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''[[Super Smash Bros. 4]]'' includes a list of '''tips'''. These tips appear in two different locations - their own specialized menu in the [[Vault]], or on the loading screens of the game. | |||
==List of tips== | |||
== | |||
The many tips in the game are categorized into different types. | The many tips in the game are categorized into different types. | ||
=== | ===Fighters=== | ||
*''' | {{split|This section alone is half the page, and will get longer once Wii U tips are added.}} | ||
*''' | Fighter-based tips mainly provide information about characters' special moves. | ||
*''' | *'''Bowser Jr.: Abandon Ship!''' – Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct. | ||
*''' | *'''Bowser Jr.: 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. | ||
*''' | *'''Bowser Jr.: Clown Kart Dash''' – The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal. | ||
*'''Smash | *'''Bowser Jr.: Mechakoopa''' – The Junior Clown Car spits out a Mechakoopa, which explodes on contact with an enemy. It'll explode if you just leave it alone for a while, too. | ||
*''' | *'''Bowser: Bowser Bomb''' – Bowser will leap into the air hornsfirst. Hitting an opponent on the way up makes it much easier to clobber them again on the way down. | ||
*''' | *'''Bowser: Fire Breath''' – Fire Breath loses power the longer it is used. Waiting a short time between bursts will allow it to recharge. | ||
*''' | *'''Bowser: Tough Guy''' – Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch. | ||
*'''Bowser: Whirling Fortress''' – Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly. | |||
*'''Captain Falcon: Falcon Dive''' – A leaping grab that sends the opponent flying with explosive force. If it connects, you're free to use the same attack again without landing. | |||
*'''Captain Falcon: Falcon Punch''' – After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns. | |||
*'''Captain Falcon: Front Air Attack''' – There's a violent knee jab at the start of this move. Connect with that for some serious launching power. | |||
*'''Charizard: Flamethrower''' – Charizard will keep breathing fire as long as you hold the button down, but it'll get weaker and weaker as you use it. | |||
*'''Charizard: Flare Blitz''' – This move engulfs Charizard in flames. It's extremely powerful, but it hurts Charizard too. | |||
*'''Charizard: Flare Blitz''' – There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters, too! | |||
*'''Charizard: Rock Smash''' – The rock shards will fly in random directions. Get close to your target to maximize damage. | |||
*'''Charizard: Rock Smash''' – Right before smashing a rock, Charizard gets super armor, meaning it won't even flinch if it's attacked! | |||
*'''Charizard: Strong Up Attack''' – Charizard's wings won't take damage, making this good for overpowering foes striking from overhead. | |||
*'''Dark Pit: 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. | |||
*'''Dark Pit: Silver Bow''' – This move fires an arrow from Dark Pit's bow, either to the side or upward. Its shots are more powerful than Pit's Palutena Bow, but they curve less. | |||
*'''Diddy Kong: 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. | |||
*'''Diddy Kong: 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 trip! | |||
*'''Diddy Kong: Monkey Flip''' – If you grab someone in the air, you'll release them more quickly than if you grab them on the ground. Be ready to use a speedy follow-up attack. | |||
*'''Diddy Kong: Monkey Flip''' – While performing this move, you can press the attack button to launch a flying kick that deals considerable damage and has good launching power. | |||
*'''Diddy Kong: Monkey Flip''' – After grabbing on to an opponent with this move, press the attack button to launch them sideways or press up to jump off their head! | |||
*'''Diddy Kong: Peanut Popgun''' – Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits! | |||
*'''Diddy Kong: Peanut Popgun''' – While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire. | |||
*'''Diddy Kong: Rocketbarrel Boost''' – If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own. | |||
*'''Diddy Kong: Rocketbarrel Pack''' – You can indicate a direction while this is charging to fly in that direction. You can even steer while flying! | |||
*'''Donkey Kong: Forward Throw''' – Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though. | |||
*'''Donkey Kong: Hand Slap''' – DK's Hand Slap affects a large area around him. However, it won't hit airborne fighters. | |||
*'''Donkey Kong: Headbutt''' – Use this move to bury your opponents if they're on the ground or meteor-smash them in midair. | |||
*'''Donkey Kong: Spinning Kong''' – This move doesn't offer a lot of lift, but it can carry Donkey Kong a fair distance left or right. | |||
*'''Duck Hunt: 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 Hunt: Duck Jump''' – The duck grabs the dog and carries him through the air. Once started, this move can't be stopped. | |||
*'''Duck Hunt: Trick Shot''' – This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots and lead it toward its target. | |||
*'''Falco: Blaster''' – Unlike Fox's blaster, Falco's blaster can make opponents flinch. It fires faster when airborne. | |||
*'''Falco: Falco Phantasm''' – Falco Phantasm can send an airborne enemy straight down—use it to dunk them into the abyss! | |||
*'''Falco: Reflector''' – Falco kicks his Reflector forward, making it possible to both reflect projectiles and hit foes at the same time! | |||
*'''Fox: Blaster''' – The blaster fires quickly, and its shots go a long way, but enemies won't flinch when they're hit, so use this at a safe distance. | |||
*'''Fox: Fox Illusion''' – When you use this move on the ground, Fox will always stop if he reaches an edge. When used in the air, you need to be a little more careful. | |||
*'''Fox: Reflector''' – This move can reflect projectiles, and it also damages nearby opponents when activated. | |||
*'''Ganondorf: Flame Choke''' – After being grabbed by this move, it's possible to recover just before being slammed to the ground. | |||
*'''Ganondorf: Strong Down Attack''' – A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks. | |||
*'''Ganondorf: Warlock Punch''' – After pressing the attack button, quickly turn around to make Ganondorf unleash an even more powerful attack as he turns. | |||
*'''Ganondorf: Wizard's Foot''' – Used on the ground, this move is a horizontal flying kick. In the air, it goes downward instead and has a meteor effect at the very start. | |||
*'''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. | |||
*'''Greninja: Hydro Pump''' – The water flow doesn't just cause damage—it can also push your foes if you hit them just right. | |||
*'''Greninja: Substitute''' – This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack! | |||
*'''Ike: Aether''' – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward! | |||
*'''Ike: 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! | |||
*'''Ike: Eruption''' – A downward stab that summons raging flames around you. Gets stronger the longer you charge it, and the tip of the blade has a meteor effect. | |||
*'''Ike: Standard Attack''' – There are three levels of attack: a punch, a kick, and a sword swing. All pretty handy, since they're quicker than Ike's other moves! | |||
*'''Jigglypuff: 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. | |||
*'''Jigglypuff: Rest''' – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury. | |||
*'''Jigglypuff: Rest''' – This move is hard to hit with but can really send opponents flying! You'll need to get very close or use it right when your opponent tries to attack. | |||
*'''Jigglypuff: Shield''' – If Jigglypuff's shield is shattered, it'll get launched and KO'd no matter its damage. | |||
*'''Jigglypuff: Sing''' – Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they'll nap. | |||
*'''King Dedede: Gordo Throw''' – Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing how it bounces. | |||
*'''King Dedede: Inhale''' – Dedede is already perfect, so his inhale won't copy abilities. Instead, it has a longer range than Kirby's. | |||
*'''King Dedede: Inhale''' – After inhaling an opponent, press the button again to spit them out as a projectile. This way, you can hit your opponents with each other! | |||
*'''King Dedede: Jet Hammer''' – It's possible to charge this move to deal more damage, but charging for too long will start to hurt Dedede too! | |||
*'''King Dedede: Strong Down Attack''' – He can attack while prone by cartwheeling forward. This lets him attack while moving, like a dash attack. | |||
*'''King Dedede: Super Dedede Jump''' – After leaping up high, Dedede crashes down to attack. This move can be canceled partway through by pressing up. | |||
*'''Kirby: 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. | |||
*'''Kirby: Hammer''' – If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge. | |||
*'''Kirby: Inhale''' – If you press the attack button after sucking an enemy in, you'll spit them back out. Use enemies to attack other enemies! | |||
*'''Kirby: Inhale''' – In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt! | |||
*'''Kirby: Jump''' – Kirby's light body lets him jump five times—more than most other fighters. If Kirby gets launched but not cleared, you can almost bet he's coming back! | |||
*'''Kirby: Stone''' – While falling, you can cancel the attack by entering the move a second time. It's a perfect way to trick other players! | |||
*'''Kirby: Stone''' – Kirby's form is different each time he uses this, but the move's effect is the same. | |||
*'''Kirby: Taunt''' – Taunt to discard your current copy ability. Find the most opportune moment to change your abilities! | |||
*'''Link: Bomb''' – Your bombs are special ones—the explosion from hitting an enemy won't hurt you. | |||
*'''Link: Dash Attack''' – Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful. | |||
*'''Link: 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. | |||
