Editing List of tips (SSB4-Wii U)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 8: Line 8:
*'''[[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]]''' – 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''' &ndash; {{Flag|North America}} Bayonetta drops straight down into a split kick. Her foot has a meteor effect, good for bashing foes while they cling to edges.<br>{{Flag|Europe}} Bayonetta drops straight down into a split kick. Her foot has a meteor effect. Aim it at foes clinging to ledges to knock them into oblivion!
*'''Down Air Attack''' &ndash; 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''' &ndash; 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''' &ndash; 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)''' &ndash; 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)''' &ndash; 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)''' &ndash; Keep the button held down after any normal attack (and some specials) to fire your guns.
*'''Fire Guns (Holding Button)''' &ndash; Keep the button held down after any normal attack (and some specials) to fire your guns.
*'''Front Air Attack''' &ndash; 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''' &ndash; 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]]''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} 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.
*'''[[Heel Slide]]''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; 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!
Line 19: Line 19:
*'''Witch Time''' &ndash; 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''' &ndash; 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''' &ndash; 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 Time''' &ndash; 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]]''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation and get the best combos.
*'''[[Witch Twist]]''' &ndash; 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''' &ndash; 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''' &ndash; 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.


Line 25: Line 25:
*'''[[Bowser Bomb]]''' &ndash; Bowser will leap into the air hornsfirst. Hitting opponents on the way up makes it much easier to clobber them again on the way down.
*'''[[Bowser Bomb]]''' &ndash; Bowser will leap into the air hornsfirst. Hitting opponents on the way up makes it much easier to clobber them again on the way down.
*'''Bowser Bomb''' &ndash; If you land this on a shielding enemy, you can [[shield break|break their shield]] in one hit. Just make sure you capitalize afterward with a dropkick!
*'''Bowser Bomb''' &ndash; If you land this on a shielding enemy, you can [[shield break|break their shield]] in one hit. Just make sure you capitalize afterward with a dropkick!
*'''Bowser Bomb''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} You can grab onto an edge on the way down, but only if you're close enough to it. As long as you don't misjudge, it's a quick way to descend.
*'''Bowser Bomb''' &ndash; 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]]''' &ndash; 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]]''' &ndash; 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''' &ndash; 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''' &ndash; 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.
Line 40: Line 40:
*'''Clown Kart Dash''' &ndash; The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
*'''Clown Kart Dash''' &ndash; The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
*'''[[Mechakoopa]]''' &ndash; 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]]''' &ndash; 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''' &ndash; The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It'll explode if you just leave it alone for a while, too.
*'''Mechakoopa''' &ndash; The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It'll explode if you just leave it alone for a while too.


==={{SSB4|Captain Falcon}}===
==={{SSB4|Captain Falcon}}===
Line 188: Line 188:
*'''[[Aether]]''' &ndash; 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]]''' &ndash; 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''' &ndash; Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
*'''Aether''' &ndash; Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
*'''[[Back aerial|Back Air Attack]]''' &ndash; 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.
*'''[[Back aerial|Back Air Attack]]''' &ndash; 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''' &ndash; The backward strike of Ike's down smash deals more damage and launches farther than the forward strike.
*'''Down Smash Attack''' &ndash; The backward strike of Ike's down smash deals more damage and launches farther than the forward strike.
*'''[[Eruption]]''' &ndash; 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]]''' &ndash; 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.
Line 294: Line 294:
*'''[[Shield]]''' &ndash; When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times.
*'''[[Shield]]''' &ndash; 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]]''' &ndash; 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]]''' &ndash; 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]]''' &ndash; {{Flag|North America}} Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power.<br>{{Flag|Europe}} Get in close to hit your opponent with the very start of the uppercut. That way, it'll deal a lot of damage and really send them flying!
*'''[[Super Jump Punch]]''' &ndash; 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''' &ndash; 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''' &ndash; 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!


Line 614: Line 614:
*'''{{b|Bomb|Samus}}''' &ndash; Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
*'''{{b|Bomb|Samus}}''' &ndash; Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
*'''[[Charge Shot]]''' &ndash; {{Flag|North America}} This is devastating when fully charged. It can be unleashed instantly if you fire it while airborne.<br>{{Flag|Europe}} This is devastating when fully charged. You can't charge it in mid-air, but you can unleash it instantly.
