A+++++A [char:Ma] A +MARIO+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A+++++A A ***SECTION INCOMPLETE*** Full Name: Mario Mario Smash Bros. Appearance: Third Universe: Mushroom Kingdom Ahh yes, Mario. The most recognizable character anywhere. The man who saved the whole video gaming industry. If you think you can keep such a plumber out of a game like Smash Bros., you're crazier than Fawful on a sugar high. Entrance: He jumps out of a pipe. Costumes: Red/blue (default), blue/red (oldschool), yellow/purple (Wario), black/white, white/red (Fire Mario), green/orange Taunts: Takes off his hat and spins around; grows and shrinks again; twirls in the air Special Moves: Neutral: Fireball Mario's Fireball is his only projectile. The boiling ball bounces away from him in the direction he's facing, causing about 7% damage. Side: Feather Cape It's not actually a feather, it's gold coloured. He gets it from a feather. Anyway, use this to reflect projectiles and turn your opponents around. In theory, you could use this to avoid taking any damage. Can be used to get some extra horizontal distance on your recovery. Up: Super Jump Punch With a bound, Mario soars upwards in a curved path. He can trap opponents in the move and drag them up with him, this deals 1% damage a hit for about 14 hits max. Used as Mario's triple jump. Down: FLUDD Originally the Mario Tornado, this is now a slightly garbage-like move. Mario takes out his Flash Liquid Ultra Dousing Device (watergun backpack) and sprays H2O at people. It does no damage, and the knockback isn't too great. You can charge up your spray by holding down B, and you can even charge when shielding. Because it doesn't cause flinching, you can use it to push recovering people away from the stage without giving them back their triple jump. But there's really no use for it other than that. Final Smash: Mario Finale Also known as Mario Firestorm, Fire Whirl, and Flame Torrent. All of which describe the attack better. Mario blows two spirals of fire out of his hands, which spin and expand over the entire stage. Best used from the vertical middle of the side of the stage. Causes tons of damage with little knockback, but can easily drag people off the stage. Not effective on anyone standing behind you. B+++++B [char:Lg] B +LUIGI+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ B+++++B B ***SECTION INCOMPLETE*** Full Name: Luigi Mario (that's why they're the "Mario Bros.") Smash Bros. Appearance: Third Universe: Mushroom Kingdom The green machine is back for another installment of being able to beat the daylights out of his older bro. Although known as the "eternal understudy", Luigi has two things Mario doesn't: less body fat, and a real personality. He drinks coffee. He's scared of ghosts. He's timid and jittery. Also, his taunts are a racket. Entrance: Jumps out of a pipe. Costumes: Green/blue (default), white/green (Fire Luigi), pink/red, light blue/ blue Taunts: Scuffs his heel (this does 2% damage and sends the opponent upwards!); does a faceplant; goes through 5 poses with no animation Special Traits: Luigi has a lack of traction, so he tends to slide around a lot. Special Moves: Neutral: Green Fireball Unlike Mario's Fireball, Luigi's is not affected by gravity. Other than that, it's virtually identical. Side: Green Missile Hold down B to wind up energy. Let go to launch yourself sideways, with distance and damage depending on how long you charged. Simple, right? Well, there's a 1 in 8 chance that Luigi will misfire, automatically causing maximum damage with extra distance. This can be used for recovering horizontally, but watch out for SD'ing because of a misfire. Up: Fire Jump Punch Normally, when you hit someone which this move, you deal 1% damage with no knockback. However, if they're right in your face as you press the button, they'll be sent rocketing upwards in flames. This sweetspot has much more power when used on the ground. As a recovery move, it only goes straight up, so you need to use the Green Missile to make up horizontal distance first. Down: Luigi Cyclone Luigi spins around haphazardly, dealing a solid blow to people in his way. While twirling on the ground, you can move sideways quite a bit. Mash the B button during the move to rise up a fair bit - this trick can only be used once per aerial trip. Final Smash: Negative Zone What the...Luigi dances around like a drunken hobo, causing a large circle to open up around him. This is the Negative Zone - opponents caught in it suffer a variety of negative status effects, including but not limited to: Attack power drop Weight drop Slower movement Icy traction Sleep Flower Dizziness Uncontrollable taunting Steady damage Timeslow With all this bad stuff going on, Luigi (once he's stopped dancing) has an easy time waltzing up to people and pegging 'em with the Fire Jump Punch. C+++++C [char:Pc] C +PEACH+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ C+++++C C ***SECTION INCOMPLETE*** Full Name: Princess Peach Toadstool Smash Bros. Appearance: Second Universe: Mushroom Kingdom The princess of the Mushroom Kingdom is by no means a pushover. Sure, Peach gets kidnapped by Bowser a lot, but without the universal limits of someone in her position, she can really dish out some pain. Who needs a plumber when you've got a frying pan? Entrance: Appears in some...pink hearty cloud. Yeah. Costumes: Pink (default), red, blue, green, yellow (Daisy), white Taunts: Spins and waggles her finger; dances a little; poses with umbrella Special Traits: Peach can float (once per air trip) by holding down the jump button for a few seconds. She can attack while floating. Special Moves: Neutral: Toad Peach pulls out Toad for a few seconds, holding him in front of her. Any attack that hits the mushroom guy will be nullified, and spores will fly outwards as a counterattack. Side: Peach Bomber Use this move and Peach will fly sideways butt first, causing an explosion upon contacting something. Unfortunately, the explosion is made of "pink", it's not a real explosion like the last game. Smashing as opposed to tilting causes more damage. Up: Parasol Causes Peach to fly upwards, poking dudes in the way with her umbrella. After the height of the jump, it opens and Peach starts floating down slowly. You can close and reopen the parasol (by Control Stick'ing up and down) to change your falling speed, as well as glide pretty far with it open. Down: Vegetable With a pook, Peach pulls a turnip out of the ground. They're weak and designed to be annoying more than anything, but they can be thrown repeatedly and quickly. Other people can catch them easily. And the face on the turnip dictates the damage it does. The different faces are mostly around 6% to 8% damage, but the dreaded Stitchface (it looks sick and/or dead, there's a 1/58 chance of getting it) does enough damage to KO someone at reasonable percentages. Peach can also pull Beamswords or Bob-ombs, but they're extremely rare. Final Smash: Peach Blossom This Final Smash is really quite peaceful. Peach dances around and anyone in range goes off to dream land. Of course, like any other sleep move, you can only succumb when grounded - if you're in the air, you're safe. Also, the closer you are to Peach, the longer you snore - and if you're too close, you could sustain some serious damage before you doze off! Even if not one person dozes off, dozen of peaches rain down! At 5% a pop, Peach can dart around and eat 'em all before the enemies realize it. Oh, and you can whack people around if you want, too. D++++++D [char:Bw] D +BOWSER++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ D++++++D D ***SECTION INCOMPLETE*** Full Name: King Bowser Koopa Smash Bros. Appearance: Second Universe: Mushroom Kingdom He's the big bad bully of Nintendo world, and he knows it. Bowser's large and in charge, at least until Mario comes in and screws the whole thing up. Why does he always have to ruin all those cool evil plans? Surely they're used to Bowser kidnapping the princess by now. It's just what he does. Entrance: He walks out of the flames! Costumes: Green/red (default), red/yellow, blue/green, gold/black Taunts: Gnashes his teeth; roars in an "I'm cool" sort of way; acts like he's teetering on the edge Special Moves: Neutral: Fire Breath Hold B to roast anything in yer face. Use it too much and its range will shrink badly. New to Brawl, Bowser can aim the flames up or down, potentially dragging people around. Side: Flying Slam (aka Koopa Klaw) Bowser slashes forwards, hurting people that are at a good distance and grabbing those who are too close. Once grabbed, Bowser does a massive jump and suplex, flattening the enemy on impact. You can fully control BOwser's horizontal movement during the leap; it's a good way to get a cheap KO if you're up by a stock (since they die first). However, the opponent can also influence Bowser's flight. The less damage one of the involved characters has, the more control they have over the move. So, even though you can get a cheap KO, you can't get a cheap KO just because you're at 152% and they're at 9%. Up: Whirling Fortress A full-body shell spin. It has pretty much no startup time and hits in all directions. When used on the ground, it does one big hit and you can move sideways while spinning. In the air, it combo-hits. As a recovery move, it's mostly horizontal. Down: Bowser Bomb Bowser leaps upwards at a funny angle (unless he's in the air already) and comes crashing down, doing guess-how-much-damage to anyone below. Both the startup time and ending lag are slow, but you can grab the edge on your way down. If someone's in Bowser's face when he jumps upwards, they get dragged into the air with him (and are then subjected to the rest of the move). Final Smash: Giga Transformation Anyone who's played SSBM will know where this one came from. In a flash of light, Bowser turns into...Giga Bowser! He's massive! In fact, he has infinite knockback resistance (although he can still get damaged). Feel free to use any of your Giga-fied moves on the chickens around you before you revert. Some moves gain elemental effects, such as dark, electric, or ice. Also, your f-smash causes an explosion. E+++++E [char:Ys] E +YOSHI+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ E+++++E E ***SECTION INCOMPLETE*** Full Name: Yoshi Smash Bros. Appearance: Third Universe: Mushroom Kingdom (Yoshi subdivision) Part dragon, part dinosaur, Yoshi is the cute yet painful Smasher hailing from Yoshi's Island. He began stardom on the SNES in Super Mario World, and his fanbase exploded with the game's sequel. Ready to see what the dude can do? Entrance: He pops out of an egg. Costumes: Green (default), red, blue, yellow, light blue, pink Taunts: Spins around low to the ground; waves his hands up and down; prances around Special Traits: Yoshi's double jump gives him knockback resistance. Also, he has the only extended grab in the game that cannot be used as a Tether Recovery and is the only "big eater" that cannot eat items. Finally, his shield is an egg instead of a bubble: instead of shrinking, it turns darker. The egg allows Yoshi protection from shieldstabbing but leaves him unable to jump out of his shield. Special Moves: Neutral: Egg Lay Press B to eat the dude in front of you. He pops out as an egg. Egg'd people take half damage and are trapped until they escape (which is faster for those who struggle). Can be used for cheap KOs, but only against the people who don't know that they can control the egg's aerial horizontal movement. Side: Egg Roll Yoshi pops into an egg and starts rumbling around. Although a little hard to control (read: watch the edge), it does some good damage and is pretty fast. You don't do damage while turning around. Although this move was near useless in SSBM, its priority has been buffed a whole ton. It can even cancel out a Falcon Punch! Up: Egg Throw A unique projectile. Yoshi grabs an eggs a throws it upwards. Exactly where the egg blows up is entirely dependant on where the Control Stick is when he tosses it: you can make the range longer, shorter, change the height, throw them slightly behind you...it's very variable and versatile. Plus, it gives Yoshi a slight aerial boost (which can be used five or so times). Down: Ground Pound (the game calls it Yoshi Bomb, the rest of the universe doesn't) Yoshi jumps into the air (if he's not airborne already) and slams downwards. Anything between the drop point and the ground below is bashed. When Yoshi hits the ground, stars pop out either side of the impact site. These stars have extremely high priority and therefore prevent counterattacks while Yoshi gets up. Yoshi can also knock people upwards at the start of the move (similar to Bowser). Final Smash: Super Dragon And the rash of stupid naming continues. Really, Yoshi's only 19% dragon. Who cares, because a Smash Ball will let him behave like one. First, he grows wings which give him free movement. Then he starts spewing fire everywhere. Press B to belch a massive magma ball, while hanging around for a moment will spew a stream of fire. Even touching him causes some damage. F+++++F [char:Wa] F +WARIO+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ F+++++F F ***SECTION INCOMPLETE*** Full Name: Wario Smash Bros. Appearance: First Universe: Mushroom Kingdom (Wario subdivision) It's-a him, Wario! The round mound of pound has made himself famous with his five secs-a-pop minigame collections and his angry intentions towards his light side counterpart, Mario. Now he's in Smash Bros, ready to really throw his weight around. Entrance: Rinds his bike in. Costumes: Yellow/blue/pink (default) Alternate costume set (Overalls Wario): Yellow/purple (default), red/blue, light blue/pink, green/brown, white/purple Taunts: Three-finger "W" salute; shakes his butt at the camera; plays with his jaw Special Moves: Neutral: Chomp Wario opens his mouth and eats whatever's in front of him. If it's an enemy, he chews a few times and then spits him out. If it's a projectile, then it stays in his mouth until he either spits it out (press B) or he swallows it. This move can also eat items (explosives will hurt). Side: Wario Bike VROOM! Wario hops on his road hog and starts zooming around, running people over. Use the Stick to steer, press back to do a wheelie, and use A to jump off. It's not that simple once you get off the motorcycle, however: people can pick it up and throw it around! You can only use the move when you're close to it, or it falls off the screen or gets broken (and the pieces can be thrown around). Or you could eat it to make things easier. Up: Corkscrew A standard helicopter-type recovery move. The difference is that Wario gets quite a bit of vertical distance with it, as opposed to most other heavies that get mostly horizontal. Down: Wario Waft A fart attack. Need I say more? Actually, yes. Use this repeatedly and you'll produce a pitiful little poot that will do a total of 0% damage and knock the opponent down. Wait a little while and it'll do some damage. If you can wait a full two minutes (approx.), Wario will flash brown as a signal of destruction. Using the move when fully charged causes Wario to fly upwards about two Yoshi double jumps high and blowing away anyone nearby. Final Smash: Wario-Man This is a transformation FS, turning Wario into Wario-Man! Just like Giga Bowser, his moveset gets increased power and priority. Some of his air moves even cause him to fly! (Unlike Giga Bowser, you're completely invincible.) The main thing with Wario-Man is his supreme speed. His attacks come out at least twice as fast, and using the Wario Bike will likely result in an SD. G+++++++++++G [char:DK] G +DONKEY KONG+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ G+++++++++++G G ***SECTION INCOMPLETE*** Full Name: Donkey Kong Smash Bros. Appearance: Third Universe: Mushroom Kingdom (Jungle offshoot) DK! Donkey Kong! ... Okay, that's enough of the DK Rap. But it's true - he's bigger, faster, and stronger in this game than the last two. This ape's been on friendly terms with the Mushroom Kingdom peoples for a while, but every now and then he really needs to vent, yaknow? Entrance: He pops out of a barrel. Costumes: Brown (default), red, blue, green, white Taunts: Beats his chest; shakes his fur around; looks to the camera and poses "I didn't do it!" Special Traits: DK is able to run and jump while carrying a crate or something. Special Moves: Neutral: Giant Punch Press B to start winding up a huge haymaker. If you want to release the guff early, press B again. If you want to pause and resume charging later, shield. Your charge will being where it left off. Once you're fully charged, jump in and press B to unleash the power. DK's head will smoke when he's fully charged. Avoid getting hit while charging - your charge will be reset to zero. Note this: if the incoming punch is fully charged (as in, fully charged and being released), DK can't be flinched. Side: Headbutt DK uses his head (for once) and pounds people into the ground. While they're in the dirt you get a free hit. Obviously, this move doesn't work properly when used in the air - it becomes a Meteor Smash instead. Up: Spinning Kong Spins you around a few times. As a recovery move it gets pretty good horizontal distance but not much vertical. As an attack - well it doesn't do jack, really. Decent power but not anything exceptional. Down: Hand Slap Press down and start mashin' B to quake any dudes on the ground nearby. You can't use this move in the air (no duh), and you're projectile bait when using it, but it really puts the hurt on anyone in yer face. Final Smash: Konga Beat DK grabs his Bongos and starts playin'. Music waves will damage nearby foes. You can go ahead and pound, but your range increases greatly (it can even cover the stage) if you match the beat of the music that comes with the move (by pressing A). Even if the range is ick, you're invincible. Although you're also immovable, so don't try this on a scrolling stage. Its real power is as an edgeguard: no one can stay in the air long enough to avoid the whole attack. H++++++++++H [char:Di] H +DIDDY KONG++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ H++++++++++H H ***SECTION INCOMPLETE*** Full Name: Diddy Kong Smash Bros. Appearance: First Universe: Mushroom Kindom (Jungle offshoot) Forget that crap about being DK's nephew, ok? Diddy is a monkey. DK's an ape. Not possible! But then again, Diddy's pretty impossible himself. He's pretty popular with his crazy antics and funky moves. Just watch the bananas fly! Entrance: He pops out of a barrel too. Costumes: Red (default) Taunts: Does a pose and shakes his head; dances around and claps his hands; flips hat onto head Special Moves: Neutral: Peanut Popgun It's a gun. It shoots peanuts. What else do you need to know? Well, I guess that the longer you charge, the farther and flatter (trajectory) the peanuts fly. But don't charge it up too much, or you'll blow your gun up. Even then, people can grab slow peanuts right out of the air. But hey, sometimes you can eat the peanuts once they hit something! (They're hard to see.) Side: Monkey Flip Diddy jumps forward and latches onto someone's face. He then gives 'em some guff and jumps off. Since it's a grab attack, it ignores shields. If you press B again before he grabs, he launches into a kick while he keeps moving sideways. Can be used as a horizontal recovery somewhat. Up: Rocketbarrel Boost Diddy puts on a barrel backpack and flies skyward. Not too far, and only straight up. Don't worry, though. If you charge up before releasing, then you can both choose your launch angle and fly higher! Just watch out for attackers, they might knock the barrels off you. Then you're without them for a while. And that's bad. Down: Banana Peel Diddy throws a banana peel on the ground. That is all. You can only have 2 peels out at once. Final Smash: Rocketbarrel Barrage At first, it's hard to control this high-octane attack. You fly around with your barrels, shooting explosive peanuts in the direction opposite the way you're going. At the end, the barrels blow up. Once you learn to control your flight and shooting at the same time, you've got an attack that's very hard to avoid. Oh, and you can still eat the peanuts (much more common than usual). I++++I [char:Lk] I +LINK++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I++++I I ***SECTION INCOMPLETE*** Full Name: Link Smash Bros. Appearance: Third Universe: Hyrule It's good ol' Link. This incarnation is the Hero of Twilight. He beats stuff up a lot, so he's a good choice for battle. This Triforce-toting tunic guy can really deal some ouchies with the Master Sword. Entrance: Appears in a whirlwind. Warp Whistle? Costumes: Green (default), red, blue, Dark Link Taunts: Twirls and sheaths his sword; releases a fairy; dumb-looking pose (N64) Special Traits: Link's shield protects him from projectiles if it happens to be in line when he's standing still or crouching. Special Moves: Neutral: Hero's Bow Link grabs his bow and fires an arrow. It's fast. The longer you hold down the button, the farther the arrow flies. Pretty simple. If you want, you can hold the arrow in place forever while you wait for an opening. Side: Gale Boomerang It's the 'Rang! Link chucks the item sideways (maybe with some up/down, depending on your Stick position) and it flies out and back. It does some damage and also tries to pull opponents with it. Obviously, lighter characters are more subject to the wind. Up: Spin Attack Link spins in a circle and smites anything in range. In the air, you get some wobble and height, as well as a different hit pattern: instead of one big hit, it becomes a bunch of small ones with a finisher. It can also be charged. Down: Bomb Link pulls out a bomb. It's lit, so chuck it. It can be caught and thrown around, but it will blow up. Although you are partly protected from your own bombs, they can still hurt you if theyre spaced right (er, wrong). Extended Grab: Clawshot The ultra-cool Clawshot is used to grasp people and pull them into your face. It's not just a grab, as it also allows tether recoveries. Final Smash: Triforce Slash Link points the Triforce mark on his hand towards the opponent. If there's anyone in that horizontal line of sight, they're trapped in a Triforce. Link proceeds to rush over and smack the crap out of them, concluding with a massive finisher. Almost an instant KO when used towards the edge of the stage. Because of Link's dash, this can even save you when you're off the stage. Oh yeah, if there's no one in your line of sight (or they're out of range) when you press da button, the attack fails. As do you. J+++++++++J [char:TL] J +TOON LINK+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ J+++++++++J J ***SECTION INCOMPLETE*** Full Name: Link (the "Toon" is a distinguisher) Smash Bros. Appearance: First Universe: Hyrule Dumb name, I know. Anyway, this is the Link who's the Hero of Winds. His first heroic escapade involved sailing the 49 seas and saving that darn Zelda. Next he found fame in the Minish Cap, and then he played around with the Phantom Hourglass. (Does 4SA count? Didn't think so.) Technically, he's just Young Link in a different time period. With a bigger head. And a fear of water. Entrance: Appears in a bomb explosion. Costumes: Green (default), red, blue, purple, black (Dark Link), green/yellow/ brown (original Zelda colours) Taunts: Twirls the Wind Waker around; makes random sword slashes; sheaths sword and looks around Special Traits: Like Link, Toon Link's shield can block projectiles while standing or crouching. Special Moves: Neutral: Hero's Bow By the way, Toon Link is a clone of Link. So he has the same special moves. Although his arrows travel a lot slower. Side: Boomerang TL's 'Rang doesn't have wind power, so it doesn't pull people in on the backswing. Up: Spin Attack Like Young Link from SSBM, using this on the ground hits people a bunch of times like a blender. Down: Bomb You may have noticed I haven't explained TL much. Do I really need to? He's just a clone, after all. At least they kept the toon art style with the explosions. Final Smash: Triforce Slash It's the same. End. K+++++K [char:Zd] K +ZELDA+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ K+++++K K ***SECTION INCOMPLETE*** Full Name: Princess Zelda Smash Bros. Appearance: Second Universe: Hyrule Despite the series being named after her, Zelda doesn't show up very often. Usually it's at the end whien Link saves her, or you meet her in the middle or in disguise before she's captured. She's playable even less often. But by no means does that imply that she's unplayable! Entrance: Some magical warp. What did you expect? Costumes: Pink (default), pink/blonde (OoT), deep red, black/white Taunts: Plays with fire; makes sparks above; waves to dudes in front of her Special Moves: Neutral: Nayru's Love Press B to create a crystal around Zelda. The crystal then breaks and flings shards around, hurting nearby dudes. This all happens in about a second. Also, both the crystal and its shards reflect projectiles. Unlike other reflectors, you can't hold this one in place, so timing is crucial. Side: Din's Fire A ball of incindiary magic travels sideways as you hold B. It does no damage until you let go of the button, at which point it explodes. You can direct it up or down, but you can't make it go faster or slower. For some reason, this causes a forced fall once complete. Probably because using it in the air allows you to fall slower. Up: Farore's Wind A teleportation-type recovery move. Zelda vanishes and reappears quite a long way away in the direction the Control Stick was pointed. The move can't travel through anything you can't travel through normally. You can damage people if they're touching you when you activate the move (and when you reappear), but never use it for that purpose. Down: Transform This makes Zelda turn into Sheik. More on that later. Final Smash: Light Arrow SMITE! Zelda pulls out a bow, aims, and shishkabobs everything in her line of sight. This is one of the few "pierce" attacks, as in it will pierce your shield. Speaking of piercing, walls are no obstacle, and the attack's range is seemingly infinite. Also, when it hits someone, the camera zooms in on them one at a time for maximum pain humiliation. L+++++L [char:Sh] L +SHEIK+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ L+++++L L ***SECTION INCOMPLETE*** Full Name: Sheik Smash Bros. Appearance: Second Universe: Hyrule Sheik was an unknown in the story of Ocarina of Time. He was a Sheikiah who taught Link warp songs, made stereotypical monologues, and vanished in various ways once his work there was done. Near the end of the game, Sheik was revealed to not only be female, but to be Zelda in disguise. She was a pretty big fan favorite after that. Entrance: Some magical warp. Costumes: Blue (default), black Taunts: Makes a silly pose (SSBM); plays with chain; does a one-armed handstand Special Moves: Neutral: Needle Storm Press B to load up sum needlez. Press it again to let fly, stinging anyone in front of you. If you're in the air, the spindles fly down at a 45 degree angle instead. You can prep five needles at once, and if you save up that many it'll automatically save the charge for later. Side: Chain A metal whip flies sideways. Use the Stick to waggle it around. Let go of B to reel it in and finish the move. It's useful as an edgeguard because it has decent priority, but it's not too good otherwise. Up: Vanish Just like Zelda, Sheik's recovery is a teleportaion move. Sheik uses a smoke bomb and reappears further up (or whatever direction you're pointing). There are two main differences between the two Up-Bs: Shiek's does more damage at the start, and it doesn't go as far. Down: Transform Turns you back into Zelda. Final Smash: Light Arrow I'm not really sure why, but Sheik shares the same Final Smash as Zelda. They're not completely the same though; Sheik KOs people in a different direction. M+++++++++M [char:Gn] M +GANONDORF+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ M+++++++++M M ***SECTION INCOMPLETE*** Full Name: Ganondorf Dragmire (don't ask) Smash Bros. Apperance: Second Universe: Hyrule Ganondorf is the self-proclaimed King of Evil. He spends his days wandering around in eternal punishment, concocting new plans to conquer Hyrule (and escape said eternal punishment). Also, he can use the Triforce of Power to turn into a big pig. 'Nuff said? Yeah. Entrance: Some dark energy portal. Costumes: Black (default) Taunts: Punches a fist into the other hand; spins around and laughs; shows off sword Special Moves: Neutral: Warlock Punch G-dorf loads up a big one and nukes those in his face. Kinda like the good ole Falcon Punch. If your enemy sneaks around behind you, you can turn around (once) during the early windup. (This makes the punch a little slower and more powerful.) Side: Flame Choke With a quick dash forwards, Ganondorf grabs some poor sap in front of him, grabs his ear, and injects some dark energy into his skull. This causes the opponent to lie down directly in front of the Dorf, which could be useful for combos. If it connects in the air, Ganondorf instead does a kamikaze drop, thundering downwards with the opponent beneath him. (Risky to try because the move causes a forced fall anyway.) Up: Dark Dive This move sends you upwards in a predictable curve. The first person to get in the way gets electrocuted and launched away. If the move connects like this, you get to use it again. If it doesn't, it's just like a regular Up+B. People that are just too far away to get grabbed instead get a bit of dark damage. Down: Wizard's Foot If you're standing on the ground when you use this, Ganondorf is sent straight forwards with his foot sticking out, causing a decent about of pain. When used in the air, the trajectory is angled steeply downwards instead. Final Smash: Beast Ganon The Triforce of Power comes into play here, turning Ganondorf into the aforementioned big pig. If anyone is standing nearby when the beast appears, they get driven into the ground. Ganon then roars sideways off the screen, taking anyone in the way with him. Ganondorf then reappears standing in the same spot where he started the move. N+++++N [char:Sm] N +SAMUS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ N+++++N N ***SECTION INCOMPLETE*** Full Name: Samus Aran Smash Bros. Appearance: Third Universe: Metroid Good ol' Samus. Metroid exterminator extrordinaire, Ms. Aran is a powerful bounty hunter who runs around shooting stuff and collecting powerups identical to those she lost at the start of the adventure until the planet blows up. Yeah, that's about it. Entrance: Uses a Save Station as a warp device. Costumes: Orange (default), dark blue/red/yellow (Gravity Suit), blue/yellow (Fusion-esque) Taunts: Struts cannon around; salutes; makes some purple energy appear Special Moves: Neutral: Charge Shot Press B to initiate the winding up of a big ball of energy (unless you're in the air, in which case you launch a shot instantly). You can stop charging by shielding (or firing), and when you charge again you pick up where you left off. Once fully charged, you stop charging (duh) and Samus's arm cannon starts blinking. Press B once more to send a ball of punishing power. Your charge is dumped if you're hit while charging. Side: Missile Samus shootz sum missilz. There are actually two kinds of missiles: homing missiles that fire when you tilt and fast (more powerful) missiles that fire when you smash. Up: Screw Attack The almighty Screw Attack. This move involves you spinning into the air, trapping nearby opponents and damaging them until the move ends. You travel further up if you start on ground. Down: Bomb Samus rolls up and lays a bomb, which then blows up. Bombs don't do much damage, but can be laid somewhat quickly. Also, Samus doesn't take damage from her own bombs - instead, she bounces into the air a little. Because your airspeed slows while laying bombs, laying two bombs when recovering from the side gives you a good vertical boost. Extended Grab: Grappling Beam It's a beam. It grapples stuff (like other people or the edge). Got it? Final Smash: Zero Laser Read and remember. The Zero Laser will get whoever's hit into the painhouse easy. But after the attack, Samus is gone and Zero-Suit Samus is in. As a directional Final Smash, aim is crucial if you don't want to waste the move. That being said, you can angle the beam up and down slightly. O+++++++++++++++O [char:ZS] O +ZERO SUIT SAMUS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ O+++++++++++++++O O ***SECTION INCOMPLETE*** Full Name: Samus Aran Smash Bros. Appearance: First Universe: Metroid No it's not a glitch. No, you didn't just complete a Metroid game with 100% quickly. It's Samus after her Final Smash. Without the Power Suit, Samus becomes faster and more agile while losing power and weight. And she has a gun that doubles as a lightwhip. Entrance: Just appears from Power Suit. (Hold L/R with GC or Classic, hold Z with Nunchuk, or hold - with Wiimote to start as ZSS) Costumes: Light blue (default), dark blue, red, black Taunts: Spins around and stretches; throws gun up and catches it; flails the whip around Special Moves: Neutral: Paralyzer Taser time! This move shoots a projectile that stuns people. It doesn't last for very long (think of the unfairness!), although you can charge it up to last longer. Side: Plasma Whip This pokes people in front of you. Not much else, really. The tip does the most damage. Up: Plasma Wire This move damages people above you, not much other than that (although it has a greater range than your up-smash). Also a Tether Recovery (duh). Down: Flip Jump This hardly does any damage, but that's besides the point. It's designed to get you out of a tight spot. Press B during the jump to counterattack. Extended Grab: Plasma Grapple I don't know if it's really called that, but whatever. Final Smash: Power Suit Samus *@#%! Did they grab random people off the street when they named these moves?! Idiots. Anyway, this turns you back into Samus. Its range is zippo, but anyone too close will get a decent amount of airtime (if not a KO). P+++++P [char:Kb] P +KIRBY+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ P+++++P P ***SECTION INCOMPLETE*** Full Name: Kirby Smash Bros. Appearance: Third Universe: Dreamland Guess who! It's the pink puffball with punch! The Kirbster's vacuum-like appetite and versatile copycat abilities make him a handful in the ring. He was just unfair in the original SSB, and toned way too far down for Melee. Happy balance this time? We'll see. Entrance: Comes in riding a Warpstar. Costumes: Pink (default), red, green, blue, yellow, grayscale Taunts: Waves and says "Hiiiii!"; does a Kirby dance; does a spinning kick Special Traits: Taunting causes Kirby to drop his current power. Special Moves: Neutral: Inhale/Copy Kirby's trademark ability. The puffball will suck in anyone in front of him. You can hold down the button to continuously suck until you let go or grab someone. Once there's a dude in yer mouth, you can press A to spit them out (it does 10% to the dude spit as well as hitting anyone in the way for damage that depends on the spit dude's weight) or press Down or B to copy their neutral B. Kirby then dons a hat that indicates whose power he owns. You can then use the other character's neutral B exactly the same way they would. Just like Wario, Kirby can also eat items (explosives will hurt a little, but they won't blow you away). Side: Hammer Kirby brings out a hammer and bashes those in his face. Hitting people with the head does much more damage than the handle, so range is crucial. Oddly, Kirby decided to make the hammer swing the same way in the air as well (unlike almost every other Kirby game, where he swung it vertically). The hammer hits twice in the air. Up: Final Cutter This move flings Kirby upwards and slams him downwards, with him holding a sword which forces others to do the same. As a recovery move, it gets good vertical but not much horizontal, and Kirby falls very fast once the height of the jump is reached. When he hits the ground, a small shockwave is sent out forwards that hugs the ground. Down: Stone Kirby turns into a heavy object and slams downwards. It does good damage and makes Kirby party invincile while stoned (except for grabs), although you have to watch for slopes the rock will slide down. Final Smash: Cook Kirby If you've played the GBA Kirby games, you know what's gonna happen. First, a large pot appears. Kirby puts on a chef's hat and pulls out a frying pan and a pancake flipper. Then the painful part: He claps them together! Well, it actually sucks everyone too close into the pot. Then Kirby cooks the whole mixture. Once done, some items pop out, followed by your victims...err, dinner guests. And they fly pretty high. If any nearby items are sucked into the pot, you will get more items out of the pot once the move is complete. Q+++++++++++Q [char:MK] Q +META KNIGHT+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Q+++++++++++Q Q ***SECTION INCOMPLETE*** Full Name: Sir Meta Knight Smash Bros. Appearance: First Universe: Dreamland Who is Meta Knight, really? Friend or foe? Does he know of Kirby's past like he sometimes claims to? There's definately something behind that mask, because he keeps running away when it falls off. Anyway, Meta Knight is superb at what he does, and that's swordfighting. And being cool. (Yes, that is his real voice.) Entrance: He teleports in. Costumes: Purple (default), pinkish, red, green, white/yellow, Dark Meta Knight (blue) Taunts: Spins around in his cape; pokes his sword around; poses wings Special Moves: Neutral: Mach Tornado Easy to use and cheap. Simply press B to spin around, damaging whatever's in the way. While spinning, you can freely control your movement. Because of this, the move is considered a recovery move, putting you into a forced fall when it's done. Mash B repeatedly to both rise and keep the move going for longer. Side: Drill Rush Anyone standing beside you gets minced in about eight slices. During the move you can aim up or down. Just be careful, because this counts as a recovery move: that is, you can't do anything after this move until you land. As a safety feature, if the move ends in the air, you get pushed backwards a little (so you don't SD if you fly off the stage). Up: Shuttle Loop Yes, you do a loop. Up, around, forwards with a glide at the end. Recovery move. Short description. Down: Dimensional Cape When you use this move, Meta Knight vanishes only to reappear a second later. Used for teleporting, just aim your direction with the Stick. If you hold the button while warping, you'll counterattack as soon as you reappear. As with the rest of MK's special moves, this move causes a forced fall. Final Smash: Galaxia Darkness Meta Knight swipes his cape forwards. If you don't hit anyone, the move ends and you've wasted the Smash Ball. Then people are legally allowed to laugh at you. But if you do hit someone, the screen goes black and anyone close to you gets blown away (while the person/people you've caped cannot escape). Really an all-or-nothing attack. R+++++++++++R [char:Dd] R +KING DEDEDE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ R+++++++++++R R ***SECTION INCOMPLETE*** Full Name: King Dedede the First Smash Bros. Appearance: First Universe: Dreamland Dedede is not evil. But he can be...irritating. Really, he once stole every bit of food in Dreamland! You could imagine what Kirby thought about that. So the rivalry began. Oh, and Dedede's not really a king, his "subjects" never pay attention to him. Good on them! (The only reason they follow him is because he feeds them.) Entrance: A Waddle Dee troop carries him in. Costumes: Red/yellow (default), Gameboy scale, purple, icy Taunts: Spins his hammer; raises his hammer like a torch; dances around Special Moves: Neutral: Inhale Dedede sucks up anything in front of him. He can't copy people's powers like Kirby can, so the thing to do is spit them out for large damage. Like Kirby and Wario, he can also eat items. Side: Waddle Dee Toss Guess what's in Dedede's hammerspace? Well, it's mostly Waddle Dees. Once thrown (er, tossed) they start wandering around like Mr. Saturns. Sometimes you pull out a Waddle Doo instead, which starts zapping people. Or even a Gordo, which obviously hurts a lot more. Like Peach's veggies, you can also pull out items, such as Green Shells. You can only have two WDs out at once; pulling out a third causes the first to vanish early. Up: Super Dedede Jump BOING! As you may have guessed, it's a monstrous jump. As a recovery move, it goes straight up (odd for a heavyweight character). Once you stop going up, you come down. Hard. Think of it like Yoshi's Ground Pound, but with more damage (and lag). If you don't want to slam, you can tap down to abort the move - but try to abort too late, and you'll just make it worse (the lag, that is). A unique move in that, unless you abort it, you cannot grab the edge while doing it. Also, you can't control your aerial movement: you can choose at the start of the move whether to aim straight up or fly sideways a little, but not anytime after that. Down: Jet Hammer ...okay. A jet engine appears out of Dedede's hammer, which starts charging up. You can walk around and jump while charging, but you can't save the charge - it must be unleashed right away. It obviously does tons of damage, but if you charge it too much, it also does some self-damage (about 1% a second) until you release it. Final Smash: Waddle Dee Army Dedede always likes getting others to do the work for him. In this case, it involves copious amounts of Waddle Dees getting sent into the battle (and a few Waddle Doos and Gordos). The Waddle Dees can move pretty fast, pushing you off the edge if you're not careful. Dedede himself is immovable and invincible during all this (except for the dance). S+++S [char:Fx] S +FOX+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ S+++S S ***SECTION INCOMPLETE*** Full Name: Fox McCloud Smash Bros. Appearance: Third Universe: Star Fox Mr. McCloud is the leader of the good ol' Star Fox team, a group of ragtag yet impressive space fighters who like peace and kicking bad guy butt. Fox is well known for his speed, which you've seen firsthand if you've been to any serious SSBM tourney. Entrance: He drops out of an Arwing. Costumes: White/green (default), black/white Taunts: Makes fire; makes gesture and says "Come on!"; tosses gun and catches it Special Moves: Neutral: Blaster Fox starts shootin' his blaster at people for no reason. The shots have no stun at all: they won't stop people attaking, running, and won't even affect their stance. Because of this, it won't give back people's recovery move, so it's great for stealing KOs. Side: Fox Illusion Fox jets forwards a good distance (watch for the edge), damaging stuff in the way. Can be used for recovery, but it can't be aimed (plus it initiates a forced fall). Up: Firefox With a fiery charge that can slightly scald those around him, Fox launches himself through the air in whichever direction you choose. It's slow, but does some good damage and distance. Down: Reflector If you hear someone say "the shine", this is what they're going on about. This move is supposed to be used as a projectile reflector: just keep it on and you're safe from distanced attacks. But a lot of people use it to attack: it starts almost instantly, it always knocks people down, and you can use it in the air to slow your descent and knock people downwards (shinespike). Final Smash: Landmaster Tank Fox leaps off the top of the screen. Well that's the end of-OHH SNAP. Yeah, he comes back down with a stinkin' huge tank. Said tank can fly, do a barrel roll (by crouching; this knocks off dudes standing on top of it), and of course it can shoot. That is, shoot others. With a big blue lazor. Or it can just run you over. The one problem with the tank is its true size: despite all physics, it can fall down a Fox-sized hole. T+++++T [char:Fc] T +FALCO+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ T+++++T T ***SECTION INCOMPLETE*** Full Name: Falco Lombardi Smash Bros. Appearance: Second Universe: Star Fox Falco is teh-best wingman on the Star Fox team. Sure, his past is kinda crummy, but if you need an aerial attack, he's your guy. Just watch his ego. It's big. Like, Texas-big. Entrance: An Arwing. Costumes: White/brown (default) Taunts: Plays hacky-sack with his Reflector; stands on one leg; spins around and punches Special Moves: Neutral: Blaster Although Falco's been Luigified somewhat, he's still a clone of Fox. So his special moves are the same. The difference with this one is that his blaster actually makes people flinch (and it shoots slower). Side: Falco Phantasm It sounds nasty, but it's really just the same as Fox's (although it hits aerial people downwards). Up: Firebird Since Falco's single and double jump have incredible height on them, his triple jump gets its range gimped somewhat. It does more damage than Fox's. Down: Reflector The real difference between the space animals is that Falco throws his Reflector like a boomerang, instead of holding it and shielding himself. This means you can't hold it in place but it also increases its range. Not a bad idea to attack with it. Final Smash: Landmaster In a complete and utter case of dropping the ball, Nintendo didn't even try to differentiate F&F through their Final Smashes. Okay, so Falco's tank does better in the air and is more sluggish on the ground, but nobody really cares. U++++U [char:Wf] U +WOLF++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ U++++U U ***SECTION INCOMPLETE*** Full Name: Wolf O'Donell Smash Bros. Appearance: First Universe: Star