*'''Link: Hylian Shield''' – Link's Hylian Shield can block projectiles, but it won't block anything while you're attacking. | |||
*'''Link: Hylian Shield''' – Link's Hylian Shield blocks all projectiles, no matter how powerful. Link won't take any damage at all. | |||
*'''Link: Side Smash Attack''' – Press the button again to attack a second time. The second attack has more launching power. | |||
*'''Little Mac: Jolt Haymaker''' – You get a window of invincibility if you start this move on the ground, but not in the air, so be careful! | |||
*'''Little Mac: KO Uppercut''' – Little Mac's Power Meter builds up when he deals or receives damage. Once it's full, he can use the KO Uppercut to deal some serious hurt! | |||
*'''Little Mac: Rising Uppercut''' – Little Mac zooms upward with a powerful uppercut. It travels farther when used on the ground than when used in the air. | |||
*'''Little Mac: Side Smash Attack''' – If you press up when performing Little Mac's side smash, it will change into an uppercut that sends enemies flying upward. | |||
*'''Little Mac: Slip Counter''' – Just when you think you've got him, Little Mac socks you with a nasty counter. He's invincible during the attack, so there's no stopping him! | |||
*'''Lucario: Aura''' – Lucario's launching potential is directly related to how much damage this Pokémon has taken. The power of Lucario's Aura radiates off its hands. | |||
*'''Lucario: Aura Sphere''' – Other fighters can be damaged by the Aura Sphere as Lucario charges it. The size of the sphere is affected by Lucario's Aura. | |||
*'''Lucario: Extreme Speed''' – This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly. | |||
*'''Lucario: Force Palm''' – Force Palm deals more damage and has a greater range if Lucario's Aura is stronger. | |||
*'''Luigi: Down Taunt''' – If your foe's clinging to an edge for dear life, try using Luigi's down taunt. That meteor smash will be VERY satisfying! | |||
*'''Luigi: Green Missile''' – This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful! | |||
*'''Luigi: Green Missile''' – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases. | |||
*'''Luigi: Green Missile''' – Charge this for too long, and he'll get worn out and give up. Let him catch his breath, and then try again. | |||
*'''Mario: 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. | |||
*'''Mario: Front Air Attack''' – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins. | |||
*'''Mario: Up Smash Attack''' – A powerful upward headbutt. Mario's head is invulnerable while performing it. Useful against opponents moving in to attack from above. | |||
*'''Marth: Counter''' – The counter depends on the attack it is countering. A countered smash attack may KO an opponent! | |||
*'''Marth: Dancing Blade''' – Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike! | |||
*'''Marth: 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. | |||
*'''Marth: Dancing Blade''' – Press down on the fourth swing to finish your combo with a powerful blow to your opponent's feet! | |||
*'''Marth: Dancing Blade''' – Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs! | |||
*'''Marth: 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. | |||
*'''Marth: Shield Breaker''' – This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit. | |||
*'''Mega Man: Crash Bomber''' – This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to another fighter by bumping into them. | |||
*'''Mega Man: Leaf Shield''' – Grab someone while the Leaf Shield's up, and you can do a combo attack: a throw plus the damage from the leaves. | |||
*'''Mega Man: Metal Blade''' – If a Metal Blade gets stuck in a wall or floor, other fighters can pick it up and use it. | |||
*'''Mega Man: Rush Coil''' – Summoning Rush into battle will help Mega Man reach even greater heights. Unfortunately, foes can use him as well! | |||
*'''Mega Man: Side Smash Attack''' – Mega Man unleashes a powerful Charge Shot. The damage and distance increases the longer you charge it! | |||
*'''Mega Man: Up Air Attack''' – Mega Man can launch a little tornado upward. If an opponent gets caught in this minigale, it'll carry them up into the air! | |||
*'''Meta Knight: Dimensional Cape''' – Meta Knight wraps himself in his cape and disappears. Keep holding the button, and he'll strike when he's back! | |||
*'''Meta Knight: Drill Rush''' – While Meta Knight's rushing through the air like a drill, you can adjust his direction. | |||
*'''Meta Knight: Flurry Attack''' – Press the attack button to unleash a flurry of strikes. Meta Knight doesn't do "standard attacks." | |||
*'''Meta Knight: Mach Tornado''' – The tornado created around Meta Knight can destroy any weak projectiles it hits. | |||
*'''Meta Knight: 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. | |||
*'''Meta Knight: Strong Side Attack''' – The third strike of Meta Knight's side strong attack is powerful enough to launch opponents. | |||
*'''Mii Brawler: Burning Dropkick''' – This move combines a big forward leap with a dropkick. Also it's on fire. Charge it up for some serious power, distance, and speed. | |||
*'''Mii Brawler: 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. | |||
*'''Mii Brawler: 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. | |||
*'''Mii Brawler: 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. | |||
*'''Mii Brawler: Headache Maker''' – After a big jump, the Mii Brawler swings down with both arms. At that exact moment, this move has a meteor effect. | |||
*'''Mii Brawler: Head-On Assault''' – This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it. | |||
*'''Mii Brawler: Helicopter Kick''' – When performing this move, pressing left or right will let you change the direction of the kick. | |||
*'''Mii Brawler: Onslaught''' – A flurry of kicks, followed by a powerful uppercut. This move hits the opponent quite some distance and might even KO them if it connects in midair! | |||
*'''Mii Brawler: Piston Punch''' – This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents. | |||
*'''Mii Brawler: Shot Put''' – Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery. | |||
*'''Mii Brawler: 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. | |||
*'''Mii Brawler: 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. | |||
*'''Mii Brawler: Up Smash''' – An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above. | |||
*'''Mii Gunner: Absorbing Vortex''' – A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies back a bit. | |||
*'''Mii Gunner: 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. | |||
*'''Mii Gunner: 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! | |||
*'''Mii Gunner: 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! | |||
*'''Mii Gunner: Charge Blast''' – This move is super powerful when fully charged. Use it in midair, and it'll fire without charging at all. | |||
*'''Mii Gunner: Echo Reflector''' – This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before, too! | |||
*'''Mii Gunner: Flame Pillar''' – If you make a pillar of fire on the ground, it'll deliver a single hit to anyone who comes close, pushing them back. | |||
*'''Mii Gunner: 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. | |||
*'''Mii Gunner: 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. | |||
*'''Mii Gunner: 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. | |||
*'''Mii Gunner: 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! | |||
*'''Mii Gunner: Stealth Burst''' – Fires a stealth explosive forward, which detonates when you release the button. Hold the button down to get more distance and power. | |||
*'''Mii Swordfighter: Airborne Assault''' – The Mii performs a somersault leap forward in a large arc. If it strikes a foe, they will be blasted back and the user will jump upward. | |||
*'''Mii Swordfighter: Blade Counter''' – This move counters an enemy attack. The attack has slightly greater launching power than a normal attack. | |||
*'''Mii Swordfighter: Blade Flurry''' – A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance! | |||
*'''Mii Swordfighter: 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 and down. | |||
*'''Mii Swordfighter: Chakram''' – Perform this move like a smash attack to throw stronger and farther. Perform it normally, and the chakram will hover and hit multiple times. | |||
*'''Mii Swordfighter: Gale Strike''' – A large swing of the sword that summons a damaging tornado. The tornado's path sinks slightly just after it appears. | |||
*'''Mii Swordfighter: 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. | |||
*'''Mii Swordfighter: Hero's Spin''' – A spinning sword slice that attacks enemies on both sides. When used in midair it makes you rise upward, so you can use it for recovery. | |||
*'''Mii Swordfighter: Hero's Spin''' – When using this move on the ground, you can hold down the button to charge it up. It's also stronger in general on the ground than in the air. | |||
*'''Mii Swordfighter: Power Thrust''' – This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful. | |||
*'''Mii Swordfighter: Reversal Slash''' – A gust of wind from the Mii character's sword sends projectiles back the way they came. It can also flip opponents around if they get too close. | |||
*'''Mii Swordfighter: Shuriken of Light''' – The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch. | |||
*'''Mii Swordfighter: Skyward Slash Dash''' – Slash repeatedly while dashing in the direction you've pressed. Use it in the air to ambush opponents waiting below! | |||
*'''Mii Swordfighter: Slash Launcher''' – A swift dash forward ending in a decisive slash, with the sword held in a reverse grip. The longer you charge it, the farther it will travel. | |||
*'''Mii Swordfighter: Stone Scabbard''' – A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect. | |||
*'''Mii Swordfighter: Stone Scabbard''' – At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform. | |||
*'''Mr. Game & Watch: Chef''' – Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself. | |||
*'''Mr. Game & Watch: Fire''' – A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit. | |||
*'''Mr. Game & Watch: Judge''' – This move's power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power! | |||
*'''Mr. Game & Watch: Oil Panic''' – This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe. | |||
*'''Mr. Game & Watch: Oil Panic''' – This will only absorb energy-style projectiles. It won't affect physical ones like Link's arrows. | |||
*'''Ness: PK Fire''' – If this attack connects, a big pillar of fire appears. "I feel the burn!" your foes will yell. | |||
*'''Ness: PK Thunder''' – You can guide the bolt of lightning around and hit yourself for propulsion—but this leaves you defenseless, so be careful! | |||
*'''Ness: PSI Magnet''' – This move absorbs energy-type projectiles and heals Ness as a result. | |||
*'''Ness: Side Smash Attack''' – Ness's bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it! | |||
*'''Ness: Up Smash Attack''' – Ness's yo-yo flies forward and then swings up and around to the back for a wide-ranging, heavy-hitting attack. | |||
*'''Olimar: 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. | |||
*'''Olimar: Pikmin Order''' – This move will change the order of your Pikmin. Use it to plan your attack strategy. | |||
*'''Olimar: Pikmin Order''' – Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off. | |||
*'''Olimar: Pikmin Pluck''' – Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple. | |||
*'''Olimar: Pikmin Pluck''' – You can have up to three Pikmin in tow at any time. Plucking for more while three are already active is, sadly, futile. | |||
*'''Olimar: Pikmin Throw''' – Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off. | |||
*'''Olimar: Pikmin Throw''' – The less damage an opponent has accumulated, the longer the Pikmin can hang on to it. | |||
*'''Olimar: Pikmin's Stamina''' – When separated from Olimar, Pikmin are very vulnerable to enemy attacks. | |||
*'''Olimar: Winged Pikmin''' – Two Winged Pikmin carry Olimar. The more Pikmin he has, the harder it is to pull him up. | |||
*'''Olimar: Yellow Pikmin''' – The Yellow Pikmin has a wide attack range but deals low damage. Electric attacks won't hurt it. | |||
*'''PAC-MAN: Bonus Fruit''' – Cherries fly in a low arc. After hitting the floor, they'll only bounce once. | |||
*'''PAC-MAN: 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. | |||
*'''PAC-MAN: Bonus Fruit''' – Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items. | |||
*'''PAC-MAN: Bonus Fruit''' – PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands. | |||
*'''PAC-MAN: Bonus Fruit''' – PAC-MAN's melon moves slowly through the air, so it's harder to hit opponents with. But when it does hit home, it deals quite some damage. | |||
*'''PAC-MAN: Bonus Fruit''' – PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance! | |||
*'''PAC-MAN: Fire Hydrant''' – PAC-MAN places a fire hydrant on the ground. The water that it spurts will push fighters back. | |||
*'''PAC-MAN: Fire Hydrant''' – Use this attack in the air, and the falling hydrant itself becomes a form of attack. Try dropping it on an opponent trying to return to the stage! | |||
*'''PAC-MAN: Pac-Jump''' – This move sets up a trampoline for PAC-MAN to jump on. If you jump on it repeatedly, you'll go higher with each bounce! | |||
*'''Palutena: Angelic Missile''' – Palutena fires herself forward like a spinning torpedo. This move travels a long way, so be careful not to fire yourself right off a cliff! | |||
*'''Palutena: Autoreticle''' – Targets an opponent ahead of you and fires shots at them. No shots will be fired if obstacles prevent you from finding a target. | |||
*'''Palutena: Celestial Firework''' – There's a moment of invincibility just after firing the firework. Use it well, and you might be able to nullify an enemy attack and then strike back! | |||
*'''Palutena: Celestial Firework''' – This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents. | |||
*'''Palutena: Counter''' – This move raises Palutena's shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range. | |||
*'''Palutena: 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. | |||
*'''Palutena: Heavenly Light''' – This move damages anyone who touches the rays of light. It's not particularly powerful, but it can hit repeatedly. | |||
*'''Palutena: Heavenly Light''' – Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its area of effect. | |||
*'''Palutena: 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. | |||
*'''Palutena: 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. | |||
*'''Palutena: Lightweight''' – This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch. | |||
*'''Palutena: Reflect Barrier''' – This move creates a barrier that reflects enemy projectiles. It also pushes opponents away, so it can be useful if you want to keep your distance. | |||
*'''Palutena: Rocket Jump''' – Palutena propels herself with an explosion at her feet, damaging enemies nearby. It's a little more powerful on the ground than in the air. | |||
*'''Palutena: Super Speed''' – Palutena charges forward at speed and sends anyone in her way flying. The farther she travels, the more damage she deals on impact. | |||
*'''Palutena: Warp''' – Palutena disappears and then warps to a location a short distance away. Warp will take Palutena in the direction you press. | |||
*'''Peach: Gliding''' – Holding the jump button will let Peach hover in the air for a short time. She can even attack as she floats! | |||
*'''Peach: Low Gliding''' – Jump while crouching to float just above the ground. You can use air attacks quickly that way! | |||
*'''Peach: Peach Parasol''' – Press up and down to open and close your parasol and adjust your fall speed. | |||
*'''Peach: Side Smash Attack''' – Peach pulls out a tennis racket, a golf club, and then a frying pan. Remember that order! | |||
*'''Peach: Side Smash Attack''' – The tennis racket launches farthest, the golf club has the best reach, and the frying pan hurts the most. | |||
*'''Peach: Vegetable''' – The vegetables' emotions are picked at random. The sort-of-wrinkled-looking ones deal the most damage. | |||
*'''Pikachu: Thunder''' – The bolt of lightning has a meteor effect. Use it after throwing a foe upward for a powerful combo. | |||
*'''Pikachu: Thunder Jolt''' – Pikachu's Thunder Jolt bounces along the surface of the stage. It can even attack foes who are hanging from edges. | |||
*'''Pit: Guardian Orbitars''' – These handy items will block enemy attacks as well as reflect projectiles. They'll even push back foes who touch them! | |||
*'''Pit: Palutena Bow''' – Press up before firing to aim the arrow that way. Also, you can guide the arrow while it's in the air. | |||
*'''Pit: Power of Flight''' – Pit's wings glow and then send him flying in the direction you choose. This move travels a long way, making it an excellent recovery. | |||
*'''Pit: Upperdash Arm''' – A dash forward followed by an uppercut. While Pit is dashing, the Upperdash Arm deflects projectiles! Cool! | |||
*'''R.O.B.: Arm Rotor''' – The spinning arms can deflect enemy projectiles. Also, press the button repeatedly for a slightly longer attack! | |||
*'''R.O.B.: Back Air Attack''' – When R.O.B. fires the burner on his base, the force of the attack will move him forward a bit. | |||
*'''R.O.B.: Robo Beam''' – After charging, R.O.B. fires a beam from his eyes. The red light on his head shows the charge level. | |||
*'''R.O.B.: Robo Beam''' – The beam can be angled up or down. Also, if it hits the ground, it'll reflect and change direction. | |||
*'''R.O.B.: 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. | |||
*'''R.O.B.: 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. | |||
*'''Robin: 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. | |||
*'''Robin: 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. | |||
*'''Robin: Thunder''' – If you launch this move without charging it up, Robin will cast Thunder. It's not very powerful, but its fast speed can take foes by surprise. | |||
*'''Robin: 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. | |||
*'''Robin: Thunder''' – When casting Thoron, you can hold down the button to make the beam extend farther. | |||
*'''Robin: Thunder''' – A red glow means that Thunder has charged into Arcthunder! A current with very high launching power will appear when this move connects. | |||
*'''Robin: Thunder''' – When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once. | |||
*'''Rosalina & Luma: Star Bits''' – Luma fires Star Bits that can scatter in three directions: high, middle, and low. | |||
*'''Rosalina: Controlling Luma''' – Luma can attack even if Rosalina is stunned or sleeping. This can save you in a pinch. | |||
*'''Rosalina: Luma Shot''' – This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther. | |||
*'''Samus: Bomb''' – Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height. | |||
*'''Samus: Charge Shot''' – This is devastating when fully charged. It can be unleashed instantly if you fire it while airborne. | |||
*'''Samus: Missile''' – Holding a direction will fire a Homing Missile, while quickly inputting a direction will fire a Super Missile! | |||
*'''Shulk: Back Slash''' – Shulk leaps forward and performs a vertical slice downward. As the name implies, it deals more damage if you hit the enemy from behind. | |||
*'''Shulk: Monado Arts''' – Shulk switches between five modes—Jump, Speed, Shield, Buster, and Smash—that change his abilities for a short time. | |||
*'''Shulk: Monado Arts''' – In Speed mode, you'll sacrifice damage and jump height in order to move faster. | |||
*'''Shulk: 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. | |||
*'''Shulk: 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. | |||
*'''Shulk: Monado Arts''' – In Smash mode, you can launch opponents more effectively but you deal less damage and can be launched more easily yourself. | |||
*'''Shulk: 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. | |||
*'''Sonic: Spin Charge''' – Jump while spinning forward, and you'll keep spinning in the air. You can hit opponents like that or use other attacks. | |||