*'''[[Charge Shot]]''' &ndash; {{Flag|North America}} This is devastating when fully charged. It can be unleashed instantly if you fire it while airborne.<br>{{Flag|Europe}} This is devastating when fully charged. You can't charge it in mid-air, but you can unleash it instantly.
*{{Flag|North America}} '''[[Grab aerial|Midair Grapple Beam]]''' / {{Flag|Europe}} Mid-Air Grapple Beam &ndash; {{Flag|North America}} 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!<br>{{Flag|Europe}} Hop backwards with a small jump, then fire the Grapple Beam by using a grab in mid-air, and you can retreat while keeping foes at bay.
*'''[[Grab aerial|Midair Grapple Beam]]''' &ndash; 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]]''' &ndash; Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile!
*'''[[Missile]]''' &ndash; Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile!
*'''{{b|Screw Attack|move}}''' &ndash; 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!
*'''{{b|Screw Attack|move}}''' &ndash; 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!
Line 729: Line 729:
*'''[[Down aerial|Down Air Attack]]''' &ndash; This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
*'''[[Down aerial|Down Air Attack]]''' &ndash; This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
*'''Down Smash Attack''' &ndash; 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''' &ndash; 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]]''' &ndash; {{Flag|North America}} Fighters struck while on the ground will be buried, while airborne fighters will be meteored.<br>{{Flag|Europe}} Bury an opponent who's on the ground by stepping on them with this move, or step on a foe in mid-air for a meteor effect.
*'''[[Flip Jump]]''' &ndash; Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
*'''Flip Jump''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect as well.
*'''Flip Jump''' &ndash; 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]]''' &ndash; Samus jumps into her Gunship and opens fire on her opponents. She'll jump back out after five blasts or 15 seconds.
*'''[[Gunship]]''' &ndash; Samus jumps into her Gunship and opens fire on her opponents. She'll jump back out after five blasts or 15 seconds.
*'''[[Paralyzer]]''' &ndash; {{Flag|North America}} Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!<br>{{Flag|Europe}} Attack with this to paralyse foes for just a moment. When they can't move, that's your chance to strike!
*'''[[Paralyzer]]''' &ndash; {{Flag|North America}} Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!<br>{{Flag|Europe}} Attack with this to paralyse foes for just a moment. When they can't move, that's your chance to strike!
Line 745: Line 745:
*'''Boxing Ring: Smash Bros. Version''' &ndash; 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''' &ndash; 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]]''' &ndash; 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]]''' &ndash; 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''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} Sometimes a Bulblin will appear, following along after King Bulblin. It won't really do anything, but you can attack it and defeat it.
*'''Bridge of Eldin''' &ndash; 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''' &ndash; When King Bulblin is flinching after being attacked, fighters he rams into won't get hurt.
*'''Bridge of Eldin''' &ndash; When King Bulblin is flinching after being attacked, fighters he rams into won't get hurt.
*'''Bridge of Eldin''' &ndash; 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''' &ndash; 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.
Line 763: Line 763:
*'''Garden of Hope''' &ndash; 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''' &ndash; 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]]''' &ndash; 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]]''' &ndash; 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]]''' &ndash; {{Flag|North America}} Next to the cannon is a mechanical arm that sometimes attacks fighters. It'll freeze for a second; that's your cue to dodge!<br>{{Flag|Europe}} Next to the cannon is a mechanical arm that sometimes attacks fighters. It freezes stock still for a second first, so that's your cue to dodge!
*'''[[Halberd]]''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; 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.
Line 950: Line 950:
*'''Skull Kid''' &ndash; Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down.
*'''Skull Kid''' &ndash; Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down.
*'''[[Starman]]''' &ndash; 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]]''' &ndash; 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''' &ndash; If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy, too.
*'''Starman''' &ndash; If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy too.
*'''[[Tingle]]''' &ndash; Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield!
*'''[[Tingle]]''' &ndash; Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield!
*'''Tingle''' &ndash; 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''' &ndash; 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!
Line 1,001: Line 1,001:


==Game Modes==
==Game Modes==
*'''[[8-Player Smash]] Stages''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} Not every stage is available in 8-Player Smash, but there are slightly more to pick from if you have 5 or 6 players rather than 7 or 8.
*'''[[8-Player Smash]] Stages''' &ndash; 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''' &ndash; In the rest area between battles in All-Star, moves that normally heal you...won't.
*'''[[All-Star]]: Rest Area''' &ndash; In the rest area between battles in All-Star, moves that normally heal you...won't.