Fox Personally, I'm not very happy about Wolf being here. But that's of no importance to you, right? Anyway, Wolf is the leader of the...wait for it... Star Wolf team. They oppose the Star Fox team. NO WAI! Entrance: A Wolfen. (Star Wolf's Arwings) Costumes: Dark blue (default) Taunts: Howls; does some kicks; slaps the ground and growls Special Moves: Neutral: Blaster Guess what? Wolf is a clone of Fox! (agnry faic) His blaster is more like Falco's, though. It also can't rapid-fire, and it has a claw on the actual gun casing that damages people close enough (so they get stabbed and then shot). Side: Wolf Illusion Picture the Fox Illusion, just angled slightly upwards. Up: Booster Pack This move launches much faster than the Firefox, but otherwise it's the same. Oh yeah, and it's air-based, not fire-based. Down: Reflector What do you think this does? Final Smash: Landmaster *sigh* Nintendo may be an intelligent company, but sometimes they demonstrate absolute stupidity. Yes, this move packs more punch and lasts for less time than Fox's, but really. Wolf has nothing to do with Landmasters! He hates all that is Star Fox, yet for his most powerful attack he jumps in a pallete swap of one of their land vehicles? Sheer idiocy. V+++++++V [char:Pk] V +PIKACHU+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ V+++++++V V ***SECTION INCOMPLETE*** Full Name: Pikachu Smash Bros. Appearance: Third Universe: Pokemon It's the mascot of the Pokemon series, Pikachu! Introduced in Generation I as the 25th pocket monster, the fans chose Pikachu as their favorite, giving him the power to represent the other 400 or so creatures. The yellow mouse is an Electric-type and is quite fast. Entrance: Comes out of a Pokeball. Costumes: None (default), red hat, green bandana, blue goggles Taunts: Waves at the camera and says "Pika pika!"; rolls around; generates some electricity Special Moves: Neutral: Thunder Jolt Pikachu lets a ball of lightning drop. It travels at a 45 degree angle when in the air. When it hits the ground (or Pikachu starts on the ground), it becomes a Slinky of electricity that follows the stage for a good distance. Side: Skull Bash Once you let go of B, Pikachu will rocket sideways, causing damage to the first thing he hits. The longer you hold B, the farther he flies and the more damage you deal. Also, once charged all the way, he releases instantly. Up: Quick Attack Pikachu flings himself in the direction you're pointing, doing slight damage to those he passes through. If you redirect the Control Stick just after the first leap, you can fling yourself a second time (if the difference in direction is significant enough, as in 38 degrees). It's very useful as a recovery because of its good distance and its great controlability. Down: Thunder A bolt of lightning strikes from the sky, hitting Pikachu. Pikachu is unaffected, but everyone in the bolt's way is zapped, as well as anyone too close to Pikachu when it hits. The most important thing to note about this move is that the lightning cannot travel through platforms, so if Pikachu's under a roof, it won't get to him. Final Smash: Volt Tackle I hope the name sounds painful, Pikachu's been practicing this painball since Pichuhood. The Pokemon creates a sphere of electric energy around him, zapping anything in range a whole lot. The range is small, but that's okay because Pikachu can move around to chase down chickens. You can also press A for a shockwave. Unfortunately, it's almost impossible to control your path (you can even go though the stage somewhat, so be careful!). W++++++++++W [char:Jp] W +JIGGLYPUFF++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ W++++++++++W W ***SECTION INCOMPLETE*** Full Name: Jigglypuff (Purin in Japan) Smash Bros. Appearance: Third Universe: Pokemon Jigglypuff is a balloon Pokemon, able to put things to sleep simply by signing. In fact, her trademark in the TV show was to draw all over people's faces when they dozed off. For some reason, she was hated in SSB64 and SSBM and people wanted her out. Tough luck for them. Entrance: A Pokeball. Costumes: None (default), summer hat, pink/white Trainer hat, red flower Taunts: Wobbles and says its name; spins around quickly; deflates temporarily Special Traits: If Jigglypuff's shield breaks, it launches her off the top of the screen. Special Moves: Neutral: Rollout In the Pokemon games, Rollout is a Rock-type move that is used repeatedly for double damage each hit. Here, it's a simple charge-and-let-fly attack. If not charged, you do about 0% damage. When fully charged, it does a bunch (that is, if you don't fly off the edge). Side: Pound A simple punch that does some pretty good damage. Short range, but can be used in the air repeatedly for massive horizontal movement (and therefore recovery). Up: Sing This move causes anyone in Jigglypuff's range to fall asleep. (As always, you can't sleep if you're in the air.) They can wake up instantly if they're at 0% damage, but at KO'ing percents they doze off long enough to get a good smack on them. Not to be used as a recovery move in any way. Down: Rest Here, Jigglypuff falls asleep. Anyone touching her (that is, their character model and Jigglypuff's are overlapping) gets blown away and a flower placed on their head. It's not as good a KO'er as it's been in the last two games, but it's still pretty deadly if used right. Note that Jigglypuff sleeps for five seconds regardless if the attack actually hits anyone. Final Smash: Puff Up (aka Gigalypuff) Jigglypuff starts inflating...and inflating...and inflating some more. Eventually, once she's grown to over ten times her original size, she yells out her name and shrinks again. What's the point of this? Well, you're untouchable during the move, and it easily pushes people off the stage. Plus, when she yells her name, people that are overlapping her get shoved away pretty hard with some good damage. Not exactly an orthodox Final Smash. X+++++++++++++++X [char:PT] X +POKEMON TRAINER+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ X+++++++++++++++X X ***SECTION INCOMPLETE*** Full Name: Pokemon Trainer (...yeah, he doesn't have a real name. Go figure.) Smash Bros. Appearance: First Universe: Pokemon He's just a Pokemon Trainer. As a Trainer, he doesn't do the fighting himself. Instead, he leads a bunch of thugs who do the work for him. Every time one of his fighters is KO'd, he swaps in a new one. He can also swap on the fly. But that's enough about him, he was just a way to fit three new Pokes into the roster while taking up only 1 spot. Entrance: He just runs in. On some stages (or some areas of stages), he doesn't appear. Costumes: Red (default) Taunts: He doesn't taunt. Special Moves: Down: Pokemon Change None of the Pokemon on this team have a Down-B, and here's why. This move swaps which Pokemon you're using in a set order: Squirtle -> Ivysaur -> Charizard. Using a Pokemon for two minutes will tire it out, making it move slower. That's the time to switch. This can also happen if you swap too frequently. (You know when to swap when your standing animation changes to a more exhausted pose.) Lastly, this move is automatically used when you're KO'd; so if Charizard is KO'd, you switch to Squirtle instantly. Final Smash: Triple Finish No matter which Pokemon you have out, you get the same Final Smash. First, all three Pokemon come out. Then, Squirtle uses Hydro Pump, Ivysaur uses Solarbeam, and Charizard uses Fire Blast - all at the same time! Basically, Solarbeam is a trapping long-range beam attack. Hydro Pump sprays water around somewhat randomly, hitting people who are close to the source. Fire Blast shoots pulses of fire at regular intervals. It aims a little high, so enemies doubled up in Solarbeam pain may be spared. The whole attack only lasts about five seconds. i~~~~~~~~i [char:Sq] i $SQUIRTLE$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$ i~~~~~~~~i i ***SECTION INCOMPLETE*** Full Name: Squirtle (Zenigame in Japan) Smash Bros. Appearance: First Universe: Pokemon As the first Water-type starter, Squirtle has a pretty good following. He's the lightest and smallest of PT's Pokemon, so use him when you need to get somewhere fast. Entrance: A Pokeball. Costumes: None (default) Taunts: Balances on tail and spins around; spins around in shell; does a flip Special Moves: Neutral: Water Gun This move allows you to charge up and shoot a pulse of water. Shooting larger pulses can push you back a bit (especially in the air). Unfortunately, just like Mario's FLUDD, it does no damage. Side: Withdraw No, it's not a defensive move. The name refers to Squirtle hiding in his shell, but only so he can propel himself sideways. Think of him like a curling stone and watch out if you're too close to the edge. Up: Waterfall Squirtle rides a wave upwards. Really not much to it. It's kind of like Mario's recovery move, actually. Can usually save you (as well as your double jump) if your Withdraw flies off the edge. ii~~~~~ii [char:Iv] ii $IVYSAUR$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$ ii~~~~~ii ii ***SECTION INCOMPLETE*** Full Name: Ivysaur (Fusigishu in Japan) Smash Bros. Appearance: First Universe: Pokemon Ivysaur evolves from Bulbasaur, the original Grass-type starter. He's one of the few quadrupeds in Smash Bros., so that says something for unorthodoxy. He can also jump reasonably well for a down-to-earth kinda guy. Entrance: A Pokeball. Costumes: None (default) Taunts: Flaps his leaves around; dances on front legs; flings vines around Special Moves: Neutral: Bullet Seed This move is very situational. Ivysaur starts rapid-firing seeds straight up. You can really only hit people above you. It's very good for juggling people above you because it shoots very fast and has no knockback. Side: Razor Leaf Ivysaur shoots a leaf sideways. Not terribly useful. Can be aimed up and down somewhat. Up: Vine Whip Doesn't do much damage. Its main application is a Tether Recovery: if you're below the stage, use this and you'll grapple the edge. Strange how a Grass-type is good at attaking above himself... iii~~~~~iii [char:Cz] iii $CHARIZARD$~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~$ iii~~~~~iii iii ***SECTION INCOMPLETE*** Full Name: Charizard (Lizardon in Japan) Smash Bros. Appearance: First Universe: Pokemon Charizard is the final form of Charmander, Generation I's Fire-type starter. He's big and beefy while being surprisingly agile in the air - being a Flying- type helps, I guess. He's your go-to guy for KOs. Entrance: A Pokeball. Costumes: None (default) Taunts: Stomps at the camera; roars at the camera; stomps twice (at the camera) Special Moves: Neutral: Flamethrower This is an obvious one. Just hold the button to spew flames forwards. You'll run out of juice, but it's a good edgeguarding tool. Like Bowser, you can aim the flames up and down. Side: Rock Smash This is an interesting one. Charizard takes a rock from the ground. He headbutts it. It blows up. The rock fragments have like 0 range but some pretty good power. Up: Fly Charizard winds up and rockets upwards, burning stuff in the way. Decent power, not too good horizontal movement. Surprisingly shallow vertically. Y+++++++Y [char:Lc] Y +LUCARIO+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Y+++++++Y Y ***SECTION INCOMPLETE*** Full Name: Lucario Smash Bros. Appearance: First Universe: Pokemon Lucario is a highly popular Fighting/Steel-type Pokemon from Generation IV. Despite not being a Psychic-type, he can sense people's "auras" and track them and stuff. For a non-lengendary, he has pretty darn good stats. In Brawl, he's a close-combat fighter with a large range. Entrance: A...teleportation? Costume: None (default) Taunts: Sticks his chest out; sticks a palm out; does that karate pose Special Traits: As Lucario takes more damage, his attacks do more damage. A real risk-reward mentality. Special Moves: Neutral: Aura Sphere Press B to wind up. Press B again to fire. Dodge while charging to save it for later. Once fired, the ball will move forwards until it hits something or runs out of energy. The more you've charged it up, the straighter it travels: an uncharged shot will wobble a lot, while a full charge will be perfectly linear. People that are too close to the sphere when it's charging will pick up a little damage. Just like the rest of Lucario's moves, its damage goes up as Lucario's does - but its size also grows. Side: Force Palm Causes Lucario to stop dead (if running) and grab people in front of him. (There's a dual range, outside the grab range it simply does damage.) Then you can push the grabbed person away. The non-grab range is pretty large. Up: Extremespeed Built as a recovery move. This launches you in your specified direction, and if you want, you can put a little curve on the end of the dash. Does like no damage. Down: Double Team Doesn't appear to do anything to start with, but if you're attacked during the pose, you'll teleport behind them and do a dashing strike. Dangerous to use near the edge if you'll wind up doing the dash off the edge. Final Smash: Aura Storm Lucario flies into the center of the screen in a high spot and fires a beam. Use the Control Stick to aim it around. It does damage constantly with a nice big hit at the end. As with most Final Smashes, you can't be hit during it. Not very useful when Lucario's at a low percentage, but it can really cause some airtime at the other end of the spectrum. Z++++++++++++++Z [char:CF] Z +CAPTAIN FALCON++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Z++++++++++++++Z Z ***SECTION INCOMPLETE*** Full Name: Captain Douglas Jay Falcon Smash Bros. Appearance: Third Universe: F-Zero Falcon is the most popular racer on the F-Zero circuit. Picture him as a richer Han Solo: fast ride, "manly man", rather large ego. He also dabbles in bounty hunting from time to time. Entrance: Rides the Blue Falcon in. Costumes: Blue/orange (default) Taunts: Tenses up; makes gesture and says "C'mon!"; salutes and says "Show me ya moves!" Special Moves: Neutral: Falcon Punch Anyone who's played Smash Bros. knows this one: a massive flaming punch with a long windup time and large KOing power. If someone dodges behind you, you get one chance to turn around during the windup and nail any backstabbers (this takes a smidge longer and does even more damage). Side: Raptor Boost Falcon dashes forwards and gives an uppercut to anything he meets. Can be used as a combo starter. If used in the air, Falcon punches people downwards instead and enters a forced fall. Up: Falcon Dive Falcon jumps upwards in an arc, and anyone in his way gets grabbed and blasted away. If you connect with this move, you can use it repeatedly. Once you miss, it's a forced fall for you. Down: Falcon Kick Not as popular on the Internet as the FLACONE PAWUNCH, but still up there. This causes Falcon to shoot forwards burning anything in the way. If used in the air, he shoots at a sharp downwards angle (good for juggle killing). Final Smash: Blue Falcon I tend to hate this move since it actaully initiates a cutscene. Falcon calls in his racecar to run someone over (assuming they're at a decent spot in front of you). Everyone run over gets dropped on a racetrack and run over again, and then they're teleported back to the battlefield and knocked away. AA++AA [char:Ns] AA +NESS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ AA++AA AA ***SECTION INCOMPLETE*** Full Name: Ness...uh, no last name, maybe. Smash Bros. Appearence: Third Universe: Mother (Earthbound) The main character in Mother 2 (Earthbound for those in non-Japanland), Ness is a psychic kid who fights dudes with mental powers and baseball bats. (This is in opposition to most other RPGs of the time, which all took place in fantasy lands.) He was the "what the heck?!" character in SSB64, became a starter in SSBM, and is back to unlockable in Brawl. Entrance: Runs in through a portal, then shakes the soot off. Costumes: Red/purple/yellow (default), purple/black Taunts: Nods and says "Okay!"; points his bat; makes a light show Special Moves: Neutral: PK Flash Simply hold down the button for a green flash to rise out of your head. Then, you can either release the button to let it loose or wait until it times out. When the particle asplodes, anyone in range will be hit for damage. The more it's charged, the more pain it deals (up to a likely KO). Because it can be directed side-to-side somewhat well, it's a dangerous edgeguarding tool. Note that halfway through the full charge, the flash starts to drop (at full charge it lands at your feet). It may die if you try to make it go downwards through a platform, and it will die if you get hit while charging. Side: PK Fire This move jets an ember straight forwards. It blows up when it hits someone and then drops a flame pillar on the ground, causing extra damage. When used in the air, the spark goes at a downwards 45 degree angle instead. Up: PK Thunder Once you use this move, you control switches to moving a spark of ball lightning around the screen. Ness is vulnerable while you aim the attack. You can hit people to cause some damage, but the move's true strength (and where it shows up as a triple jump) is ramming yourself. That's right, when you hit Ness in the butt (or whatever), he flies in that direction doing massive damage. It's hard to attack a missile, so it's a good anti-edgeguard. Too bad you need a lot of room to maneuver it: if it hits something or someone, that's it. Down: PSI Magnet Ness creates an energy shield. Any energy-based attacks (electric projectiles, fire breath, etc) that hit the shield will be turned into health. The shield can be held in place forever. When the shield is turned off, anyone nearby will get pushed away. Final Smash: PK Starstorm Ness causes rain to start falling. Unfourtunately for everyone else, the rain is made of huge meteors that plunge from top to bottom, nuking anything in the way. Although the move has infinite vertical range, it gets very spread out on larger stages (making it easy to dodge). Also, each star fans out a little from the center of the screen towards the outsides (as in, they're not perfectly vertical). BB+++BB [char:Lu] BB +LUCAS+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ BB+++BB BB ***SECTION INCOMPLETE*** Full Name: Lucas...uh, I don't know? Smash Bros. Appearance: First Universe: Mother (Earthbound) Not much is known about Lucas over here in the...well, anywhere that's not Japan, really. Anyway, Lucas is Mother 3's protagonist. He's a kid with psychic powers. And he's a clone of Ness (although Ness cloned his Final Smash). Entrance: He...rides on a Mr. Saturn tea table? WTH? Costumes: Yellow/red (default) Taunts: Slips and falls on his butt; plays with his Rope Snake; plays with some PSI power Special Moves: Neutral: PK Freeze It's kind of like Ness' PK Flash: you hold down B to increase damage and it can be directed (PK Freeze is actually more directable). The difference is that PK Freeze...freezes people. Like, in ice. A very good edgeguarder. Side: PK Fire This move jets an ember straight forwards. It blows up when it hits someone. Unlike Ness, Lucas shoots the spark straight both on the ground and in the air, and he doesn't make a column of fire when it hits something. It also pushes him back a little. Up: PK Thunder Basically the same as Ness', but Lucas can direct the thunder in a tighter arc. As a tradeoff, instead of dealing the big hit when he missiles into someone, he deals a bunch of smaller hits. Also, Lucas's PK Thunder passes through opponents. Down: PSI Magnet Lucas can't shield himself from behind, but he heals more damage. Not only that, but when he turns it off (lets go of the button), it actually deals some damage to those who are too close! Extended Grab: Rope Snake In Mother 3, the Rope Snake was used to grab people. Well I think that's description enough, except for the whole Tether Recovery thing (which should be obvious). Final Smash: PK Starstorm Lucas' meteors fall straight downwards. Also, they're yellow instead of blue. CC++++++++++CC [char:IC] CC +ICE CLIMBERS++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ CC++++++++++CC CC ***SECTION INCOMPLETE*** Full Names: Popo, Nana Smash Bros. Appearance: Second Universe: Infinite Glacier These twin hikers spend their days climbing Icicle Mountain and similar summits to gather vegetables that condors drop from the sky. Uhhh, yeah. It's a funny story. Anyway, Popo (in the blue) and Nana (pink) appeared in SSBM and got quite the fanbase. The first rumour about Brawl was that they were dropped. Death to the nonbelievers! Entrance: A condor carries them in. Costumes: Blue/pink (default) Taunts: Dance around; hammer swing and saying "Youp!"; leaping up and down Special Traits: When the Climbers are together, the trailer's actions are about a tenth of a second behind those of the leader. If they are seperated, then the trailer fights alone and tries to get back to the leader. If the leader is KO'd, so is the trailer. If the trailer is KO'd, the leader must fight alone until KO'd. KO'ing the trailer does not affect scores or stocks. The trailer has a seperate damage percentage which is not displayed. Also, both Climbers can grab onto the same edge at once. And finally: the Ice Climbers do not lose traction from walking on ice. Special Moves: Neutral: Ice Shot Two (or one) small chunks of ice are sent forwards. They don't do super damage and don't last very long, and they're highly grounded. That being said, they can move pretty fast, and they can pick up tons of speed (and distance) while travelling down slopes. Small chance of freezing people, although it really doesn't last for long. Side: Squall Hammer Your standard helicopter-type move. Press B rapidly during the spinning to rise for a decent horizontal recovery. If your partner gets KO'd, this is really your only recovery move. Damage isn't too great. Up: Belay Popo throws Nana, who flies upwards. Popo then goes flying because of the bungee cord. Does no damage (unless the throwing of Nana causes a collision) and fails unless both Climbers are around. In SSBM, it was the best up-B in the game. Not so much here; the leader doesn't get flung up as far (I guess Popo's been putting on weight). That being said, if you're facing the edge and are within a certain distance, the move will work as a Tether Recovery instead, causing first the trailer and then the leader to grab the edge. Down: Blizzard A basic ice breath move. On the ground with both Climbers, the frosty air is shot in both directions. In the air, both Climbers breathe in the same direction for double punch. Can freeze people and does a good amount of damage. It's good for blocking rushing attackers and escaping. Final Smash: Iceberg This moves makes a huge iceberg appear in the middle of the stage. Anyone that's even too close to the frozen chunk will take continuous damage and may get frozen. Even then, the rest of the stage is rendered slippery. You can attack and break the iceberg, but it's a losing cause really. Be warned that you can't stand on the iceberg, so if the side of the stage you end up on doesn't have any uncovered platforms, there is a chance of death. DD+++DD [char:Mh] DD +MARTH+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ DD+++DD DD ***SECTION INCOMPLETE*** Full Name: Marth Lowell Smash Bros. Appearance: Second Universe: Fire Emblem Back in the SSBM days, Marth was some nobody who came in for no reason. In non-Japanland, anyway. The Fire Emblem series only existed in Japan at that time, and Marth was put in SSBM to test the waters for other countries. The test was successful, and Marth is rewarded by returning for Brawl. Entrance: Uses some warp magic. Costumes: Blue (default) Taunts: Sticks sword straight up; twirls sword and says stuff; swings sword and sheaths it Special Traits: The tip of Marth's sword does the most damage in any case. You can tell when you've scored a tipper by the extra freeze frames and a deeper hit sound. Special Moves: Neutral: Shield Breaker Hold B to charge, let go to unleash a massive poke. Yes, it can break a shield when fully charged. Side: Dancing Blade A little complicated. Press Side+B once to swing the sword. Press B again with good timing to swing it again. You can chain together 4 hits like this, and you can make different swings by holding up, down, or sideways before each hit. Up: Dolphin Slash A fast sword slash upwards. Nothing much to it, but you can turn around during the windup (even though it's very short). Down: Counter Marth gets into a defensive stance. People that hit him will do no damage and get hit back with power equal to 1.1 times the original attack (with at least 8% damage). Final Smash: Critical Hit Marth does a pose with his sword and then jets forwards to KO people that are in his line of sight. It's pretty much a OHKO (60% damage) unless the stage gets in the way. Unlike similar Final Smashes (such as Zelda's), people are not frozen in the incoming attack: people can easily move to get out of the way once the attack's started. Because of this, you may want to avoid doing this move in the air: although Marth will stop if he doesn't hit someone when he gets to an edge on the ground, when in the air he'll charge forwards for about two-thirds of New Pork City's length (again, if he doesn't hit anything). Easy to SD with. EE+EE [char:Ik] EE +IKE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ EE+EE EE ***SECTION INCOMPLETE*** Full Name: Ike...argh. Smash Bros. Appearance: First Universe: Fire Emblem Suceeding in sticking the then-unknown Marth and Roy in SSBM told Nintendo that Fire Emblem could be released in non-Japanland. Ike benefits from that decision. Like Marth and Roy, he fights with his hugistic sword (gold- coloured!) and some fire attacks. He also has blue hair. Sheesh... Entrance: Some warp magic. Costumes: Blue/brown (default) Taunts: Plants his sword and crosses his arms; swings sword and grunts; swings sword and says stuff Special Moves: Neutral: Eruption Pretty simple. Hold B to charge and when the time's right, release a wave of fire along the ground. Like most of Ike's moves, it does plenty of damage and knockback. Once fully charged, it releases right away (plus it does some self- damage). Side: Quick Draw Charge this one and you'll shoot sideways (distance depends on charge). Once fully charged, you'll hear a noise and can wait as long as you want before releasing it. Anything else? Not really. Up: Aether First, Ike throws his sword upwards. Yes, he throws it. Straight up. To prevent complications, he has infinite knockback resistance while the sword's in the air. Then, he leaps up, catches the sword, and dives downwards with it extended. As a recovery move, it goes straight up only. As an attack, it's fast and can hit people a good distance above you. Down: Counter This puts Ike in a defensive posture, and if anyone hits you at that time, they take damage instead (assuming your sword hits them). The damage done is 1.2 times the power of the attack countered (with a minimum of 10%). Final Smash: Great Aether Could we get some decent move-namers over here? Kthnx. Anyway, this Final Smash is like a combination of Meta Knight's and Link's. Like Meta Knight, Ike must hit someone with the initial slash in order for the attack to work at all. Like Link, whoever's hit gets combo'd and dealt a finisher. The difference is all this takes place in the air, while the finisher is a fiery slam into the ground that can hurt anyone who's too close. If you're really unlucky, your opponent may get caught on a platform in front of you as you plummet for the finisher. If you're very lucky, however, the opposite can happen. FF++++++++++++++FF [char:GW] FF +MR. GAME & WATCH++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ FF++++++++++++++FF FF ***SECTION INCOMPLETE*** Full Name: Mr. Game & Watch Smash Bros. Appearance: Second Universe: Game & Watch Like the Ice Climbers, G&W was thought to be cut from Brawl. Proved wrong they were. The 2D man is back and wonkier than ever. His frame-by-frame movement and beeping soundset is distinctive, and his moves all take after his over 40 games. Entrance: Just walks in from the background. Hard to describe. Costumes: Black (default), dark blue, ice blue, green Taunts: Rings his bell; leans back and rings bell; jumps up Special Moves: Neutral: Chef G&W takes a frying pan and flings sausages 'n' other stuff at people. They don't do too much damage. However, people that are too close will take fire damage from the frying pan. Side: Judge This move is full of randomness. G&W hits people with a hammer (bad range, unfortunately) and what happens is determined by the number above his head: 1: 2% damage, doesn't even cause flinching, does selfdamage 2: 4% damage, nothing special 3: 6% damage, beam sound that ignores defenses 4: 8% damage, sword effect 5: 4% damage 3 times, electric effect 6: 12% damage, fire effect 7: 14% damage, causes one piece of Food to appear if you hit (if items are on) 8: 9% damage, ice effect 9: 32% damage and instant KO (usually) Up: Fire Causes a trampoline crew to appear, launching G&W into the air. He then unfolds a parachute. G&W can damage people if he flies up through them. Once your parachute is deployed, you can tap down to fold it back up. You can't open it again, but you don't enter a forced fall: you are free to use air attacks other than your Up+B until you land. Down: Oil Panic Hold down B to hold out a bucket. G&W can catch projectiles in the bucket. Once you've caught three, use the move again to dump the contents on people. The damage of the attack depends on the projectiles: its power is equal to the power of each projectile added together and then multiplied by 2.8. (This can equal an instant KO.) You can turn around while holding the bucket out, but be aware that projectiles that are too strong may not be caught. Final Smash: Octopus G&W turns into a large squid, hovering over the stage doing damage. It's hard to tell, but you can fall off the stage (you can still double jump). Press A or B to extend your tentacles, stabbing people that are ducking. GG+GG [char:Pt] GG +PIT+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ GG+GG GG ***SECTION INCOMPLETE*** Full Name: Pit Smash Bros. Appearance: First Universe: Kid Icarus After 16+ years, the boy with wings finally makes his resurgence. Like the Ice Climbers, Smash Bros. is his first playable appearence since the NES days. He's gotten older over that stretch, but he's learned to turn his bow into a pair of swords - very good for close combat. He can also fly!... for a little while. Entrace: He floats down from above. Costumes: White (default), gold, black Taunts: Twirls blades and brings them together; swings blades; stretches Special Moves: Neutral: Palutena Arrow ZING! This is one projectile that can easily be used over and over again. Let go of B (because you hold it to charge) to let fly with a blue streak. While you're charging, you can aim your initial shot up or sideways. After you release, you can then control the arrow's curvature. Side: Angel Ring Once activated, mash B to continue holding out this spinning sword attack. It does continuous damage and reflects projectiles, but can't be held in place forever. That being said, it can easily trap opponents. Up: Wings of Icarus An interesting recovery move. Once you press the button, you can move around freely. It's that easy, simple and all that other stuff. Down: Mirror Shield Hold down B to keep a projectile-reflecting shield in place. Just watch your back, it's not protected. Final Smash: Palutena Army Pit calls upon a gaggle of Centurions to attack his opponents. Each soldier can dish out one hit, and they come from all directions. Although the group as a whole can be dodged fairly easily, Pit is not fixed in one pose: you can freely move around and attack (and grab, hint hint). HH++++HH [char:Ol] HH +OLIMAR++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ HH++++HH HH ***SECTION INCOMPLETE*** Full Name: Captain Olimar (and his Pikmin) Smash Bros. Appearance: First Universe: Pikmin Yepper, Olimar's in Smash Bros. Because he's a little incompetent at fighting (plus he breathes methane), he brings Pikmin into the ring with him. Without the little plant guys following him, he's near helpless. Because of this, he has one of the most unique fighting styles. Entrance: Drops in from rocket, then automatically plucks 3 Pikmin. Costumes: Tan (default), red, light blue, yellow Taunts: Leaps up and down; rolls head on ground; spins head around Special Traits: Without Pikmin, you can't do most of your moves. Even then, there are different types of Pikmin and stuff like that. Red Pikmin have higher attack power than most, and they can't be hurt by fire (plus they can hurt people with fire). Yellow Pikmin have a longer attack range and can zap people. Blue Pikmin have more health and do good damage when thrown, plus they don't drown. Purple Pikmin are slow and heavy and have the most health, doing a lot of damage but not grabbing onto enemies. White Pikmin are the fastest with the lowest health and are also toxic. Pikmin follow Olimar in a line. The one at the front of the line is the one he'll attack with next. Opponents can attack Pikmin when they're not in Olimar's line to get rid of them. Special Moves: Neutral: Pikmin Pluck Olimar plucks a new Pikmin from the ground. What colour you get is pretty random, but different kinds of floors yield different colour rates. The new Pikmin is added to your group; you can have 6 trailing behind you at once. SPECIAL NOTE! Kirby cannot use this move properly because Pikmin are so tied into Olimar's moveset. Instead, Kirby plucks a Pikmin and throws it immediately, the Pikmin causing damage and instantly vanishing. Side: Pikmin Throw This one's simple, you just chuck a Pikmin at the enemy. Pikmin latch onto the enemy (not the purples, though) and give him a beating. Whites can do a ton of damage this way (three times, to be precise), but their low health is the tradeoff. Up: Pikmin Chain This is a Tether Recovery. Olimar puts the Pikmin into a chain and launches it at the edge. The more Pikmin you have, the longer this move can reach. Down: Pikmin Order Olimar blows a whistle. This causes lost Pikmin (the ones that wandered off) to rejoin your posse. It also either orders your Pikmin by colour or shifts a new Pikmin to the front of the line. Final Smash: End Of Day Olimar summons his ship and blasts off, the camera following. Night falls and a bunch of unseen enemies give opponents a beating. (Also, if the ship appears on people, they get buried.) Once the beating is over, the ship falls from the sky and blows up. The more opponents there are, the more damage this attack does. II++++II [char:RB] II +R.O.B.++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ II++++II II ***SECTION INCOMPLETE*** Full Name: Robotic Operating Buddy Smash Bros. Appearance: First Universe: Nintendo What's this?! Is this the R.O.B. that was playable for some reason in Mario Kart DS?! Yessiree! R.O.B. is Brawl's out-of-nowhere character in the same vein as Ness and G&W from the past two games. Although some say "hes not desrving, get owt!!1", he's the only reason stores decided to stock the NES back in 1985 (they were wary of video games because of the great crash earlier, while R.O.B. seemed more like a toy). Now that's some deservedness! Entrance: Appears in segments and puts himself together. Costumes: White/red (Famicom/default), two shades of grey (NES), gold, green/ brown Taunts: Spins head and arms around; spins arms like corkscrew; arcs head, eyes flashing light Special Moves: Neutral: Robo Beam This move fires a beam of light straight forwards. It does some good damge and travels a good distance. It also can be angled to bounce off surfaces. The problem is that R.O.B. has limited laser energy, so he can't use it over and over again. He has to wait for it to recharge. However, it you let it charge up enough, it upgrades (for one shot) to the Super Robo Beam. You can tell how much it's charged up by looking at the light on R.O.B.'s head. Side: Arm Rotor Mash B to keep this helicopter-type move spinning. It does continuous damage and reflects projectiles. Up: Robo Burner Once used, you get to tilt the Stick upwards to burn some fuel and fly. It is guarenteed to at least get you back to the stage, but your fuel needs about 1.5 seconds to recharge once you've landed. If it doesn't fill back up fully, there may be a problem. Down: Gyro Hold down B to charge up this top and use the move again to let it go. It's considered an item, so it can be reflected and picked up (and then thrown). You can only have one out at a time. Final Smash: Diffusion Beam This shoots energy from R.O.B.'s eyes continuously. It can trap opponets, and every now and then it fires a beam that KOs people. The problem is its short range. Luckily, you can move around freely to catch dudes in the beam. JJ+++JJ [char:Sn] JJ +SONIC+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ JJ+++JJ JJ ***SECTION INCOMPLETE*** Full Name: Sonic the Hedgehog Smash Bros. Appearance: First Universe: Sega OMG SONIKS IN SMASH BROZ, SMASHIN UR MRIOS!!!!1!!1!1one I personally don't care if Sonic's in SSBB or not. But hey, I'm not 100% against it. Anyway, the superfast one played just as you would expect: fast, loose, hard to attack or be attacked. He actually fits in realy well...but don't tell him that, he has an ego. Entrace: He bounces in from the camera. Boring. Costumes: Blue (default) Taunts: Runs in place and says "Too slow!"; flips and crosses arms; breakdances Special Moves: Neutral: Homing Attack It's a spin attack. It homes in on people that are close enough. Watch for the edge and just try to hit people. Side: Spin Dash In case you're wondering, yes, Sonic is a one-dimensional character. This version of his omnipresent move puts him in ball form and allows you to control his left-right movement. You can also jump while spinning. Watch for the fact that he does a little bounce at the start of the move. Up: Spring Jump An interesting move. Sonic places a spring and leaps off it. After the leap, he can still do certain air attacks. Also, if you use this on the ground, the spring can be used by other characters - possibly useful for getting a team member upwards quickly, especially for heavyweights. Down: Spin Charge Hold down the Stick and press B repeatedly, then release to roll away. Not much to it. Somewhat hard to learn the timing. Final Smash: Super Sonic A rather boring but powerful Final Smash. Sonic becomes Super Sonic and starts flying around the stage. He's iffy to control, but he does great damage and the knockback he deals is dependant on which direction you swoop in from. KK+++KK [char:Sk] KK +SNAKE+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ KK+++KK KK ***SECTION INCOMPLETE*** Full Name: Solid Snake Smash Bros. Appearance: First Universe: Konami Snake? SNAAAAAAKE! (pause) Really, you can't talk about Snake without that line (or Snakes on a Plane, for that matter). Anyway, like Sonic, Snake is a third- party guest. He specializes in sneaking around with stealth, stealing enemy blueprints, and destroying the base. With a BOX!!! Entrace: Turns his cloaking device off. Looks pretty cool. Costumes: Grey (default), red, yellow Taunts: Hides in a box; hides in a box quickly; hides in a box slowly (when the box pops off, it can deal damage, and people can pick up the box and instantly throw it to deal damage) Special Moves: Neutral: Hand Grenade Snake pulls out a grenade and pulls the pin, then automatically gives it a heave. You have three throwing strenghs, dependant on where your Stick is when he chucks the green thing: hard (forwards), normal (neutral), and soft (back). The grenade doesn't blow up on contact, so watch for reciprocations. Side: Remote Missile This move fires a missile which you can then direct with the Control Stick. While controlling the missile, Snake is unprotected, and if he's hit, the missile blows up. If you want to stop controlling the missile without hitting anyone, you can shield to cancel the control (in which case the missile drops). Up: Cypher This one's a little silly, but Snake will do whatever he has to. In this case, it involves grabbing hold of his flying reconnaissance camera. It stays out for a good while and is left-right controllable, but it's easy to overshoot the edge and get punished. Tap down to drop off early. Down: C4 This move places a bomb on the ground. Press Down+B again to make it go boom. If you happen to be close enough to someone, the mine will be placed right on them instead. (this also happens if you're in front of a wall). In which case overlapping with them will transfer the explosive (just like a Gooey Bomb). Final Smash: Grenade Launcher Snake calls in a helicopter and climbs the ladder. He reappears at the front of the screen, hanging from the copter and holding a six-shooter. This is when you start blasting the daylights out of whoever's left on the stage. Snake gets a reload (so, 12 big booms) if he doesn't run out of time. Once done, he jumps back into battle. 3------3 [stages!] 3 |STAGES|----------------------------------------------------------------------| 3------3 3 You gotta take the fight somewhere. These are the places. Every stage has its own quirks, obstacles, and music. I've sorted the stages by franchise in the same order I sorted the characters up there. Also, I sort the stages within franchises by game release - so you may see a Past Stage listed before a new Brawl stage. To describe the stages, I use these terms. Not all of these terms are universal, so take that into account when reading other FAQs (not that you need to!). Solid/Hard Platform: You can't go through these things. Period. If you do, your game is bugged (or you're using Volt Tackle). Semisoft Platform: You can jump up (and get hit upwards) through these platforms, but you can't drop through them. Certain main platforms have this trait. Soft Platform: You can jump up and drop through these platforms. Supersoft Platform: They're like soft platforms, except you can also get hit downards through them. Note that there are so many stages that I don't yet have content for all of them. Sorry, but this kind of stuff takes some time. A+++++++++++A [bttlfld] A +BATTLEFIELD+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A+++++++++++A A ***SECTION INCOMPLETE*** Size: Medium Origin: None As always, Battlefield is a simple, no-hazards stage: main platform, three platforms in the triangular arrangement we all know. This particular Battlefield is a natural-looking stage, with a fast day-night cycle. B+++++++++++++++++B [fnldstn] B +FINAL DESTINATION+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ B+++++++++++++++++B B ***SECTION INCOMPLETE*** Size: Small/Medium Origin: None It's a simple platform with no frills. It's not all that big and has lots of aerial room. Is there anything more to be said? C+++C [75meter] C +75M+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ C+++C C ***SECTION INCOMPLETE*** Size: Large Origin: Donkey Kong It's just like the original Donkey Kong, the stage with the elevators. There are platforms everywhere, making movement somewhat difficult. And then there are the hazards: roaming fireballs that patrol the stage and burn people. Not only that, but the monkey himself will come out on the top of the screen and knock people away on occasion. D+++++++++++D [mariobr] D +MARIO BROS.+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ D+++++++++++D D ***SECTION INCOMPLETE*** Size: Medium/Large Origin: Mario Bros. Full floor Played in the original Mario Bros. arena. You know, the one with the POW Blocks. This stage is comlpetely made up of hard platforms: you can't pass through either side. This means that vertical KOs are essentially impossible. Luckily, there are Shellcreepers and Sidesteppers about. Hit them the required number of times to stun them, then grab them and chuck them as items. They cause opponents to go flying completely sideways. E+++++++++++++++++E [mushrmy] E +MUSHROOMY KINGDOM+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ E+++++++++++++++++E E ***SECTION INCOMPLETE*** Size: Medium Origin: Super Mario Bros. Scrolls Right A perfect rendition of World 1-1 which scrolls along at a slow pace. You can bash the brick blocks or hit the ? Blocks to get items. Although most of the stage has a full floor, you have to watch for the pits. This stage is also unique in that there's a small chance (unless you hold L, R, Z, or -, in which case it's forced) that you'll get dropped into World 1-2 instead, which has its own music, layout, and feel. F+++++++++++++F [circuit] F +MARIO CIRCUIT+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ F+++++++++++++F F ***SECTION INCOMPLETE*** Size: Medium Origin: Mario Kart series Full floor This stage drops you into a heated Mario Kart race with eight Shy Guys. Your fighting taks place on the intersection of the figure-8 track, with a full ground (you can't be KO'd off the bottom) and three platforms above. The karts can come in fom the back (covering the ground) or from the side (blazing across the platforms). Obviously, it hurts to get run over. You can make the racers spin out for a second, but it's not really worth it. G+++++++++++++++++++++++++++G [rnbwcrz] G +RAINBOW CRUISE (PAST STAGE)+++++++++++++++++++++++++++++++++++++++++++++++++++ G+++++++++++++++++++++++++++G G ***SECTION INCOMPLETE*** Size: Small/Medium Origin: Super Mario 64 Scrolls on a preset path Fun fact: SM64's fifteenth course was originally called "Rainbow Cruise", but it was changed to "Rainbow Ride" in the US for some reason. Anyway, this stage is grabbed straight from SSBM. You start on an airship, which flies to the left