*'''Sonic: Spin Charge''' – If you hold down and keep tapping the button, you can charge up this move, making it faster and stronger. | |||
*'''Sonic: Spring Jump''' – Use this in midair to drop a spring on someone below. Give yourself a boost while disrupting your rivals! | |||
*'''Villager: Balloon Trip''' – Your balloons can be popped by your foes. Lose one and you'll lose lift. Lose both and down you go! | |||
*'''Villager: Down Air Attack''' – One to three turnips will appear. More turnips means more damage. Three has a meteor effect. | |||
*'''Villager: Lloid Rocket''' – Hold the button when using this move to ride on the Lloid Rocket. | |||
*'''Villager: Lloid Rocket''' – The Lloid Rocket is more powerful when you're riding it, but you can bail at any time just by pressing the button. | |||
*'''Villager: 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. | |||
*'''Villager: Timber''' – The axe is surprisingly powerful! You can swing it at your rivals as long as the tree is standing. | |||
*'''Villager: 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. | |||
*'''Wario: Chomp''' – Can be used to bite opponents or eat items. If he eats food, it'll restore more health than usual! | |||
*'''Wario: Chomp''' – Eating items will make Wario more gassy. The gassier he is, the stronger his down special will be. | |||
*'''Wario: Chomp''' – Wario's hunger knows no bounds, but eating explosives will cause him a bit of damage. The blast will hurt those around him, too! | |||
*'''Wario: Taunt''' – Leave it to Wario to taunt while riding a motorcycle. Don't try this at home! Or anywhere else! Not safe! | |||
*'''Wario: Wario Bike''' – Wario's motorcycle can break into parts. Throw them at others, or eat them to fill Wario's...gas tank. | |||
*'''Wario: 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... | |||
*'''Wii Fit Trainer: Deep Breathing''' – Deep Breathing can reduce stress. Oh, and it also increases your attack and launch power and heals a small amount of damage. | |||
*'''Wii Fit Trainer: Deep Breathing''' – Press the button again just as the outer circle meets the red inner circle, and you'll boost your attack and launching power for a while. | |||
*'''Wii Fit Trainer: Header''' – Shield before hitting the ball to cancel your serve and let the ball fall, dejected, to the ground. | |||
*'''Wii Fit Trainer: Standard Attack''' – Land three weak attacks in a row, and you'll bury your opponents in the ground for a time. | |||
*'''Wii Fit Trainer: Sun Salutation''' – Fully charge the attack before striking to recover a bit of health. Talk about flexible! | |||
*'''Wii Fit Trainer: Up Smash Attack''' – You're invincible for a moment just before unleashing this. Try using it to launch foes attacking from above. | |||
*'''Yoshi: Egg Lay''' – The more damage Yoshi's foe has accumulated, the longer they'll be stuck as an egg. They can escape faster by wiggling around. | |||
*'''Yoshi: Egg Lay''' – This move grabs opponents with Yoshi's tongue and traps them in an egg. They'll take less damage while trapped, but you can hit them all you like! | |||
*'''Yoshi: Egg Roll''' – You can start this move in the air, but you won't deal any damage until you hit the ground. | |||
*'''Yoshi: Egg Roll''' – This move turns Yoshi into an egg that rolls along the ground. The faster it goes, the more powerful it'll be. Just beware of getting grabbed! | |||
*'''Yoshi: Egg Throw''' – The angle Yoshi's egg travels depends on the direction you press just before the egg is thrown. Push backward to throw straight up. | |||
*'''Yoshi: 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. | |||
*'''Yoshi: Front Air Attack''' – Yoshi charges up for a moment and then delivers a powerful headbutt. Hit an opponent from above, and they'll fly down with a meteor effect. | |||
*'''Yoshi: Yoshi Bomb''' – The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground. | |||
*'''Zelda: Din's Fire''' – This explodes when you release the button. Hold it longer to get more range and a stronger explosion. | |||
*'''Zelda: Farore's Wind''' – Zelda will deal damage to those nearby when she disappears and reappears. Hold a direction to control where she teleports to. | |||
*'''Zelda: 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! | |||
*'''Zelda: Phantom Slash''' – Zelda's Phantom can take some damage, but if it's destroyed, she can't summon another for a while. | |||
*'''Zelda: Phantom Slash''' – Charge this attack to make the Phantom travel farther. It'll attack differently based on the distance traveled. | |||
*'''Zero Suit Samus: Down Smash Attack''' – This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victim will be stunned for a moment, leaving them open to another attack! | |||
*'''Zero Suit Samus: Flip Jump''' – Fighters struck while on the ground will be buried, while airborne fighters will be meteored. | |||
*'''Zero Suit Samus: 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. | |||
*'''Zero Suit Samus: Paralyzer''' – Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike! | |||
*'''Zero Suit Samus: 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. | |||
*'''Zero Suit: Attacking from Above''' – This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her. | |||
=== | ===Stages=== | ||
*''' | Stage-based tips give notes about stages. | ||
*''' | *'''3D Land: ? Blocks''' – ? Blocks give you items! Super Leaves will appear slightly more often than usual. | ||
*''' | *'''3D Land: Blocks''' – The Brick Blocks that appear in the beginning can be easily broken by hitting them once from below. | ||
*''' | *'''3D Land: Donut Blocks''' – As tasty as they may sound, the Donut Blocks are not for eating. You can, however, jump on top of them for a bit before they collapse from your weight. | ||
*''' | *'''3D Land: Flip Panels''' – The Flip Panels at the beginning of this stage will flip, gradually creating more places for you to stand. | ||
*''' | *'''3D Land: Lifts on Rails''' – During the ocean scene, the lift will travel along rails. Look ahead to spot where lifts are going next! Find the premium fighting spot! | ||
*'''3D Land: Note Blocks''' – Note Blocks appear at the beginning of the stage. Jumping on them will send fighters flying into the sky! | |||
*'''3D Land: Protruding Rocks''' – The mountain range partway through the stage has rocks sticking out from it. The platform tilts and pushes fighters, so watch out! | |||
*'''3D Land: Rotating Platforms''' – This rotating platform may seem like a good place to fight, but it'll toss anyone who's still on it when it rotates! | |||
*'''3D Land: Shrinking and Growing Pipes''' – Pipes that shrink and grow will appear throughout the stage. Time your jumps so you don't fall down! | |||
*'''3D Land: Spike Pillars''' – Spike Pillars will pop out of the ocean at random. They can break lifts and deal a lot of damage to unlucky fighters. | |||
*'''Arena Ferox''' – Four types of platforms appear on this stage. Some of them can be destroyed! The statues too! | |||
*'''Balloon Fight''' – This stage loops back on itself if you run to the left or right. However, getting launched can still KO you. | |||
*'''Balloon Fight''' – Beware the fish lurking beneath those pixelated waves—they'll surface and try to get a mouthful of Smash Bros. fighter. | |||
*'''Boxing Ring''' – Use the ropes around the ring to jump high into the air. These ropes let fighters who have no ups reach the lights overhead! | |||
*'''Boxing Ring''' – Reach those lights hanging above the ring! Damage them enough and they'll come crashing down, launching anyone caught beneath them. | |||
*'''Distant Planet''' – The Red Bulborb will appear on the right, opening its mouth and looking for food. Being eaten by the Red Bulborb counts as a KO. | |||
*'''Distant Planet''' – The slanted hill on the left side of the stage will flood with water when it rains. The strong current can sweep you off the edge. Watch out! | |||
*'''Distant Planet''' – The objects labeled with numbers that blossom in the center of the flowers are called Pellets. Bigger numbers deal more damage when thrown. | |||
*'''Distant Planet''' – Occasionally you might see Onions fly by. Hit them with Pellets to get items! | |||
*'''Find Mii''' – The Dark Emperor is capable of destroying the platforms in this stage. There are only two, so watch out! | |||
*'''Find Mii''' – The faster you can rescue the Mii trapped in the cage, the faster the Dark Emperor will leave the battle. | |||
*'''Find Mii''' – The Dark Emperor uses random magic during the battle. What effect his magic will have is displayed on the bottom screen. | |||
*'''Flat Zone 2: Chef''' – You can launch the Chef off the stage by continuously hitting him. Once the Chef is gone, the stage will change to a new scene. | |||
*'''Flat Zone 2: Fire''' – If you leave items on the ground, a diver might appear and take them away. | |||
*'''Gerudo Valley''' – Sometimes the wooden bridge will break if you stand on it or attack it. It's a flimsy bridge and will break over time, too. | |||
*'''Golden Plains''' – Collect 100 coins and you'll turn to gold! You'll become generally more powerful and won't flinch at all. | |||
*'''Golden Plains''' – Touch the red ring to make eight red coins appear. One red coin is worth five regular coins! | |||
*'''Golden Plains''' – The scalelike platforms will tilt and fall if there is no one on the other side. Get two fighters on there to see who weighs more! | |||
*'''Golden Plains''' – Step on the P Switch (or just hit it) to make blue coins appear. They won't stay around for long, so look lively! | |||
*'''Green Hill Zone''' – The object with the blue ball on top is called a Point Marker. A Point Marker will twirl when the ball is hit, dealing damage to anyone too close. | |||
*'''Jungle Japes''' – The river below the stage flows very quickly, so don't fall in! Try to knock foes into it instead! | |||
*'''Living Room''' – Five different kinds of puppies appear in the background. The breed will change randomly. Sometimes a kitten will appear instead! | |||
*'''Living Room''' – The falling blocks are really painful if they land on you. Avoid damage by watching the shadows and moving before the blocks land. | |||
*'''Magicant''' – Flying Man will fight alongside the first person who touches him. Get to him before anyone else has a chance! | |||
*'''Magicant''' – There are only five Flying Men. If all five are defeated, no more will appear in the battle. | |||
*'''Magicant''' – A giant tomato or iron octopus will fall into the clouds, slowly sinking in until it falls out the other side. | |||
*'''Magicant''' – Standing on a giant tomato or an iron octopus will cause it to sink through the clouds faster. | |||
*'''Mute City''' – This fight takes place on F-Zero machines in the middle of a race! Falling onto the course will hurt and send you flying through the air! | |||
*'''PAC-MAZE''' – Collect 100 Pac-Dots, and a Power Pellet will appear just for you. You can destroy ones that appear for your rivals, too! | |||
*'''Paper Mario''' – Watch out for the gigantic fan on the part of the stage that is on land. It's much easier to be launched to the right when it spins! | |||
*'''Paper Mario''' – Bowser's metal face will appear and spin in the sky. If his eyes turn red, it's a good time to run! | |||
*'''Paper Mario''' – A Big Blooper will appear on the ocean stage. Don't worry—it won't attack. It will rock the ship, though, generating some waves. | |||
*'''PictoChat 2''' – The stage changes as the background changes. Adjust your tactics depending on the drawing shown in the background. | |||
*'''Rainbow Road''' – Sometimes Shy Guys drive by in karts. There is plenty of warning before the Shy Guys cruise by. | |||
*'''Rainbow Road''' – The floor of the tunnel rotates; don't get caught standing in one spot, or you'll be sent flying off the screen! | |||
*'''Spirit Train''' – If Link or Toon Link is busy in the battle, Alfonzo will handle being the train's conductor. | |||
*'''Spirit Train''' – The Spirit Train can have several different cabooses. It could be Linebeck's shop, a coal car, a steel-frame car, or other cars! | |||
*'''Spirit Train''' – Keep an eye on the black smoke from the Dark Train! It will jump before exploding, landing in a random place on the stage. | |||
*'''Spirit Train''' – The Armored Train is pointy in front and will try to push the train you are on off the stage. Don't get pushed off during their conflict! | |||
*'''Spirit Train''' – This train travels left at extremely high speed. You'll need more luck than any one fighter has if you want to survive falling off the back. | |||
*'''Tomodachi Life''' – Normally, only rooms that fighters are currently in will be visible. If you throw an X Bomb, though, a lot will be revealed! | |||
*'''Tomodachi Life''' – The apartments and the Mii characters living in them will change every time you play. You might even see your friends! | |||
*'''Tortimer Island ''' – The shallow waters around the island are home to some vicious sharks. They'll swim close and try to make a meal of an unsuspecting fighter. | |||
*'''Tortimer Island ''' – Kapp'n's boat will sail out to sea after some time has passed. Disembark before he sails you off the stage! | |||
*'''Tortimer Island ''' – Durians and coconuts have no healing power, but sometimes they can explode when thrown. | |||
*'''Tortimer Island ''' – Beehives will occasionally fall from the trees. Unless you like swarms of bees attacking you, be careful not to hit those beehives... | |||
*'''Unova Pokémon League''' – Stairs will appear and connect to N's Castle. The stairs will make the stage larger—change up your tactics with this new space! | |||
*'''Unova Pokémon League''' – Sometimes Milotic, Whimsicott, and Shaymin will appear. Don't worry—these three are only here to watch. | |||
*'''Unova Pokémon League''' – Reshiram and Zekrom will attack when they appear on this stage. You might see some other Pokémon, too! | |||
*'''Unova Pokémon League''' – Reshiram's Fusion Flare move will unleash a burst of flames and then destroy the stairs, so be careful! | |||
*'''Unova Pokémon League''' – Zekrom, the Dragon/Electric-type Legendary Pokémon, charges in using Fusion Bolt, which breaks the stairs or leaves platforms askew. | |||
*'''WarioWare, Inc.''' – When the microgame starts, follow the instructions to get items or other bonuses! | |||
*'''Wily Castle ''' – The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters! | |||
*'''Yoshi's Island''' – Shy Guys sometimes appear from the sky, carrying yummy food. Attack them to make them drop their tasty snacks! | |||
===Items=== | |||
Item-based tips document items, Pokémon, and Assist Trophies. | |||
*'''Assist Trophy: Ashley''' – A dark field will appear around Ashley. Any foes inside the field will move more slowly and take continuous damage. | |||
*'''Assist Trophy: 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! | |||
*'''Assist Trophy: Ashley''' – Ashley causes an effect at random. She'll make attacks miss, limit movement, flip the controls, or bury, shrink, or make invisible all the fighters. | |||
*'''Assist Trophy: Chain Chomp''' – If a Chain Chomp falls off the stage, it'll just jump straight back up! | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: Color TV-Game 15''' – The paddles that appear to the left and right will try to keep a ball in play. You'll take damage and be launched if you touch them. | |||
*'''Assist Trophy: Dark Samus''' – This energy-based life-form looks a lot like Samus. Dark Samus fires homing missiles and rapid-fire rounds at fighters on the stage. | |||
*'''Assist Trophy: Dark Samus''' – Dark Samus can be defeated by dealing enough damage. However, anyone who gets too close to her may receive a burst of Phazon energy. | |||
*'''Assist Trophy: Devil''' – The Devil will begin pointing in various directions, and the stage will shift that way. If you get slid off the screen, you'll get KO'd! | |||
*'''Assist Trophy: Dillon''' – Watch out! This armadillo will attack without fear. His Arma-Charge is super powerful, so get to dodging if you see him spinning up! | |||
*'''Assist Trophy: Dr. Kawashima''' – Numbers will fly in from off-screen. Attack them to make them change direction. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: Ghosts''' – Blinky will always take the quickest route to a foe. Inky, meanwhile, prefers to move randomly in a direction opposite the foe. | |||
*'''Assist Trophy: Ghosts''' – Pinky will try to catch her target out by getting in front and ambushing them. Clyde doesn't have a target—he just does whatever he likes. | |||
*'''Assist Trophy: Hammer Bro''' – Hammer Bros. won't move from side to side, so you can move around them and out of range. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: Isabelle''' – Isabelle will do her best to throw the fruit she brought to the fighter who summoned her. This doesn't mean other fighters can't steal it. | |||
*'''Assist Trophy: Knuckle Joe''' – A fighter sporting a bandanna. After a rapid-fire attack, Knuckle Joe will unleash Smash Punch or Rising Break, both very powerful moves. | |||
*'''Assist Trophy: Lakitu''' – Lakitu's Spiny Eggs will have a meteor effect on anyone they hit. Lakitu is perfect for stages that have small platforms. | |||
*'''Assist Trophy: Lyn''' – Right before she strikes, Lyn will move slightly—this is your cue to dodge and avoid her attack! | |||
*'''Assist Trophy: Lyn''' – Lyn is a swordfighter who has perfected her Quick Draw. After she has drawn her sword, she'll attack the nearest opponent. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: Mother Brain''' – Attack Mother Brain to defeat her! The glass around her will shatter after she fires lasers—that's your chance to strike! | |||
*'''Assist Trophy: Mother Brain''' – Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy based, so they can be absorbed or reflected. | |||
*'''Assist Trophy: 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! | |||
*'''Assist Trophy: Mother Brain''' – It's totally fine to use Mother Brain to shield yourself from the attacks of your rivals. | |||
*'''Assist Trophy: Nightmare''' – When Nightmare has changed from his Power Orb to his true form, the screen will go completely black, obscuring the stage. | |||
*'''Assist Trophy: Phosphora''' – Phosphora can't be defeated when she arrives on the battlefield, only made to flinch. However, her thunder attacks can be reflected or absorbed. | |||
*'''Assist Trophy: Phosphora''' – Phosphora will teleport around the stage, dodging attacks and shooting lightning at everyone not fortunate enough to have summoned her. | |||
*'''Assist Trophy: Saki Amamiya''' – Depending on the location of his target, Saki may shoot or slash with his weapon. The slash is very powerful at close range, so watch out! | |||
*'''Assist Trophy: Sheriff''' – Sheriff fires high-speed, powerful shots at fighters. These shots can be reflected, but absorbing them is not an option. | |||
*'''Assist Trophy: Skull Kid''' – Skull Kid calls on a variety of mystical powers when he appears in the battle. Unfortunately, these powers affect whoever summoned him, too! | |||
*'''Assist Trophy: Skull Kid''' – Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down. | |||
*'''Assist Trophy: 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. | |||
*'''Assist Trophy: Starman''' – If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy, too. | |||
*'''Assist Trophy: Tingle''' – Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield! | |||
*'''Assist Trophy: Tingle''' – Tingle may sometimes become engulfed in flames! If this happens, everyone in the battle will suddenly act like they've consumed Superspicy Curry. | |||
*'''Assist Trophy: Tingle''' – Sometimes Tingle will emerge from the Assist Trophy with a big balloon on his back. He'll rise into the sky, leaving the battle without helping. | |||
*'''Assist Trophy: Tingle''' – Tingle, a man with a stubby red nose and wearing an entirely green suit, randomly selects one of five different effects when summoned. | |||
*'''Assist Trophy: Waluigi''' – Luigi's purple-clothed rival. He only ever jumps directly up, so leaping left or right is a good way to avoid him. | |||
*'''Beetle''' – Attack an incoming Beetle and it'll do a U-turn. Beat the person who threw it at their own game! | |||
*'''Blast Box''' – This item can be risky, since fire attacks will detonate it straight away. However, it's safe to hit or throw it. | |||
*'''Boomerang''' – If you time it right and catch this on the way back, it'll deal more damage 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''' – It's possible to defeat Boss Galaga! He'll change color as he takes damage. The bluer he gets, the weaker he's becoming! | |||
*'''Daybreak''' – After completing it, press the attack button to fire a beam. Getting hit before firing it can KO you, so be careful! | |||
*'''Fairy Bottle''' – This heals your damage by 100...unless you're below 100% at the time, in which case you can't use it. | |||
*'''Fire Bar''' – Five fireballs are linked to the hilt of this weapon. As you attack with it, the number of fireballs decreases. | |||
*'''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? | |||
*'''Hocotate Bomb''' – While flying upward, it can hit enemies above it repeatedly and even launch them right off the screen. | |||
*'''Hocotate Bomb''' – The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune. | |||
*'''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''' – 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. | |||
*'''Pokémon: Abomasnow''' – Abomasnow's Blizzard move will pull you toward the Pokémon. Once Blizzard ends, Abomasnow will unleash Ice Punch! | |||
*'''Pokémon: Arceus''' – The attack Gravity will pull fighters out of the air. Anyone caught out beyond the edge will fall straight down. | |||
*'''Pokémon: Bellossom''' – Getting close to it will put you right to sleep! The more damage you've taken, the longer you'll be counting sheep. | |||
*'''Pokémon: Chespin''' – Chespin will use Seed Bomb, causing explosions all around it that deal a large amount of damage to anyone hit by the attack. | |||
*'''Pokémon: 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. | |||
*'''Pokémon: Dedenne''' – Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits. | |||
*'''Pokémon: Deoxys''' – Hyper Beam draws in fighters, but it won't hurt for you to launch them toward Deoxys, too. | |||
*'''Pokémon: Eevee''' – Eevee will use Take Down on any fighters nearby. If there aren't any, it'll just stand around looking a bit confused. | |||
*'''Pokémon: 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! | |||
*'''Pokémon: 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. | |||
*'''Pokémon: Fennekin''' – Incinerate creates a fire pillar reaching out in front of Fennekin. If it connects, it'll do repeated damage to fighters. | |||
*'''Pokémon: Fletchling''' – Once Fletchling settles on a target, it can be a real pest. Strike while your foes are distracted by this little Pokémon's attacks! | |||
*'''Pokémon: Gardevoir''' – Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won't be affected. Nice! | |||
*'''Pokémon: 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. | |||
*'''Pokémon: 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. | |||
*'''Pokémon: Gogoat''' – Gogoat will let you ride on its back. Charge down opponents to deal damage! | |||
*'''Pokémon: 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. | |||
*'''Pokémon: Inkay''' – Inkay's Topsy-Turvy move knocks over nearby fighters. It doesn't work on anybody in the air, though, so try jumping! | |||
*'''Pokémon: Keldeo''' – When it uses Secret Sword, it will rush up to a fighter and deliver a powerful, wide-range slash attack with its extended horn. | |||
*'''Pokémon: Kyogre''' – Hydro Pump pushes fighters off the stage. It's very difficult to escape the power of this current. | |||
*'''Pokémon: 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. | |||
*'''Pokémon: 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! | |||
*'''Pokémon: Meloetta''' – Meloetta's song will bounce off walls and platforms. In smaller stages, the song will bounce unpredictably, making it tough to avoid. | |||
*'''Pokémon: 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. | |||
*'''Pokémon: Metagross''' – Only touch Metagross if you like being buried. Anyone too slow to flee will suffer this Pokémon's Earthquake attack. | |||
*'''Pokémon: Mew''' – Mew is so rare, you'll be lucky to see one at all—but when you do, it'll drop rare items onto the battlefield. | |||
*'''Pokémon: Moltres''' – Moltres slowly rises after appearing. Even barely touching this Legendary Pokémon will send a fighter flying. | |||
*'''Pokémon: Oshawott''' – Surf sweeps up anybody in its path—adjust your aim to catch fighters who try to get out of the way! | |||
*'''Pokémon: Palkia''' – Everything gets flipped 180 degrees, changing the battlefield. The controls don't change though, so don't accidentally fall off! | |||
*'''Pokémon: Snivy''' – Snivy's Razor Leaf rapidly fires at short range, but anyone caught in it will be hit over and over and over. | |||
*'''Pokémon: Snorlax''' – Snorlax grows as it rises into the air. If the timing's right, you can get every other fighter in one fell swoop! | |||
*'''Pokémon: Spewpa''' – If attacked, it'll react with a blast of Stun Spore, so...you leave Spewpa alone, Spewpa leaves you alone. | |||
*'''Pokémon: Staryu''' – Staryu will pursue a target and shoot stars at high speed. For fighters with projectile-absorbing moves, this is like an early birthday present! | |||
*'''Pokémon: Suicune''' – Getting hit by Aurora Beam will give you a chance to cool off. Literally. Even touching Suicune right when it appears will freeze you. | |||
*'''Pokémon: Swirlix''' – Anyone who strays too close to Swirlix will have their movement reduced. Take advantage of this if you brought Swirlix into battle! | |||
*'''Pokémon: 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. | |||
*'''Pokémon: 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. | |||
*'''Pokémon: Zoroark''' – Zoroark's Fury Swipes will smack foes down to the ground. If it gets ahold of its target again, it can use a follow-up attack. | |||
*'''Sandbag''' – Sandbag takes damage just like a fighter. The more it takes, the easier it is to launch. | |||
*'''Screw Attack''' – You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos. | |||
== | ===Modes=== | ||
Mode-based tips provide notes about the various modes, including Smash Run. | |||
*'''All-Star: Rest Area''' – In the rest area between matches in All-Star, moves that normally heal you...won't. | |||
*'''Classic: Route Map''' – The paths are marked with a color to show their difficulty: blue, green, or red. The harder the path, the better the reward! | |||
*'''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. | |||
*'''Smash Run: Participants and Prizes''' – The more people you play with in Smash Run, the more prizes you'll all receive at the end. | |||
*'''Smash Run: Powers''' – The number of Powers a fighter can carry depends on the fighter's weight—the heavier the fighter, the more they can manage. | |||
*'''Smash Run: Ranks and Prizes''' – After the final fight, you'll find out your ranking. You'll earn better and rarer items by placing higher! | |||
== | ===Smash Run=== | ||
Smash Run-based tips focus on enemies encounter in [[Smash Run]], as well as its other unique features. | |||
* | *'''Area Lockdown''' – When the screen locks in place and swarms of enemies start to appear, hold your ground. Leaving the screen then will count as a KO. | ||
* | *'''Area Lockdown''' – The number in the top left is your target number of enemies to beat. Hit that mark, and you'll get an especially large stat boost! | ||
*'''Cannonball Effect''' – When you defeat an enemy, it will fly off like a cannonball and deal damage to other enemies it hits. | |||
*'''Cannonball Effect''' – When you defeat a large foe, the cannonball effect can take out other enemies, too. However, the other enemies won't fly off like cannonballs. | |||
*'''Challenge Doors''' – Go into the red door if you are ready for a challenge! If you clear the challenge, you can get great rewards! | |||
*'''Challenge Doors''' – Sometimes there won't be a challenge behind the door at all. Just a bonus room full of treasure chests and stat boosts! | |||
*'''Challenges: Crystal Smash!''' – Break all the crystals in the time allotted. Breaking them gets you stat boosts! | |||
*'''Challenges: Crystal Smash!''' – When you're attacking crystals, sometimes large cracks will appear. Aim your attacks at these to destroy the crystals more efficiently. | |||
*'''Challenges: Defeat them all!''' – Defeat all the enemies in the time allotted. Be careful not to fall off the narrow platforms as you fight! | |||
*'''Challenges: Defeat them all!''' – If you touch the floor under the platforms when it's red, you'll be KO'd immediately. That applies to foes, too, so try to send them to their doom! | |||
*'''Enemies: Bacura''' – Bacuras are invincible spinning boards that can reflect projectiles. Touching one will launch you downward. | |||
*'''Enemies: Banzai Bill''' – These enormous versions of Bullet Bills have a LOT of health. They also explode with a big blast radius after getting stuck in the terrain. | |||
*'''Enemies: Big Goomba''' – Its health and attack power may be high, but you can stomp on it to do massive damage. A Goomba's still a Goomba! | |||
*'''Enemies: Bill Blaster''' – These fire Bullet Bills (and sometimes other enemies). Destroy a Bill Blaster before it's out of ammo, and you might just get extra items. | |||
*'''Enemies: Blue Shy Guy''' – Blue Shy Guys have slightly more health than other Shy Guys. They tend to drop Defense boosts. | |||
*'''Enemies: Bonkers''' – This gorilla-like foe uses a hammer to strike with a variety of attacks. When he charges up Hammer Flip, it can hit you for serious pain. | |||
*'''Enemies: Bonkers''' – Bonkers is so tough that your attacks won't make him flinch at all. However, he does leave himself wide open after swinging his hammer. | |||
*'''Enemies: Boom Stomper''' – Don't expect your attacks to do a lot to a Boom Stomper's rock-solid body. Aim for its weak point: the leaf on its head. | |||
*'''Enemies: Bronto Burt''' – Bronto Burts fly around and try to hit you with their spin attack. The attack doesn't do much damage but has high launching power. | |||
*'''Enemies: Bubble''' – Red Bubbles are weak to water and electricity, blue ones to fire. Attack accordingly to extinguish their colored flame and weaken them. | |||
*'''Enemies: Bubble''' – These flying skulls with wings come in two varieties. Red flames indicate a fire element, while blue flames indicate ice. | |||
*'''Enemies: Bulborb''' – Bulborbs will use a slam attack if there's a fighter behind them. It can hurt a lot, but it also leaves the Bulborb open to counterattacks. | |||
*'''Enemies: Bullet Bill''' – These bullets with angry eyes and angry fists will either fly in a straight line or chase after fighters. | |||
*'''Enemies: Bumpety Bomb''' – Bumpety Bombs flash more and more quickly as they get closer to exploding. The blast hurts other enemies, too, so use that to your advantage! | |||
*'''Enemies: Bumpety Bomb''' – You can't hit a Bumpety Bomb through the armor on its front. Instead, attack from behind or try to throw it. | |||
*'''Enemies: Chain Chomp''' – You can't defeat a Chain Chomp—just the post it's chained to. Once free, it will run off and leave behind an item. | |||
*'''Enemies: Clubberskull''' – Once freed, a Clubberskull will swing its arms in wide circles, dealing a lot of damage if it lands hits. Best to fight at a distance if you can. | |||
*'''Enemies: Clubberskull''' – When a Clubberskull's on a rampage, it'll come after fighters relentlessly. It'll even jump over walls and other obstacles! | |||
*'''Enemies: Cryogonal''' – This Ice-type Pokémon floats in the air and fires an Ice Beam. If the beam hits you, you'll be frozen. | |||
*'''Enemies: Cryogonal''' – Sometimes Cryogonals will fire an Ice Beam that mows down everything around them. This takes longer to charge than the usual beam. | |||
*'''Enemies: Cucco''' – When a Cucco gets hurt—even by defeated enemies cannonballing toward it—it'll call upon its flock to strike back at you. | |||
*'''Enemies: Daphne''' – Looks can be deceiving! These cute, flowery foes float along dropping mines that will flash and then explode when a fighter comes near. | |||
*'''Enemies: Daphne''' – A Daphne's mines will explode if you attack them. Best to use projectiles to take them out from a comfortable distance. | |||
*'''Enemies: Darknut''' – Breaking a Darknut's armor changes its attack pattern and raises its speed, but your attacks will now make it flinch. | |||
*'''Enemies: Darknut''' – Darknuts attack by swinging their large swords around. Their shields deflect attacks, so try to hit them from behind! | |||
*'''Enemies: Devil Car''' – If you're close by when a Devil Car has stopped moving, it'll spout exhaust fumes that paralyzeyou. It's enough to drive anyone crazy... | |||
*'''Enemies: Devil Car''' – These cars are the most inconsiderate drivers, trying to ram right into you! If one hits you at high speed, it'll hurt. | |||
*'''Enemies: Flage''' – This slimy green foe disappears and moves closer to you. Its shadow will give away where it is heading. | |||
*'''Enemies: Flame Chomp''' – Don't touch the Flame Chomp's fireballs! That means both the ones it fires at you and the ones that are still attached to its tail. | |||
*'''Enemies: Flame Chomp''' – When a Flame Chomp's tail is gone, its eyes will droop and it will flash. Defeat it quickly or it will explode! | |||
*'''Enemies: Fly Guy''' – A type of Shy Guy that flies around, dangling items. Sometimes they even carry custom parts! | |||
*'''Enemies: Gastly''' – A Ghost-type Pokémon unaffected by punches and kicks. You'll have to use projectiles to defeat it. | |||
*'''Enemies: Geemer''' – Geemers can crawl along the ground, the walls...even the ceiling! Those spikes will hurt any fighter who touches them. | |||
*'''Enemies: Generator''' – Generators disappear after they've finished spawning enemies. Defeat them before they finish to get a big bounty as a reward! | |||
*'''Enemies: Glice''' – An icy enemy that's weak to fire. Its attack range is small, but you'll freeze if it hits you. | |||
*'''Enemies: Glire''' – A fiery enemy that's weak to ice. It attacks slowly but deals a lot of damage. | |||
*'''Enemies: Glunder''' – An electrical enemy with no particular weakness but fairly low health. Its attacks are wide ranging but deal little damage. | |||
*'''Enemies: Goomba''' – The classic Mario enemy. Punches and kicks will work, but jumping on it delivers a one-hit KO in trademark Mario style. | |||
*'''Enemies: Gordo''' – These spiky little balls are invincible, and just touching one will hurt and send you reeling. | |||
*'''Enemies: Green Shy Guy''' – Green Shy Guys move slightly faster than other Shy Guys. They tend to drop Speed boosts. | |||
*'''Enemies: Hammer Bro''' – Hammer Bros. jump up and down while throwing hammers. The hammers bounce off the walls and floor, so watch out! | |||
*'''Enemies: Iridescent Glint Beetle''' – These golden bugs stay underground until a fighter comes near. They're bonus enemies, and often when you launch one, it'll drop some gold. | |||
*'''Enemies: Iridescent Glint Beetle''' – The farther you launch one of these, the more gold it'll drop. It'll go back underground if it gets launched five times or if enough time passes. | |||
*'''Enemies: Kamek''' – Kamek flies around and teleports, making an air battle all but inevitable. Try to ground this goof with a strong attack. | |||
*'''Enemies: Kihunter''' – These insectoid enemies spit acid at you from the air. Touching the acid will paralyze you for a short time. | |||
*'''Enemies: Kihunter''' – Kihunters won't spit acid at you if they're below you. Fighting them from above is an excellent strategy. | |||
*'''Enemies: Koffing''' – Get too close, and you'll be sprayed with an extra-powerful Poison Gas that reduces your stats more than regular Poison Gas. | |||
*'''Enemies: Koffing''' – This Pokémon fills its body up with toxic gases like a balloon. If its Poison Gas move hits you, it'll reduce your stats. | |||
*'''Enemies: Kritter''' – Green Kritters will try to bite you, while blue Kritters will use their claws in a spinning jump attack. | |||
*'''Enemies: Lakitu''' – Lakitus ride on a cloud and throw down Spiny Eggs. These turn into Spinies when they hit the ground. | |||
*'''Enemies: Lethinium''' – These floral fiends shoot lasers that can go through the terrain. If the beam doesn't hit, the next shot will be at a different angle. | |||
*'''Enemies: Lurchthorn''' – These fishlike foes pull five cannons along behind them. Each cannon takes damage on its own, but defeating the head can save you some time. | |||
*'''Enemies: Lurchthorn''' – Each of a Lurchthorn's cannons will drop items and stop shooting if you destroy it. However, the other cannons will get stronger as a result. | |||
*'''Enemies: Mahva''' – These fishlike foes with six eyes can protect other enemies with their barriers. Break down the barrier first—then you can hit the Mahva. | |||
*'''Enemies: Megonta''' – This pill bug look-alike attacks by rolling at you. It's invincible while balled up, so strike wisely. | |||
*'''Enemies: Megonta''' – Hit a Megonta's weak point—the stomach—and you can topple it over. It can't do anything until it gets back up, so you have a chance to strike. | |||
*'''Enemies: Metroid''' – These alien creatures float around and then try to clamp down on you with their sharp fangs. Quickly struggle to break free from their grasp. | |||
*'''Enemies: Mettaur''' – When a Mettaur's hiding under its helmet, attacking it won't accomplish anything. However, you can still grab and throw it. | |||
*'''Enemies: Mimicutie''' – Lures you in disguised as a treasure chest, and then comes after you. Often drops Powers and other rarities. | |||
*'''Enemies: Monoeye''' – These enormous eyeballs fly around above you, occasionally targeting you with energy blasts. | |||
*'''Enemies: Nutski''' – These airborne enemies from the Forces of Nature fire either a burst of weak seeds or a single big seed that deals more damage. | |||
*'''Enemies: Octorok''' – Octoroks will fire rocks at distant fighters. Deflecting an Octorok's own rock back at it is a one-hit KO! | |||
*'''Enemies: Octorok''' – When you get close to an Octorok, it'll hide in the grass. You won't be able to hit it with attacks, but you can still throw it. | |||
*'''Enemies: Orne''' – Ornes are dangerous foes. Just touching one will KO you instantly. When you hear that eerie music, run! Run away! | |||
*'''Enemies: Parasol Waddle Dee''' – Attack a Waddle Dee to make it let go of its parasol. As the parasol floats into the air, it can snag you and carry you with it. Watch out! | |||
*'''Enemies: Peahat''' – Peahats will keep sending Peahat Larvae at you. These are hard to avoid because of their scattered flight patterns. | |||
*'''Enemies: Peahat Larva''' – These weak enemies are thrown by Peahats. You can even defeat them with moves that don't deal any damage, like Mario's F.L.U.D.D. | |||
*'''Enemies: Petilil''' – This Grass-type Pokémon's Sleep Powder move will only affect fighters on the ground. | |||
*'''Enemies: Plasma Wisp''' – When these glowing foes have fully charged their attack to its third level, they become immune to projectiles and direct attacks. | |||
*'''Enemies: Polar Bear''' – Polar bears are weak to fire attacks. They'll flinch when struck by fire, making them far easier to defeat. | |||
*'''Enemies: Polar Bear''' – When a polar bear jumps, you should jump too. The earthquake from their landing won't affect you if you're in the air. | |||
*'''Enemies: Pooka''' – These red little enemies with goggles will walk up to fighters and tackle them. | |||
*'''Enemies: Pooka''' – Each time a Pooka takes damage, it'll puff up like a balloon. When it finally pops, the blast will damage surrounding enemies. | |||
*'''Enemies: Pooka''' – Pookas can chase after you by burrowing through walls and the ground. While doing this, you can't hit them, only look at their goggles. | |||
*'''Enemies: Poppant''' – Poppants store candy and gift-wrapped boxes in their bucket-like lower bodies. Defeat these bonus enemies for some sweet rewards! | |||
*'''Enemies: Poppant''' – Poppants will run away if you get too close or attack them. They'll also throw stones and Bob-ombs in their wake! Watch out! | |||
*'''Enemies: Reaper''' – If a Reaper spots you, its special music will play and it'll go berserk. It'll also summon Reapettes, making it hard to even get close. | |||
*'''Enemies: Reaper''' – An angry Reaper won't move around—it'll just turn to the left and right. If you're right in front of it, it'll swing its scythe. | |||
*'''Enemies: Reapette''' – These Reaper minions can pass right through walls. They'll disappear in one hit, so it's easy to clear them out with some careful aim. | |||
*'''Enemies: ReDead''' – Fighters on the ground will be left shaking if a ReDead's screech hits them, but airborne fighters will keep their wits about them. | |||
*'''Enemies: ReDead''' – These shambling creatures made from magically animated clay will let out a hideous screech if you come near, leaving you shaking. | |||
*'''Enemies: Reo''' – These enemies swoop down from above to tackle fighters. However, they can't actually hit you if you're directly below them. Give it a try! | |||
*'''Enemies: Roturret''' – Roturrets hang in the air and fire three shots from each of their two cannons. The last pair of shots has extra launching power. | |||
*'''Enemies: Shotzo''' – Depending on the type, these indestructible cannons will either fire three shots in a fixed direction or one shot aimed at you. | |||
*'''Enemies: Shy Guy''' – Red Shy Guys have more attack power than other Shy Guys. They tend to drop Attack stat boosts. | |||
*'''Enemies: Skuttler Cannoneer''' – The color of the cannon shows which type it is. Blue = beam, green = bazooka, and red = missile. | |||
*'''Enemies: Skuttler Mage''' – These one-eyed enemies use magic to lower your stats. They're tough, but that only means a greater bounty of stat boosts once you defeat them. | |||
*'''Enemies: Sneaky Spirits''' – These rhythmic spooks pop up at regular intervals. Defeat one of these bonus enemies to get great rewards, like stat boosts for all stats. | |||
*'''Enemies: Souflee''' – These cake-shaped enemies like to run away from the player. In typical bonus-enemy fashion, they drop excellent stat boosts if you catch them. | |||
*'''Enemies: Spike Top''' – Projectiles have no effect on Spike Tops, and these shelled beasts don't flinch easily either. Give them a toss instead. | |||
*'''Enemies: Spike Top''' – Hitting Spike Tops can flip them over. That's the only time projectiles can hurt them. | |||
*'''Enemies: Starman''' – Starmen are aliens that move by teleporting and unleash PK Beam attacks. These beams will briefly paralyze you if they hit, so watch out! | |||
*'''Enemies: Starman''' – Reflect a PK Beam back at a Starman to defeat it in one satisfying hit. However, this trick won't work on a Starman summoned as an Assist Trophy. | |||
*'''Enemies: Tac''' – Tac will fire his hand at you to try and steal your stat boosts. If he gets them, defeat him before he runs away or they'll be gone for good! | |||
*'''Enemies: Tiki Buzz''' – From time to time, one of these drumlike enemies will swoop down to attack you. Jump on its head midswoop to take it out in one hit. | |||
*'''Enemies: Tiki Buzz''' – Bounce off one of these for a big jump. It might even let you reach places you couldn't get to before! | |||
*'''Enemies: Types of Shy Guys''' – Shy Guys come in four colors: red, blue, yellow, and green. They have different abilities and tend to drop different stat boosts. | |||
*'''Enemies: Yellow Shy Guy''' – Yellow Shy Guys jump slightly higher than other Shy Guys. They tend to drop Jump boosts. | |||
*'''Enemies: Zuree''' – These ghosts with big claws are impossible to hit before they take physical form. When they attack, that's your chance to strike back. | |||
*'''Event: Bonus Time''' – During this event, enemies will drop more stat boosts. This is a good chance to really raise those numbers! | |||
*'''Event: Fast Learner''' – One stat will be easier to upgrade for a while. Stat boosts for it will appear more frequently, and it'll upgrade more quickly from play, too. | |||
*'''Event: Heavenly Light''' – A light engulfs the fighters, causing damage to nearby enemies. The effect is just like the Power of the same name. | |||
*'''Event: Treasure Trove''' – This event unlocks a treasure trove full of...you guessed it...treasure! Check your map to see where it is. | |||
*'''Events: Amped Up!''' – For a short time, your Speed and Jump stats will be maxed out. This lets you reach all kinds of places—but be careful not to go too far! | |||
*'''Events: Fests''' – Loads of a single enemy will appear. The name of the fest tells you which one. A Souflee Fest is a chance to get tons of stat boosts! | |||
*'''Glunders, Glices, and Glires''' – They all roll along the ground, but they're based on different elements. Glire is red, Glice is blue, and Glunder is yellow. | |||
*'''Launching Foes Off-Screen''' – Launching enemies off the screen will defeat them even if they haven't taken much damage. However, you won't get as many stat boosts. | |||
*'''Powerful Enemies''' – Strong enemies like Reapers drop lots of items. These can include rare rewards. | |||
*'''Powers and Speed''' – Slower fighters can carry more Powers. Putting on equipment that makes you faster or slower will affect this, too! | |||
*'''Rare Items''' – Looking for cool stuff like trophies and custom parts? Try defeating bonus enemies and opening treasure chests. | |||
*'''Smash Run: Edge of the Stage''' – There are a lot of challenge doors and treasure chests around the edges of the labyrinth—but lots of strong enemies, too. | |||
*'''Star-Shaped Stat Boosts''' – These star-shaped stat boosts will improve all six stats. You'll get them from treasure chests or by defeating special enemies. | |||
*'''Stat Boosts''' – Just running and attacking will slowly boost your speed and attack stats. | |||
*'''Stat Boosts: Arms''' – Arms stat boosts will improve throwing moves and attacks using items. They also make healing items more effective. | |||
*'''Stat Boosts: Arms''' – One effect of Arms stat boosts is to increase your grabbing range. They also make you less likely to drop items when attacked. | |||
*'''Stat Boosts: Defense''' – Improving your Defense means you'll take less damage and your shield will be more durable. It'll also be easier to achieve a perfect shield. | |||
*'''Stat Boosts: Special''' – Some special moves won't just deal more damage—they'll also take less time to charge or have an expanded range. | |||
*'''Stat Megaboost''' – These items will double the effectiveness of stat boosts for a short time. You'll power up twice as fast while moving around, too! | |||
*'''Using Powers''' – Using Powers aggressively at the start will let you beat enemies easily for some early stat boosts. That'll make later foes easier too. | |||
*'''Using Powers''' – If you get KO'd in Smash Run, your stats will go down. Try to keep some good Powers in reserve to help you stay in the game! | |||
*<!--this tip is actually blank--> | |||
===Other=== | |||
Other tips document game terminology and otherwise-unsorted notes. | |||
*'''Bonus Effects''' – You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger. | |||
*'''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. | |||
*'''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... | |||
*'''Crouch Walking''' – Some fighters can move while crouched if you input diagonally down to the left or right. | |||
*'''Custom Special Moves''' – Each of the custom special moves have different attributes. Choose carefully to create the perfect fighter for your play style! | |||
*'''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. | |||
*'''Equipment''' – Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter! | |||
*'''Footstool Jump''' – You can jump on an opponent's head 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 an opponent and grabbing them again, so be patient! | |||
*'''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 them. So much for first come, first served! | |||
*'''Hitstun Shuffling''' – Input in a direction while taking damage, and 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! | |||
*'''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. | |||
*'''Low Jump''' – Press the jump button very briefly and you'll jump lower than usual, letting you use air attacks against ground-level foes. | |||
*'''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''' – 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 Fighters' Physiques''' – The physique of the Mii your Mii Fighter was based on will affect it! A big Mii is stronger, while a smaller Mii is faster. | |||
*'''Perfect Shield''' – Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding. | |||
*'''Shield Break''' – While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy. | |||
*'''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''' – You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield. | |||
*'''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, and spice up your game! | |||
*'''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. | |||
*'''Throwing Items''' – Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction. | |||
*'''Turning and Grabbing''' – If you turn around while running and then grab, your grabbing range will be longer than usual. | |||
*'''Types of Equipment''' – Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type. | |||
*'''Wall Jumping''' – Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this. | |||
[[Category:Features]] | [[Category:Features]] |