*'''[[Challenges]]''' &ndash; 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]]''' &ndash; In Challenges, squares higher up tend to be more difficult than those lower down. Consider using a hammer on one you find particularly tough.
Line 1,150: Line 1,150:
*'''[[Edge]]-Grabbing Invincibility''' &ndash; 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''' &ndash; 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]]''' &ndash; Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter!
*'''[[Equipment]]''' &ndash; Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter!
*'''Equipment Types''' &ndash; {{Flag|North America}} Equipment that increases your defense will also decrease your speed. Best for a tough fighter who will fight until the bitter end!<br>{{Flag|Europe}} Equipment that increases your defence will also decrease your speed. Best for a tough fighter that keeps going to the last!
*'''Equipment Types''' &ndash; Equipment that increases your defense will also decrease your speed. Best for a tough fighter who will fight until the bitter end!
*'''Equipment Types''' &ndash; Equipment that increases your speed will also decrease your attack. Best for a nimble fighter who wants to press the attack!
*'''Equipment Types''' &ndash; Equipment that increases your speed will also decrease your attack. Best for a nimble fighter who wants to press the attack!
*'''[[Footstool Jump]]''' &ndash; You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down, too.
*'''[[Footstool Jump]]''' &ndash; You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down too.
*{{Flag|North America}} '''[[Grab]]''' / {{Flag|Europe}} '''Grabbing''' &ndash; You have to wait at least a second between letting go of opponents and grabbing them again, so be patient!
*{{Flag|North America}} '''[[Grab]]''' / {{Flag|Europe}} '''Grabbing''' &ndash; You have to wait at least a second between letting go of opponents and grabbing them again, so be patient!
*{{Flag|North America}} '''[[Air grab|Grab an Item while Airborne]]''' / {{Flag|Europe}} '''Grabbing an Item in Mid-Air''' &ndash; {{Flag|North America}} You can grab an item in midair by dodging or attacking at just the right time.<br>{{Flag|Europe}} You can grab an item in mid-air by dodging or attacking at just the right time.
*{{Flag|North America}} '''[[Air grab|Grab an Item while Airborne]]''' / {{Flag|Europe}} '''Grabbing an Item in Mid-Air''' &ndash; {{Flag|North America}} You can grab an item in midair by dodging or attacking at just the right time.<br>{{Flag|Europe}} You can grab an item in mid-air by dodging or attacking at just the right time.
Line 1,158: Line 1,158:
*'''[[Helpless]] Falling''' &ndash; 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''' &ndash; 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]]''' &ndash; If you input in a direction while taking damage, you'll shift slightly in that direction.
*'''[[Smash directional influence|Hitstun Shuffling]]''' &ndash; If you input in a direction while taking damage, you'll shift slightly in that direction.
*{{Flag|North America}} '''Interacting with Equipment''' / {{Flag|Europe}} '''Equipment Pros and Cons''' &ndash; {{Flag|North America}} Using equipment that raises attack will lower defense at the same time. You know what they say—the best defense is a good offense!<br>{{Flag|Europe}} Using equipment that raises attack will lower defence at the same time. You know what they say - the best defence is a good offence!
*'''Interacting with Equipment''' &ndash; 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]]''' &ndash; 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]]''' &ndash; 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)''' &ndash; 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)''' &ndash; 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)''' &ndash; 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)''' &ndash; 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.
*{{Flag|North America}} '''Letting Go of Items''' / {{Flag|Europe}} '''Dropping Items''' &ndash; Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage.
*'''Letting Go of Items''' &ndash; 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]]''' &ndash; 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]]''' &ndash; If you press the jump button very briefly, you'll jump lower than usual, which lets you use air attacks against ground-level foes.
*{{Flag|North America}} '''[[Hoop damage|Magnifying-Glass Damage]]''' / {{Flag|Europe}} '''Magnifying Glass Damage''' &ndash; {{Flag|North America}} 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!<br>{{Flag|Europe}} When you move off-screen, you'll be shown in a magnifying glass. You'll gradually take damage while in this state, so be careful!
*'''[[Hoop damage|Magnifying-Glass Damage]]''' &ndash; 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]]''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} Launching an opponent straight downwards is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method.
*'''[[Meteor Smash]]''' &ndash; 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''' &ndash; 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''' &ndash; 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]]''' &ndash; Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding.
*'''[[Perfect Shield]]''' &ndash; Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding.
