[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
User:KirbyMelee/SSB Fangame/Tips
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Mario[edit]
- Mario's Footstool Training: Mario gets a much bigger jump than any other character from footstooling.
- Neutral Special: Successfully hitting an opponent with a Fireball 3 times will cause a Burn status on the opponent, lowering their attack.
- Side Special: Try to reverse opponents offstage to severely mess up their recovery, or even net a KO!
- Up Special: This an average recovery compared to ones like Villager's, but it can also hit opponents, which can save you when it counts.
- Down Special: F.L.U.D.D.'s current will push opponents farther depending on their damage. Only at 500% is it able to KO.
- Forward Aerial: This is a Meteor Smash. It's easy to land so send offstage opponents close to you into the bottom blast line.
- Mario Finale: Opponents with high jumps can easily jump over the Final Smash. To prevent this, try trapping them by the side blast lines.
Luigi[edit]
- Luigi's Traction: Luigi does not have to be ashamed of having the worst traction any longer, as there is now one character that has much worse traction. However, Luigi's traction has slightly decreased.
- Down Taunt: At extremely high percentages, like 800%, this taunt can reach KO potential.
- Neutral Special: Luigi's Fireballs are unaffected by gravity. They also have a 1% of chance of Poisoning the opponent.
- Side Special: This move now has a 1/5 chance of misfiring. Has Luigi gotten more careless over the years?
- Up Special: Connect this with an opponent at the beginning of the move for some extra damage and a nice "PING!" sound.
- Down Special: Tapping multiple times will increase height and speed of the move, but it makes it less controllable.
- Down Aerial: This multi-kick attack can juggle taller opponents under him. Rack up some damage and then Smash them!
- Negative Zone: This zone will place a variety of effects on opponents, most deadly being put to Sleep. Opponents better say their prayers when this happens.
Dr. Mario[edit]
- Megavitamins: Unlike his counterparts' neutral specials, these can't be absorbed. Also these can have 9 different color combinations, but this doesn't affect damage or anything.
- Fever Sheet: This sheet can Burn any opponent that comes into contact with it, however, instead of reflecting projectiles, it destroys them.
- Weird Super Jump Punch: This will give a Flower effect to anyone it hits, making them lighter than usual.
- Chill Tornado: The final hit of this move will Freeze opponents, leaving them completely vulnerable.
- Inspection: Dr. Mario plays some... Dr. Mario. Fast drop capsules on opponents to powerfully Meteor Smash them.
Metal Mario[edit]
- Metallic Traits: Metal Mario is the heaviest fighter in the game, however he has abysmal jump power and recovery.
- Neutral Special: Metal Mario has white Fireballs which very quickly bounce up and down.
- Side Special: Metal Mario dashes forward with a Wing Cap. This does more damage at the start of the move.
- Up Special: Metal Mario punches a Coin Box for his recovery. Opponents can punch and destroy the Coin Box, so watch out!
- Down Special: Metal Mario uses a Vanish Box and turns himself invisible. The effect wears off after 12 seconds or if Metal Mario is hit.
- Portal: Metal Mario punches anyone close to him into a portal, where a boulder proceeds to hit opponents. This Final Smash is quite powerful, able to KO heavy characters at low percentages, but since Metal Mario has bad jumping power, it's easy to avoid in the first place. Risk = Reward.
Peach[edit]
- Peach's Parasol: If holding a Parasol, she will use that instead of her usual one.
- Neutral Special: Peach brings out a Heart from Mario Kart: Double Dash!! to absorb projectiles. It can be destroyed.
- Side Special: Everytime you land a hit with this, Peach Bomber can be used again and again.
- Up Special: The Parasol has more priority than most moves, but Peach is vulnerable under the Parasol.
- Down Special: The "XD" vegetable does the most knockback and the "stitch-faced" one does the most damage.
- Down Special's Suprise Items: Peach may pluck a Mr. Saturn, a Home-Run Bat or a Freezie. The Mr. Saturn is the most common out of these.
- Foward Smash: Peach will use a frying pan, a golf club and a tennis racket in that order. Remember that now.
- Floating with Peach: Peach can float in the air for a maximum of 5 seconds. She's lighter when she's floating, so be wary of pushing attacks.
- Peach Blossom: Characters closest to Peach will take 30%. Those futher away will take 20, 10, 5 or none.
Toad[edit]
- Neutral Special: Toad throws a Mini Mushroom in an arc. Opponents shrink to a size even shorter than a Poison Mushroom for 8 seconds, making them very hard to hit. But one pushing attack could end them.
- Side Special: Toad throws a Red Shell. It's slow but it homes in on opponents. At high percentages, your opponents will go "ahhhhhhh" as they get KO'd.
- Up Special: The angle of the Sling Pod can be changed, but don't self-destruct accidentally!
- Down Special: Toad braces for an attack. Anyone who hits him while in this state will be Paralyzed.
- Neutral Aerial: Toad spins with a Stop Watch. Opponents will be Slowed if hit by it.
- Mega Mushroom: Opponents under his feet will be Buried and open to Toad's various attacks.
Bowser[edit]
- Neutral Special: Fire Breath gradually decreases in range the longer it's used and at lowest range doesn't make opponents flinch.
- Side Special: Opponents grabbed by Koopa Klaw can be held indefinitely if they don't move. This will probably never happen with real opponents, but it's a funny sight to see!
- Up Special: Flying Slam will not fail if no one is grabbed.
- Down Special: Bowser can be easily countered when falling, so try to use it unexpectedly.
- Bowser Party: This sends everyone in the match on a Mario Party board. If opponents get caught by Bowser, they're done for!
Bowser Jr.[edit]
- Hurtboxes: Bowser Jr. will take 0.90x damage if hit on his Koopa Clown Car.
- Neutral Special: When the cannonball lands on the ground, it turns harmless.
- Side Special: This attack provides super armor at the beginning and end, so if you see a hazard coming your way while using this, just end the dash!
- Up Special: Bowser Jr. only has one attack when out of his Koopa Clown Car: a hammer swing. It's surprisingly powerful.
- Down Special: Bowser Jr. makes a paint sludge on the ground. Opponents in it will Slip uncontrollably!
- Gobblegut: Bowser Jr. calls in Gobblegut. Press different inputs for different attacks.
16x32[edit]
- Grab: 16x32 sucks the opponent in for a pummel. It's the most damaging in the game.
- Neutral Special: 16x32 spawns an enemy from the original Super Mario Bros. Only one can appear at a time. They will disappear after 9 seconds.
- Side Special: Fireworks appear in the sky showing a random item, the item shown will then appear in front of 16x32. It can only use this every 50 seconds.
- Up Special: 16x32 bounces off a trampoline. It is invulnerable while rising.
- Down Special: 16x32 plants a Muncher, which does repeated damage. It can't be attacked, but it disappears quickly. It can also be stood on by 16x32.
- Smashes: 16x32 is invulnerable at the start-up of it's Smash attacks.
- Arcade: 16x32 flies off the stage. Barrels, Jacks, Fireballs and even Icicles come from the top of the stage. Getting hit by all of these would do an insane 270% damage.
Donkey Kong[edit]
- Donkey & Banana Peels: He's the first member of the DK crew! Also, he heals 2% when he picks up a Banana Peel.
- Neutral Special: The move does more damage right before fully charged. The fully charged punch has the most knockback.
- Side Special: Using the move while airborne will Bury opponents for a shorter time.
- Up Special: This move is not very good at recovery, but opponents can now be trapped in the move!
- Down Special: This move is very good at stopping approaching opponents. They will be sent flying in the air.
- Konga Beat: Donkey Kong's pose will depending on how many beats were missed.
Diddy Kong[edit]
- Neutral Special: The Popgun will overload if held too long, but this can be used as a powerful attack.
- Side Special: If the kick of the move misses and Diddy falls off the stage, Diddy will be unable to recover.
- Up Special: The Pack will explode if hit by an opponent. Be careful!
- Down Special: Since Diddy Kong can spawn Banana Peels at will, he does not recover damage from them. And, unlike in SSB4, an unlimited amount of them can be on-screen at once. However, they will disappear eventually.
- Rocketbarrel Barrage: This Final Smash is very hard to control but it also leaves peanuts on the ground, which can heal Diddy Kong.
Yoshi[edit]
- Egg Colors: Yoshi's egg will change to match the color he is.
- Neutral Special: Yoshi puts the opponent in an egg. As they are launched when in an egg, if close, this will KO over the upper blast line.
- Side Special: Opponents can simply grab Yoshi out of this move.
- Up Special: This move barely provides height, but it can hit any edge-guarders.
- Down Special: Yoshi will plummet off the stage if used by an edge, so don't attempt that.
- Super Dragon: Waiting for an amount of time will make Yoshi breathe fire.