Editing List of tips (SSB4-Wii U)
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{{ArticleIcons|ssb4-wiiu=y}} | {{ArticleIcons|ssb4-wiiu=y}} | ||
This page lists all of the [[tips]] present in {{forwiiu}}. | This page lists all of the [[tips]] present in {{forwiiu}}. | ||
{{tocright}} | {{tocright}} | ||
==Fighters== | ==Fighters== | ||
==={{SSB4|Bayonetta}}=== | ==={{SSB4|Bayonetta}}=== | ||
*'''[[Bat Within]]''' – If Bayonetta is hit at the start of any dodge or the end of her down special, | *'''[[Bat Within]]''' – If Bayonetta is hit at the start of any dodge or the end of her down special, she’ll transform into a burst of bats and only take half the damage. | ||
*'''[[Bullet Climax]]''' – Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while | *'''[[Bullet Climax]]''' – Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while she’s firing to let off more shots. | ||
*'''Bullet Climax''' – Hold down the button to unleash more powerful Charge Bullets. Any extra shots you fire after that will use normal bullets. | *'''Bullet Climax''' – Hold down the button to unleash more powerful Charge Bullets. Any extra shots you fire after that will use normal bullets. | ||
*'''Down Air Attack''' – | *'''Down Air Attack''' – Bayonetta drops straight down into a split kick. Her foot has a meteor effect, good for bashing foes while they cling to edges. | ||
*'''[[Down smash|Down Smash]] Attack''' – Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges. | *'''[[Down smash|Down Smash]] Attack''' – Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges. | ||
*'''Fire Guns (Holding Button)''' – Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky. | *'''Fire Guns (Holding Button)''' – Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky. | ||
*'''Fire Guns (Holding Button)''' – Keep the button held down after any normal attack (and some specials) to fire your guns. | *'''Fire Guns (Holding Button)''' – Keep the button held down after any normal attack (and some specials) to fire your guns. | ||
*'''Front Air Attack''' – Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets! | *'''Front Air Attack''' – Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets! | ||
*'''[[Heel Slide]]''' – | *'''[[Heel Slide]]''' – Performs a low, sliding kick. Hold down the button to get in a few gunshots, and then end with a flip attack for good measure. | ||
*'''Strong Down Attack''' – Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage. | *'''Strong Down Attack''' – Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage. | ||
*'''Strong Side Attack''' – Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after! | *'''Strong Side Attack''' – Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after! | ||
*'''[[Witch Time]]''' – A clock will appear over an enemy to tell you how much Witch Time is left. Try to get your attacks in before the clock counts down! | *'''[[Witch Time]]''' – A clock will appear over an enemy to tell you how much Witch Time is left. Try to get your attacks in before the clock counts down! | ||
*'''Witch Time''' – A successful counter will cause time to slow down for up to two seconds, but using the move repeatedly will reduce that to as low as one second. | *'''Witch Time''' – A successful counter will cause time to slow down for up to two seconds, but using the move repeatedly will reduce that to as low as one second. | ||
*'''Witch Time''' – Witch Time | *'''Witch Time''' – Witch Time won’t last long if you keep using it against every single attack. Keep it in reserve for when you really need it! | ||
*'''[[Witch Twist]]''' – | *'''[[Witch Twist]]''' – The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation to get the best combos. | ||
*'''Witch Twist''' – This versatile move is great for combos or recovery! Do a midair jump after using the move and you can get in a sneaky extra Witch Twist. | *'''Witch Twist''' – This versatile move is great for combos or recovery! Do a midair jump after using the move and you can get in a sneaky extra Witch Twist. | ||
==={{SSB4|Bowser}}=== | ==={{SSB4|Bowser}}=== | ||
*'''[[Bowser Bomb]]''' – Bowser will leap into the air | *'''[[Bowser Bomb]]''' – Bowser will leap into the air horns first. Hitting opponents on the way up makes it much easier to clobber them again on the way down. | ||
*'''Bowser Bomb''' – If you land this on a shielding enemy, you can | *'''Bowser Bomb''' – If you land this on a shielding enemy, you can break their shield in one hit. Just make sure you capitalize afterward with a dropkick! | ||
*'''Bowser Bomb''' – | *'''Bowser Bomb''' – You can grab on to an [[Ledge|edge]] while bombing, but only if you're really close to it. It's a quick albeit risky way to descend quickly. | ||
*'''[[Fire Breath]]''' – Once Bowser's used up his fire once, he needs time to recharge. Give him 10 seconds, and he'll be ready to roast! | *'''[[Fire Breath]]''' – Once Bowser's used up his fire once, he needs time to recharge. Give him 10 seconds, and he'll be ready to roast! | ||
*'''Fire Breath''' – You can change the angle of Bowser's flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks. | *'''Fire Breath''' – You can change the angle of Bowser's flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks. | ||
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*'''Abandon Ship''' – Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct. | *'''Abandon Ship''' – Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct. | ||
*'''[[Clown Cannon]]''' – This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be. | *'''[[Clown Cannon]]''' – This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be. | ||
*'''[[Clown Kart Dash]]''' – | *'''[[Clown Kart Dash]]''' – Input a jump while performing this, and you'll cancel the dash. This can be handy for recovery, as a lead-in to other moves, or as a feint. | ||
*'''Clown Kart Dash''' – The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal. | *'''Clown Kart Dash''' – The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal. | ||
*'''[[Mechakoopa]]''' – After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It's a versatile tool that can be used in a variety of ways to corner foes. | *'''[[Mechakoopa]]''' – After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It's a versatile tool that can be used in a variety of ways to corner foes. | ||
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*'''Limit Break''' – Once charged, Cloud's Limit Gauge remains charged until he uses a special move or is knocked out. It won't decrease over time. | *'''Limit Break''' – Once charged, Cloud's Limit Gauge remains charged until he uses a special move or is knocked out. It won't decrease over time. | ||
*'''[[Limit Charge]]''' – You can cancel charging by pressing the shield button or dodging left or right. Use this to get in a quick charge during quiet moments! | *'''[[Limit Charge]]''' – You can cancel charging by pressing the shield button or dodging left or right. Use this to get in a quick charge during quiet moments! | ||
*'''Side Smash Attack''' – | *'''Side Smash Attack''' – This quick three-hit smash has high launching power on the last hit. The first hit isn't so powerful, so the penalty for getting countered isn't high. | ||
*'''Strong Down Attack''' – | *'''Strong Down Attack''' – Cloud does a sliding kick over a set distance. He slides so low that this move can be used to dodge some thrown items. | ||
==={{SSB4|Corrin}}=== | ==={{SSB4|Corrin}}=== | ||
*'''Back Air Attack''' – Propel yourself forward with a flap of the wings. You can deal some damage and get yourself out of tight spots. | *'''Back Air Attack''' – Propel yourself forward with a flap of the wings. You can deal some damage and get yourself out of tight spots. | ||
*'''[[Counter Surge]]''' – This counter is a bit slow compared to others, but it can hit foes on both sides. | *'''[[Counter Surge]]''' – This counter is a bit slow compared to others, but it can hit foes on both sides. It’s great for when you’re in the middle of a brawl! | ||
*'''Counter Surge''' – This move will knock foes skyward with a fair amount of force, so try using it in a high-up place to really boot them off the stage! | *'''Counter Surge''' – This move will knock foes skyward with a fair amount of force, so try using it in a high-up place to really boot them off the stage! | ||
*'''Down Air Attack''' – Transform both legs into a single lance and drop straight down. This move deals damage when landing but leaves you open if the enemy uses their shield. | *'''Down Air Attack''' – Transform both legs into a single lance and drop straight down. This move deals damage when landing but leaves you open if the enemy uses their shield. | ||
*'''Down Smash Attack''' – Corrin strikes forward with a sword and backward with a lance-like foot. Try hitting sneaky backstabbers with the point of the lance! | *'''Down Smash Attack''' – Corrin strikes forward with a sword and backward with a lance-like foot. Try hitting sneaky backstabbers with the point of the lance! | ||
*'''Downward Throw''' – Hits in a wide radius, sending multiple foes skyward when Corrin stomps the ground, lining them up for a nice follow-up attack | *'''Downward Throw''' – Hits in a wide radius, sending multiple foes skyward when Corrin stomps the ground, lining them up for a nice follow-up attack! | ||
*'''[[Dragon Ascent]]''' – Corrin is invincible while charging up power at the start of this move. Practice with the timing and | *'''[[Dragon Ascent]]''' – Corrin is invincible while charging up power at the start of this move. Practice with the timing and you’ll be able to interrupt enemy attacks! | ||
*'''Dragon Ascent''' – You can slightly adjust your flight angle by pressing in the direction | *'''Dragon Ascent''' – You can slightly adjust your flight angle by pressing in the direction you’re facing. Push in the opposite direction to fly straight up and to a greater height. | ||
*'''[[Dragon Fang Shot]]''' – The two stages of this move—shooting water and the bite attack—can both be charged by holding down the button at the right point. | *'''[[Dragon Fang Shot]]''' – The two stages of this move—shooting water and the bite attack—can both be charged by holding down the button at the right point. | ||
*'''Dragon Fang Shot''' – The water projectile will paralyze whoever it hits, giving you the time you need to follow up with a fully charged biting attack! | *'''Dragon Fang Shot''' – The water projectile will paralyze whoever it hits, giving you the time you need to follow up with a fully charged biting attack! | ||
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*'''Dragon Lunge''' – Skewering surfaces with this move allows for follow-up moves, such as recovering from falls by skewering a wall and then leaping to safety! | *'''Dragon Lunge''' – Skewering surfaces with this move allows for follow-up moves, such as recovering from falls by skewering a wall and then leaping to safety! | ||
*'''Dragon Lunge''' – You can keep enemies from moving for a while if you pierce them while skewering a surface. Beware: opponents can escape by wiggling around! | *'''Dragon Lunge''' – You can keep enemies from moving for a while if you pierce them while skewering a surface. Beware: opponents can escape by wiggling around! | ||
*'''Side Smash Attack''' – Charge this move to juggle foes with | *'''Side Smash Attack''' – Charge this move to juggle foes with Corrin’s sword Yato before unleashing the coup de grâce! It has a long range and can be aimed up or down a little! | ||
*'''Side Smash Attack''' – Try to get the hang of hitting opponents with the point of | *'''Side Smash Attack''' – Try to get the hang of hitting opponents with the point of Corrin’s lance-arm, as that part inflicts more damage than the rest. | ||
*'''Up Smash Attack''' – Corrin gets low and attacks straight up with lance-like arms. Try to hit enemies with the points for more damage. | *'''Up Smash Attack''' – Corrin gets low and attacks straight up with lance-like arms. Try to hit enemies with the points for more damage. | ||
==={{SSB4|Dark Pit}}=== | ==={{SSB4|Dark Pit}}=== | ||
*'''[[Dark Pit Staff]]''' – This Final Smash shoots in a straight line, going through foes and terrain. If it hits more than one opponent, the closer foes will take more damage. | *'''[[Dark Pit Staff]]''' – This Final Smash shoots in a straight line, going through foes and terrain. If it hits more than one opponent, the closer foes will take more damage. | ||
*'''[[Electroshock Arm]]''' – | *'''[[Electroshock Arm]]''' – Dark Pit charges forward and launches foes upward at a lower angle than Pit's Upperdash Arm. This move also deals electrical damage. | ||
*'''[[Silver Bow]]''' – Compared to those from Pit's Palutena Bow, these arrows disappear more quickly and can't be steered as much. But they deal more damage in return. | *'''[[Silver Bow]]''' – Compared to those from Pit's Palutena Bow, these arrows disappear more quickly and can't be steered as much. But they deal more damage in return. | ||
==={{SSB4|Diddy Kong}}=== | ==={{SSB4|Diddy Kong}}=== | ||
*''' | *'''[[Banana Peel (move)|Banana Peel]]''' – If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it. | ||
*'''Banana Peel''' – In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice [[Tripping|trip]]! | *'''Banana Peel''' – In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice [[Tripping|trip]]! | ||
*'''Banana Peel''' – You can't whip out another banana peel if one of yours is still in play, but each one will vanish after being thrown twice. | *'''Banana Peel''' – You can't whip out another banana peel if one of yours is still in play, but each one will vanish after being thrown twice. | ||
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*'''Monkey Flip''' – You can use this move again in the air after jumping off the first enemy you attack. Useful for when you're fighting a lot of enemies... | *'''Monkey Flip''' – You can use this move again in the air after jumping off the first enemy you attack. Useful for when you're fighting a lot of enemies... | ||
*'''[[Peanut Popgun]]''' – Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits! | *'''[[Peanut Popgun]]''' – Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits! | ||
*'''Peanut Popgun''' – | *'''Peanut Popgun''' – The peanuts you fire can be caught by enemies if they time it right. Charge the move to make the peanuts harder to catch. | ||
*'''Peanut Popgun''' – While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire. | *'''Peanut Popgun''' – While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire. | ||
*'''[[Rocketbarrel Boost]]''' – If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own. | *'''[[Rocketbarrel Boost]]''' – If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own. | ||
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*'''[[Konga Beat]]''' – Donkey Kong's pose at the end of his bongo solo will change depending on if you missed any of the beats. | *'''[[Konga Beat]]''' – Donkey Kong's pose at the end of his bongo solo will change depending on if you missed any of the beats. | ||
*'''[[Shield]] Break''' – Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes' shields...and spirits. | *'''[[Shield]] Break''' – Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes' shields...and spirits. | ||
*'''[[Spinning Kong]]''' – | *'''[[Spinning Kong]]''' – This move doesn't offer a lot of lift, but it can carry Donkey Kong a fair distance left or right. | ||
==={{SSB4|Dr. Mario}}=== | ==={{SSB4|Dr. Mario}}=== | ||
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==={{SSB4|Duck Hunt}}=== | ==={{SSB4|Duck Hunt}}=== | ||
*'''[[Clay Shooting]]''' – | *'''[[Clay Shooting]]''' – If the clay pigeon from this move and the can from Trick Shot are on-screen at the same time, the shooter will aim for the clay pigeon. | ||
*'''[[Clay Shooting]]''' – Press the button once to throw a clay pigeon forward, and then press again to shoot. The third shot will hit, breaking the clay and hurting foes. | *'''[[Clay Shooting]]''' – Press the button once to throw a clay pigeon forward, and then press again to shoot. The third shot will hit, breaking the clay and hurting foes. | ||
*'''[[Duck Jump]]''' – The duck grabs the dog and carries him through the air. Once started, this move can't be stopped. | *'''[[Duck Jump]]''' – The duck grabs the dog and carries him through the air. Once started, this move can't be stopped. | ||
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*'''Trick Shot''' – This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots and lead it toward its target. | *'''Trick Shot''' – This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots and lead it toward its target. | ||
*'''[[Wild Gunman]]''' – The gunmen can be defeated if they take enough damage. For a surprise, hit the one in a black suit near the top or hit the lanky one near the bottom! | *'''[[Wild Gunman]]''' – The gunmen can be defeated if they take enough damage. For a surprise, hit the one in a black suit near the top or hit the lanky one near the bottom! | ||
*'''Wild Gunman''' – The gunmen from fastest to slowest: the cool leader (earning that title!), the one in a suit, the one in a sombrero, {{rollover|the beardy one, and then the lanky one|Originally, this tip stated that the beardy gunman was the slowest, while the lanky gunman was the second slowest.| | *'''Wild Gunman''' – The gunmen from fastest to slowest: the cool leader (earning that title!), the one in a suit, the one in a sombrero, {{rollover|the beardy one, and then the lanky one|Originally, this tip stated that the beardy gunman was the slowest, while the lanky gunman was the second slowest.|.}}. | ||
*'''Wild Gunman''' – The gunmen's firepower, from best to worst: the sombrero guy, the cool leader, the guy in a suit, and then a tie between the lanky and beardy ones. | *'''Wild Gunman''' – The gunmen's firepower, from best to worst: the sombrero guy, the cool leader, the guy in a suit, and then a tie between the lanky and beardy ones. | ||
*'''Wild Gunman''' – The gunmen's order is random, but all five will take a turn before cycling. Remember the first four, and you can predict the last one! | *'''Wild Gunman''' – The gunmen's order is random, but all five will take a turn before cycling. Remember the first four, and you can predict the last one! | ||
*'''Wild Gunman''' – The lanky gunman has a longer range than any of the others, and the one in the sombrero has the shortest range. The others are pretty much equal. | *'''Wild Gunman''' – The lanky gunman has a longer range than any of the others, and the one in the sombrero has the shortest range. The others are pretty much equal. | ||
*'''Wild Gunman''' – | *'''Wild Gunman''' – This move summons a pixelated gunman who shoots straight ahead. The gunman selected is random, and each one works a little differently. | ||
==={{SSB4|Falco}}=== | ==={{SSB4|Falco}}=== | ||
*'''[[Blaster]]''' – Unlike Fox's Blaster, Falco's Blaster can make opponents flinch. It fires faster when airborne. | *'''[[Blaster]]''' – Unlike Fox's Blaster, Falco's Blaster can make opponents flinch. It fires faster when airborne. | ||
*'''[[Falco Phantasm]]''' – Falco Phantasm can send an airborne enemy straight | *'''[[Falco Phantasm]]''' – Falco Phantasm can send an airborne enemy straight down use it to dunk them into the abyss! | ||
*'''[[Fire Bird]]''' – Inertia makes this move slower than Fox's Fire Fox. If you use it while moving horizontally in midair, you'll slide along in midair for a moment. | *'''[[Fire Bird]]''' – Inertia makes this move slower than Fox's Fire Fox. If you use it while moving horizontally in midair, you'll slide along in midair for a moment. | ||
*'''Low Air Phantasm''' – You can use Falco Phantasm at low altitude by jumping while running and immediately pressing the special-move button. I hear he prefers the air, anyway. | *'''Low Air Phantasm''' – You can use Falco Phantasm at low altitude by jumping while running and immediately pressing the special-move button. I hear he prefers the air, anyway. | ||
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*'''[[Flame Choke]]''' – After being grabbed by this move, it's possible to recover just before being slammed to the ground. | *'''[[Flame Choke]]''' – After being grabbed by this move, it's possible to recover just before being slammed to the ground. | ||
*'''Flame Choke''' – An enemy hit by this in the air will be slammed to the ground and can't recover quickly. It's also slightly more powerful than when used on the ground. | *'''Flame Choke''' – An enemy hit by this in the air will be slammed to the ground and can't recover quickly. It's also slightly more powerful than when used on the ground. | ||
*'''Flame Choke''' – You can use this to grab an enemy and [[Sacrificial KO|drag them offstage with you]]. However, the point will go to the last person to strike that enemy before your grab. | *'''Flame Choke''' – You can use this to grab an enemy and [[Sacrificial KO|drag them offstage with you]]. However, the point will go to the last person to strike that enemy before your grab. | ||
*'''[[Down tilt|Strong Down Attack]]''' – A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks. | *'''[[Down tilt|Strong Down Attack]]''' – A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks. | ||
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==={{SSB4|Greninja}}=== | ==={{SSB4|Greninja}}=== | ||
*'''[[Hydro Pump]]''' – Aim the water jets by pressing in a particular direction. You can then quickly press a different direction to go that way with the second burst. | *'''[[Hydro Pump]]''' – Aim the water jets by pressing in a particular direction. You can then quickly press a different direction to go that way with the second burst. | ||
*'''Hydro Pump''' – | *'''Hydro Pump''' – The water flow doesn't just cause damage it can also push your foes if you hit them just right. | ||
*'''[[Substitute]]''' – After successfully countering with this, input a direction | *'''[[Substitute]]''' – After successfully countering with this, input a direction and you'll reappear in that direction and attack. | ||
*'''Substitute''' – This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack! | *'''Substitute''' – This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack! | ||
*'''[[Water Shuriken]]''' – The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching. | *'''[[Water Shuriken]]''' – The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching. | ||
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*'''[[Aether]]''' – During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well! | *'''[[Aether]]''' – During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well! | ||
*'''Aether''' – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward! | *'''Aether''' – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward! | ||
*'''[[Back aerial|Back Air Attack]]''' – This is the quickest of all Ike's air attacks, and one of the most damaging | *'''[[Back aerial|Back Air Attack]]''' – This is the quickest of all Ike's air attacks, and one of the most damaging too. A valuable weapon for a fighter whose attacks tend to be slow. | ||
*'''Down Smash Attack''' – The backward strike of Ike's down smash deals more damage and launches farther than the forward strike. | *'''Down Smash Attack''' – The backward strike of Ike's down smash deals more damage and launches farther than the forward strike. | ||
*'''[[Eruption]]''' – A downward stab that summons flames around you. If uncharged, the tip of the sword has a meteor effect when hitting an opponent on the ground. | *'''[[Eruption]]''' – A downward stab that summons flames around you. If uncharged, the tip of the sword has a meteor effect when hitting an opponent on the ground. | ||
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==={{SSB4|Jigglypuff}}=== | ==={{SSB4|Jigglypuff}}=== | ||
*'''Down Smash Attack''' – This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes perfectly horizontally. | *'''Down Smash Attack''' – This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes perfectly horizontally. | ||
*'''[[Pound]]''' – A simple punch that travels horizontally. You can use it repeatedly in | *'''[[Pound]]''' – A simple punch that travels horizontally. You can use it repeatedly in midair combine it with jumps to stay aloft for a very long time. | ||
*'''Pound''' – This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking. | *'''Pound''' – This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking. | ||
*'''[[Rest]]''' – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury. | *'''[[Rest]]''' – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury. | ||
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*'''Copy Copying''' – Kirby can steal a copy ability from another Kirby who's already copied someone else's ability. Confused yet? | *'''Copy Copying''' – Kirby can steal a copy ability from another Kirby who's already copied someone else's ability. Confused yet? | ||
*'''[[Final Cutter]]''' – Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents. | *'''[[Final Cutter]]''' – Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents. | ||
*'''[[Hammer Flip]]''' – | *'''[[Hammer Flip]]''' – If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge. | ||
* | *'''Hammer Flip''' – When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing. | ||
*'''{{b|Inhale|Kirby}}''' – | *'''{{b|Inhale|Kirby}}''' – If you press the attack button after sucking enemies in, you'll spit them back out. Use enemies to attack other enemies! | ||
*'''Inhale''' – In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt! | *'''Inhale''' – In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt! | ||
*'''Inhale''' – | *'''Inhale''' – When Kirby copies a Mii Fighter, he'll wear a mask that looks like the Mii Fighter's face. Only the face itself is taken, though headgear not included. | ||
*'''[[Jump]]''' – Kirby's light body lets him jump six | *'''[[Jump]]''' – Kirby's light body lets him jump six times more than most other fighters. If Kirby gets launched but not KO'd, you can almost bet he's coming back! | ||
*'''Lucario Copy Ability''' – Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won't get any stronger. | *'''Lucario Copy Ability''' – Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won't get any stronger. | ||
*'''Rosalina & Luma Copy Ability''' – Kirby gets a Luma of his very own after inhaling Rosalina! It doesn't stay long enough to team up with him, | *'''Rosalina & Luma Copy Ability''' – Kirby gets a Luma of his very own after inhaling Rosalina! It doesn't stay long enough to team up with him, though it flies forward and then vanishes. | ||
*'''[[Stone]]''' – Kirby's form is different each time he uses this, but the move's effect is the same. | *'''[[Stone]]''' – Kirby's form is different each time he uses this, but the move's effect is the same. | ||
*'''Stone''' – While falling, you can cancel the attack by entering the move a second time. It's a perfect way to trick other players! | *'''Stone''' – While falling, you can cancel the attack by entering the move a second time. It's a perfect way to trick other players! | ||
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==={{SSB4|Link}}=== | ==={{SSB4|Link}}=== | ||
*''' | *'''[[Bomb (Link)|Bomb]]''' – While holding a bomb, press the grab button just before landing to drop it at your feet without it going off. Leave this present for your foes! | ||
*'''Bomb''' – Your bombs are special | *'''Bomb''' – Your bombs are special ones - the explosion from hitting an enemy won't hurt you. | ||
*'''[[Dash attack|Dash Attack]]''' – Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful. | *'''[[Dash attack|Dash Attack]]''' – Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful. | ||
*'''[[Hero's Bow]]''' – The longer Link charges his bow, the farther the arrows will fly and the more powerful they'll be. At maximum charge, they'll fly perfectly straight. | *'''[[Hero's Bow]]''' – The longer Link charges his bow, the farther the arrows will fly and the more powerful they'll be. At maximum charge, they'll fly perfectly straight. | ||
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*'''[[Aura Sphere]]''' – Aura Sphere can damage opponents while it's charging. Try dropping onto a foe from above while charging it! | *'''[[Aura Sphere]]''' – Aura Sphere can damage opponents while it's charging. Try dropping onto a foe from above while charging it! | ||
*'''[[Extreme Speed]]''' – The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen! | *'''[[Extreme Speed]]''' – The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen! | ||
*'''Extreme Speed''' – | *'''Extreme Speed''' – This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly. | ||
*'''[[Force Palm]]''' – Force Palm deals more damage and has a greater range if Lucario's Aura is stronger. | *'''[[Force Palm]]''' – Force Palm deals more damage and has a greater range if Lucario's Aura is stronger. | ||
*'''[[Pummel|Grab Attack]]''' – If Lucario has taken a lot of damage, it can pull off this move quickly and do a lot of damage thanks to Aura. | *'''[[Pummel|Grab Attack]]''' – If Lucario has taken a lot of damage, it can pull off this move quickly and do a lot of damage thanks to Aura. | ||
==={{SSB4|Lucas}}=== | ==={{SSB4|Lucas}}=== | ||
*'''[[Back Air]] Attack''' – This powerful kick has a meteor effect. Try to hit with | *'''[[Back Air]] Attack''' – This powerful kick has a meteor effect. Try to hit with Lucas’s knee for the best result! | ||
*'''[[Down Air]] Attack''' – Unleash a sequence of four kicks downward. Start the attack at the peak of a jump to make it easier to land all four blows! | *'''[[Down Air]] Attack''' – Unleash a sequence of four kicks downward. Start the attack at the peak of a jump to make it easier to land all four blows! | ||
*'''Down Smash Attack''' – This attack deals less damage with repeated use, but its range improves. You can reach enemies hiding below you or ones hanging on an edge. | *'''Down Smash Attack''' – This attack deals less damage with repeated use, but its range improves. You can reach enemies hiding below you or ones hanging on an edge. | ||
*'''[[PK Fire]]''' – Shoot a blast of fire straight forward. Once it connects, it will become pillars of fire. A short-range attack that is great for hitting and launching multiple enemies. | *'''[[PK Fire]]''' – Shoot a blast of fire straight forward. Once it connects, it will become pillars of fire. A short-range attack that is great for hitting and launching multiple enemies. | ||
*'''PK Fire''' – This move can disrupt incoming attacks and projectiles, but it leaves Lucas vulnerable for a time. Be careful! | *'''PK Fire''' – This move can disrupt incoming attacks and projectiles, but it leaves Lucas vulnerable for a time. Be careful! | ||
*'''[[PK Freeze]]''' – Hold down the button and a direction to extend the | *'''[[PK Freeze]]''' – Hold down the button and a direction to extend the projectile’s arc, but remember the ice only bursts once you let go, so plan carefully! | ||
*'''PK Freeze''' – The icy projectile can freeze enemies. Try using it to stop anybody returning to the stage! | *'''PK Freeze''' – The icy projectile can freeze enemies. Try using it to stop anybody returning to the stage! | ||
*'''[[PK Thunder]]''' – This move can help you return to the battle. Be careful, though, since the orb vanishes if it runs into solid ground. | *'''[[PK Thunder]]''' – This move can help you return to the battle. Be careful, though, since the orb vanishes if it runs into solid ground. | ||
*'''PK Thunder''' – The orb from this attack | *'''PK Thunder''' – The orb from this attack won’t disappear when it hits your rivals. Shock multiple opponents! | ||
*'''[[PSI Magnet]]''' – | *'''[[PSI Magnet]]''' – After grabbing a projectile with this move, Lucas can roll backward. By releasing the button at the right time, you can also disrupt enemy attacks. | ||
*'''PSI Magnet''' – This move lets Lucas absorb energy-based projectiles and heal himself. | *'''PSI Magnet''' – This move lets Lucas absorb energy-based projectiles and heal himself. It’ll even slow his descent while airborne! | ||
*'''[[Rope Snake]]''' – The Rope Snake extends | *'''[[Rope Snake]]''' – The Rope Snake extends Lucas’s reach for grabbing foes and edges. It can reach especially far in midair. | ||
*'''Rope Snake''' – You | *'''Rope Snake''' – You can’t grab and throw opponents in midair, but don’t worry-this attack will still hurt them! | ||
*'''[[Up smash|Up Smash]] Attack''' – | *'''[[Up smash|Up Smash]] Attack''' – This attack has the greatest launching power of any move. However, it will leave you wide open after using it, and envious enemies may punish you for missing. | ||
*'''Up Smash Attack''' – This attack will move upward when you use it. | *'''Up Smash Attack''' – This attack will move upward when you use it. It’s strongest if you catch an enemy with the start. Not even enemies hanging on an edge are safe! | ||
==={{SSB4|Lucina}}=== | ==={{SSB4|Lucina}}=== | ||
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*'''Green Missile''' – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases. | *'''Green Missile''' – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases. | ||
*'''[[Luigi Cyclone]]''' – If you land during Luigi Cyclone after using it in midair, you can slide left or right, leaving you much less vulnerable to attack. | *'''[[Luigi Cyclone]]''' – If you land during Luigi Cyclone after using it in midair, you can slide left or right, leaving you much less vulnerable to attack. | ||
*'''Luigi Cyclone''' – Press the button repeatedly while using this attack to move upward. | *'''Luigi Cyclone''' – Press the button repeatedly while using this attack to move upward. This effect is stronger in midair, so use it to chase people or for recovery. | ||
*'''[[Shield]]''' – When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times. | *'''[[Shield]]''' – When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times. | ||
*'''[[Neutral aerial|Standard Air Attack]]''' – This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again. | *'''[[Neutral aerial|Standard Air Attack]]''' – This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again. | ||
*'''[[Super Jump Punch]]''' – | *'''[[Super Jump Punch]]''' – Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power. | ||
*'''[[Up smash|Up Smash]] Attack''' – Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that! | *'''[[Up smash|Up Smash]] Attack''' – Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that! | ||
==={{SSB4|Mario}}=== | ==={{SSB4|Mario}}=== | ||
*'''[[Cape]]''' – This move has the effect of turning your opponents around. This can really mess them up if they're trying to get back onto the stage! | *'''[[Cape]]''' – This move has the effect of turning your opponents around. This can really mess them up if they're trying to get back onto the stage! | ||
*'''Cape''' – Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a | *'''Cape''' – Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit great for dodging! | ||
*'''[[F.L.U.D.D.]]''' – A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around. | *'''[[F.L.U.D.D.]]''' – A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around. | ||
*'''F.L.U.D.D.''' – F.L.U.D.D. isn't just for pushing | *'''F.L.U.D.D.''' – F.L.U.D.D. isn't just for pushing fighters it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs. | ||
*'''F.L.U.D.D.''' – F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready! | *'''F.L.U.D.D.''' – F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready! | ||
*'''[[Forward aerial|Front Air Attack]]''' – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins. | *'''[[Forward aerial|Front Air Attack]]''' – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins. | ||
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*'''[[Dancing Blade]]''' – Hold toward the foe you're attacking on the fourth swing for an attack that launches foes much farther than the up or down versions. | *'''[[Dancing Blade]]''' – Hold toward the foe you're attacking on the fourth swing for an attack that launches foes much farther than the up or down versions. | ||
*'''Dancing Blade''' – Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike! | *'''Dancing Blade''' – Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike! | ||
*'''Dancing Blade''' – | *'''Dancing Blade''' – Marth's sword leaves a trail as he swings it, and the color reflects the attack's height. Blue is high, red is middle, and green is low. | ||
*'''Dancing Blade''' – | *'''Dancing Blade''' – Press down on the fourth swing to finish your combo with a powerful blow to your opponent's feet! | ||
*'''Dancing Blade''' – Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs! | *'''Dancing Blade''' – Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs! | ||
*'''Dancing Blade''' – Use Dancing Blade midjump to make Marth rise slightly in the air. Even during low jumps, you'll be able to use the attack multiple times with this method. | *'''Dancing Blade''' – Use Dancing Blade midjump to make Marth rise slightly in the air. Even during low jumps, you'll be able to use the attack multiple times with this method. | ||
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*'''Dimensional Cape''' – While Meta Knight is invisible, he'll move in the direction you input. He won't move if you don't input a direction, which is useful as a feint. | *'''Dimensional Cape''' – While Meta Knight is invisible, he'll move in the direction you input. He won't move if you don't input a direction, which is useful as a feint. | ||
*'''[[Down throw|Downward Throw]]''' – Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a front air attack. | *'''[[Down throw|Downward Throw]]''' – Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a front air attack. | ||
*'''[[Drill Rush]]''' – | *'''[[Drill Rush]]''' – If you direct Meta Knight toward the ground, he'll cancel the move and do a little hop. Use that to avoid an enemy who is about to counter you. | ||
*'''Drill Rush''' – While Meta Knight's rushing through the air like a drill, you can adjust his direction. | *'''Drill Rush''' – While Meta Knight's rushing through the air like a drill, you can adjust his direction. | ||
*'''[[Neutral attack|Flurry Attack]]''' – Press the attack button to unleash a flurry of strikes. Meta Knight doesn't do | *'''[[Neutral attack|Flurry Attack]]''' – Press the attack button to unleash a flurry of strikes. Meta Knight doesn't do “standard attacks.” | ||
*'''[[Mach Tornado]]''' – The tornado created around Meta Knight can destroy any weak projectiles it hits. | *'''[[Mach Tornado]]''' – The tornado created around Meta Knight can destroy any weak projectiles it hits. | ||
*'''[[Shuttle Loop]]''' – | *'''[[Shuttle Loop]]''' – Meta Knight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes. | ||
*'''Shuttle Loop''' – This powerful attack is useful for pursuing enemies directly above you. However, you're vulnerable during the postmove descent. | *'''Shuttle Loop''' – This powerful attack is useful for pursuing enemies directly above you. However, you're vulnerable during the postmove descent. | ||
*'''Shuttle Loop''' – You can use the attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground. | *'''Shuttle Loop''' – You can use the attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground. | ||
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==={{SSB4|Mewtwo}}=== | ==={{SSB4|Mewtwo}}=== | ||
*'''[[Confusion]]''' – | *'''[[Confusion]]''' – This special grabbing move lets Mewtwo repel foes with telekinesis. It can also reflect enemy projectiles. | ||
*'''[[Disable]]''' – | *'''[[Disable]]''' – The higher the target's damage, the longer they'll be stunned for. However, if the move is reflected, Mewtwo will be stunned instead. | ||
*'''Disable''' – This powerful move requires eye contact to work. If the enemy is looking, it can stun them, but if not... Well, it's not much of a staring contest. | *'''Disable''' – This powerful move requires eye contact to work. If the enemy is looking, it can stun them, but if not... Well, it's not much of a staring contest. | ||
*'''Down Smash Attack''' – This attack only strikes right beside Mewtwo's feet and doesn't do so much damage, but it has a high launching ability to make up for it. | *'''Down Smash Attack''' – This attack only strikes right beside Mewtwo's feet and doesn't do so much damage, but it has a high launching ability to make up for it. | ||
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*'''[[Shadow Ball]]''' – Mewtwo won't automatically attack when this move is fully charged. You can press the shield button to cancel the move and keep the charge. | *'''[[Shadow Ball]]''' – Mewtwo won't automatically attack when this move is fully charged. You can press the shield button to cancel the move and keep the charge. | ||
*'''Shadow Ball''' – This move does more damage the longer it's charged...but it also has more recoil. The recoil is stronger when this move is used in midair. | *'''Shadow Ball''' – This move does more damage the longer it's charged...but it also has more recoil. The recoil is stronger when this move is used in midair. | ||
*'''[[Side smash|Side Smash]] Attack''' – The | *'''[[Side smash|Side Smash]] Attack''' – The shockwave does more damage at the very edges than at the core. Watch what you're doing, and try to attack with the edge of the wave. | ||
*'''[[Neutral aerial|Standard Air Attack]]''' – Hitting an enemy with this doesn't do much damage, but it hits multiple times. If you time it right, it can even launch foes. | *'''[[Neutral aerial|Standard Air Attack]]''' – Hitting an enemy with this doesn't do much damage, but it hits multiple times. If you time it right, it can even launch foes. | ||
*'''[[Down tilt|Strong Down Attack]]''' – You can change the direction you launch enemies in by hitting them with different parts of Mewtwo's tail. | *'''[[Down tilt|Strong Down Attack]]''' – You can change the direction you launch enemies in by hitting them with different parts of Mewtwo's tail. | ||
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==={{SSB4|Mii Brawler}}=== | ==={{SSB4|Mii Brawler}}=== | ||
*'''[[Burning Dropkick]]''' – This move combines a big forward leap with a drop kick. Also it's on fire. Charge it up for some serious power, distance, and speed. | *'''[[Burning Dropkick]]''' – This move combines a big forward leap with a drop kick. Also it's on fire. Charge it up for some serious power, distance, and speed. | ||
*'''[[Exploding Side Kick]]''' – | *'''[[Exploding Side Kick]]''' – Input in the opposite direction right after pressing the button to turn around and deliver this kick the other way! It'll also deal more damage. | ||
*'''[[Feint Jump]]''' – | *'''[[Feint Jump]]''' – A long leap forward while turning upside down. If you hit the attack button on the way down, you'll perform a jump kick. | ||
*'''[[Foot Flurry]]''' – | *'''[[Foot Flurry]]''' – On the ground, this flurry of kicks will move forward, ending with an upward kick. In the air, you'll hover in place and kick downward. | ||
*'''[[Headache Maker]]''' – After a big jump, the Mii Brawler swings down with both arms. At that exact moment, this move has a meteor effect. | *'''[[Headache Maker]]''' – After a big jump, the Mii Brawler swings down with both arms. At that exact moment, this move has a meteor effect. | ||
*'''[[Head-On Assault]]''' – If you're facing an edge, you can grab it in the middle of this | *'''[[Head-On Assault]]''' – If you're facing an edge, you can grab it in the middle of this move but it won't work if you're facing away from the edge. Careful, kiddo. | ||
*'''[[Head-On Assault]]''' – | *'''[[Head-On Assault]]''' – This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it. | ||
*'''[[Helicopter Kick]]''' – When performing this move, pressing left or right will let you change the direction of the kick. | *'''[[Helicopter Kick]]''' – When performing this move, pressing left or right will let you change the direction of the kick. | ||
*'''[[Onslaught]]''' – A flurry of kicks, followed by a powerful uppercut. This move hits opponents quite some distance and might even KO them if it connects in midair! | *'''[[Onslaught]]''' – A flurry of kicks, followed by a powerful uppercut. This move hits opponents quite some distance and might even KO them if it connects in midair! | ||
*'''[[Piston Punch]]''' – | *'''[[Piston Punch]]''' – This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents. | ||
* | *'''[[Shot Put]]''' – Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery. | ||
*'''[[Soaring Axe Kick]]''' – A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect. | *'''[[Soaring Axe Kick]]''' – A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect. | ||
*'''[[Soaring Axe Kick]]''' – When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge. | *'''[[Soaring Axe Kick]]''' – When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge. | ||
*'''[[Ultimate Uppercut]]''' – This fierce uppercut can be charged. When fully charged, it's super strong and has an extra-long super-armor effect at the start. | *'''[[Ultimate Uppercut]]''' – This fierce uppercut can be charged. When fully charged, it's super strong and has an extra-long super-armor effect at the start. | ||
*'''[[Up smash|Up Smash]] Attack''' – | *'''[[Up smash|Up Smash]] Attack''' – An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above. | ||
==={{SSB4|Mii Gunner}}=== | ==={{SSB4|Mii Gunner}}=== | ||
*'''[[Absorbing Vortex]]''' – | *'''[[Absorbing Vortex]]''' – A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies back a bit. | ||
*'''[[Arm Rocket]]''' – | *'''[[Arm Rocket]]''' – This move fires a rocket jet from your arm cannon, carrying you upward. You can adjust the direction by pressing left or right just before liftoff. | ||
*'''[[Bomb Drop]]''' – This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponent trying to recover! | *'''[[Bomb Drop]]''' – This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponent trying to recover! | ||
*'''[[Cannon Uppercut]]''' – | *'''[[Cannon Uppercut]]''' – Fires a blast downward, using the recoil to power an uppercut. If you're up close, you can hit your foe with both the uppercut and the blast! | ||
*'''[[Charge Blast]]''' – This move is super powerful when fully charged. If you use it in midair, it'll fire without charging at all. | *'''[[Charge Blast]]''' – This move is super powerful when fully charged. If you use it in midair, it'll fire without charging at all. | ||
*'''[[Echo Reflector]]''' – | *'''[[Echo Reflector]]''' – This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before too! | ||
*'''[[Flame Pillar]]''' – If you make a pillar of fire on the ground, it'll deliver a single hit to those who come close, pushing them back. | *'''[[Flame Pillar]]''' – If you make a pillar of fire on the ground, it'll deliver a single hit to those who come close, pushing them back. | ||
*'''[[Grenade Launch]]''' – | *'''[[Grenade Launch]]''' – These grenades fly in an arc, exploding after a set time or when they hit an opponent. Hold down the button to throw them farther. | ||
*'''[[Gunner Missile]]''' – | *'''[[Gunner Missile]]''' – Use this move normally to fire a missile that homes in on opponents. Deliver it like a smash attack to fire a stronger missile that flies straight. | ||
*'''[[Laser Blaze]]''' – This move fires a beam from your arm cannon. It won't make enemies flinch, but it can be fired repeatedly to build up damage. | *'''[[Laser Blaze]]''' – This move fires a beam from your arm cannon. It won't make enemies flinch, but it can be fired repeatedly to build up damage. | ||
*'''[[Lunar Launch]]''' – The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well! | *'''[[Lunar Launch]]''' – The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well! | ||
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==={{SSB4|Mii Swordfighter}}=== | ==={{SSB4|Mii Swordfighter}}=== | ||
*'''[[Airborne Assault]]''' – The Mii performs a somersault leap forward in a large arc. If it strikes foes, they will be blasted back and the user will jump upward. | *'''[[Airborne Assault]]''' – The Mii performs a somersault leap forward in a large arc. If it strikes foes, they will be blasted back and the user will jump upward. | ||
*'''[[Blade Counter]]''' – | *'''[[Blade Counter]]''' – This move counters an enemy attack. The attack has slightly greater launching power than a normal attack. | ||
*'''Blade Counter''' – You can use this move in midair to slow your fall. This can be useful for throwing off the timing of a foe waiting below you to attack. | *'''Blade Counter''' – You can use this move in midair to slow your fall. This can be useful for throwing off the timing of a foe waiting below you to attack. | ||
*'''[[Blurring Blade]]''' – A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance! | *'''[[Blurring Blade]]''' – A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance! | ||
*'''[[Chakram]]''' – Perform this move like a smash attack to throw stronger and farther. If you perform it normally, the chakram will hover and hit multiple times. | *'''[[Chakram]]''' – Perform this move like a smash attack to throw stronger and farther. If you perform it normally, the chakram will hover and hit multiple times. | ||
*'''Chakram''' – | *'''Chakram''' – Throws a ring-shaped projectile. If it hits the stage, it'll stick there. You can adjust the angle of the throw by pressing up or down. | ||
*'''[[Gale Strike]]''' – A large swing of the sword that summons a damaging tornado. The tornado's path sinks slightly just after it appears. | *'''[[Gale Strike]]''' – A large swing of the sword that summons a damaging tornado. The tornado's path sinks slightly just after it appears. | ||
*'''Gale Strike''' – The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage. | *'''Gale Strike''' – The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage. | ||
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*'''[[Chef]]''' – Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself. | *'''[[Chef]]''' – Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself. | ||
*'''Chef''' – You can change the timing of the flying food by varying the length of time you hold the button. Push it repeatedly to throw more food more quickly. | *'''Chef''' – You can change the timing of the flying food by varying the length of time you hold the button. Push it repeatedly to throw more food more quickly. | ||
*'''[[Fire]]''' – | *'''[[Fire]]''' – A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit. | ||
*'''Fire''' – You can launch enemies sideways by hitting them on your ascent. This is a good way to turn the tables on someone waiting for you to pop up from a ledge. | *'''Fire''' – You can launch enemies sideways by hitting them on your ascent. This is a good way to turn the tables on someone waiting for you to pop up from a ledge. | ||
*'''[[Judge]]''' – This move's power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power! | *'''[[Judge]]''' – This move's power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power! | ||
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==={{SSB4|Ness}}=== | ==={{SSB4|Ness}}=== | ||
*'''[[Back throw|Backward Throw]]''' – Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough! | *'''[[Back throw|Backward Throw]]''' – Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough! | ||
*'''[[PK Fire]]''' – If this attack connects, a big pillar of fire appears. | *'''[[PK Fire]]''' – If this attack connects, a big pillar of fire appears. “I feel the burn!” your foes will yell. | ||
*'''[[PK Flash]]''' – The power and radius of the charge grow as you hold down the button. It can do up to 37% damage, but it'll disappear when it touches the ground. | *'''[[PK Flash]]''' – The power and radius of the charge grow as you hold down the button. It can do up to 37% damage, but it'll disappear when it touches the ground. | ||
*'''[[PK Thunder]]''' – Ness can hit himself with the ball of electricity to launch himself like a missile. If you're good with the angle, it can be used for recovery. | *'''[[PK Thunder]]''' – Ness can hit himself with the ball of electricity to launch himself like a missile. If you're good with the angle, it can be used for recovery. | ||
*'''PK Thunder''' – Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up. | *'''PK Thunder''' – Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up. | ||
*'''PK Thunder''' – The lightning won't disappear if an enemy hits its tail. It's also invulnerable for a very brief moment after Ness initially fires it. | *'''PK Thunder''' – The lightning won't disappear if an enemy hits its tail. It's also invulnerable for a very brief moment after Ness initially fires it. | ||
*'''PK Thunder''' – You can guide the bolt of lightning around and hit yourself for | *'''PK Thunder''' – You can guide the bolt of lightning around and hit yourself for propulsion but this leaves you defenseless, so be careful! | ||
*'''[[PSI Magnet]]''' – This move absorbs energy-based projectiles and heals Ness as a result. | *'''[[PSI Magnet]]''' – This move absorbs energy-based projectiles and heals Ness as a result. | ||
*'''[[Edgeguarding|Pursuing off the Stage]]''' – When an enemy is trying to get back on the stage, you can ruin their day with your side or down air attack. But try not to self-destruct! | *'''[[Edgeguarding|Pursuing off the Stage]]''' – When an enemy is trying to get back on the stage, you can ruin their day with your side or down air attack. But try not to self-destruct! | ||
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*'''Down Smash Attack''' – If there are at least two Pikmin with Olimar, they'll attack on both sides of him. If there's only one, it'll attack in front of him. | *'''Down Smash Attack''' – If there are at least two Pikmin with Olimar, they'll attack on both sides of him. If there's only one, it'll attack in front of him. | ||
*'''[[End of Day]]''' – When Olimar jumps into the S.S. Dolphin, nearby enemies will be buried. If the ship hits anyone while it's airborne, they'll be slammed to the ground. | *'''[[End of Day]]''' – When Olimar jumps into the S.S. Dolphin, nearby enemies will be buried. If the ship hits anyone while it's airborne, they'll be slammed to the ground. | ||
*'''End of Day''' – | *'''End of Day''' – You can adjust the trajectory of the S.S. Dolphin as it comes back down. If you aim it well enough, you can even get it under floating platforms. | ||
*'''Lead Pikmin''' – Olimar always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it. | *'''Lead Pikmin''' – Olimar always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it. | ||
*'''Pikmin Flowers''' – | *'''Pikmin Flowers''' – After being plucked, it takes some time for the flower on a Pikmin's head to bloom. The flower doesn't really affect its abilities, though... | ||
*'''[[Pikmin Order]]''' – If they're separated from Olimar for any length of time, the Pikmin will flicker and then disappear. If that happens, call them back with Pikmin Order. | *'''[[Pikmin Order]]''' – If they're separated from Olimar for any length of time, the Pikmin will flicker and then disappear. If that happens, call them back with Pikmin Order. | ||
*'''Pikmin Order''' – Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off. | *'''Pikmin Order''' – Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off. | ||
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==={{SSB4|Pac-Man}}=== | ==={{SSB4|Pac-Man}}=== | ||
*'''[[Bonus Fruit]]''' – Cherries fly in a low arc. After hitting the floor, they'll bounce only once. | *'''[[Bonus Fruit]]''' – Cherries fly in a low arc. After hitting the floor, they'll bounce only once. | ||
*'''Bonus Fruit''' – | *'''Bonus Fruit''' – Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items. | ||
*'''Bonus Fruit''' – Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them. | *'''Bonus Fruit''' – Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them. | ||
*'''Bonus Fruit''' – PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance! | *'''Bonus Fruit''' – PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance! | ||
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*'''[[Autoreticle]]''' – This move locks on to an opponent in front and fires three shots. However, it won't lock on to a foe who's currently invincible due to dodging. | *'''[[Autoreticle]]''' – This move locks on to an opponent in front and fires three shots. However, it won't lock on to a foe who's currently invincible due to dodging. | ||
*'''[[Celestial Firework]]''' – There's a moment of invincibility just after firing the firework. If you use it well, you might be able to nullify an enemy attack and then strike back! | *'''[[Celestial Firework]]''' – There's a moment of invincibility just after firing the firework. If you use it well, you might be able to nullify an enemy attack and then strike back! | ||
*'''Celestial Firework''' – | *'''Celestial Firework''' – This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents. | ||
*''' | *'''[[Counter (Palutena)|Counter]]''' – This move raises Palutena's shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range. | ||
*'''[[Explosive Flame]]''' – This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity and then sends them flying. | *'''[[Explosive Flame]]''' – This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity and then sends them flying. | ||
*'''[[Heavenly Light]]''' – Palutena's Heavenly Light covers a wide area. If you hit someone with it while they're flying off the screen, you can steal the KO for yourself. | *'''[[Heavenly Light]]''' – Palutena's Heavenly Light covers a wide area. If you hit someone with it while they're flying off the screen, you can steal the KO for yourself. | ||
*'''Heavenly Light''' – Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its area of effect. | *'''Heavenly Light''' – Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its area of effect. | ||
*'''Heavenly Light''' – | *'''Heavenly Light''' – This move damages anyone who touches the rays of light. It's not particularly powerful, but it can hit repeatedly. | ||
*'''[[Jump Glide]]''' – After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air. | *'''[[Jump Glide]]''' – After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air. | ||
*'''[[Lightweight]]''' – This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch. | *'''[[Lightweight]]''' – This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch. | ||
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*'''Low Gliding''' – Hold jump while crouching to float just above the ground. You can use air attacks quickly that way! | *'''Low Gliding''' – Hold jump while crouching to float just above the ground. You can use air attacks quickly that way! | ||
*'''[[Peach Parasol]]''' – Peach can't grab the ledge if she's facing away from it and her parasol is open. Tap down to close it, though, and she'll grab on safely. | *'''[[Peach Parasol]]''' – Peach can't grab the ledge if she's facing away from it and her parasol is open. Tap down to close it, though, and she'll grab on safely. | ||
*'''Peach Parasol''' – | *'''Peach Parasol''' – Press up and down to open and close your parasol and adjust your fall speed. | ||
*'''Side Smash Attack''' – Peach pulls out a tennis racket, a golf club, and then a frying pan. Remember that order! | *'''Side Smash Attack''' – Peach pulls out a tennis racket, a golf club, and then a frying pan. Remember that order! | ||
*'''Side Smash Attack''' – The tennis racket launches farthest, the golf club has the best reach, and the frying pan hurts the most. | *'''Side Smash Attack''' – The tennis racket launches farthest, the golf club has the best reach, and the frying pan hurts the most. | ||
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*'''Robo Beam''' – You can't fire a beam if you don't have any energy charged, but the sparks will still harm enemies right in front of you! | *'''Robo Beam''' – You can't fire a beam if you don't have any energy charged, but the sparks will still harm enemies right in front of you! | ||
*'''[[Robo Burner]]''' – Even if you stop midflight or attack, you can still use Robo Burner as long as it has fuel. Good for chasing foes off the edge to finish them! | *'''[[Robo Burner]]''' – Even if you stop midflight or attack, you can still use Robo Burner as long as it has fuel. Good for chasing foes off the edge to finish them! | ||
*'''Robo Burner''' – R.O.B. will use his burner to fly up. Don't | *'''Robo Burner''' – R.O.B. will use his burner to fly up. Don't jump just press the special-move button repeatedly to save fuel and let yourself fly longer. | ||
*'''Robo Burner''' – The Robo Burner won't recharge while R.O.B. is hanging from an edge. You'll need to spend some time on the ground to make sure you're fueled! | *'''Robo Burner''' – The Robo Burner won't recharge while R.O.B. is hanging from an edge. You'll need to spend some time on the ground to make sure you're fueled! | ||
*'''Robo Burner''' – The Robo Burner's fuel slowly replenishes while R.O.B. is on the ground. Be careful if you find yourself in the air a lot—it won't refill there. | *'''Robo Burner''' – The Robo Burner's fuel slowly replenishes while R.O.B. is on the ground. Be careful if you find yourself in the air a lot—it won't refill there. | ||
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*'''[[Pair Up]]''' – If Chrom's attack connects and you perform this successfully, all of Robin's tomes and the Levin Sword will be fully recovered afterward. | *'''[[Pair Up]]''' – If Chrom's attack connects and you perform this successfully, all of Robin's tomes and the Levin Sword will be fully recovered afterward. | ||
*'''Reaching [[Arcfire]]'s Limits''' – Arcfire can be used up to six times in a row. Once it's used up, it'll be about 12 seconds before you can use the move again. | *'''Reaching [[Arcfire]]'s Limits''' – Arcfire can be used up to six times in a row. Once it's used up, it'll be about 12 seconds before you can use the move again. | ||
*'''Reaching [[Elwind]]'s Limits''' – Elwind can be used | *'''Reaching [[Elwind]]'s Limits''' – Elwind can be used 18 times, after which you can't use this move at all for eight seconds. This seriously affects your recovery, so beware! | ||
*'''Reaching [[Nosferatu]]'s Limits''' – Nosferatu is a useful technique that can recover health, but it can only be used four times in a row and takes up to 40 seconds to recharge. | *'''Reaching [[Nosferatu]]'s Limits''' – Nosferatu is a useful technique that can recover health, but it can only be used four times in a row and takes up to 40 seconds to recharge. | ||
*'''Reaching the Levin Sword's Limits''' – After eight uses of the Levin Sword, you'll throw it away and be unable to use it for 10 seconds. It reverts to the Bronze Sword after holding it for 8 seconds. | *'''Reaching the Levin Sword's Limits''' – After eight uses of the Levin Sword, you'll throw it away and be unable to use it for 10 seconds. It reverts to the Bronze Sword after holding it for 8 seconds. | ||
*'''Reaching | *'''Reaching [[Thunder (Robin)|Thunder]]'s Limits''' – Thunder can be used up to 20 times in a row, but stronger tomes use it up faster. Elthunder counts as 3 uses, Arcthunder as 5, and Thoron as 8. | ||
*'''Regenerating Tomes and Swords''' – If you've used up a tome or your Levin Sword, try KO'ing some opponents. That'll shorten the time you have to wait to use them again. | *'''Regenerating Tomes and Swords''' – If you've used up a tome or your Levin Sword, try KO'ing some opponents. That'll shorten the time you have to wait to use them again. | ||
*'''Thunder''' – A red glow means that Thunder has charged into Arcthunder! A current with very high launching power will appear when this move connects. | *'''Thunder''' – A red glow means that Thunder has charged into Arcthunder! A current with very high launching power will appear when this move connects. | ||
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*'''Thunder''' – It's difficult to notice in the middle of a battle, but the cover of the tome Robin uses actually changes depending on the spell being used. | *'''Thunder''' – It's difficult to notice in the middle of a battle, but the cover of the tome Robin uses actually changes depending on the spell being used. | ||
*'''Thunder''' – Once the tome starts glowing yellow, you can cast Elthunder. It's more powerful than Thunder and travels farther, but it's not quite as fast. | *'''Thunder''' – Once the tome starts glowing yellow, you can cast Elthunder. It's more powerful than Thunder and travels farther, but it's not quite as fast. | ||
*'''Thunder''' – | *'''Thunder''' – Robin will use one of four magic spells, depending on how long you charge Thunder. The color the tome glows indicates which spell will be used. | ||
*'''Thunder''' – When casting Thoron, you can hold down the button to make the beam extend farther. | *'''Thunder''' – When casting Thoron, you can hold down the button to make the beam extend farther. | ||
*'''Thunder''' – When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once. | *'''Thunder''' – When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once. | ||
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*'''Controlling [[Luma]]''' – You can attack with Luma even when Rosalina can't move, but you won't be able to while grabbed or right after being launched. | *'''Controlling [[Luma]]''' – You can attack with Luma even when Rosalina can't move, but you won't be able to while grabbed or right after being launched. | ||
*'''[[Gravitational Pull]]''' – This move pulls in projectiles from a wide area around Rosalina. Use it to pull Ness's PK Thunder off course when he's trying to recover! | *'''[[Gravitational Pull]]''' – This move pulls in projectiles from a wide area around Rosalina. Use it to pull Ness's PK Thunder off course when he's trying to recover! | ||
*'''[[Launch Star]]''' – If you input backward just before Rosalina takes off, she'll fly straight up. Useful when you need as much height as possible. | *'''[[Launch Star (move)|Launch Star]]''' – If you input backward just before Rosalina takes off, she'll fly straight up. Useful when you need as much height as possible. | ||
*'''[[Luma Shot]]''' – Luma keeps going for a bit after it hits a foe, but it slows down and deals less damage. Charge this move fully, and it'll be invincible as it flies! | *'''[[Luma Shot]]''' – Luma keeps going for a bit after it hits a foe, but it slows down and deals less damage. Charge this move fully, and it'll be invincible as it flies! | ||
*'''Luma Shot''' – This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther. | *'''Luma Shot''' – This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther. | ||
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==={{SSB4|Roy}}=== | ==={{SSB4|Roy}}=== | ||
*'''[[Blazer]]''' – By pushing left or right during | *'''[[Blazer]]''' – By pushing left or right during Roy’s ascent, you can adjust the angle of the move. However, this stops him from climbing as high. | ||
*'''Blazer''' – Roy can lash out in the opposite direction with this move if you quickly tap backward before he begins his ascent. | *'''Blazer''' – Roy can lash out in the opposite direction with this move if you quickly tap backward before he begins his ascent. | ||
*'''Blazer''' – | *'''Blazer''' – Roy is momentarily invincible when he uses this move. Unleash it while on the ground to absorb a few hits, and then launch opponents. | ||
*'''[[Counter]]''' – One sneaky strategy is to counter an opponent in midair as they try to stop you from recovering. Roy falls pretty quickly, though, so | *'''[[Counter]]''' – One sneaky strategy is to counter an opponent in midair as they try to stop you from recovering. Roy falls pretty quickly, though, so it’s risky! | ||
*'''Counter''' – The move is a little slow to start and only lasts a short while, but if used successfully on an incoming attack, it can deal 1.35x damage back at the enemy. | *'''Counter''' – The move is a little slow to start and only lasts a short while, but if used successfully on an incoming attack, it can deal 1.35x damage back at the enemy. | ||
*'''[[Double-Edge Dance]]''' – If you aim up on the third hit and to the side on the fourth, the power of the fourth hit increases and it will be easier to hit with the full blade. | *'''[[Double-Edge Dance]]''' – If you aim up on the third hit and to the side on the fourth, the power of the fourth hit increases and it will be easier to hit with the full blade. | ||
*'''Double-Edge Dance''' – Press the button repeatedly for a four-hit combo. You can change the finishing move by pressing up or down during the combo. | *'''Double-Edge Dance''' – Press the button repeatedly for a four-hit combo. You can change the finishing move by pressing up or down during the combo. | ||
*'''[[Down Air]] Attack''' – If you can hit the foe with the full blade, this move has a meteor effect. | *'''[[Down Air]] Attack''' – If you can hit the foe with the full blade, this move has a meteor effect. It’s powerful straight down, but aim carefully, because it lacks horizontal range. | ||
*'''[[Down throw|Downward Throw]]''' – Enemies thrown down by this move will bounce and then momentarily float in front of Roy. | *'''[[Down throw|Downward Throw]]''' – Enemies thrown down by this move will bounce and then momentarily float in front of Roy. That’s a good time for a follow-up attack! | ||
*'''[[Flare Blade]]''' – As you hold down the button, the attack gradually grows in strength. | *'''[[Flare Blade]]''' – As you hold down the button, the attack gradually grows in strength. It’s unleashed when you let go of the button or when the move is fully charged. | ||
*'''Flare Blade''' – Try charging this move right after launching a foe off of the stage, and then smack them with it when they try to recover! | *'''Flare Blade''' – Try charging this move right after launching a foe off of the stage, and then smack them with it when they try to recover! | ||
*'''[[Neutral aerial|Standard Air]] Attack''' – Roy performs a double sword slash in midair. This | *'''[[Neutral aerial|Standard Air]] Attack''' – Roy performs a double sword slash in midair. This attack’s speed makes it ideal for disrupting enemy attacks and getting in close. | ||
*'''[[Standard Attack]]''' – A backhanded, upward sword slash. Unlike most standard attacks, it | *'''[[Standard Attack]]''' – A backhanded, upward sword slash. Unlike most standard attacks, it doesn’t include any follow-ups, but it has speed and power to make up for it. | ||
*'''Strong Down Attack''' – | *'''Strong Down Attack''' – This fast, crouching sword strike has low power, but it turns Roy into a small target. It’s great for disrupting enemy attacks. | ||
*'''Strong Side Attack''' – Roy takes a step forward as he unleashes the move, making it easier to strike with the whole blade and do a lot more damage. | *'''Strong Side Attack''' – Roy takes a step forward as he unleashes the move, making it easier to strike with the whole blade and do a lot more damage. | ||
*'''[[Up smash|Up Smash]] Attack''' – | *'''[[Up smash|Up Smash]] Attack''' – Roy’s up smash, Flame Sword, is an upward of his fiery blade. His sword arm is invulnerable during this, making the move good against air attacks. | ||
==={{SSB4|Ryu}}=== | ==={{SSB4|Ryu}}=== | ||
*'''[[Down Air]] Attack''' – This is the only attack in | *'''[[Down Air]] Attack''' – This is the only attack in Ryu’s arsenal that has a meteor effect. If it hits, your victim will fly diagonally downward. | ||
*'''[[Focus Attack]]''' – By turning the opposite way the moment Ryu punches, he will strike in that direction instead. | *'''[[Focus Attack]]''' – By turning the opposite way the moment Ryu punches, he will strike in that direction instead. | ||
*'''Focus Attack''' – | *'''Focus Attack''' – Hitting an opponent with the fully charged version of this move will make them slowly crumple. Time for a follow-up attack! | ||
*'''Focus Attack''' – Ryu can take one hit while readying for this move. This is true until right before he attacks, even when charging the move to maximum power. | *'''Focus Attack''' – Ryu can take one hit while readying for this move. This is true until right before he attacks, even when charging the move to maximum power. | ||
*'''Focus Attack''' – Ryu will hold his stance until you release the button or a certain amount of time has passed. Then | *'''Focus Attack''' – Ryu will hold his stance until you release the button or a certain amount of time has passed. Then he’ll unleash the punch. | ||
*'''Focus Attack''' – You can cancel this move by pressing left or right twice quickly, either while charging or right after the punch connects. | *'''Focus Attack''' – You can cancel this move by pressing left or right twice quickly, either while charging or right after the punch connects. | ||
*'''[[Forward aerial|Front Air]] Attack''' – | *'''[[Forward aerial|Front Air]] Attack''' – Hitting an enemy with Ryu’s foot has higher launch power, while his upper leg is perfect for shield breaking. It’s a good move for combos. | ||
*'''[[Hadoken]]''' – A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. | *'''[[Hadoken]]''' – A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It’ll disappear after a set distance. | ||
*'''Hadoken''' – Input back, down-back, down, down-forward, forward to unleash a fiery Shakunetsu Hadoken that can deal multiple hits. | *'''Hadoken''' – Input back, down-back, down, down-forward, forward to unleash a fiery Shakunetsu Hadoken that can deal multiple hits. | ||
*'''Hadoken''' – Input the commands from the original series to increase the | *'''Hadoken''' – Input the commands from the original series to increase the Hadoken’s power. Use it in midair to make Ryu glide slightly. | ||
*'''Hadoken''' – Quickly input down, down-forward, forward for 1.25x power. You might have to practice a bit to really figure out howtodo a Hadoken. | *'''Hadoken''' – Quickly input down, down-forward, forward for 1.25x power. You might have to practice a bit to really figure out howtodo a Hadoken. | ||
*'''[[Shoryuken]]''' – Input forward, down, down-forward for 1.2x attack power. Think you can pull it off? SURE YOU CAN! | *'''[[Shoryuken]]''' – Input forward, down, down-forward for 1.2x attack power. Think you can pull it off? SURE YOU CAN! | ||
*'''Shoryuken''' – Input the commands from the original series to become invincible until the move is complete. The move needs no recovery time after landing. | *'''Shoryuken''' – Input the commands from the original series to become invincible until the move is complete. The move needs no recovery time after landing. | ||
*'''Shoryuken''' – When you enter the original commands, Ryu is momentarily invincible, the move is stronger and looks | *'''Shoryuken''' – When you enter the original commands, Ryu is momentarily invincible, the move is stronger and looks different…and his shout even changes! | ||
*'''Side Smash Attack''' – Ryu steps forward and unleashes his Joudan Sokutogeri. The tip of his foot is the strongest part, but it | *'''Side Smash Attack''' – Ryu steps forward and unleashes his Joudan Sokutogeri. The tip of his foot is the strongest part, but it won’t hit a small crouching enemy. | ||
*'''Strong Down Attack (Strong)''' – Hold down the attack button while crouching to use this move. You can cancel it into a special even if the foe is shielding, but only if you hit. | *'''Strong Down Attack (Strong)''' – Hold down the attack button while crouching to use this move. You can cancel it into a special even if the foe is shielding, but only if you hit. | ||
*'''Strong Down Attack (Strong)''' – You might have seen this kick in the original games. Just like in those, you can cancel the move after striking by going straight into a special. | *'''Strong Down Attack (Strong)''' – You might have seen this kick in the original games. Just like in those, you can cancel the move after striking by going straight into a special. | ||
*'''Strong Down Attack (Weak)''' – Use this attack by crouching and tapping the attack button. If you hit a downed opponent with it, | *'''Strong Down Attack (Weak)''' – Use this attack by crouching and tapping the attack button. If you hit a downed opponent with it, you’ll knock them back to their feet. | ||
*'''Strong Side Attack (Strong)''' – Keep up the pressure on a guarding enemy with | *'''Strong Side Attack (Strong)''' – Keep up the pressure on a guarding enemy with Ryu’s Collarbone Breaker, a double hit that’s good for shield breaking. | ||
*'''[[Tatsumaki Senpukyaku]]''' – Enter down, down-back, back for 1.16x power. Increasing the strength also increases the | *'''[[Tatsumaki Senpukyaku]]''' – Enter down, down-back, back for 1.16x power. Increasing the strength also increases the move’s speed and travel distance. | ||
*'''Tatsumaki Senpukyaku''' – Input the commands from the original series to power up the attack. One thing to remember: you | *'''Tatsumaki Senpukyaku''' – Input the commands from the original series to power up the attack. One thing to remember: you can’t use it repeatedly in midair. | ||
*'''Tatsumaki Senpukyaku''' – Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering. | *'''Tatsumaki Senpukyaku''' – Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering. | ||
*'''[[Up Air]] Attack''' – This uppercut hits the enemy twice and has a deceptively large range. | *'''[[Up Air]] Attack''' – This uppercut hits the enemy twice and has a deceptively large range. It’s fairly easy to hit enemies directly over you. | ||
*'''[[Up throw|Upward Throw]]''' – This move kicks a grabbed opponent straight upward. As Ryu brings his leg back down, | *'''[[Up throw|Upward Throw]]''' – This move kicks a grabbed opponent straight upward. As Ryu brings his leg back down, he’ll hit anyone else unlucky enough to be in the way. | ||
==={{SSB4|Samus}}=== | ==={{SSB4|Samus}}=== | ||
*''' | *'''[[Bomb (Samus)|Bomb]]''' – Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height. | ||
*'''[[Charge Shot]]''' – | *'''[[Charge Shot]]''' – This is devastating when fully charged. It can be unleashed instantly if you fire it while airborne. | ||
* | *'''[[Grab aerial|Midair Grapple Beam]]''' – Hop backward with a small jump, and then fire the Grapple Beam by using a grab in midair. Retreat while keeping your foes at bay! | ||
*'''[[Missile]]''' – Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile! | *'''[[Missile]]''' – Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile! | ||
*''' | *'''[[Screw Attack (move)|Screw attack]]''' – When recovering with the Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it! | ||
*'''[[Neutral attack|Standard Attack]]''' – Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee. | *'''[[Neutral attack|Standard Attack]]''' – Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee. | ||
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*'''Chain Attack''' – There are two variations on this attack, depending on whether Shulk calls for Dunban or Riki. They don't change anything but the lines spoken, though. | *'''Chain Attack''' – There are two variations on this attack, depending on whether Shulk calls for Dunban or Riki. They don't change anything but the lines spoken, though. | ||
*'''[[Monado Arts]]''' – In Buster mode, you deal more damage than usual, but you can't launch opponents as far and you'll receive more damage. | *'''[[Monado Arts]]''' – In Buster mode, you deal more damage than usual, but you can't launch opponents as far and you'll receive more damage. | ||
*'''Monado Arts''' – In Jump mode, it's not just Shulk's standard jump and midair jump that go | *'''Monado Arts''' – In Jump mode, it's not just Shulk's standard jump and midair jump that go higher; his Air Slash move gives him more height than usual, too. | ||
*'''Monado Arts''' – | *'''Monado Arts''' – In Shield mode, the power of your shield is boosted, but you can't move as fast, jump as high, or deal as much damage. | ||
*'''Monado Arts''' – In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself. | *'''Monado Arts''' – In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself. | ||
*'''Monado Arts''' – In Speed mode, you'll sacrifice damage and jump height in order to move faster. | *'''Monado Arts''' – In Speed mode, you'll sacrifice damage and jump height in order to move faster. | ||
*'''Monado Arts''' – Jump mode increases your jumping ability. You'll be able to move more quickly in the air, but you'll also take more damage from attacks. | *'''Monado Arts''' – Jump mode increases your jumping ability. You'll be able to move more quickly in the air, but you'll also take more damage from attacks. | ||
*'''Monado Arts''' – Shulk can switch between Monado Arts even while being launched. If you get launched off a cliff, switching to Jump mode might save you! | *'''Monado Arts''' – Shulk can switch between Monado Arts even while being launched. If you get launched off a cliff, switching to Jump mode might save you! | ||
*'''Monado Arts''' – Shulk switches between five | *'''Monado Arts''' – Shulk switches between five modes - Jump, Speed, Shield, Buster, and Smash that change his abilities for a short time. | ||
*'''Monado Arts''' – To cancel the current Monado Art, press the special button quickly three times in a row or hold the button for about a second. | *'''Monado Arts''' – To cancel the current Monado Art, press the special button quickly three times in a row or hold the button for about a second. | ||
*'''Monado Arts''' – You can't use a Monado Art immediately after it's run out. If you wait about 10 seconds, it will become available for use again. | *'''Monado Arts''' – You can't use a Monado Art immediately after it's run out. If you wait about 10 seconds, it will become available for use again. | ||
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*'''Hero's Bow''' – Unlike Link, if Toon Link fires his bow in midair, he puts it away almost immediately when he lands. This makes it easy to use a quick follow-up. | *'''Hero's Bow''' – Unlike Link, if Toon Link fires his bow in midair, he puts it away almost immediately when he lands. This makes it easy to use a quick follow-up. | ||
*'''[[Shield (Link)|Hero's Shield]]''' – Toon Link's shield blocks lower down than Link's and can better cover his smaller body. However, he can't guard while moving faster than a walk. | *'''[[Shield (Link)|Hero's Shield]]''' – Toon Link's shield blocks lower down than Link's and can better cover his smaller body. However, he can't guard while moving faster than a walk. | ||
*'''[[Grab aerial|Midair Hookshot]]''' – Land with the Hookshot out, and you'll put it away quickly. It's handy as a | *'''[[Grab aerial|Midair Hookshot]]''' – Land with the Hookshot out, and you'll put it away quickly. It's handy as a feint use it just before landing, and then surprise 'em with a different attack. | ||
*'''Midair Hookshot''' – Using the grab button will fire the Hookshot even in midair, but you can't grab opponents with it. You can, however, use it to attack or grab edges. | *'''Midair Hookshot''' – Using the grab button will fire the Hookshot even in midair, but you can't grab opponents with it. You can, however, use it to attack or grab edges. | ||
*'''[[Neutral aerial|Standard Air Attack]]''' – Swings his sword in front and behind. The attack doesn't have much power, but it's quick enough to use repeatedly in a short time frame. | *'''[[Neutral aerial|Standard Air Attack]]''' – Swings his sword in front and behind. The attack doesn't have much power, but it's quick enough to use repeatedly in a short time frame. | ||
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*'''Pocket''' – The Villager uses this move to put items or incoming projectiles into his pocket. Then he can press the button again to take them out. | *'''Pocket''' – The Villager uses this move to put items or incoming projectiles into his pocket. Then he can press the button again to take them out. | ||
*'''Side Smash Attack''' – If you stand next to a cliff above your opponent, you can use this smash attack to drop a bowling ball on them from above like a projectile. | *'''Side Smash Attack''' – If you stand next to a cliff above your opponent, you can use this smash attack to drop a bowling ball on them from above like a projectile. | ||
*'''[[Timber]]''' – A three-stage move: planting a seed, watering it, and then chopping down the tree. Don't use the first stage in the | *'''[[Timber]]''' – A three-stage move: planting a seed, watering it, and then chopping down the tree. Don't use the first stage in the air it'll just leave you wide open. | ||
*'''Timber''' – If the felled tree hits an opponent, it deals some serious damage. The pieces of wood that pop out as it falls can be thrown as projectiles, too. | *'''Timber''' – If the felled tree hits an opponent, it deals some serious damage. The pieces of wood that pop out as it falls can be thrown as projectiles, too. | ||
*'''Timber''' – The axe is surprisingly powerful! You can swing it at your rivals as long as the tree is standing. | *'''Timber''' – The axe is surprisingly powerful! You can swing it at your rivals as long as the tree is standing. | ||
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*'''Wario Bike''' – Wario's motorcycle can break into parts. Throw them at others, or eat them to fill Wario's...gas tank. | *'''Wario Bike''' – Wario's motorcycle can break into parts. Throw them at others, or eat them to fill Wario's...gas tank. | ||
*'''[[Wario Waft]]''' – Fully charged, it will rocket Wario into the air, launching nearby foes and totally grossing them out. This can be very handy while recovering. | *'''[[Wario Waft]]''' – Fully charged, it will rocket Wario into the air, launching nearby foes and totally grossing them out. This can be very handy while recovering. | ||
*'''Wario Waft''' – When Wario's bursting at the seams with gas, he'll glow. Getting KO'd won't release any gas, | *'''Wario Waft''' – When Wario's bursting at the seams with gas, he'll glow. Getting KO'd won't release any gas, either there's only one way to let it out... | ||
==={{SSB4|Wii Fit Trainer}}=== | ==={{SSB4|Wii Fit Trainer}}=== | ||
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*'''Header''' – The ball's trajectory depends on when you press the button again. You can also attack with the headbutt directly, which has a meteor effect. | *'''Header''' – The ball's trajectory depends on when you press the button again. You can also attack with the headbutt directly, which has a meteor effect. | ||
*'''[[Neutral attack|Standard Attack]]''' – If you land three standard attacks in a row, you'll bury your opponents in the ground for a time. | *'''[[Neutral attack|Standard Attack]]''' – If you land three standard attacks in a row, you'll bury your opponents in the ground for a time. | ||
*'''[[Forward tilt|Strong Side Attack]]''' – It's not just the front arm thrust that deals | *'''[[Forward tilt|Strong Side Attack]]''' – It's not just the front arm thrust that deals damage the leg raised up behind is also a powerful attack that launches foes straight up. | ||
*'''[[Sun Salutation]]''' – Fully charge the attack before striking to recover a bit of health. Talk about flexible! | *'''[[Sun Salutation]]''' – Fully charge the attack before striking to recover a bit of health. Talk about flexible! | ||
*'''[[Super Hoop]]''' – Press the button repeatedly to float up higher, making recovery easier. If foes are trying to stop you getting back to the stage, just fly out of reach! | *'''[[Super Hoop]]''' – Press the button repeatedly to float up higher, making recovery easier. If foes are trying to stop you getting back to the stage, just fly out of reach! | ||
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*'''Egg Roll''' – You can start this move in the air, but you won't deal any damage until you hit the ground. | *'''Egg Roll''' – You can start this move in the air, but you won't deal any damage until you hit the ground. | ||
*'''[[Egg Throw]]''' – How hard Yoshi throws the egg depends on how long you hold the button down. Tap for a light throw or hold for a powerful one. | *'''[[Egg Throw]]''' – How hard Yoshi throws the egg depends on how long you hold the button down. Tap for a light throw or hold for a powerful one. | ||
*'''Egg Throw''' – | *'''Egg Throw''' – Unlike other fighters, Yoshi doesn't have a vertical move used mainly for recovering. However, Yoshi will flutter a little bit if this move is used in midair. | ||
*'''Egg Throw''' – You can throw the egg straight up by inputting the direction Yoshi's facing away from just before throwing. Fake out your foes with this technique. | *'''Egg Throw''' – You can throw the egg straight up by inputting the direction Yoshi's facing away from just before throwing. Fake out your foes with this technique. | ||
*'''[[Forward aerial|Front Air Attack]]''' – Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they'll fly down with a meteor effect. | *'''[[Forward aerial|Front Air Attack]]''' – Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they'll fly down with a meteor effect. | ||
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*'''Farore's Wind''' – If you direct the move downward while standing on the ground, you'll reappear in the same place. It can really throw your opponent for a loop! | *'''Farore's Wind''' – If you direct the move downward while standing on the ground, you'll reappear in the same place. It can really throw your opponent for a loop! | ||
*'''Farore's Wind''' – Zelda will deal damage to those nearby when she disappears and reappears. Hold a direction to control where she teleports to. | *'''Farore's Wind''' – Zelda will deal damage to those nearby when she disappears and reappears. Hold a direction to control where she teleports to. | ||
*'''[[Nayru's Love]]''' – This move summons a magical barrier that reflects enemy projectiles. It's not just for defense, either | *'''[[Nayru's Love]]''' – This move summons a magical barrier that reflects enemy projectiles. It's not just for defense, either it also deals direct damage! | ||
*'''[[Phantom Slash]]''' – Charge this attack to make the Phantom travel farther. It'll attack differently based on the distance traveled. | *'''[[Phantom Slash]]''' – Charge this attack to make the Phantom travel farther. It'll attack differently based on the distance traveled. | ||
*'''Phantom Slash''' – If the Phantom takes 13% damage or more, he'll be destroyed. After that, you'll have to wait {{rollover| | *'''Phantom Slash''' – If the Phantom takes 13% damage or more, he'll be destroyed. After that, you'll have to wait {{rollover|six seconds|While this is true for Phantom Breaker and Phantom Strike, as of version 1.0.6, Phantom Slash requires 10 seconds for the destroyed Phantom to respawn.|?}} before summoning him again. | ||
==={{SSB4|Zero Suit Samus}}=== | ==={{SSB4|Zero Suit Samus}}=== | ||
*'''[[Down aerial|Down Air Attack]]''' – This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her. | *'''[[Down aerial|Down Air Attack]]''' – This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her. | ||
*'''Down Smash Attack''' – This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victims will be stunned for a moment, leaving them open to another attack! | *'''Down Smash Attack''' – This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victims will be stunned for a moment, leaving them open to another attack! | ||
*'''[[Flip Jump]]''' – | *'''[[Flip Jump]]''' – Fighters struck while on the ground will be buried, while airborne fighters will be meteored. | ||
*'''Flip Jump''' – | *'''Flip Jump''' – Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect too. | ||
*'''[[Gunship]]''' – Samus jumps into her Gunship and opens fire on her opponents. She'll jump back out after five blasts or 15 seconds. | *'''[[Gunship]]''' – Samus jumps into her Gunship and opens fire on her opponents. She'll jump back out after five blasts or 15 seconds. | ||
*'''[[Paralyzer]]''' – | *'''[[Paralyzer]]''' – Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike! | ||
*'''[[Plasma Whip]]''' – If you try to grab in midair, you'll attack with the Plasma Whip instead. If the whip reaches an edge, you'll grab on to it. Handy! | *'''[[Plasma Whip]]''' – If you try to grab in midair, you'll attack with the Plasma Whip instead. If the whip reaches an edge, you'll grab on to it. Handy! | ||
*'''Plasma Whip''' – This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Opponents struck by the very tip of it will be blasted away. | *'''Plasma Whip''' – This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Opponents struck by the very tip of it will be blasted away. | ||
==Stages== | ==Stages== | ||
*'''[[75 m]]''' – If you touch the enemies that move around on the platforms and ladders, you'll be launched. Try throwing your | *'''[[75 m]]''' – If you touch the enemies that move around on the platforms and ladders, you'll be launched. Try throwing your opponent! | ||
*'''75 m''' – Watch out when Donkey Kong steps forward. Jacks will come flying from the left, which can hit multiple times and launch you off the screen. | *'''75 m''' – Watch out when Donkey Kong steps forward. Jacks will come flying from the left, which can hit multiple times and launch you off the screen. | ||
*'''[[Big Battlefield]]''' – This stage is simply a bigger version of Battlefield. With six platforms, it's perfect for 8-Player Smash. Its Ω Form is identical to the regular Battlefield's. | *'''[[Big Battlefield]]''' – This stage is simply a bigger version of Battlefield. With six platforms, it's perfect for 8-Player Smash. Its Ω Form is identical to the regular Battlefield's. | ||
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*'''Boxing Ring: Smash Bros. Version''' – When selecting the Boxing Ring stage, hold the ZL Button while pressing the A Button (on the Wii U GamePad) to make sure it's the Smash Bros. version. | *'''Boxing Ring: Smash Bros. Version''' – When selecting the Boxing Ring stage, hold the ZL Button while pressing the A Button (on the Wii U GamePad) to make sure it's the Smash Bros. version. | ||
*'''[[Bridge of Eldin]]''' – After King Bulblin's explosive goes off, the bridge may look damaged beyond repair. Never fear! Soon enough, a portal will appear to fix it right up. | *'''[[Bridge of Eldin]]''' – After King Bulblin's explosive goes off, the bridge may look damaged beyond repair. Never fear! Soon enough, a portal will appear to fix it right up. | ||
*'''Bridge of Eldin''' – | *'''Bridge of Eldin''' – Sometimes a Bulblin will appear, following along after King Bulblin. It won't really do much, but you can attack it and defeat it. You meanie. | ||
*'''Bridge of Eldin''' – When King Bulblin is flinching after being attacked, fighters he rams into won't get hurt. | *'''Bridge of Eldin''' – When King Bulblin is flinching after being attacked, fighters he rams into won't get hurt. | ||
*'''Bridge of Eldin''' – When the ground shakes, King Bulblin will come riding in from the left or right. The explosive he drops on the bridge is strong enough to blow it up. | *'''Bridge of Eldin''' – When the ground shakes, King Bulblin will come riding in from the left or right. The explosive he drops on the bridge is strong enough to blow it up. | ||
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*'''[[Coliseum]]''' – The floor of the stage will rise up to form various different platforms. Their layout is random, but they can all be passed through by fighters. | *'''[[Coliseum]]''' – The floor of the stage will rise up to form various different platforms. Their layout is random, but they can all be passed through by fighters. | ||
*'''[[Delfino Plaza]]''' – This stage takes you on a tour of a sunny island town. You can even go for a [[Swimming|swim]] if you like, but stay in the water too long and you'll sink. | *'''[[Delfino Plaza]]''' – This stage takes you on a tour of a sunny island town. You can even go for a [[Swimming|swim]] if you like, but stay in the water too long and you'll sink. | ||
*'''[[Dream Land (64)]]''' – If you look behind the stage, you might see a Bronto Burt or King Dedede. Of course, if Dedede is fighting, he | *'''[[Dream Land (64)]]''' – If you look behind the stage, you might see a Bronto Burt or King Dedede. Of course, if Dedede is fighting, he won’t be back there. | ||
*'''Dream Land (64)''' – Whispy Woods will blow air at whichever side of the stage has more fighters. If both sides have the same number of fighters, Whispy Woods will randomly decide. | *'''Dream Land (64)''' – Whispy Woods will blow air at whichever side of the stage has more fighters. If both sides have the same number of fighters, Whispy Woods will randomly decide. | ||
*''' | *'''[[Duck Hunt (stage)|Duck Hunt]]''' – Attacking the ducks will add to the score in the bottom right. The points are just for show, but the ducks will sometimes drop items after being attacked. | ||
*'''Duck Hunt''' – If you defeat all 10 ducks in a single round, you'll get a Perfect Bonus, which adds 10,000 points to the score! ...And that's all! | *'''Duck Hunt''' – If you defeat all 10 ducks in a single round, you'll get a Perfect Bonus, which adds 10,000 points to the score! ...And that's all! | ||
*'''Duck Hunt''' – If you down six or more ducks, you'll proceed to the next round. After Round 9, the score will reset and you'll start back at Round 1. | *'''Duck Hunt''' – If you down six or more ducks, you'll proceed to the next round. After Round 9, the score will reset and you'll start back at Round 1. | ||
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*'''[[Gamer]]''' – The mother doesn't just peek in from the door or through the window. She appears on TV too, and sometimes even as a drawing in the sketchbook! | *'''[[Gamer]]''' – The mother doesn't just peek in from the door or through the window. She appears on TV too, and sometimes even as a drawing in the sketchbook! | ||
*'''Gamer''' – The mother has her eyes peeled for any fighters. Hide in the shadows if you don't want to be discovered smashing after bedtime! | *'''Gamer''' – The mother has her eyes peeled for any fighters. Hide in the shadows if you don't want to be discovered smashing after bedtime! | ||
*'''[[Garden of Hope]]''' – Don't touch the [[Peckish Aristocrab]] when it slides across the | *'''[[Garden of Hope]]''' – Don't touch the [[Peckish Aristocrab]] when it slides across the stage; it'll launch you! It has no issue knocking over the plant pot and the climbing pole. | ||
*'''Garden of Hope''' – Parts of the stage are pretty fragile. Luckily, if fighters or the Peckish Aristocrab break anything, some Pikmin will be right along to fix it up. | *'''Garden of Hope''' – Parts of the stage are pretty fragile. Luckily, if fighters or the Peckish Aristocrab break anything, some Pikmin will be right along to fix it up. | ||
*'''[[Gaur Plain]]''' – When Metal Face shows up at night, you can attack and defeat him. Whoever finished him off will get credit for the resulting KO. | *'''[[Gaur Plain]]''' – When Metal Face shows up at night, you can attack and defeat him. Whoever finished him off will get credit for the resulting KO. | ||
*'''[[Halberd]]''' – | *'''[[Halberd]]''' – Next to the cannon is a mechanical arm that sometimes attacks fighters. It'll freeze for a second; that's your cue to dodge! | ||
*'''Halberd''' – The Halberd's laser cannon is powerful but not very quick. Don't panic if it tries to target | *'''Halberd''' – The Halberd's laser cannon is powerful but not very quick. Don't panic if it tries to target you; lead it toward your foes instead! | ||
*'''Halberd''' – The Halberd's main cannon fires shots that travel lazily through the air, exploding with surprising force when they hit a fighter or the ground. | *'''Halberd''' – The Halberd's main cannon fires shots that travel lazily through the air, exploding with surprising force when they hit a fighter or the ground. | ||
*'''[[Hyrule Castle (64)]]''' – After being launched by the tornado, you'll be stunned for a moment. The more damage you have, the longer you'll be stunned. | *'''[[Hyrule Castle (64)]]''' – After being launched by the tornado, you'll be stunned for a moment. The more damage you have, the longer you'll be stunned. | ||
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*'''Luigi's Mansion''' – Wait a little while after the whole mansion is destroyed, and with a mighty rumble, it will rise up from the ground, good as new! | *'''Luigi's Mansion''' – Wait a little while after the whole mansion is destroyed, and with a mighty rumble, it will rise up from the ground, good as new! | ||
*'''[[Lylat Cruise]]: [[Smash Taunt]]''' – When using Fox or Falco on this stage, you can press the down taunt button very briefly to begin a smash taunt. It'll only work once per battle. | *'''[[Lylat Cruise]]: [[Smash Taunt]]''' – When using Fox or Falco on this stage, you can press the down taunt button very briefly to begin a smash taunt. It'll only work once per battle. | ||
*''' | *'''[[Mario Circuit (SSB4)|Mario Circuit]]''' – At the stationary points, a warning will indicate when there are karts approaching. Try to throw someone onto the track when the karts arrive! | ||
*'''[[Mario Circuit (Brawl)]]''' – The karts on this stage do more damage than the ones in the new Mario Circuit. The helpful map in the background always shows where they are! | *'''[[Mario Circuit (Brawl)]]''' – The karts on this stage do more damage than the ones in the new Mario Circuit. The helpful map in the background always shows where they are! | ||
*'''[[Mario Galaxy]]''' – It's not just fighters that are affected by this stage's curved | *'''[[Mario Galaxy]]''' – It's not just fighters that are affected by this stage's curved gravity; many projectiles will travel in arcs as well, so aim carefully! | ||
*'''[[Midgar]]''' – Grab the Summon Materia to call forth powerful beings that affect the stage in different ways. | *'''[[Midgar]]''' – Grab the Summon Materia to call forth powerful beings that affect the stage in different ways. | ||
*'''Midgar''' – If a Summon knocks out a fighter, the point is awarded to whoever grabbed the Summon Materia. | *'''Midgar''' – If a Summon knocks out a fighter, the point is awarded to whoever grabbed the Summon Materia. | ||
*'''Midgar: Bahamut ZERO''' – From high above the heavens, Bahamut ZERO blasts the stage with a devastatingly powerful beam, obliterating careless fighters. | *'''Midgar: Bahamut ZERO''' – From high above the heavens, Bahamut ZERO blasts the stage with a devastatingly powerful beam, obliterating careless fighters. | ||
*'''Midgar: Ifrit''' – Ifrit blazes through the sky and unleashes an inferno forceful enough to shift the entire stage. Stand on the hot spots and you'll feel the burn! | *'''Midgar: Ifrit''' – Ifrit blazes through the sky and unleashes an inferno forceful enough to shift the entire stage. Stand on the hot spots and you'll feel the burn! | ||
*'''Midgar: Leviathan''' – | *'''Midgar: Leviathan''' – If you fall in the water and crash into the right of the stage, you can get to safety. But if your damage is over 100%, [[Danger Zone|you're done for]]! | ||
*'''Midgar: Leviathan''' – Leviathan rises from the ocean depths, sending a tidal wave crashing down around the stage. Steer clear of the deluge or it will sweep you away! | *'''Midgar: Leviathan''' – Leviathan rises from the ocean depths, sending a tidal wave crashing down around the stage. Steer clear of the deluge or it will sweep you away! | ||
*'''Midgar: Odin''' – | *'''Midgar: Odin''' – Odin rides in atop his steed Sleipnir and, with a single slice, cleanly cleaves the stage in two. Be sure not to get slashed—this cut runs deep! | ||
*'''Midgar: Odin''' – The stage will return to normal soon after being sliced in two—try not to be between the halves when it does, or [[crush|it's an instant KO | *'''Midgar: Odin''' – The stage will return to normal soon after being sliced in two—try not to be between the halves when it does, or [[crush|it's an instant KO]]! | ||
*'''Midgar: Ramuh''' – Ramuh rains lightning onto the field, shuffling and electrifying the platforms. Fighters who land on a live surface are in for a nasty shock! | *'''Midgar: Ramuh''' – Ramuh rains lightning onto the field, shuffling and electrifying the platforms. Fighters who land on a live surface are in for a nasty shock! | ||
*'''[[Miiverse]]''' – Comments will appear based on how the battle is progressing. As the battle nears its end, they will appear for shorter amounts of time. | *'''[[Miiverse]]''' – Comments will appear based on how the battle is progressing. As the battle nears its end, they will appear for shorter amounts of time. | ||
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*'''[[Onett]]''' – Step on the Drug Store's canopies five times, and the store's sign starts to come free. Do it twice more, and the canopies themselves collapse! | *'''[[Onett]]''' – Step on the Drug Store's canopies five times, and the store's sign starts to come free. Do it twice more, and the canopies themselves collapse! | ||
*'''Onett''' – The cars that zoom by from the right-hand side of the screen deal a whopping 30% damage. Use a counterattack on them to deal even more! | *'''Onett''' – The cars that zoom by from the right-hand side of the screen deal a whopping 30% damage. Use a counterattack on them to deal even more! | ||
*'''[[Orbital Gate Assault]]''' – When the missile hits the gate, a force field will appear. It'll launch anyone who touches | *'''[[Orbital Gate Assault]]''' – When the missile hits the gate, a force field will appear. It'll launch anyone who touches it; sounds like a thing you should introduce your foes to. | ||
*'''[[PAC-LAND]]''' – The speed at which the stage scrolls depends on where the fighters are standing. Head forward to speed it up; lag behind to slow it down. | *'''[[PAC-LAND]]''' – The speed at which the stage scrolls depends on where the fighters are standing. Head forward to speed it up; lag behind to slow it down. | ||
*'''PAC-LAND''' – This stage includes various special features from the original PAC-LAND game. For instance, the Special Pac item will make you briefly invincible. | *'''PAC-LAND''' – This stage includes various special features from the original PAC-LAND game. For instance, the Special Pac item will make you briefly invincible. | ||
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*'''PAC-LAND''' – You can't grab any of the edges on this stage. There aren't many holes, but if you do fall into one, try to recover with plenty of room to spare. | *'''PAC-LAND''' – You can't grab any of the edges on this stage. There aren't many holes, but if you do fall into one, try to recover with plenty of room to spare. | ||
*'''[[Palutena's Temple]]''' – The bridge in the middle of the stage will break when attacked. There are moving platforms below, so keep calm and land safely. | *'''[[Palutena's Temple]]''' – The bridge in the middle of the stage will break when attacked. There are moving platforms below, so keep calm and land safely. | ||
*'''[[Peach's Castle (64)]]''' – This stage is a revival of | *'''[[Peach's Castle (64)]]''' – This stage is a revival of the stage from the original Smash Bros for Nintendo 64. It features a sliding stone platform and floating bumpers. | ||
*'''Peach's Castle (64)''' – This stage's [[ | *'''Peach's Castle (64)''' – This stage's [[Bumper|bumpers]] are faithful re-creations of the bumpers from the original Smash Bros. They do 1% damage to anyone who bumps into them. | ||
*'''Peach's Castle (64)''' – This time around, you can grab the edge of the sliding stone platform. When the platform is hidden, you can grab the edge of the center platform. | *'''Peach's Castle (64)''' – This time around, you can grab the edge of the sliding stone platform. When the platform is hidden, you can grab the edge of the center platform. | ||
*'''[[Pilotwings]]''' – In this stage, you fight atop a red biplane and a yellow monoplane. It's tough to aim projectiles straight when the plane keeps twisting and turning! | *'''[[Pilotwings]]''' – In this stage, you fight atop a red biplane and a yellow monoplane. It's tough to aim projectiles straight when the plane keeps twisting and turning! | ||
*'''[[Pirate Ship]]''' – Any | *'''[[Pirate Ship]]''' – Any fighter that fall into the water will be swept from left to right. Watch out for the bow of the ship—[[one-hit KO|it's an instant KO]] if you hit it! | ||
*'''Pirate Ship''' – Battles on this stage take place aboard a pirate ship traveling the Great Sea! Be careful—you never know what could happen at sea... | *'''Pirate Ship''' – Battles on this stage take place aboard a pirate ship traveling the Great Sea! Be careful—you never know what could happen at sea... | ||
*'''Pirate Ship''' – Everyone is too busy fighting to steer the ship! The ship might run aground as you battle, but you can just carry the fight to the | *'''Pirate Ship''' – Everyone is too busy fighting to steer the ship! The ship might run aground as you battle, but you can just carry the fight to the rock if this happens. | ||
*'''Pirate Ship''' – Occasionally a tornado may appear and lift the ship into the air. This is the perfect time to KO opponents with meteor smashes! | *'''Pirate Ship''' – Occasionally a tornado may appear and lift the ship into the air. This is the perfect time to KO opponents with meteor smashes! | ||
*'''Pirate Ship''' – The catapult that emerges on the deck can launch fighters. The catapult will fire quicker if a fighter is standing on it. | *'''Pirate Ship''' – The catapult that emerges on the deck can launch fighters. The catapult will fire quicker if a fighter is standing on it. | ||
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*'''Pyrosphere''' – The bulbous Joulions that fall from above will puff up and explode. You can deal serious damage to Ridley with this explosion. | *'''Pyrosphere''' – The bulbous Joulions that fall from above will puff up and explode. You can deal serious damage to Ridley with this explosion. | ||
*'''Pyrosphere''' – The flying machines in this stage are called FG II-Grahams. They'll fire lasers if attacked, which can deal a lot of damage to Ridley! | *'''Pyrosphere''' – The flying machines in this stage are called FG II-Grahams. They'll fire lasers if attacked, which can deal a lot of damage to Ridley! | ||
*'''Pyrosphere''' – | *'''Pyrosphere''' – You won't get a free stock for beating Ridley in a stock battle, but you will get a KO for beating him in a timed one! | ||
*'''[[Skyloft]]''' – On the small island with a waterfall, you'll want to be careful of falling. That swift current can easily prevent you from recovering. | *'''[[Skyloft]]''' – On the small island with a waterfall, you'll want to be careful of falling. That swift current can easily prevent you from recovering. | ||
*'''[[Skyworld]]''' – Skyworld's terrain is impenetrable, but you can grab the edges. Once destroyed, it leaves clouds that can't be grabbed but can be passed through. | *'''[[Skyworld]]''' – Skyworld's terrain is impenetrable, but you can grab the edges. Once destroyed, it leaves clouds that can't be grabbed but can be passed through. | ||
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*'''Super Mario Maker''' – The stage will occasionally change right in the middle of a battle. This can also change the music that is playing! | *'''Super Mario Maker''' – The stage will occasionally change right in the middle of a battle. This can also change the music that is playing! | ||
*'''Super Mario Maker''' – This stage will generate a mixture of floating platforms and solid ground, but it favors creating floating platforms. | *'''Super Mario Maker''' – This stage will generate a mixture of floating platforms and solid ground, but it favors creating floating platforms. | ||
*'''[[Suzaku Castle]]''' – These flimsy signs | *'''[[Suzaku Castle]]''' – These flimsy signs can’t stand up to a fighter being launched near them. If all the signs are broken, they will eventually repair themselves. | ||
*'''Suzaku Castle''' – | *'''Suzaku Castle''' – This stage has a large platform on the right and two smaller ones on the left. Depending on how you like to fight, one side may be more ideal than the other. | ||
*'''[[Temple]]''' – When your damage is high, try to fight in the cave around the middle of the stage. It's easy to break your fall against the walls and stay in the game. | *'''[[Temple]]''' – When your damage is high, try to fight in the cave around the middle of the stage. It's easy to break your fall against the walls and stay in the game. | ||
*'''[[The Great Cave Offensive]]''' – On this stage, mine carts will sometimes appear. They start moving when someone gets inside or on their own after a while. Try not to get run over! | *'''[[The Great Cave Offensive]]''' – On this stage, mine carts will sometimes appear. They start moving when someone gets inside or on their own after a while. Try not to get run over! | ||
*'''The Great Cave Offensive''' – The burning red [[Danger Zone]]s are as dangerous as their name implies. Touch them with more than 100% damage, and you'll be [[instant KO|instantly KO'd]]. | *'''The Great Cave Offensive''' – The burning red [[Danger Zone]]s are as dangerous as their name implies. Touch them with more than 100% damage, and you'll be [[instant KO|instantly KO'd]]. | ||
*'''The Great Cave Offensive''' – When treasure chests appear on this stage, break them to get items! Some chests explode, though, so it might be safer to use projectiles. | *'''The Great Cave Offensive''' – When treasure chests appear on this stage, break them to get items! Some chests explode, though, so it might be safer to use projectiles. | ||
*'''[[Town and City]]''' – | *'''[[Town and City]]''' – Like Smashville, this stage's background matches the time of day. While the main platform is on the move, the smaller ones will exit the screen. | ||
*'''[[Umbra Clock Tower]]''' – | *'''[[Umbra Clock Tower]]''' – Don’t worry if you’re still on a platform when it floats up and out of the stage area—you’ll be dropped off rather than taken away with it! | ||
*'''Umbra Clock Tower''' – In this stage you battle on the endlessly falling ruins of a clock tower. You can see angels watching from afar whenever the tower enters a magical portal. | *'''Umbra Clock Tower''' – In this stage, you battle on the endlessly falling ruins of a clock tower. You can see angels watching from afar whenever the tower enters a magical portal. | ||
*'''Umbra Clock Tower''' – Sometimes debris from the tower can be used as platforms. The debris can fall in seven patterns. | *'''Umbra Clock Tower''' – Sometimes debris from the tower can be used as platforms. The debris can fall in seven patterns. | ||
*'''Umbra Clock Tower''' – The clock face on this stage actually tells the real time. Look at the clock long enough and | *'''Umbra Clock Tower''' – The clock face on this stage actually tells the real time. Look at the clock long enough and you’ll even see the hands move. | ||
*'''Umbra Clock Tower''' – You can grab the edges that appear below the clock tower. Use them to your advantage to survive tough situations. | *'''Umbra Clock Tower''' – You can grab the edges that appear below the clock tower. Use them to your advantage to survive tough situations. | ||
*'''[[Wii Fit Studio]]''' – This stage's background demonstrates seven different poses, and the Wii Balance Board platforms can appear in 125 different ways! | *'''[[Wii Fit Studio]]''' – This stage's background demonstrates seven different poses, and the Wii Balance Board platforms can appear in 125 different ways! | ||
*'''[[Wily Castle]]''' – The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters! | *'''[[Wily Castle]]''' – The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters! | ||
*'''[[Windy Hill Zone]]''' – Springs appear just beyond the edges of this stage that will propel fighters in the direction a spring is pointing. Watch | *'''[[Windy Hill Zone]]''' – Springs appear just beyond the edges of this stage that will propel fighters in the direction a spring is pointing. Watch out - they can spin! | ||
*'''Windy Hill Zone''' – The rotating platforms to the right occasionally change speed or direction. They'll stop briefly beforehand, so be careful not to get carried away! | *'''Windy Hill Zone''' – The rotating platforms to the right occasionally change speed or direction. They'll stop briefly beforehand, so be careful not to get carried away! | ||
*'''[[Woolly World]]''' – After a warning appears, the ground will rumble and then fall away. While it's gone, the edges of the blue clouds and rocket can be grabbed. | *'''[[Woolly World]]''' – After a warning appears, the ground will rumble and then fall away. While it's gone, the edges of the blue clouds and rocket can be grabbed. | ||
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*'''Wrecking Crew''' – You can attack the bombs to break the walls and ladders. Once all the walls and ladders on a floor are broken, the floor above will come crashing down. | *'''Wrecking Crew''' – You can attack the bombs to break the walls and ladders. Once all the walls and ladders on a floor are broken, the floor above will come crashing down. | ||
*'''[[Wuhu Island]]''' – This stage is a tour of the setting of Wii Sports Resort. In some areas, like the Power Cruising starting line, fighters can even go for a swim! | *'''[[Wuhu Island]]''' – This stage is a tour of the setting of Wii Sports Resort. In some areas, like the Power Cruising starting line, fighters can even go for a swim! | ||
*''' | *'''[[Yoshi's Island (SSBM)|Yoshi's Island]]''' – Attacking the Rotating Blocks makes them spin, and you can't stand on them until they stop. You can try, of course, if you like falling through. | ||
==Items== | ==Items== | ||
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*'''[[Blast Box]]''' – This item can be risky, since fire attacks will detonate it right away. However, it's safe to hit or throw it. | *'''[[Blast Box]]''' – This item can be risky, since fire attacks will detonate it right away. However, it's safe to hit or throw it. | ||
*'''[[Bombchu]]''' – Once it's rolling, the Bombchu won't stop for anything and can't be picked up! It'll eventually explode and can even hurt the player who used it first! | *'''[[Bombchu]]''' – Once it's rolling, the Bombchu won't stop for anything and can't be picked up! It'll eventually explode and can even hurt the player who used it first! | ||
*'''[[Boomerang]]''' – If you time it right and catch this on the way back, it'll deal more damage next time you throw it. | *'''[[Boomerang]]''' – If you time it right and catch this on the way back, it'll deal more damage the next time you throw it. | ||
*'''[[Boss Galaga]]''' – If you get caught up in Boss Galaga's tractor beam, you'll be pulled right up off the stage. Wiggle back and forth quickly to escape! | *'''[[Boss Galaga]]''' – If you get caught up in Boss Galaga's tractor beam, you'll be pulled right up off the stage. Wiggle back and forth quickly to escape! | ||
*'''Boss Galaga''' – It's possible to defeat Boss Galaga! He'll change color as he takes damage. The bluer he gets, the weaker he's becoming! | *'''Boss Galaga''' – It's possible to defeat Boss Galaga! He'll change color as he takes damage. The bluer he gets, the weaker he's becoming! | ||
*''' | *'''[[Bullet Bill (item)|Bullet Bill]]''' – This item lets you transform into a Bullet Bill and charge across the screen. You can control the direction, but be careful not to self-destruct! | ||
*'''[[Cucco]]''' – Don't attack the poor Cucco! No really, don't do that, or it'll call its whole flock. If that happens, try to get other fighters mixed up in the mayhem. | *'''[[Cucco]]''' – Don't attack the poor Cucco! No really, don't do that, or it'll call its whole flock. If that happens, try to get other fighters mixed up in the mayhem. | ||
*'''Cucco''' – If a Cucco is damaged by a [[stage hazard]], it's not sure who to get angry with...so it calls the flock on EVERYONE. Not fair! Not fair! | *'''Cucco''' – If a Cucco is damaged by a [[stage hazard]], it's not sure who to get angry with...so it calls the flock on EVERYONE. Not fair! Not fair! | ||
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*'''Fire Bar''' – You can use the Fire Bar both at short range and long range. The fireballs at the base of the weapon do the most damage. | *'''Fire Bar''' – You can use the Fire Bar both at short range and long range. The fireballs at the base of the weapon do the most damage. | ||
*'''[[Golden Hammer]]''' – This sometimes turns into a Squeaky Hammer. It doesn't hurt much, but that sound sure is cute, eh? | *'''[[Golden Hammer]]''' – This sometimes turns into a Squeaky Hammer. It doesn't hurt much, but that sound sure is cute, eh? | ||
*''' | *'''[[Grass]]''' – If you see some grass growing out of the stage, walk over and pluck it to get a random item. You can only pluck it while you're on the ground. | ||
*'''[[Gust Bellows]]''' – This item blows a powerful gust of wind. It aims straight out in front of you if you're holding on to it, but when thrown, it blows wildly in all directions! | *'''[[Gust Bellows]]''' – This item blows a powerful gust of wind. It aims straight out in front of you if you're holding on to it, but when thrown, it blows wildly in all directions! | ||
*'''[[Hocotate Bomb]]''' – The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune. | *'''[[Hocotate Bomb]]''' – The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune. | ||
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*'''Killer Eye''' – Throw a Killer Eye at a wall or ceiling, and it'll stick there. It might not be the most effective attack strategy, but it could catch foes by surprise! | *'''Killer Eye''' – Throw a Killer Eye at a wall or ceiling, and it'll stick there. It might not be the most effective attack strategy, but it could catch foes by surprise! | ||
*'''[[Lip's Stick]]''' – If you're hit by one of these, a flower blooms on your head and slowly does damage. It's so pretty, it's a shame it hurts... | *'''[[Lip's Stick]]''' – If you're hit by one of these, a flower blooms on your head and slowly does damage. It's so pretty, it's a shame it hurts... | ||
*'''Lip's Stick''' – | *'''Lip's Stick''' – Using Lip's Stick to damage a foe will make a flower bloom. The flower grows as you continue to deal damage. | ||
*'''[[Master Ball]]''' – A purple ball with the letter M on it. Unlike a regular Poké Ball, there's almost always a Legendary inside. | *'''[[Master Ball]]''' – A purple ball with the letter M on it. Unlike a regular Poké Ball, there's almost always a Legendary inside. | ||
*'''[[Ore Club]]''' – Use a side smash with the Ore Club to send a big whirlwind flying at your foes. Charge it up to make the whirlwind even bigger! | *'''[[Ore Club]]''' – Use a side smash with the Ore Club to send a big whirlwind flying at your foes. Charge it up to make the whirlwind even bigger! | ||
*'''[[POW Block]]''' – Hitting the POW Block will shake the whole screen, injuring any foes currently on the ground. It can be used three times before vanishing. | *'''[[POW Block]]''' – Hitting the POW Block will shake the whole screen, injuring any foes currently on the ground. It can be used three times before vanishing. | ||
*'''[[Rocket Belt]]''' – After you've worn the Rocket Belt for a set time, it'll fly off on its own. If it hits an opponent on its way up, it'll explode and | *'''[[Rocket Belt]]''' – After you've worn the Rocket Belt for a set time, it'll fly off on its own. If it hits an opponent on its way up, it'll explode and launch them! | ||
*'''Rocket Belt''' – Hold a jump button while wearing this item, and it will send you soaring skyward. This makes recovering easy for even the least agile of fighters. | *'''Rocket Belt''' – Hold a jump button while wearing this item, and it will send you soaring skyward. This makes recovering easy for even the least agile of fighters. | ||
*'''[[Rolling Crate]]''' – A crate with wheels. When attacked, it rolls off and deals big damage to whomever it hits. Attack it while standing on top, and you can even ride it! | *'''[[Rolling Crate]]''' – A crate with wheels. When attacked, it rolls off and deals big damage to whomever it hits. Attack it while standing on top, and you can even ride it! | ||
*'''[[Sandbag]]''' – Sandbag takes damage just like a fighter. The more it takes, the easier it is to launch. | *'''[[Sandbag]]''' – Sandbag takes damage just like a fighter. The more it takes, the easier it is to launch. | ||
*''' | *'''[[Screw Attack (item)|Screw Attack]]''' – You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos. | ||
*'''[[Special Flag]]''' – Hold this up for a while to get +1 KO (in a timed battle) or +1 stock (in a stock battle). Or use it as bait to lure your foes in for a beating! | *'''[[Special Flag]]''' – Hold this up for a while to get +1 KO (in a timed battle) or +1 stock (in a stock battle). Or use it as bait to lure your foes in for a beating! | ||
*'''[[Spiny Shell]]''' – When you throw this shell, it will hover above an opponent's head before descending upon them and exploding. It targets whoever's in first. | *'''[[Spiny Shell]]''' – When you throw this shell, it will hover above an opponent's head before descending upon them and exploding. It targets whoever's in first. | ||
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===[[Assist Trophy]]=== | ===[[Assist Trophy]]=== | ||
*'''[[Ashley]]''' – A dark field will appear around Ashley. Any foes inside the field will move more slowly and take continuous damage. | *'''[[Ashley]]''' – A dark field will appear around Ashley. Any foes inside the field will move more slowly and take continuous damage. | ||
*'''Ashley''' – Ashley causes an effect at random. She'll make attacks miss, limit movement, flip the controls, or bury, shrink, or make | *'''Ashley''' – Ashley causes an effect at random. She'll make attacks miss, limit movement, flip the controls, or bury, shrink, or make all the fighters invisible. | ||
*'''Ashley''' – Unless you summoned Ashley, eating [[food]] while within her dark field will cause damage instead of healing it. It's Pit's worst nightmare! | *'''Ashley''' – Unless you summoned Ashley, eating [[food]] while within her dark field will cause damage instead of healing it. It's Pit's worst nightmare! | ||
*'''[[Chain Chomp]]''' – A Chain Chomp's chomp will deal more damage than just touching one. Be careful, | *'''[[Chain Chomp]]''' – A Chain Chomp's chomp will deal more damage than just touching one. Be careful, though even chained up, they've got a long range. | ||
*'''Chain Chomp''' – If a Chain Chomp falls off the stage, it'll just jump right back up! | *'''Chain Chomp''' – If a Chain Chomp falls off the stage, it'll just jump right back up! | ||
*'''Chain Chomp''' – If a platform that can break is broken with one of these chained to it, the Chain Chomp will fall off the stage as well. | *'''Chain Chomp''' – If a platform that can break is broken with one of these chained to it, the Chain Chomp will fall off the stage as well. | ||
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*'''[[Elec Man]]''' – Attacking Elec Man will make him flinch, but you'll have to launch him off the screen if you want to stop his lightning attacks. | *'''[[Elec Man]]''' – Attacking Elec Man will make him flinch, but you'll have to launch him off the screen if you want to stop his lightning attacks. | ||
*'''Elec Man''' – Elec Man will move swiftly across the stage, firing Thunder Beam at fighters. A hit from this attack will leave a fighter stunned for a time. | *'''Elec Man''' – Elec Man will move swiftly across the stage, firing Thunder Beam at fighters. A hit from this attack will leave a fighter stunned for a time. | ||
*'''[[Ghirahim]]''' – Ghirahim moves gracefully through the battle, using swords and knives. He can't be | *'''[[Ghirahim]]''' – Ghirahim moves gracefully through the battle, using swords and knives. He can't be defeated; he'll simply teleport back if you launch him. | ||
*'''Ghirahim''' – Ghirahim will use a dash attack at foes straight ahead. He moves | *'''Ghirahim''' – Ghirahim will use a dash attack at foes straight ahead. He moves swiftly, making it hard to dodge, and strikes hard enough to launch you. | ||
*'''[[Ghosts]]''' – Blinky will always take the quickest route to a foe. Inky, meanwhile, prefers to move randomly in a direction opposite the foe. | *'''[[Ghosts]]''' – Blinky will always take the quickest route to a foe. Inky, meanwhile, prefers to move randomly in a direction opposite the foe. | ||
*'''Ghosts''' – Blinky, Inky, Pinky, and Clyde will all appear on the stage! They each have their own movement patterns and will hurt opponents who touch them. | *'''Ghosts''' – Blinky, Inky, Pinky, and Clyde will all appear on the stage! They each have their own movement patterns and will hurt opponents who touch them. | ||
*'''Ghosts''' – Pinky will try to catch her targets by getting in front and ambushing them. Clyde doesn't have a | *'''Ghosts''' – Pinky will try to catch her targets by getting in front and ambushing them. Clyde doesn't have a target: he just does whatever he likes. | ||
*'''[[Hammer Bro]]''' – The Hammer Bro won't move from side to side, so you'll be safe as long as you stay out of range. | *'''[[Hammer Bro]]''' – The Hammer Bro won't move from side to side, so you'll be safe as long as you stay out of range. | ||
*'''[[Isabelle]]''' – | *'''[[Isabelle]]''' – Isabelle cares how the fight is going! If the fighter who summoned her gets a KO, she'll be happy! She'll flinch if the fighters get close. | ||
*'''Isabelle''' – Isabelle is here to support whichever fighter summoned her into the battle. She'll throw healing fruit that's used just by touching it. | *'''Isabelle''' – Isabelle is here to support whichever fighter summoned her into the battle. She'll throw healing fruit that's used just by touching it. | ||
*'''Isabelle''' – Isabelle will do her best to throw the fruit she gave to the fighter who summoned her. This doesn't mean other fighters can't steal it. | *'''Isabelle''' – Isabelle will do her best to throw the fruit she gave to the fighter who summoned her. This doesn't mean other fighters can't steal it. | ||
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*'''[[Lakitu]]''' – Lakitu's Spiny Eggs will have a meteor effect on anyone they hit. Lakitu is perfect for stages that have small platforms. | *'''[[Lakitu]]''' – Lakitu's Spiny Eggs will have a meteor effect on anyone they hit. Lakitu is perfect for stages that have small platforms. | ||
*'''[[Lyn]]''' – Lyn is a swordfighter who has perfected her Quick Draw. After she has drawn her sword, she'll attack the nearest opponent. | *'''[[Lyn]]''' – Lyn is a swordfighter who has perfected her Quick Draw. After she has drawn her sword, she'll attack the nearest opponent. | ||
*'''Lyn''' – Right before she strikes, Lyn will move | *'''Lyn''' – Right before she strikes, Lyn will move slightly — this is your cue to dodge and avoid her attack! | ||
*'''[[Magnus]]''' – If Magnus's vertical strike hits a player grabbing an edge, it'll launch them straight down. Best not hang from edges when he's on the prowl... | *'''[[Magnus]]''' – If Magnus's vertical strike hits a player grabbing an edge, it'll launch them straight down. Best not hang from edges when he's on the prowl... | ||
*'''[[Midna]]''' – Midna won't be abandoned in | *'''[[Midna]]''' – Midna won't be abandoned in battle: she'll teleport to chase foes. She also uses her teleport to return if she gets launched. | ||
*'''Midna''' – Watch out for Midna's hand-shaped hair. She'll reach out and grab nearby fighters no matter how badly you wish your shield could stop it. | *'''Midna''' – Watch out for Midna's hand-shaped hair. She'll reach out and grab nearby fighters, no matter how badly you wish your shield could stop it. | ||
*'''[[Mother Brain]]''' – Attack Mother Brain to defeat her! The glass around her will shatter after she fires | *'''[[Mother Brain]]''' – Attack Mother Brain to defeat her! The glass around her will shatter after she fires lasers: that's your chance to strike! | ||
*'''Mother Brain''' – It's totally fine to use Mother Brain to shield yourself from the attacks of your rivals. | *'''Mother Brain''' – It's totally fine to use Mother Brain to shield yourself from the attacks of your rivals. | ||
*'''Mother Brain''' – Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy based, so they can be [[Absorption|absorbed]] or [[Reflection|reflected]]. | *'''Mother Brain''' – Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy-based, so they can be [[Absorption|absorbed]] or [[Reflection|reflected]]. | ||
*'''Mother Brain''' – Mother Brain will send colorful lasers shooting up and down the screen. They can't be absorbed or reflected, so you'll have to just avoid them! | *'''Mother Brain''' – Mother Brain will send colorful lasers shooting up and down the screen. They can't be absorbed or reflected, so you'll have to just avoid them! | ||
*'''[[Nightmare]]''' – When Nightmare has changed from his Power Orb to his true form, the screen will go completely black, obscuring the stage. | *'''[[Nightmare]]''' – When Nightmare has changed from his Power Orb to his true form, the screen will go completely black, obscuring the stage. | ||
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*'''Skull Kid''' – Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down. | *'''Skull Kid''' – Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down. | ||
*'''[[Starman]]''' – He will shoot either a PK Beam γ or a PK Beam Ω, stunning fighters. PK Beam γ targets one fighter, but Ω is less discerning. | *'''[[Starman]]''' – He will shoot either a PK Beam γ or a PK Beam Ω, stunning fighters. PK Beam γ targets one fighter, but Ω is less discerning. | ||
*'''Starman''' – If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy | *'''Starman''' – If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy too. | ||
*'''[[Tingle]]''' – Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield! | *'''[[Tingle]]''' – Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield! | ||
*'''Tingle''' – If flowers bloom around Tingle, the screen will zoom in on the fighter that summoned him. Quick! Charge an attack while no one can see! | *'''Tingle''' – If flowers bloom around Tingle, the screen will zoom in on the fighter that summoned him. Quick! Charge an attack while no one can see! | ||
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===[[Poké Ball|Pokémon]]=== | ===[[Poké Ball|Pokémon]]=== | ||
*'''[[Abomasnow]]''' – Abomasnow's Blizzard move will pull you toward the Pokémon. Once Blizzard ends, Abomasnow will unleash Ice Punch! | *'''[[Abomasnow]]''' – Abomasnow's Blizzard move will pull you toward the Pokémon. Once Blizzard ends, Abomasnow will unleash Ice Punch! | ||
*'''[[Arceus]]''' – | *'''[[Arceus]]''' – The attack Gravity will pull fighters out of the air. Anyone caught out beyond the edge will fall straight down. | ||
*'''[[Bellossom]]''' – Getting close to it will put you right to sleep! The more damage you've taken, the longer you'll be counting sheep. | *'''[[Bellossom]]''' – Getting close to it will put you right to sleep! The more damage you've taken, the longer you'll be counting sheep. | ||
*'''[[Chespin]]''' – Chespin will use Seed Bomb, causing explosions all around it that deal a large amount of damage to anyone hit by the attack. | *'''[[Chespin]]''' – Chespin will use Seed Bomb, causing explosions all around it that deal a large amount of damage to anyone hit by the attack. | ||
*'''[[Darkrai]]''' – Its Dark Void move has a strong gravitational pull and puts anyone who touches it to sleep. If you're caught in midair, you'll fall to the ground, sound asleep. | *'''[[Darkrai]]''' – Its Dark Void move has a strong gravitational pull and puts anyone who touches it to sleep. If you're caught in midair, you'll fall to the ground, sound asleep. | ||
*'''[[Dedenne]]''' – Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits. | *'''[[Dedenne]]''' – Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits. | ||
*'''[[Deoxys]]''' – | *'''[[Deoxys]]''' – Hyper Beam draws in fighters, but it won't hurt for you to launch them toward Deoxys too. | ||
*'''[[Eevee]]''' – Eevee will use Take Down on any fighters nearby. If there aren't any, it'll just stand around looking a bit confused. | *'''[[Eevee]]''' – Eevee will use Take Down on any fighters nearby. If there aren't any, it'll just stand around, looking a bit confused. | ||
*'''[[Electrode]]''' – Right before an Electrode explodes, its body goes red and shrinks. That's when you can grab it and throw it at your opponents! | *'''[[Electrode]]''' – Right before an Electrode explodes, its body goes red and shrinks. That's when you can grab it and throw it at your opponents! | ||
*'''[[Entei]]''' – Fire Spin has a gravitational effect, sucking in anyone who touches it. Once you're trapped in the fiery pillar, it'll do huge damage. | *'''[[Entei]]''' – Fire Spin has a gravitational effect, sucking in anyone who touches it. Once you're trapped in the fiery pillar, it'll do huge damage. | ||
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*'''[[Gardevoir]]''' – Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won't be affected. Nice! | *'''[[Gardevoir]]''' – Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won't be affected. Nice! | ||
*'''[[Genesect]]''' – Both Genesect's laser and its Techno Blast can penetrate walls, so all you can do is stay out of its line of sight. | *'''[[Genesect]]''' – Both Genesect's laser and its Techno Blast can penetrate walls, so all you can do is stay out of its line of sight. | ||
*'''[[Giratina]]''' – Giratina launches a massive gust of wind that hits multiple times. Be | *'''[[Giratina]]''' – Giratina launches a massive gust of wind that hits multiple times. Be careful: this move is tough to avoid and can send you off the screen. | ||
*'''[[Gogoat]]''' – Gogoat will let you ride on its back. Charge down opponents to deal damage! | *'''[[Gogoat]]''' – Gogoat will let you ride on its back. Charge down opponents to deal damage! | ||
*'''[[Goldeen]]''' – If damage was dealt from enthusiasm, then Goldeen would KO everyone with Splash. But it isn't. Not even when Goldeen comes from a Master Ball. | *'''[[Goldeen]]''' – If damage was dealt from enthusiasm, then Goldeen would KO everyone with Splash. But it isn't. Not even when Goldeen comes from a Master Ball. | ||
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*'''[[Kyurem]]''' – Icy Wind freezes fighters in just one hit. Not only does the attack have a wide range, but Kyurem can keep it going for a long time. | *'''[[Kyurem]]''' – Icy Wind freezes fighters in just one hit. Not only does the attack have a wide range, but Kyurem can keep it going for a long time. | ||
*'''[[Latias & Latios]]''' – Latias and Latios fly across the screen from the left and right, damaging anyone they hit and leaving gusts of wind in their wake as well. | *'''[[Latias & Latios]]''' – Latias and Latios fly across the screen from the left and right, damaging anyone they hit and leaving gusts of wind in their wake as well. | ||
*'''[[Lugia]]''' – Lugia will launch Aeroblast, a wide-range attack, from the back of the stage. This attack can't be | *'''[[Lugia]]''' – Lugia will launch Aeroblast, a wide-range attack, from the back of the stage. This attack can't be blocked: do all you can to get clear! | ||
*'''[[Meloetta]]''' – Meloetta's song will bounce off walls and platforms. In smaller stages, the song will bounce unpredictably, making it tough to avoid. | *'''[[Meloetta]]''' – Meloetta's song will bounce off walls and platforms. In smaller stages, the song will bounce unpredictably, making it tough to avoid. | ||
*'''[[Meowth]]''' – Meowth can use Pay Day to throw coins at enemy fighters. They don't do much damage, but the attack has a wide range. | *'''[[Meowth]]''' – Meowth can use Pay Day to throw coins at enemy fighters. They don't do much damage, but the attack has a wide range. | ||
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*'''[[Victini]]''' – Victini will use Victory Star to give the fighter who summoned it a boost. In a team battle, it will boost your teammates as well. | *'''[[Victini]]''' – Victini will use Victory Star to give the fighter who summoned it a boost. In a team battle, it will boost your teammates as well. | ||
*'''[[Xerneas]]''' – Everyone's launching power will get a boost when Xerneas is around. It'll be much easier to launch rivals who have low damage. | *'''[[Xerneas]]''' – Everyone's launching power will get a boost when Xerneas is around. It'll be much easier to launch rivals who have low damage. | ||
*'''[[Zoroark]]''' – Its Fury Swipes attack smacks its victim down hard. Wait for them to hit the | *'''[[Zoroark]]''' – Its Fury Swipes attack smacks its victim down hard. Wait for them to hit the ground: that's your chance to deliver a follow-up attack! | ||
==Game Modes== | ==Game Modes== | ||
*'''[[8-Player Smash]] Stages''' – | *'''[[8-Player Smash]] Stages''' – The fire marshal says you can't play every stage in 8-Player Smash. However, there are more stages available for 5 to 6 players than for 7 to 8. | ||
*'''[[All-Star]]: Rest Area''' – In the rest area between battles in All-Star, moves that normally heal you...won't. | *'''[[All-Star]]: Rest Area''' – In the rest area between battles in All-Star, moves that normally heal you...won't. | ||
*'''[[Challenges]]''' – In Challenges, squares higher up tend to be more difficult than those lower down. Consider using a hammer on one you find particularly tough. | *'''[[Challenges]]''' – In Challenges, squares higher up tend to be more difficult than those lower down. Consider using a hammer on one you find particularly tough. | ||
*'''Copying [[Character customization|Customized Characters]]''' – When copying custom fighters between Wii U and Nintendo 3DS, you can't copy fighters that were already copied over from another system. | *'''Copying [[Character customization|Customized Characters]]''' – When copying custom fighters between Wii U and Nintendo 3DS, you can't copy fighters that were already copied over from another system. | ||
*'''Items on Floating Platforms''' – In [[Multi-Man Smash]], items occasionally float by on a platform. These aren't | *'''Items on Floating Platforms''' – In [[Multi-Man Smash]], items occasionally float by on a platform. These aren't random - the same items will appear at the same time in every battle. | ||
*'''[[Stage Builder]]: Grid Display''' – Pressing the X Button will display a grid pattern on the screen. This really helps in creating level terrain or adjusting sizes. | *'''[[Stage Builder]]: Grid Display''' – Pressing the X Button will display a grid pattern on the screen. This really helps in creating level terrain or adjusting sizes. | ||
*'''[[Team Battle]]''' – When fighting in team battles, pairing a fighter skilled at close quarters with one who excels in ranged attacks can open up new strategies. | *'''[[Team Battle]]''' – When fighting in team battles, pairing a fighter skilled at close quarters with one who excels in ranged attacks can open up new strategies. | ||
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===[[Classic Mode (SSB4-Wii U)|Classic]]=== | ===[[Classic Mode (SSB4-Wii U)|Classic]]=== | ||
*'''Custom Fighters''' – As the rounds continue, [[Character customization|customized fighters]] will join the fray, sporting costumes other than the default and using custom special moves in battle. | *'''Custom Fighters''' – As the rounds continue, [[Character customization|customized fighters]] will join the fray, sporting costumes other than the default and using custom special moves in battle. | ||
*'''Finding the Right Moment''' – You'll get a bigger reward for beating a rival if more rounds have | *'''Finding the Right Moment''' – You'll get a bigger reward for beating a rival if more rounds have passed, but leave them too long and someone else might beat them first! | ||
*'''Intruders''' – Intruders can | *'''Intruders''' – Intruders can be giant, metal, or a team of fighters. They may disappear right after a battle, so head straight for them if you want the rewards! | ||
*'''Moving as a Pair''' – Teamwork is critical in Classic mode with two players. The team trophy is controlled by both players at the same time. No fighting, you two! | *'''Moving as a Pair''' – Teamwork is critical in Classic mode with two players. The team trophy is controlled by both players at the same time. No fighting, you two! | ||
*'''Playing in a Pair''' – Play Classic mode with a friend, and you'll battle as a team. The opponents, rivals, and intruders will sometimes team up with nearby fighters, too! | *'''Playing in a Pair''' – Play Classic mode with a friend, and you'll battle as a team. The opponents, rivals, and intruders will sometimes team up with nearby fighters, too! | ||
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*'''Lightning Ball''' – If you stay in the same place for too long, a ball of electricity will drop toward you. It'll hurt a lot and launch you, so watch for the warning! | *'''Lightning Ball''' – If you stay in the same place for too long, a ball of electricity will drop toward you. It'll hurt a lot and launch you, so watch for the warning! | ||
*'''Playing Together''' – When you play with two players, more tough blocks and balls of electricity will appear. However, you'll also get more rewards. | *'''Playing Together''' – When you play with two players, more tough blocks and balls of electricity will appear. However, you'll also get more rewards. | ||
*'''Timed Bombs''' – Your normal attacks won't break these. They blow up | *'''Timed Bombs''' – Your normal attacks won't break these. They blow up five seconds after appearing, and their explosion can launch you if you aren't careful! | ||
*'''Two-Player Combos''' – In two-player mode, you'll have one chain shared between you. Work together to keep that chain going as long as possible! | *'''Two-Player Combos''' – In two-player mode, you'll have one chain shared between you. Work together to keep that chain going as long as possible! | ||
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*'''Checkpoint Bonus''' – Pass through all five checkpoints to boost your stats. The higher they already are, the more they'll be boosted! | *'''Checkpoint Bonus''' – Pass through all five checkpoints to boost your stats. The higher they already are, the more they'll be boosted! | ||
*'''Defeated Fighters''' – Getting KO'd in a battle means you'll lose the fighter you were playing just then. If you can survive to the end, you'll keep your fighter. | *'''Defeated Fighters''' – Getting KO'd in a battle means you'll lose the fighter you were playing just then. If you can survive to the end, you'll keep your fighter. | ||
*'''Explosive Smash''' – A battle filled only with items that can explode. Just...be careful around those chain | *'''Explosive Smash''' – A battle filled only with items that can explode. Just...be careful around those chain reactions — friendly fire is decidedly unfriendly. | ||
*'''Fighter Spaces''' – Spaces where someone's picked up a fighter will turn white. As the turns pass, they'll slowly return to green and fighters might appear there again. | *'''Fighter Spaces''' – Spaces where someone's picked up a fighter will turn white. As the turns pass, they'll slowly return to green and fighters might appear there again. | ||
*'''Fighter Variations''' – Fighters come in three variations: 1, 2, and 3. 1 means they have their default specials, while 2 or 3 means they're rocking some custom specials. | *'''Fighter Variations''' – Fighters come in three variations: 1, 2, and 3. 1 means they have their default specials, while 2 or 3 means they're rocking some custom specials. | ||
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===Tour Items=== | ===Tour Items=== | ||
*'''[[Ashley]]''' – The spinner will spin so slowly for the player that uses this Tour Item that they can almost pick their number. | *'''[[Ashley]]''' – The spinner will spin so slowly for the player that uses this Tour Item that they can almost pick their number. “Almost” is the key word here. | ||
*'''[[Back Shield]]''' – Start the battle with a Back Shield by using this Tour Item. You'll be giving an enemy's blows the cold shoulder with this attack-blocking device. | *'''[[Back Shield]]''' – Start the battle with a Back Shield by using this Tour Item. You'll be giving an enemy's blows the cold shoulder with this attack-blocking device. | ||
*'''[[Black Knight]]''' – Select this for a battle, and it may occasionally aid your [[smash attack]]. Instead of a regular old smash, you'll unleash a [[one-hit KO]]! | *'''[[Black Knight]]''' – Select this for a battle, and it may occasionally aid your [[smash attack]]. Instead of a regular old smash, you'll unleash a [[one-hit KO]]! | ||
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*'''[[Home-Run Bat]]''' – You'll start the battle with a Home-Run Bat by using this Tour Item. Wind up and swing at your foes, or throw it at the start to surprise them! | *'''[[Home-Run Bat]]''' – You'll start the battle with a Home-Run Bat by using this Tour Item. Wind up and swing at your foes, or throw it at the start to surprise them! | ||
*'''[[Isabelle]]''' – This Tour Item makes nearby stat boosts grow to maximum size! Don't use this when your foes could collect the awesome boosts! | *'''[[Isabelle]]''' – This Tour Item makes nearby stat boosts grow to maximum size! Don't use this when your foes could collect the awesome boosts! | ||
*'''[[Kat & Ana]]''' – Using this lets you automatically [[Tech|break your fall]] when launched toward a wall or ceiling. Especially helpful if you're the | *'''[[Kat & Ana]]''' – Using this lets you automatically [[Tech|break your fall]] when launched toward a wall or ceiling. Especially helpful if you're the “headfirst into battle” type. | ||
*'''[[Latias & Latios]]''' – This Tour Item turns a regular battle into a team battle. The player who used it gets to choose who they partner up with. | *'''[[Latias & Latios]]''' – This Tour Item turns a regular battle into a team battle. The player who used it gets to choose who they partner up with. | ||
*'''[[Majora's Mask]]''' – This Tour Item draws on dark magic to double all your stats. In return, you'll have to start the next battle with 50% damage. | *'''[[Majora's Mask]]''' – This Tour Item draws on dark magic to double all your stats. In return, you'll have to start the next battle with 50% damage. | ||
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*'''[[Mr. Saturn]]''' – This Tour Item will improve your ability to shatter your foes' shields. With a smash attack, you may just do it in one shot! | *'''[[Mr. Saturn]]''' – This Tour Item will improve your ability to shatter your foes' shields. With a smash attack, you may just do it in one shot! | ||
*'''[[Ore Club]]''' – Begin the battle with an Ore Club in hand by using this Tour Item. Swing it, throw it, or charge up and send a whirlwind flying. | *'''[[Ore Club]]''' – Begin the battle with an Ore Club in hand by using this Tour Item. Swing it, throw it, or charge up and send a whirlwind flying. | ||
*'''[[Phosphora]]''' – This Tour Item lets you land right away by pressing | *'''[[Phosphora]]''' – This Tour Item lets you land right away by pressing down. The shock of your sudden landing, ready to fight, can really throw off a foe's timing. | ||
*'''[[Plasm Wraith]]''' – This Tour Item causes your [[shield]] to heal you when it's struck. This doesn't mean your shield can't be broken though; darn you, Mr. Saturn! | *'''[[Plasm Wraith]]''' – This Tour Item causes your [[shield]] to heal you when it's struck. This doesn't mean your shield can't be broken though; darn you, Mr. Saturn! | ||
*'''[[Poison Mushroom]]''' – Use this Tour Item to shrink a foe at the start of the battle. It'll be harder to hit them, but the small size makes them easily launchable. | *'''[[Poison Mushroom]]''' – Use this Tour Item to shrink a foe at the start of the battle. It'll be harder to hit them, but the small size makes them easily launchable. | ||
*'''[[Porky]]''' – This Tour Item | *'''[[Porky]]''' – This Tour Item “borrows” the effect of the Tour Item a foe used, giving it to you and leaving them with nothing. Try to get the really good ones! | ||
*'''[[Proto Man]]''' – This Tour Item will reflect the effect of other Tour Items back at your foes. If they were trying to swap or shuffle, it'll just nullify those effects. | *'''[[Proto Man]]''' – This Tour Item will reflect the effect of other Tour Items back at your foes. If they were trying to swap or shuffle, it'll just nullify those effects. | ||
*'''[[Resetti]]''' – This Tour Item will cause one opponent to lose the bonuses from their stat boosts for one battle. Use it near the endgame for maximum effect! | *'''[[Resetti]]''' – This Tour Item will cause one opponent to lose the bonuses from their stat boosts for one battle. Use it near the endgame for maximum effect! | ||
*'''[[Rocket Belt]]''' – This Tour Item lets you throw on a Rocket Belt at the start of the fight. For fighters who can't recover well, this is a must-have. | *'''[[Rocket Belt]]''' – This Tour Item lets you throw on a Rocket Belt at the start of the fight. For fighters who can't recover well, this is a must-have. | ||
*'''[[Sidestepper]]''' – This Tour Item lets you [[Sidestep|dodge sideways]] roughly twice as fast as normal, making it even more challenging for your opponents to hit you. | *'''[[Sidestepper]]''' – This Tour Item lets you [[Sidestep|dodge sideways]] roughly twice as fast as normal, making it even more challenging for your opponents to hit you. | ||
*'''[[Super Mushroom]]''' – Enter the battle as a giant by using this Tour Item. Your newfound size is short lived, however, so make the most of it before you're back to normal. | *'''[[Super Mushroom]]''' – Enter the battle as a giant by using this Tour Item. Your newfound size is short-lived, however, so make the most of it before you're back to normal. | ||
*'''[[Super Scope]]''' – You'll start the battle with a Super Scope if you use this Tour Item. Definitely use this if everyone else is bringing projectile weapons to the battle! | *'''[[Super Scope]]''' – You'll start the battle with a Super Scope if you use this Tour Item. Definitely use this if everyone else is bringing projectile weapons to the battle! | ||
*'''[[Tetra]]''' – This Tour Item can steal your rivals' fighters for you. It'll activate when a foe passes the space you placed it on. | *'''[[Tetra]]''' – This Tour Item can steal your rivals' fighters for you. It'll activate when a foe passes the space you placed it on. | ||
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*'''Battering Items''' – Battering items aren't just for swinging! You can also deal a lot of damage by throwing them at foes. | *'''Battering Items''' – Battering items aren't just for swinging! You can also deal a lot of damage by throwing them at foes. | ||
*'''Bonus Effects''' – You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger. | *'''Bonus Effects''' – You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger. | ||
*'''[[Tech|Breaking Your Fall]]''' – | *'''[[Tech|Breaking Your Fall]]''' – When you hit the wall, floor, or ceiling after being launched, press the shield button to break your fall and avoid follow-up attacks. | ||
*'''Catching Items''' – You can catch items thrown at you by pressing the attack button at just the right time. | *'''Catching Items''' – You can catch items thrown at you by pressing the attack button at just the right time. | ||
*'''[[Pivoting|Changing Direction and Attacking]]''' – With most fighters, you can turn around while dashing and then quickly press a button to deliver a [[Forward tilt|strong side attack]] or a [[Forward smash|side smash]]. | *'''[[Pivoting|Changing Direction and Attacking]]''' – With most fighters, you can turn around while dashing and then quickly press a button to deliver a [[Forward tilt|strong side attack]] or a [[Forward smash|side smash]]. | ||
*'''[[Charge canceling|Charge Canceling]]''' – You can cancel some special moves by pressing the shield button as you charge. Using the move again will start you where you left off! | *'''[[Charge canceling|Charge Canceling]]''' – You can cancel some special moves by pressing the shield button as you charge. Using the move again will start you where you left off! | ||
*'''[[Wall cling|Clinging to Walls]]''' – | *'''[[Wall cling|Clinging to Walls]]''' – Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though... | ||
*'''[[Crawling|Crouch Walking]]''' – Some fighters can move while crouched if you input diagonally down to the left or right. | *'''[[Crawling|Crouch Walking]]''' – Some fighters can move while crouched if you input diagonally down to the left or right. | ||
*'''[[Crouch cancel|Crouching's Defensive Value]]''' – Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won't help at | *'''[[Crouch cancel|Crouching's Defensive Value]]''' – Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won't help at all, but it looks pretty hilarious! | ||
*'''Custom [[Special move|Special Moves]]''' – Each of the custom special moves has different attributes. Choose carefully to create the perfect fighter for your play style! | *'''Custom [[Special move|Special Moves]]''' – Each of the custom special moves has different attributes. Choose carefully to create the perfect fighter for your play style! | ||
*'''Dangerous Shielding''' – If your shield breaks near an edge, a foe could casually push you off the stage while laughing. Be careful where you use your shield! | *'''Dangerous Shielding''' – If your shield breaks near an edge, a foe could casually push you off the stage while laughing. Be careful where you use your shield! | ||
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*'''Directional [[Taunt]]s''' – Some taunts are different depending on which way the fighter is facing. Captain Falcon's down taunt and Rosalina & Luma's side taunt are examples. | *'''Directional [[Taunt]]s''' – Some taunts are different depending on which way the fighter is facing. Captain Falcon's down taunt and Rosalina & Luma's side taunt are examples. | ||
*'''Easy [[Final Smash]]''' – Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd. | *'''Easy [[Final Smash]]''' – Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd. | ||
* | *'''Eating while Prone''' – Press the attack button while you're prone to eat a food item that's fallen nearby. | ||
*'''[[Edge]]-Grabbing Invincibility''' – When you grab an edge, your fighter flashes and becomes briefly invincible. This won't happen if you grab an edge again before touching the ground. | *'''[[Edge]]-Grabbing Invincibility''' – When you grab an edge, your fighter flashes and becomes briefly invincible. This won't happen if you grab an edge again before touching the ground. | ||
*'''[[Equipment]]''' – Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter! | *'''[[Equipment]]''' – Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter! | ||
*'''Equipment Types''' – | *'''Equipment Types''' – Equipment that increases your defense will also decrease your speed. Best for a tough fighter who will fight until the bitter end! | ||
*'''Equipment Types''' – Equipment that increases your speed will also decrease your attack. Best for a nimble fighter who wants to press the attack! | *'''Equipment Types''' – Equipment that increases your speed will also decrease your attack. Best for a nimble fighter who wants to press the attack! | ||
*'''[[Footstool Jump]]''' – You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down | *'''[[Footstool Jump]]''' – You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down too. | ||
* | *'''[[Grab]]''' – You have to wait at least a second between letting go of opponents and grabbing them again, so be patient! | ||
* | *'''[[Air grab|Grab an Item while Airborne]]''' – You can grab an item in midair by dodging or attacking at just the right time. | ||
*'''Grabbing Edges''' – If you grab an edge that someone else is grabbing, you'll steal it from him or her. So much for first come, first served! | *'''Grabbing Edges''' – If you grab an edge that someone else is grabbing, you'll steal it from him or her. So much for first come, first served! | ||
*'''[[Helpless]] Falling''' – After using certain specials in the air, you won't be able to attack or dodge until you hit the ground. You can still adjust the direction for your fall, though. | *'''[[Helpless]] Falling''' – After using certain specials in the air, you won't be able to attack or dodge until you hit the ground. You can still adjust the direction for your fall, though. | ||
*'''[[Smash directional influence|Hitstun Shuffling]]''' – If you input in a direction while taking damage, you'll shift slightly in that direction. | *'''[[Smash directional influence|Hitstun Shuffling]]''' – If you input in a direction while taking damage, you'll shift slightly in that direction. | ||
* | *'''Interacting with Equipment''' – Using equipment that raises attack will lower defense at the same time. You know what they say - the best defense is a good offense! | ||
*'''Landing after [[Air dodging|Midair Dodging]]''' – If you land while performing a midair dodge, you won't be able to move for a moment. Dodging all the time can actually leave you more exposed! | *'''Landing after [[Air dodging|Midair Dodging]]''' – If you land while performing a midair dodge, you won't be able to move for a moment. Dodging all the time can actually leave you more exposed! | ||
*'''Launch-Trail Colors (Free-for-All)''' – When someone launches you strongly, the trail that follows you is color-coded: red if P1 did it, blue if it was P2, yellow for P3, or green for P4. | *'''Launch-Trail Colors (Free-for-All)''' – When someone launches you strongly, the trail that follows you is color-coded: red if P1 did it, blue if it was P2, yellow for P3, or green for P4. | ||
*'''Launch-Trail Colors (Team Battle)''' – In team battles, the trail that follows you when you're launched hard matches the color of the team that the player who launched you belongs to. | *'''Launch-Trail Colors (Team Battle)''' – In team battles, the trail that follows you when you're launched hard matches the color of the team that the player who launched you belongs to. | ||
* | *'''Letting Go of Items''' – Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage. | ||
*'''[[Short hop|Low Jump]]''' – If you press the jump button very briefly, you'll jump lower than usual, which lets you use air attacks against ground-level foes. | *'''[[Short hop|Low Jump]]''' – If you press the jump button very briefly, you'll jump lower than usual, which lets you use air attacks against ground-level foes. | ||
* | *'''[[Hoop damage|Magnifying-Glass Damage]]''' – When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger! | ||
*'''[[Meteor Smash]]''' – | *'''[[Meteor Smash]]''' – Launching an opponent straight downward is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method. | ||
*'''[[Mii Fighter]]s' Physiques''' – Your Mii Fighter's stats are affected by the size of the original Mii it's based on. Bigger fighters will be more powerful, while smaller fighters will be faster. | *'''[[Mii Fighter]]s' Physiques''' – Your Mii Fighter's stats are affected by the size of the original Mii it's based on. Bigger fighters will be more powerful, while smaller fighters will be faster. | ||
*'''[[Perfect Shield]]''' – Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding. | *'''[[Perfect Shield]]''' – Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding. | ||
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*'''Reversing Side Specials''' – Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too. | *'''Reversing Side Specials''' – Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too. | ||
*'''[[Shield]] Break''' – While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy. | *'''[[Shield]] Break''' – While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy. | ||
*'''[[Shieldstun]] Shuffling''' – | *'''[[Shieldstun]] Shuffling''' – Angling to one side or the other while blocking with your shield will move it very slightly in that direction. | ||
*'''Shifting Your Shield''' – | *'''Shifting Your Shield''' – You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield. | ||
*'''[[Smash Taunt]]s on [[Orbital Gate Assault]] (Regular Version)''' – If all players press the ZL Button (or equivalent) when choosing this stage, you'll see a Smash Taunt...as long as Fox and Falco aren't in play. | *'''[[Smash Taunt]]s on [[Orbital Gate Assault]] (Regular Version)''' – If all players press the ZL Button (or equivalent) when choosing this stage, you'll see a Smash Taunt...as long as Fox and Falco aren't in play. | ||
*'''Smash Taunts on Orbital Gate Assault (Special Version)''' – If all players press the ZR Button (or equivalent) when choosing this stage, you'll see a special Smash Taunt...as long as Fox and Falco aren't in play. | *'''Smash Taunts on Orbital Gate Assault (Special Version)''' – If all players press the ZR Button (or equivalent) when choosing this stage, you'll see a special Smash Taunt...as long as Fox and Falco aren't in play. | ||
*'''Smash Taunts on [[Palutena's Temple]]''' – In the Palutena's Temple stage, you can trigger [[Palutena's Guidance|a special Smash Taunt]] if you use Pit's down taunt for a brief instant. It'll only work once per battle. | *'''Smash Taunts on [[Palutena's Temple]]''' – In the Palutena's Temple stage, you can trigger [[Palutena's Guidance|a special Smash Taunt]] if you use Pit's down taunt for a brief instant. It'll only work once per battle. | ||
*'''Smash Throw''' – When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way. | *'''Smash Throw''' – When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way. | ||
* | *'''[[Stale Moves]]''' – Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game! | ||
*'''Strong Equipment''' – | *'''Strong Equipment''' – Taking on higher intensity levels in Classic mode or achieving high scores in minigames can hugely affect the power of the equipment you pick up. | ||
* | *'''[[Super Armor]]''' – This is a state where you won't flinch even while taking damage. Some specials will trigger this. | ||
*'''Team Colors''' – There are four possible team colors: red, blue, green, and yellow. In 8-Player Smash, you can split into four teams of two for a serious scuffle! | *'''Team Colors''' – There are four possible team colors: red, blue, green, and yellow. In 8-Player Smash, you can split into four teams of two for a serious scuffle! | ||
*'''[[Double jump|The Jump Masters]]''' – #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four. | *'''[[Double jump|The Jump Masters]]''' – #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four. | ||
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*'''[[Jump|The Three Highest Jumpers]]''' – #1 is Falco, #2 is Greninja, and #3 is Zero Suit Samus. Technically Giga Bowser jumps higher, but using a Final Smash form is cheating in this case. | *'''[[Jump|The Three Highest Jumpers]]''' – #1 is Falco, #2 is Greninja, and #3 is Zero Suit Samus. Technically Giga Bowser jumps higher, but using a Final Smash form is cheating in this case. | ||
*'''The Three Lightest Fighters''' – #1 is Jigglypuff, {{rollover|#2 is Mr. Game & Watch, and #3 is Kirby.|Although this tip is outdated due to DLC and software updates, the tip was never corrected or removed.|?}} Light fighters are easy to launch but can easily escape from combos. | *'''The Three Lightest Fighters''' – #1 is Jigglypuff, {{rollover|#2 is Mr. Game & Watch, and #3 is Kirby.|Although this tip is outdated due to DLC and software updates, the tip was never corrected or removed.|?}} Light fighters are easy to launch but can easily escape from combos. | ||
*'''The Three Slowest Walkers''' – #1 is Robin, #2 is Jigglypuff, and #3 is Ganondorf. Don't | *'''The Three Slowest Walkers''' – #1 is Robin, #2 is Jigglypuff, and #3 is Ganondorf. Don't worry - Robin makes up for that low speed with powerful ranged magic. | ||
*'''The Top 3 Lifting Legends''' – Who moves fastest while carrying heavy items? #1 is Bowser, #2 is King Dedede, and #3 is Donkey Kong. DK can even jump while carrying heavy items! | *'''The Top 3 Lifting Legends''' – Who moves fastest while carrying heavy items? #1 is Bowser, #2 is King Dedede, and #3 is Donkey Kong. DK can even jump while carrying heavy items! | ||
*'''Throwing Items''' – | *'''Throwing Items''' – Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction. | ||
*'''[[Pivot grab|Turning and Grabbing]]''' – If you turn around while running and then grab, your grabbing range will be longer than usual. | *'''[[Pivot grab|Turning and Grabbing]]''' – If you turn around while running and then grab, your grabbing range will be longer than usual. | ||
*'''Types of Equipment''' – | *'''Types of Equipment''' – Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type. | ||
*'''[[Wall jump|Wall Jumping]]''' – | *'''[[Wall jump|Wall Jumping]]''' – Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this. | ||
*'''[[Priority|When Two Attacks Don't Meet]]''' – If two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled. | *'''[[Priority|When Two Attacks Don't Meet]]''' – If two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled. | ||
*'''When Two Attacks Meet''' – Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air! | *'''When Two Attacks Meet''' – Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air! | ||
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*'''[[Blue Falcon|Captain Falcon's Machine]]''' – The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash! | *'''[[Blue Falcon|Captain Falcon's Machine]]''' – The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash! | ||
*'''[[Captain Falcon]]'s Origins''' – Captain Falcon's first appearance was in the 1991 SNES launch title F-Zero. You couldn't see him in the game itself, but he was in the manual. | *'''[[Captain Falcon]]'s Origins''' – Captain Falcon's first appearance was in the 1991 SNES launch title F-Zero. You couldn't see him in the game itself, but he was in the manual. | ||
*'''[[Charizard]]'s Origins''' – | *'''[[Charizard]]'s Origins''' – Charizard made its debut in North America in the 1998 games Pokémon Red and Pokémon Blue. It was even featured on the cover of Pokémon Red. | ||
*'''Cutscene Easter Egg''' – In PAC-MAN, players were rewarded with an intermission after clearing a set number of rounds. In one of them, Blinky shows a little bit of...leg?! | *'''Cutscene Easter Egg''' – In PAC-MAN, players were rewarded with an intermission after clearing a set number of rounds. In one of them, Blinky shows a little bit of...leg?! | ||
*'''[[Dark Pit]]'s Origins''' – Dark Pit debuted in Kid Icarus: Uprising, released in 2012. Created by the Mirror of Truth, he has the same abilities as Pit but a different personality. | *'''[[Dark Pit]]'s Origins''' – Dark Pit debuted in Kid Icarus: Uprising, released in 2012. Created by the Mirror of Truth, he has the same abilities as Pit but a different personality. | ||
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*'''[[Kirby]]'s Origins''' – Kirby made his debut in 1992 in Kirby's Dream Land for the Game Boy. The goal of his journey was to recover stolen food from King Dedede. | *'''[[Kirby]]'s Origins''' – Kirby made his debut in 1992 in Kirby's Dream Land for the Game Boy. The goal of his journey was to recover stolen food from King Dedede. | ||
*'''[[Koopalings|Larry]]'s Origins''' – Larry Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. He's the youngest of the Koopalings. | *'''[[Koopalings|Larry]]'s Origins''' – Larry Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. He's the youngest of the Koopalings. | ||
*'''[[Koopalings|Lemmy]]'s Origins''' – | *'''[[Koopalings|Lemmy]]'s Origins''' – Lemmy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. He's the smallest and quickest of the Koopalings. | ||
*'''Link's Air Attacks''' – Link's down and up air attacks, Downward Thrust and Jump Thrust, are from Zelda II - The Adventure of Link. In that game, they're learned from town swordsmen. | *'''Link's Air Attacks''' – Link's down and up air attacks, Downward Thrust and Jump Thrust, are from Zelda II - The Adventure of Link. In that game, they're learned from town swordsmen. | ||
*'''Link's Items''' – Link first appeared in The Legend of Zelda on the NES. Even back then, he had a wide inventory of items, including the Bow, Boomerang, and Bombs. | *'''Link's Items''' – Link first appeared in The Legend of Zelda on the NES. Even back then, he had a wide inventory of items, including the Bow, Boomerang, and Bombs. | ||
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*'''Luigi's Air Superiority''' – The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi's ability to jump higher than Mario! | *'''Luigi's Air Superiority''' – The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi's ability to jump higher than Mario! | ||
*'''[[Luigi]]'s Origins''' – Luigi made his debut in the 1983 arcade classic Mario Bros. At the time, he wore a white shirt and cap with green overalls. | *'''[[Luigi]]'s Origins''' – Luigi made his debut in the 1983 arcade classic Mario Bros. At the time, he wore a white shirt and cap with green overalls. | ||
*'''Mario's Ex-Girlfriend(?)''' – The woman kidnapped by DK in the original Donkey Kong was Mario's first love, Pauline. Originally, she was just called | *'''Mario's Ex-Girlfriend(?)''' – The woman kidnapped by DK in the original Donkey Kong was Mario's first love, Pauline. Originally, she was just called “Lady.” We've come a long way. | ||
*'''[[Yoshi|Mario's Loyal Ally]]''' – Yoshi made his debut in Super Mario World, where he was trapped inside an egg by Bowser and freed by Mario. | *'''[[Yoshi|Mario's Loyal Ally]]''' – Yoshi made his debut in Super Mario World, where he was trapped inside an egg by Bowser and freed by Mario. | ||
*'''[[Mario]]'s Origins''' – | *'''[[Mario]]'s Origins''' – Mario made his debut in the arcade game Donkey Kong. He wore a blue shirt and red overalls the opposite of his current outfit. | ||
*'''[[Marth]]'s Origins''' – Marth debuted in the first Fire Emblem game in 1990, but that game wasn't released in North America until the Nintendo DS remake in 2009. | *'''[[Marth]]'s Origins''' – Marth debuted in the first Fire Emblem game in 1990, but that game wasn't released in North America until the Nintendo DS remake in 2009. | ||
*'''[[Meta Knight]]'s Origins''' – Meta Knight debuted in Kirby's Adventure on the NES as a mysterious figure who stood in Kirby's way as a boss but also sometimes helped him. | *'''[[Meta Knight]]'s Origins''' – Meta Knight debuted in Kirby's Adventure on the NES as a mysterious figure who stood in Kirby's way as a boss but also sometimes helped him. | ||
*'''[[Mii]] Fighter's Origins''' – Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games. | *'''[[Mii]] Fighter's Origins''' – Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games. | ||
*'''[[Koopalings|Morton]]'s Origins''' – Morton Koopa Jr.'s debut was in Super Mario Bros. 3, released in North America in 1990. As the largest of the Koopalings, he's proudly more brawn than brains. | *'''[[Koopalings|Morton]]'s Origins''' – Morton Koopa Jr.'s debut was in Super Mario Bros. 3, released in North America in 1990. As the largest of the Koopalings, he's proudly more brawn than brains. | ||
*'''[[Mr. Game & Watch]]'s Origins''' – Mr. Game & Watch first appeared in the early '80s in the Game & Watch handheld game | *'''[[Mr. Game & Watch]]'s Origins''' – Mr. Game & Watch first appeared in the early '80s in the Game & Watch handheld game series predating even the NES and Game Boy! | ||
*'''Multiplayer Kirby''' – Kirby Super Star on the SNES was the first Kirby game where two players could team up. | *'''Multiplayer Kirby''' – Kirby Super Star on the SNES was the first Kirby game where two players could team up. | ||
*'''Multiple Endings''' – In the original Metroid, the ending would change slightly depending on your clear time. The better endings revealed the secret of Samus's identity! | *'''Multiple Endings''' – In the original Metroid, the ending would change slightly depending on your clear time. The better endings revealed the secret of Samus's identity! | ||
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*'''Ness's Psychic Powers''' – Ness always had a variety of psychic powers, but he couldn't actually use PK Fire or PK Thunder in EarthBound. His friend Paula could, though. | *'''Ness's Psychic Powers''' – Ness always had a variety of psychic powers, but he couldn't actually use PK Fire or PK Thunder in EarthBound. His friend Paula could, though. | ||
*'''No Goombas?''' – Super Mario World doesn't feature any normal Goombas. The ones that do appear are actually a different species, now known as Galoombas. | *'''No Goombas?''' – Super Mario World doesn't feature any normal Goombas. The ones that do appear are actually a different species, now known as Galoombas. | ||
*'''Nurse Peach''' – When Mario took up a new career as Dr. Mario, Peach joined him as a nurse. But she didn't get to appear in the game | *'''Nurse Peach''' – When Mario took up a new career as Dr. Mario, Peach joined him as a nurse. But she didn't get to appear in the game itself, only in the manual! | ||
*'''[[Olimar]]'s Origins''' – | *'''[[Olimar]]'s Origins''' – Olimar made his first appearance in the original Pikmin, released in 2001. He's a hardworking space pilot for Hocotate Freight. | ||
*'''[[PAC-MAN]]'s Origins''' – | *'''[[PAC-MAN]]'s Origins''' – PAC-MAN made his debut in 1980. His debut title was later recognized by Guinness World Records as the “Most Successful Coin-Operated Arcade Game.” | ||
*'''[[Palutena]]'s Origins''' – Palutena debuted in Kid Icarus for the NES. She only appeared in the ending sequence, but the Japanese version had her name in the title! | *'''[[Palutena]]'s Origins''' – Palutena debuted in Kid Icarus for the NES. She only appeared in the ending sequence, but the Japanese version had her name in the title! | ||
*'''[[Pikachu]]'s Origins''' – Pikachu debuted in Pokémon Red and Blue for Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest. | *'''[[Pikachu]]'s Origins''' – Pikachu debuted in Pokémon Red and Blue for Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest. | ||
*'''Pit and the Hammer''' – When Pit grabs a Hammer, he swings it from the wrist, with only two frames of | *'''Pit and the Hammer''' – When Pit grabs a Hammer, he swings it from the wrist, with only two frames of movement just like how he used the mallets in the original Kid Icarus! | ||
*'''[[Pit]]'s Origins''' – | *'''[[Pit]]'s Origins''' – Pit's debut was in Kid Icarus, released in North America in 1987. His goal was to collect the Three Sacred Treasures and defeat the evil Medusa. | ||
*'''[[Poison Mushroom]]''' – The sneaky Poison Mushroom, which hurts Mario instead of helping him, made its first appearance in Super Mario Bros.: The Lost Levels. | *'''[[Poison Mushroom]]''' – The sneaky Poison Mushroom, which hurts Mario instead of helping him, made its first appearance in Super Mario Bros.: The Lost Levels. | ||
*'''[[Port Town Aero Dive]]''' – The stage Port Town Aero Dive is based on a track from F-Zero GX. It's 54,757 feet long, and at its peak you can get a great view of Port Town from above. | *'''[[Port Town Aero Dive]]''' – The stage Port Town Aero Dive is based on a track from F-Zero GX. It's 54,757 feet long, and at its peak you can get a great view of Port Town from above. | ||
*'''[[Princess Peach|Princess of the Mushroom Kingdom]]''' – Peach first appeared in Super Mario Bros., where she was known as Princess Toadstool. This was also the first of her many run-ins with Bowser... | *'''[[Princess Peach|Princess of the Mushroom Kingdom]]''' – Peach first appeared in Super Mario Bros., where she was known as Princess Toadstool. This was also the first of her many run-ins with Bowser... | ||
*'''[[R.O.B.]]'s Origins''' – R.O.B. made his debut in 1985 as a peripheral for the NES. The ability to move a real robot using in-game actions made a splash with media and gamers alike. | *'''[[R.O.B.]]'s Origins''' – R.O.B. made his debut in 1985 as a peripheral for the NES. The ability to move a real robot using in-game actions made a splash with media and gamers alike. | ||
*'''Robin: [[Nosferatu]]''' – In Fire Emblem Awakening, Robin wasn't able to use Nosferatu in his or her base class of | *'''Robin: [[Nosferatu]]''' – In Fire Emblem Awakening, Robin wasn't able to use Nosferatu in his or her base class of Tactician only by reclassing into a Dark Mage. | ||
*'''[[Robin]]'s Origins''' – Robin debuted in Fire Emblem Awakening, a 2013 release in North America. As the customizable avatar of the player, he or she fought alongside Chrom. | *'''[[Robin]]'s Origins''' – Robin debuted in Fire Emblem Awakening, a 2013 release in North America. As the customizable avatar of the player, he or she fought alongside Chrom. | ||
*'''[[Rosalina]] & [[Luma]]'s Origins''' – Rosalina and Luma made their debut in the 2007 title Super Mario Galaxy. Rosalina is a mysterious galactic traveler, and the Lumas her companions. | *'''[[Rosalina]] & [[Luma]]'s Origins''' – Rosalina and Luma made their debut in the 2007 title Super Mario Galaxy. Rosalina is a mysterious galactic traveler, and the Lumas her companions. | ||
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*'''[[Koopalings|Roy]]'s Origins''' – Roy Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. If you see a big Koopaling wearing pink shades, that's him. | *'''[[Koopalings|Roy]]'s Origins''' – Roy Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. If you see a big Koopaling wearing pink shades, that's him. | ||
*'''[[Samus]]'s Origins''' – Samus Aran made her debut in the 1987 NES title Metroid. It is a science-fiction action-adventure game with a focus on exploration. | *'''[[Samus]]'s Origins''' – Samus Aran made her debut in the 1987 NES title Metroid. It is a science-fiction action-adventure game with a focus on exploration. | ||
*'''[[Sheik]]'s Origins''' – Sheik first appeared in the 1998 N64 title The Legend of Zelda: Ocarina of Time. Her true identity is | *'''[[Sheik]]'s Origins''' – Sheik first appeared in the 1998 N64 title The Legend of Zelda: Ocarina of Time. Her true identity is Ze- I won't spoil it for you. | ||
*'''[[Shulk]]'s Origins''' – Shulk made his debut in North America with the 2012 release of Xenoblade Chronicles. A budding scientist, this young man has a kind and curious heart. | *'''[[Shulk]]'s Origins''' – Shulk made his debut in North America with the 2012 release of Xenoblade Chronicles. A budding scientist, this young man has a kind and curious heart. | ||
*'''[[Sonic]]'s Origins''' – Sonic's first appearance was a cameo in the 1991 arcade racing game Rad Mobile. You can see him dangling near the top of the windshield. | *'''[[Sonic]]'s Origins''' – Sonic's first appearance was a cameo in the 1991 arcade racing game Rad Mobile. You can see him dangling near the top of the windshield. | ||
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*'''The {{b|Hammer|item}}'s Origins''' – The Hammer item comes from the original Donkey Kong arcade game. Even the music that plays when you grab it is a perfect match! | *'''The {{b|Hammer|item}}'s Origins''' – The Hammer item comes from the original Donkey Kong arcade game. Even the music that plays when you grab it is a perfect match! | ||
*'''The King of Side Scrollers''' – The original Super Mario Bros. is a true classic. It's been released on at least 12 systems and sold more than 300 million copies worldwide! | *'''The King of Side Scrollers''' – The original Super Mario Bros. is a true classic. It's been released on at least 12 systems and sold more than 300 million copies worldwide! | ||
*'''Three Classic Items''' – The three power-ups from Super Mario Bros. on the | *'''Three Classic Items''' – The three power-ups from Super Mario Bros. on the NES the Super Mushroom, Fire Flower, and Super Star can all be used in this game too! | ||
*'''[[Toon Link]]'s Origins''' – Toon Link debuted in the 2003 GameCube title The Legend of Zelda: The Wind Waker. The cel-shaded art style cast Link in a whole new light. | *'''[[Toon Link]]'s Origins''' – Toon Link debuted in the 2003 GameCube title The Legend of Zelda: The Wind Waker. The cel-shaded art style cast Link in a whole new light. | ||
*'''Types of Viruses''' – In Dr. Mario on the NES, the three different types of virus were red, blue, and yellow. On the Game Boy, they were white, black, and gray. | *'''Types of Viruses''' – In Dr. Mario on the NES, the three different types of virus were red, blue, and yellow. On the Game Boy, they were white, black, and gray. | ||
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*'''[[Wii Fit Trainer]]'s Origins''' – Wii Fit Trainer debuted in 2008 in the title Wii Fit. Players could choose a male or female trainer to guide them through their fitness routines. | *'''[[Wii Fit Trainer]]'s Origins''' – Wii Fit Trainer debuted in 2008 in the title Wii Fit. Players could choose a male or female trainer to guide them through their fitness routines. | ||
*'''Yoshi's Puzzle Games''' – Yoshi had a puzzle game named after him with the NES title Yoshi. He later appeared in Yoshi's Cookie and Tetris Attack, both for the SNES. | *'''Yoshi's Puzzle Games''' – Yoshi had a puzzle game named after him with the NES title Yoshi. He later appeared in Yoshi's Cookie and Tetris Attack, both for the SNES. | ||
*'''[[Zelda]]'s Origins''' – Zelda first appeared in the 1987 NES title The Legend of Zelda. In that title, the evil Ganon kidnaps her and steals the Triforce of Power. | *'''[[Princess Zelda]]'s Origins''' – Zelda first appeared in the 1987 NES title The Legend of Zelda. In that title, the evil Ganon kidnaps her and steals the Triforce of Power. | ||
*'''Zero Suit Samus's 7th Color''' – Zero Suit Samus's seventh color variation is a unique orange outfit. This outfit first appeared in certain endings of Metroid: Zero Mission. | *'''Zero Suit Samus's 7th Color''' – Zero Suit Samus's seventh color variation is a unique orange outfit. This outfit first appeared in certain endings of Metroid: Zero Mission. | ||
*'''[[Zero Suit Samus]]'s Origins''' – Samus first donned her blue Zero Suit in the 2004 title Metroid: Zero Mission. | *'''[[Zero Suit Samus]]'s Origins''' – Samus first donned her blue Zero Suit in the 2004 title Metroid: Zero Mission. | ||
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*'''Strong Down Attack''' – Mega Man's strong down attack is simply called Sliding. It's based on the nonoffensive technique he's been able to use since Mega Man 3. | *'''Strong Down Attack''' – Mega Man's strong down attack is simply called Sliding. It's based on the nonoffensive technique he's been able to use since Mega Man 3. | ||
*'''Strong Up Attack''' – Mega Man's strong up attack is Mega Upper, a move he uses in the arcade game Mega Man 2: The Power Fighters. | *'''Strong Up Attack''' – Mega Man's strong up attack is Mega Upper, a move he uses in the arcade game Mega Man 2: The Power Fighters. | ||
*'''The Mega Buster''' – Mega Man's standard attack, strong side attack, and standard air attack all fire the Mega | *'''The Mega Buster''' – Mega Man's standard attack, strong side attack, and standard air attack all fire the Mega Buster his main weapon ever since his first game. | ||
*'''Up Air Attack''' – Mega Man's up air attack is Air Shooter, which fires a tornado upward. He obtained this special weapon by defeating Air Man in Mega Man 2. | *'''Up Air Attack''' – Mega Man's up air attack is Air Shooter, which fires a tornado upward. He obtained this special weapon by defeating Air Man in Mega Man 2. | ||
*'''Up Smash Attack''' – Mega Man's up smash is the electrifying Spark Shock. He originally obtained this special weapon by defeating Spark Man, a boss in Mega Man 3. | *'''Up Smash Attack''' – Mega Man's up smash is the electrifying Spark Shock. He originally obtained this special weapon by defeating Spark Man, a boss in Mega Man 3. | ||
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*'''[[Mega Man]]'s Origins''' – Mega Man made his 1987 debut in the NES game of the same name, in which the weapons acquired from defeating each boss were the key to victory. | *'''[[Mega Man]]'s Origins''' – Mega Man made his 1987 debut in the NES game of the same name, in which the weapons acquired from defeating each boss were the key to victory. | ||
==See | ==See Also== | ||
*[[List of tips (SSB4-3DS)]] | *[[List of tips (SSB4-3DS)]] | ||
[[Category:Features]] | [[Category:Features]] |