Line 1,172: Line 1,172:
*'''Reversing Side Specials''' &ndash; 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''' &ndash; 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''' &ndash; While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
*'''[[Shield]] Break''' &ndash; While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
*'''[[Shieldstun]] Shuffling''' &ndash; {{Flag|North America}} Angling to one side or the other while blocking with your shield will move it very slightly in that direction.<br>{{Flag|Europe}} Input ← or → while blocking an attack with your shield to move very slightly in that direction.
*'''[[Shieldstun]] Shuffling''' &ndash; Angling to one side or the other while blocking with your shield will move it very slightly in that direction.
*'''Shifting Your Shield''' &ndash; {{Flag|North America}} You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.<br>{{Flag|Europe}} Gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
*'''Shifting Your Shield''' &ndash; 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)''' &ndash; 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)''' &ndash; 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)''' &ndash; 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)''' &ndash; 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]]''' &ndash; 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]]''' &ndash; 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''' &ndash; 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''' &ndash; When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way.
*{{Flag|North America}} '''[[Stale Moves]]''' / {{Flag|Europe}} '''Repetition Effect''' &ndash; Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game!
*'''[[Stale Moves]]''' &ndash; Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game!
*'''Strong Equipment''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} Taking on higher intensity levels in Classic mode or achieving high scores in mini-games can hugely affect the power of the equipment you can pick up.
*'''Strong Equipment''' &ndash; 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.
*{{Flag|North America}} '''[[Super Armor]]''' / {{Flag|Europe}} '''Super Armour''' &ndash; This is a state where you won't flinch even while taking damage. Some specials will trigger this.
*'''[[Super Armor]]''' &ndash; This is a state where you won't flinch even while taking damage. Some specials will trigger this.
*'''Team Colors''' &ndash; 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''' &ndash; 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]]''' &ndash; #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]]''' &ndash; #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.
Line 1,190: Line 1,190:
*'''The Three Slowest Walkers''' &ndash; #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 Three Slowest Walkers''' &ndash; #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''' &ndash; 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''' &ndash; 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''' &ndash; {{Flag|North America}} Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.<br>{{Flag|Europe}} To drop an item, press the grab button. If you input a direction at the same time, you'll throw the item in that direction.
*'''Throwing Items''' &ndash; 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]]''' &ndash; If you turn around while running and then grab, your grabbing range will be longer than usual.
*'''[[Pivot grab|Turning and Grabbing]]''' &ndash; If you turn around while running and then grab, your grabbing range will be longer than usual.
*'''Types of Equipment''' &ndash; {{Flag|North America}} Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type.<br>{{Flag|Europe}} Equipment can affect attack, defence and speed. You can equip more than one piece of the same type.
*'''Types of Equipment''' &ndash; Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type.
*'''[[Wall jump|Wall Jumping]]''' &ndash; {{Flag|North America}} Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.<br>{{Flag|Europe}} Some fighters can jump off walls. Input the opposite direction while touching a wall to do this.
*'''[[Wall jump|Wall Jumping]]''' &ndash; 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]]''' &ndash; 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]]''' &ndash; 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''' &ndash; 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''' &ndash; 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!
Line 1,211: Line 1,211:
*'''[[Blue Falcon|Captain Falcon's Machine]]''' &ndash; 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]]''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; {{Flag|North America}} 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.<br>{{Flag|Europe}} Charizard debuted in the first Pokémon games, released in Europe in 1999. It was even featured on the packaging for Pokémon Red Version.
*'''[[Charizard]]'s Origins''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; 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.
Line 1,258: Line 1,258:
*'''No Goombas?''' &ndash; 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?''' &ndash; 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''' &ndash; 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!
*'''Nurse Peach''' &ndash; 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''' &ndash; {{Flag|North America}} Olimar made his first appearance in the original Pikmin, released in 2001. He's a hardworking space pilot for Hocotate Freight.<br>{{Flag|Europe}} Olimar made his first appearance in the original Pikmin, released in Europe in 2002. He's a hard-working space pilot for Hocotate Freight.
*'''[[Olimar]]'s Origins''' &ndash; 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''' &ndash; {{Flag|North America}} 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."<br>{{Flag|Europe}} PAC-MAN first appeared in the arcade game of the same name in 1980. It was such a success, it even made it into Guinness World Records!
*'''[[PAC-MAN]]'s Origins''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; 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''' &ndash; Pikachu debuted in Pokémon Red and Blue for Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: