User:Alex the weeb/Fact-checking Tips in Ultimate

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Tips are intended to give useful information to the player about various elements of the game. However, sometimes the tips are not accurate. I went through and fact-checked every tip in the game, with some fact-checks being more important than others. Enjoy!

Fighter[edit]

Tip title Tip description Truthfulness rating Fact-check
Mario: Dodging with Cape (Side Special) Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit–great for dodging! HardDifficulty.pngMisleading While Mario's cape CAN be used to dodge attacks, it is not a particularly effective method of doing so.
Mario: Meteor Knuckle (Forward Air Attack) It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins. HardDifficulty.pngMisleading The first active frame of Mario's forward air is a sourspot that does not meteor smash, and thus it does not meteor smash "as it begins".
Donkey Kong: Headbutt's Traits (Side Special) Headbutt grants super armor at the beginning of the move, allowing you to fight through incoming attacks. It's also useful when returning to the stage, landing, and against opponents waiting for you to land. HardDifficulty.pngMisleading The move is not particularly useful for returning to the stage, as it no longer stalls Donkey Kong in the air.
Donkey Kong: Comboing with Kong Karry (Forward Throw) You'll toss opponents diagonally upward when throwing forward, toss them high when throwing backward, and launch them low when tossed down. Throwing them up is a great start to a combo. HardDifficulty.pngMisleading Cargo down throw launches at 46 degrees, which is not a particularly low angle.
Link: Hylian Shield's Strength Link's Hylian Shield is capable of stopping even the most powerful of projectiles. This means you won't take any damage at all. HardDifficulty.pngMisleading Projectiles generated by Final Smashes will not be blocked, and these are arguably the most powerful of projectiles.
Samus: Charge Shot (Neutral Special) This is devastating when fully charged. It can be unleashed instantly, and fired repeatedly when not charging. You can also charge it in midair. HardDifficulty.pngMisleading Charge Shot has startup, even when firing as soon as possible, and therefore cannot be used "instantly".
Dark Samus: Charge Shot (Neutral Special) Devastating when fully charged, it can be unleashed instantly and fired repeatedly. You can also charge it in midair. HardDifficulty.pngMisleading As with Samus, Dark Samus' Charge Shot will always have startup.
Yoshi: Noggin Dunk (Forward Air Attack) Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they'll fly down with a meteor effect. An X mark, for places like yes/no columns on tables.False Whether or not Yoshi's forward air meteor smashes is not dependent on if Yoshi is above or below the opponent, but by whether Yoshi lands the tip hitbox or not. It is possible to meteor smash opponents above Yoshi, and is possible to not meteor smash opponents below Yoshi.
Kirby: Jump Kirby's light body lets him jump six times––more than most other fighters. If Kirby gets launched but not KO'd, you can almost bet he's coming back! HardDifficulty.pngMisleading While Kirby's recovery covers a good distance, it is easy to edgeguard, so him returning is not a safe bet.
Luigi's Origins Luigi made his debut in the 1983 arcade classic Mario Bros. At the time, he wore a white shirt and cap with green overalls. An X mark, for places like yes/no columns on tables.Mostly False Luigi's shirt and cap in the arcade game Mario Bros. was brown and green respectively. However, the described colour scheme IS used in the NES remake of the game. However, since the tip specifies the arcade version, it is incorrect.
Ness: PK Fire (Side Special) If this attack connects, a big pillar of fire appears. "I feel the burn!" your foes will yell. An X mark, for places like yes/no columns on tables.Mostly False The pillar of fire is not particularly large. In addition, your foes will not, in fact, yell "I feel the burn!".
Ness: PK Thunder's Bolt (Up Special) You can guide the bolt of lighting around and hit yourself for propulsion––but this leaves you defenseless, so be careful! HardDifficulty.pngMisleading While you're certainly left vulnerable to edgeguarding, you're not completely defenceless, as you are protected by a powerful hitbox.
Ness: PK Thunder Play (Up Special) Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up. HardDifficulty.pngMisleading You technically can use it to interrupt an opponent's recovery, but it's not an effective edgeguarding tool, as its knockback is mostly vertical, which could actually ASSIST your opponent in recovering.
Captain Falcon: Raptor Boost (Side Special) Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they're below Captain Falcon. An X mark, for places like yes/no columns on tables.Mostly False Once again, whether or not you meteor an opponent depends on whether you get the outer or inner hitbox. Though you are less likely to land the inner hitbox against opponents below you, so there is some truth to this.
Captain Falcon: Falcon Kick (Down Special) The attack is at its most powerful right after pressing the button and loses power as it goes. However, it loses less power when it is used in the air. HardDifficulty.pngMisleading The move has startup, and thus won't deal damage until frame 13, which is not "right after pressing the button".
Jigglypuff: Pursue with Sing (Up Special) If Jigglypuff uses Sing in midair, it can move left or right slightly. You can use this to chase after an opponent who evaded your attack or use it to get back onstage when the edge is just out of reach. HardDifficulty.pngMisleading The claim that Sing extends your ledge grab range is an old one. However, in Ultimate, it has no effect on your ledge grab range whatsoever, and believe me, I've tested it extensively.
Jigglypuff: Jiggly Ram (Dash Attack) When done on an opponent who hasn't taken much damage, you might find yourself open to counterattack, but when done on an opponent who's taken a lot of damage, you might get a KO. HardDifficulty.pngMisleading That first part was certainly true in Smash 4, but not really in Ultimate. Technically, Mario can just barely punish Puff's dash attack on hit with Up B at 0%, and I mean EXACTLY 0% because even at 1% it does enough hitstun to be safe on hit, but most characters would never be able to punish this move on hit.
Jigglypuff: Shield If its shield is shattered, Jigglypuff will get launched and KO'd no matter its damage. A checkmark symbol, for places like yes/no columns on tables.Mostly true You can actually survive Jigglypuff's shield break if there's a ceiling above you.
Peach: Low Gliding Hold jump while crouching to float just above the ground. You can use air attacks quickly that way! HardDifficulty.pngMisleading This implies that you have to be crouching to do this. Pressing down at any point during Peach's jump while holding the jump button will cause her to start floating.
Daisy: Toad (Neutral Special) A Toad will risk its life to protect Daisy. If an attack hits the Toad, it will unleash a counter and launch opponents in front of daisy. HardDifficulty.pngMisleading Hitting Daisy herself will also trigger the counter. Additionally, Toad will also attack opponents BEHIND daisy. Toad's life also isn't in any danger, as he is completely invulnerable in Smash.
Bowser: Whirling Tip for Whirling Fortress (Up Special) Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly. HardDifficulty.pngMisleading It's more complicated than that. Depending on at what point during the move you mash the button, it can actually REDUCE how much height you get. You'll want to start mashing during the second half of the move.
Bowser: Bowser Bomb––the Shield Breaker (Down Special) If you land this on a shielding enemy, you can break their shield in one hit. Just make sure you capitalize afterward with a dropkick! An X mark, for places like yes/no columns on tables.False In fact, it takes all 3 hits of the move to break an opponent's shield, including the first hit, which is only present with the grounded version. It's also worth noting that the first hit is not a shield combo into the rest of the move, so the opponent can just drop their shield or roll/dodge.
Bowser: Tough Guy Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch. HardDifficulty.pngMisleading Bowser Armour doesn't stop working based on how much damage Bowser has taken. While having more damage makes it more likely that a weak move will break through the armour, as long as the knockback dealt by a move is low enough, it will be tanked.
Bowser: Super Armour Weak attacks won't cause him to flinch while his damage is low. He also gets super armour at the start of his tilt attacks and smash attacks. HardDifficulty.pngMisleading See "Tough Guy"
Ice Climbers: Squall Hammer (Side Special) Move left and right with the control stick and rise into the air by repeatedly pressing the button. When both Popo and Nana are present, you can launch opponents with the final hit. HardDifficulty.pngMisleading The final hit can launch opponents with just Popo, it just deals less knockback.
Ice Climbers: Hammer Sweep (Down Smash) Popo attacks in front of himself and Nana attacks behind. When Popo is alone, his attack range will become smaller. HardDifficulty.pngMisleading Popo's attack range does not change when Nana is absent.
Ice Climbers: Grabbing Popo If Popo is grabbed, Nana will panic and be unable to move. Once Popo is freed, Nana will begin moving again. HardDifficulty.pngMisleading You can also start moving Nana when the opponent executes a throw, even before Popo is released, which can allow you to avoid throw collateral hitboxes.
Sheik: Burst Grenade (Side Special) Hold the special-move button to throw the grenade farther. It doesn't move much once it lands, but it can travel three times as far in the air. HardDifficulty.pngMisleading I checked, the maximum difference in the air is about 2.3x the max distance on the (flat) ground.
Falco: In His Series Falco, full name Falco Lombardi, has appeared in Star Fox games starting with the fist one, "Starwing". He's as skilled an Arwing pilot as Fox. His design is based on a pheasant. HardDifficulty.pngMisleading I'm not an expert when it comes to Star Fox, but according to the Lylat Wiki: "As the team's ace pilot, Falco is the best Arwing pilot in the team", meaning he is MORE skilled a pilot than Fox.
Marth: Dancing Blade Up (Side Special) Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs! An X mark, for places like yes/no columns on tables.False In fact, this is the weakest variant knockback-wise, and doesn't KO until well above 300%.
Young Link: Boomerang's Flight Distance (Side Special) The distance the Boomerang flies depends on how far you tilt the control stick, but it can't fly as far as the other Link's boomerangs. However, it deals heavy damage the moment it's thrown. HardDifficulty.pngMisleading The distance it travels is actually determined by if you do a tilt input or a smash input. Only partially tilting the stick will result in a weaker throw, but making a full input that isn't fast enough to be considered a smash input will still result in the weaker throw.
Young Link: Differences from Other Links Young Link's launch power is the weakest of the Links, but that makes it easier to perform combos. He's quicker in the air, can unleash moves faster, and is less vulnerable when landing. An X mark, for places like yes/no columns on tables.Mostly False Toon Link is faster in the air, and generally has better frame data than Young Link. In terms of knockback, it's more of a mixed bag, but some of Young Link's moves do more knockback than Toon Link's equivalents. The landing lag thing is mostly true though.
Mewtwo: Disable Techniques (Down Special) Immediately after unleashing this move, you'll be invincible for a quick moment, allowing you to avoid attacks. It's a powerful move to use just as an opponent begins their attack. HardDifficulty.pngMisleading No matter how you interpret "Immediately after unleashing this move", it's inaccurate. The invulnerability is not immediate upon startup, and it doesn't coincide with the firing of the projectile either.
Mewtwo: Shadow Bomb (Down Smash Attack) This attack only strikes right beside Mewtwo's feet and doesn't do so much damage, but it has a high launching ability to make up for it. HardDifficulty.pngMisleading The damage is actually pretty good, and against grounded opponents has pretty good horizontal range as well.
Mewtwo: Shadow Scratch (Forward Air Attack) This attack might be short range, but it's fast and has a lot of launch power. Use it while ascending to get the most out of it! An X mark, for places like yes/no columns on tables.False This is clearly Shadow Claw.
Roy: Double-Edge Dance Techniques (Side Special) If you aim up on the third hit and to the side on the fourth, the power of the fourth hit increases, and it will be easier to hit with the full blade. An X mark, for places like yes/no columns on tables.False This method will not increase the power of the fourth hit. Furthermore, it doesn't really change the likelihood of getting the sweetspot on the final hit much.
Mr. Game & Watch: Fire (Up Special) A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit. HardDifficulty.pngMisleading It actually knocks opponents up into the air a fair distance.
Mr. Game & Watch: Spitball Sparky (Up Air Attack) Release a puff of air right above you to push opponents. You can even try to KO an opponent with this if you can hit them from a high position onstage. HardDifficulty.pngMisleading It is almost impossible to KO with this move.
Meta Knight: Mach Tornado (Neutral Special) The tornado created around Meta Knight can destroy any weak projectiles it hits. HardDifficulty.pngMisleading It can't, in fact, destroy ANY weak projectile. For example, it can't destroy Falco's Blaster, which is definitely a weak projectile.
Meta Knight: Trample (Downward Throw) Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a forward air attack. HardDifficulty.pngMisleading The described "combo" is not a true combo.
Pit: Upperdash Arm Techniques (Side Special) When used midair, it has less launching power, but you're not vulnerable for as long after the uppercut. When recovering from offstage, you can use it to rush a waiting opponent. HardDifficulty.pngPartially False The aerial attack does not, in fact, have less ending lag than the grounded attack. It's actually 1 frame longer.
Pit: Under-Arc Slash (Down Air Attack) Pit swings his sword below him with a lot of power. If you hit the opponent when the sword is directly below him, it'll have a meteor effect. HardDifficulty.pngMisleading "A lot of power" is a stretch. It's also worth noting that on the frame when the "sword" is directly below him, there is also a hitbox that doesn't meteor smash.
Snake: Cypher (Up Special) Attack or dodge while rising up in the air to let go of the Cypher. If you take damage while airborne, you can use this move again. HardDifficulty.pngMisleading It's actually sustaining hitstun that allows you to use the move again. Sources of damage that don't cause hitstun won't refresh the move, and sources of hitstun that don't deal damage will.
Ike: Aether and Super Armour (Up Special) Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward! HardDifficulty.pngMisleading It moreso sends opponents diagonally. This tip was more accurate prior to the angle change in version 8.0.0.
Charizard: In Its Series Charizard, the Flame Pokémon, graced the package cover of Pokémon Red. It's fiery breath can melt anything, but it never turns its flame on an opponent weaker than itself. HardDifficulty.pngPartially False There is absolutely nothing in any of the games preventing Charizard from attacking weaker Pokémon.
Charizard: Wing Thrust (Up Tilt Attack) Charizard's wings won't take damage, making this attack good for overpowering foes who are attacking from above. An X mark, for places like yes/no columns on tables.False Charizard's wings WILL take damage.
Hydrophobic Fighters Don't talk to Charizard or Inkling about swimming. They'll take gradual damage while they're in the water. HardDifficulty.pngMisleading The tip omits Sonic and Incineroar, who are also affected by this mechanic. Also, as far as I can tell, these fighters do not have rabies, so aquaphobia would be more fitting.
Diddy Kong: Items and Banana Peel (Down Special) If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it. A checkmark symbol, for places like yes/no columns on tables.True This is actually very interesting, as it's one of the only ways you can back toss most throwing items on the ground, as the game won't let you do so normally, forcing a standard throw instead. It's actually one of the only ways to throw a Bullet Bill item AT ALL, as attempting to throw said item will normally just activate it. Just be careful with certain explosives though, as if you generate a banana peel, it may hit and trigger the explosive, potentially damaging you. You can get around this by using the move while one of your banana peels is already active! Huh? Fact-check? Oh I don't have a fact-check for this one, I just wanted to talk about it...
PK Meteor Kick (Back Air Attack) This powerful kick has a meteor effect. Try to hit with Lucas's knee for the best result! HardDifficulty.pngMisleading The sweetspot with the meteor smash is actually on Lucas's foot. Furthermore, the sourspot on his knee has higher priority, so if you hit the opponent with Lucas's knee, you definitely won't be getting the meteor smash.
King Dedede: Gordo Throw (Side Special) Gordos will stick to any walls they hit. Try doing this on walls close to edges to cause serious trouble to enemies trying to climb up. HardDifficulty.pngMisleading This implies that Gordos will always stick to walls, but they will only sometimes do so.
Lucario: Force Palm Throws (Side Special) If used close to opponents, it will become a throw. It has high launching power, so you might be able to land a one-hit KO if you have enough Aura charged up. HardDifficulty.pngMisleading You definitely cannot land a one-hit KO with the move, no matter how much Aura you have.
Mega Man: A Clean Mega Upper (Up Tilt Attack) The start of this attack strongly launches foes straight upward. It leaves you quite open if you miss, but a clean hit can really turn things around! HardDifficulty.pngMisleading It actually launches at 85˚, not straight up.
Little Mac: Jolt Haymaker's Movement Range (Side Special) Press the button during the jump, and you can deliver the punch more quickly. You won't move as far though, so consider that before using it. An X mark, for places like yes/no columns on tables.False The funny thing is, the opposite seems to be the case. Little Mac decelerated more during the move than during his normal airborne state, so ending the move earlier will result in you going a little further, as well as being able to accelerate forward up to your max air speed sooner.
Little Mac: Weak Jab (Neutral Air Attack) Little Mac's neutral air attack is the fastest of his aerial attacks. It doesn't deal much damage, and it has low launch potential, but it's quick and doesn't leave you vulnerable after using it. HardDifficulty.pngPartially false Oh yes it does! In fact, the move is unsafe ON HIT if you land the main hitbox, due to its low set knockback, and as such, opponents with fast attacks can hit Little Mac while he's still in the ending lag from the move after being hit by it. This is facilitated by the move's autolink angle.
Little Mac: Power Meter If you get launched after the Power Meter is full or some time has passed, the Power Meter will be emptied. Use it or lose it! HardDifficulty.pngPartially false The meter will not empty due to time passing.
Greninja: In Its Series Greninja is a Ninja Pokémon that uses attacks like Spikes and Double Team. Water Shuriken, an attack using compressed water, was created specifically for Greninja. HardDifficulty.pngMisleading For some reason, Accelgor can also learn Water Shuriken, and has been able to since the move was introduced.
Greninja: Water Shuriken (Neutral Special) The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching. An X mark, for places like yes/no columns on tables.False This was true in Smash 4, but appears to no longer be true in Ultimate.
Mii Swordfighter: Gale Strike (Neutral Special) With Gale Strike, a wide swing of the sword creates a tornado that moves forward. Opponents hit by the tornado are thrown straight up into the air. HardDifficulty.pngMisleading It actually sends them at an 86˚ angle, not quite straight up.
Mii Swordfighter: Charging Blurring Blade (Neutral Special) Mii Swordfighter attacks with a flurry of fire stabs, then launches the opponent diagonally upward. Hold the button longer to charge the attack. The longer the charge, the greater the attack power. HardDifficulty.pngMisleading The move sends more outwards than upwards.
Palutena: Black Hole Laser (Final Smash) Palutena's Final Smash traps opponents in a Black Hole before Palutena fires a laser beam to launch them. The beam's angle can be slightly adjusted. An X mark, for places like yes/no columns on tables.False The beam cannot be adjusted.
PAC-MAN: Strawberry Bonus Fruit (Neutral Special) PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands. An X mark, for places like yes/no columns on tables.False The strawberry is actually one of the shorter ranged fruits.
Robin: Neutral Attack If the third hit is fire, it will launch opponents with great force. The wind flurry attack repeatedly slashes opponents and deals a lot of damage. Both will use up a tome charge. HardDifficulty.pngMisleading The rapid jab can use up multiple tome charges, gradually using charges as you keep holding the attack.
Ryu: Tatsumaki Senpukyaku's Power (Side Special/Command-Input Move) When facing right, enter ↓↙← for 1.16x power. Increasing the strength also increases the move's speed and travel distance. HardDifficulty.pngMisleading The multiplier is closer to 1.15x power. I think the second part is referring to holding vs tapping the B button, but is pretty clearly misleading as it implies it refers to performing the input.
Cloud: Blade Beam (Neutral Special) Cloud releases a shock wave along the ground. As you'd guess by looking, the attack range is quite wide, so you'll need to jump high to clear it. HardDifficulty.pngMisleading For reference, Mario can short hop clean over the grounded beam.
Cloud: Cross Slash (Side Special) If you press the button again when connecting with an enemy, you can hit them up to three times. Otherwise, Cloud only attacks once. HardDifficulty.pngMisleading Although the attack has 3 stages, it actually hits opponents up to 5 times.
Cloud: Meteor Slash (Forward Air Attack) Cloud takes a huge vertical swing at an enemy. Hitting an opponent with the tip of the sword has a meteor effect. An X mark, for places like yes/no columns on tables.False The meteor hitbox is not at the tip of the sword. Also the opponent must be at a specific height.
Corrin: Dragon-Form Kick (Downward Throw) Hits in a wide radius, sending multiple foes skyward when Corrin stomps the ground, lining them up for a nice follow-up attack. An X mark, for places like yes/no columns on tables.False The collateral hitbox actually sends opponents at a low angle, making followups very difficult.
Bayonetta: Bat Within If Bayonetta is hit during the dodge or during her down special, she'll change into a burst of bats, taking half the damage. HardDifficulty.pngMissing context This tip doesn't mention that this only occurs if you miss the main dodge or counter within a certain window.
Inkling: Killer Wail after Being KO'd (Final Smash) Even if the Inkling is KO'd during the Final Smash, the laser will remain and can still be controlled. HardDifficulty.pngMisleading Upon dying, you will lose control of the beam until you reappear on the respawn platform.
Incineroar: In Its Series Incineroar is the final form of Litten, one of the three Pokémon you can choose at the beginning of Pokémon Sun and Moon. It's a well-balanced Pokémon with very high attack and defense. HardDifficulty.pngMisleading Incineroar's defense base stat (90) is actually about average for a fully evolved Fire type Pokémon, with the average being 85.89 as of writing this.
The Three Slowest Walkers #1 is Incineroar, #2 is Robin, and #3 is Jigglypuff. Incineroar may be slow, but has some serious launching power. An X mark, for places like yes/no columns on tables.False Robin isn't even close to the second slowest walker...did the devs mix up the words for "walk" and "run"?
Steve: Using Minecart Repeatedly (Side Special) You can use the minecart repeatedly, but doing so will reduce the amount of time a fighter is trapped in it. An X mark, for places like yes/no columns on tables.False As far as I can tell, no such mechanic exists.
Pyra/Mythra: Down Air Attack When Pyra strikes opponents below her, she'll cause a meteor effect. Mythra won't trigger a meteor effect, but she is also less vulnerable when using this move. HardDifficulty.pngMisleading Pyra's Dair can also meteor smash opponents at the beginning of the move, and thus opponents don't have to be below Pyra to be meteor smashed.
Kazuya: Tough Body While you have low damage, the weak attacks of opponents will not cause you to flinch. This makes it much easier to unleash combos. HardDifficulty.pngMisleading See Bowser: Tough Guy.
Sora: Blizzaga (Neutral Special) These chilly shots will scatter and fly through the air. Opponents who are hit several times will freeze, and those who have taken a lot of damage will freeze for longer. Get close to make it really easy to hit! HardDifficulty.pngMisleading Even one hit can freeze opponents.
Sora: Sonic Blade Charge Speed (Side Special) Each time you charge, you'll lose a bit of speed. You'll also lose speed if you hit an opponent or they shield against your attack, so don't go charging into danger without a plan. HardDifficulty.pngPartially false It doesn't appear as though speed is lost when hitting opponents or their shields.

Stage[edit]

Tip title Tip description Truthfulness rating Fact-check
Figure-8 Circuit The karts on this stage do more damage than the ones in Mario Circuit. The helpful map in the background always shows where they are! HardDifficulty.pngMisleading When hitting you on the lower level, they deal more damage than the ones in Mario Circuit, but when hitting you on the upper level, they do less.
Spear Pillar: Palkia Aside from the three shared attacks, Palkia can cut all fighters' weights in half, flip the stage upside-down, or mirror the stage. If the stage direction changes, fighters' inputs also change directions. HardDifficulty.pngMisleading Palkia actually halves stage gravity, and not fighters' weights.
Super Mario Maker: Stage Generation This stage will generate a mixture of floating platforms and solid ground, but it favours creating floating platforms. HardDifficulty.pngMisleading I'm not sure what it means by "favours", but there's usually more solid ground than there is soft platform ground.

Technique[edit]

Tip title Tip description Truthfulness rating Fact-check
Charging Smash Attacks You can charge up a smash attack by pressing and holding the button. One second is enough for max power, but you can hold it for up to three. HardDifficulty.pngMisleading This is true for most fighters, but some fighters cannot hold certain smash attacks for as long.
Reversing Side Specials Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too. HardDifficulty.pngMisleading Tip makes it sound like ALL side specials can be B-Reversed, when some can't.
Stale Moves Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game! HardDifficulty.pngMisleading Landing an attack even once will decrease its power. And its power won't be restored until you land 9 other moves first. Even if you add variety to your fighting, you'll likely be landing stale moves at least a few times.
Repeated Edge Grabbing Certain moves, such as Ike's Aether, have limits on how many times they can be used to grab on to edges without touching the ground. HardDifficulty.pngMisleading There is a universal ledge regrab limit of 6. Ike's Aether uses this standard limit.
Super Armour This is a state where you won't flinch even while taking damage. Some specials will trigger this. HardDifficulty.pngMisleading The tips repeatedly use the term "super armour" to refer to all levels of armour, including armour that breaks if enough damage is dealt.
Shoving Match Fighters on the ground will push each other if they run into each other. The heavier fighter will have the stronger push. HardDifficulty.pngMisleading While jostle strengths are loosely correlated with fighter weights, it is not always the case that the heavier fighter has the stronger jostle strength.

Item[edit]

Tip title Tip description Truthfulness rating Fact-check
Master Ball A purple ball with the letter M on it. Unlike a regular Poké Ball, there's almost always a Legendary inside. A checkmark symbol, for places like yes/no columns on tables.True I'd complain about the fact that a lot of the spawns are mythical Pokémon, but there's no meaningful difference between legendary and mythical Pokémon that I can find (the words are even synonyms...) so I'll let it slide.
Lightning Touch this to shrink your opponents. But every once in a while, it'll shrink you instead while making your opponents bigger! HardDifficulty.pngMisleading This implies a backfired lightning will both shrink the user and make the opponents bigger, but will instead do one or the other, but not both.
Cucco: Indiscriminate Attack If a Cucco is damaged by a stage hazard, it's not sure who to get angry with...so it calls the flock on EVERYONE. Not fair! Not fair! HardDifficulty.pngMisleading While a Cucco damaged by stage hazards can damage any fighter, it will target one specific player as normal, rather than targetting everyone at once as the tip implies.
Beastball If you hit a target before the ball disappears, it'll suddenly change positions and fly toward the target. If it lands a direct hit, it'll hit multiple times after appearing again! An X mark, for places like yes/no columns on tables.False The ball will not hit multiple times after appearing, even with a "direct hit".
Chain Chomp Recovery If a Chain Chomp falls off the stage, it'll just jump right back up! An X mark, for places like yes/no columns on tables.False No it won't.
Snorlax Snorlax grows as it rises into the air. If the timing's right, you can get every other fighter in one fell swoop! HardDifficulty.pngMisleading This implies that Snorlax grows WHILE it's rising. It actually grows offscreen after it's finished rising.