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| | {{ArticleIcons|ssb4=y|ultimate=y}} |
| | [[File:SakuraiWiiUTips.jpg|thumb|250px|The Tips page in {{forwiiu}}]] |
| | '''Tips''' are short blurbs of information that appear in both versions of ''[[Super Smash Bros. 4]]'' and in ''[[Super Smash Bros. Ultimate]]''. These tips appear in two different locations - their own specialized menu in the [[Vault]], or on the loading screens of the game. Some tips are shared between the two versions of ''Smash 4'', while others are not. A few contain incorrect information due to [[update|patches]] changing the game without updating any of the tips. |
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| {{ArticleIcons|ssb4-3ds=y}}
| | If one gets a [[Milestone]] at the end of a match, a tip will display while the game is returning to the character select. Otherwise, tips will not display there. |
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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.
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| ==List of tips== | | Tips can also be viewed in their own dedicated page within the [[Vault]]. In ''Smash 4'', the tips shown are randomized, and can be shuffled by pressing a button. In ''Ultimate'', all tips are sorted into sections based on their topic. |
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| | ==Categories== |
| | [[File:Cropped Tips POtD.JPG|thumb|150px|The Tips page in {{for3ds}}]] |
| | [[File:Tips SSBU.png|thumb|150px|The Tips page in [[Super Smash Bros. Ultimate]]]] |
| The many tips in the game are categorized into different types. | | The many tips in the game are categorized into different types. |
| {{incomplete}}
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| ===Fighters===
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| Fighter-based tips mainly provide information about characters' special moves.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''Bowser: Fire Breath''' – Fire Breath loses power the longer it is used. Waiting a short time between bursts will allow it to recharge.
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| *'''Bowser: Tough Guy''' – Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch.
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| *'''Bowser: Whirling Fortress''' – Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''Charizard: Flare Blitz''' – This move engulfs Charizard in flames. It's extremely powerful, but it hurts Charizard too.
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| *'''Charizard: Flare Blitz''' – There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters, too!
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| *'''Charizard: Rock Smash''' – The rock shards will fly in random directions. Get close to your target to maximize damage.
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| *'''Charizard: Rock Smash''' – Right before smashing a rock, Charizard gets super armor, meaning it won't even flinch if it's attacked!
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| *'''Charizard: Strong Up Attack''' – Charizard's wings won't take damage, making this good for overpowering foes striking from overhead.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''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!
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| *'''Diddy Kong: Peanut Popgun''' – Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits!
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| *'''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.
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| *'''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.
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| *'''Diddy Kong: Rocketbarrel Pack''' – You can indicate a direction while this is charging to fly in that direction. You can even steer while flying!
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| *'''Donkey Kong: Forward Throw''' – Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though.
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| *'''Donkey Kong: Hand Slap''' – DK's Hand Slap affects a large area around him. However, it won't hit airborne fighters.
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| *'''Donkey Kong: Headbutt''' – Use this move to bury your opponents if they're on the ground or meteor-smash them in midair.
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| *'''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.
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| *'''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.
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| *'''Duck Hunt: Duck Jump''' – The duck grabs the dog and carries him through the air. Once started, this move can't be stopped.
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| *'''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.
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| *'''Falco: Blaster''' – Unlike Fox's blaster, Falco's blaster can make opponents flinch. It fires faster when airborne.
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| *'''Falco: Falco Phantasm''' – Falco Phantasm can send an airborne enemy straight down—use it to dunk them into the abyss!
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| *'''Falco: Reflector''' – Falco kicks his Reflector forward, making it possible to both reflect projectiles and hit foes at the same time!
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| *'''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.
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| *'''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.
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| *'''Fox: Reflector''' – This move can reflect projectiles, and it also damages nearby opponents when activated.
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| *'''Ganondorf: Flame Choke''' – After being grabbed by this move, it's possible to recover just before being slammed to the ground.
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| *'''Ganondorf: Strong Down Attack''' – A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks.
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| *'''Ganondorf: Warlock Punch''' – After pressing the attack button, quickly turn around to make Ganondorf unleash an even more powerful attack as he turns.
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| *'''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.
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| *'''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.
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| *'''Greninja: Hydro Pump''' – The water flow doesn't just cause damage—it can also push your foes if you hit them just right.
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| *'''Greninja: Substitute''' – This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack!
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| *'''Ike: Aether''' – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
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| *'''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!
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| *'''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.
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| *'''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!
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| *'''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.
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| *'''Jigglypuff: Rest''' – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury.
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| *'''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.
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| *'''Jigglypuff: Shield''' – If Jigglypuff's shield is shattered, it'll get launched and KO'd no matter its damage.
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| *'''Jigglypuff: Sing''' – Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they'll nap.
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| *'''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.
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| *'''King Dedede: Inhale''' – Dedede is already perfect, so his inhale won't copy abilities. Instead, it has a longer range than Kirby's.
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| *'''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!
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| *'''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!
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| *'''King Dedede: Strong Down Attack''' – He can attack while prone by cartwheeling forward. This lets him attack while moving, like a dash attack.
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| *'''King Dedede: Super Dedede Jump''' – After leaping up high, Dedede crashes down to attack. This move can be canceled partway through by pressing up.
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| *'''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.
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| *'''Kirby: Hammer''' – If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.
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| *'''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!
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| *'''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!
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| *'''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!
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| *'''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!
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| *'''Kirby: Stone''' – Kirby's form is different each time he uses this, but the move's effect is the same.
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| *'''Kirby: Taunt''' – Taunt to discard your current copy ability. Find the most opportune moment to change your abilities!
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| *'''Link: Bomb''' – Your bombs are special ones—the explosion from hitting an enemy won't hurt you.
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| *'''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.
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| *'''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.
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| *'''Link: Hylian Shield''' – Link's Hylian Shield can block projectiles, but it won't block anything while you're attacking.
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| *'''Link: Hylian Shield''' – Link's Hylian Shield blocks all projectiles, no matter how powerful. Link won't take any damage at all.
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| *'''Link: Side Smash Attack''' – Press the button again to attack a second time. The second attack has more launching power.
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| *'''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!
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''Lucario: Force Palm''' – Force Palm deals more damage and has a greater range if Lucario's Aura is stronger.
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| *'''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!
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| *'''Luigi: Green Missile''' – This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful!
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| *'''Luigi: Green Missile''' – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.
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| *'''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.
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| *'''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.
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| *'''Mario: Front Air Attack''' – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins.
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| *'''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.
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| *'''Marth: Counter''' – The counter depends on the attack it is countering. A countered smash attack may KO an opponent!
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| *'''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!
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| *'''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.
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| *'''Marth: Dancing Blade''' – Press down on the fourth swing to finish your combo with a powerful blow to your opponent's feet!
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''Mega Man: Metal Blade''' – If a Metal Blade gets stuck in a wall or floor, other fighters can pick it up and use it.
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| *'''Mega Man: Rush Coil''' – Summoning Rush into battle will help Mega Man reach even greater heights. Unfortunately, foes can use him as well!
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| *'''Mega Man: Side Smash Attack''' – Mega Man unleashes a powerful Charge Shot. The damage and distance increases the longer you charge it!
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| *'''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!
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| *'''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!
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| *'''Meta Knight: Drill Rush''' – While Meta Knight's rushing through the air like a drill, you can adjust his direction.
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| *'''Meta Knight: Flurry Attack''' – Press the attack button to unleash a flurry of strikes. Meta Knight doesn't do "standard attacks."
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| *'''Meta Knight: Mach Tornado''' – The tornado created around Meta Knight can destroy any weak projectiles it hits.
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| *'''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.
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| *'''Meta Knight: Strong Side Attack''' – The third strike of Meta Knight's side strong attack is powerful enough to launch opponents.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''Mii Brawler: Helicopter Kick''' – When performing this move, pressing left or right will let you change the direction of the kick.
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''Mii Gunner: Absorbing Vortex''' – A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies back a bit.
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| *'''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.
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| *'''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!
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| *'''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!
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| *'''Mii Gunner: Charge Blast''' – This move is super powerful when fully charged. Use it in midair, and it'll fire without charging at all.
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''Mii Swordfighter: Blade Counter''' – This move counters an enemy attack. The attack has slightly greater launching power than a normal attack.
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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.
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| *'''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!
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| *'''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.
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| *'''Mii Swordfighter: Stone Scabbard''' – A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect.
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| *'''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.
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| *'''Mr. Game & Watch: Chef''' – Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself.
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| *'''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.
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| *'''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!
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| *'''Mr. Game & Watch: Oil Panic''' – This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe.
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| *'''Mr. Game & Watch: Oil Panic''' – This will only absorb energy-style projectiles. It won't affect physical ones like Link's arrows.
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| *'''Ness: PK Fire''' – If this attack connects, a big pillar of fire appears. "I feel the burn!" your foes will yell.
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| *'''Ness: PK Thunder''' – You can guide the bolt of lightning around and hit yourself for propulsion—but this leaves you defenseless, so be careful!
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| *'''Ness: PSI Magnet''' – This move absorbs energy-type projectiles and heals Ness as a result.
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| *'''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!
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| *'''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.
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| *'''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.
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| *'''Olimar: Pikmin Order''' – This move will change the order of your Pikmin. Use it to plan your attack strategy.
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| *'''Olimar: Pikmin Order''' – Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off.
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| *'''Olimar: Pikmin Pluck''' – Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple.
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| *'''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.
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| *'''Olimar: Pikmin Throw''' – Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off.
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| *'''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=== | | ===In ''[[Super Smash Bros. 4]]''=== |
| Stage-based tips give notes about stages.
| | *'''amiibo''' tips focus on the use of [[amiibo]]. (Absent at launch in the 3DS version, added in [[List of updates (SSB4-3DS)/1.0.4 changelog|update 1.0.5]]) |
| *'''3D Land: ? Blocks''' – ? Blocks give you items! Super Leaves will appear slightly more often than usual.
| | *'''Fighter''' tips mainly provide information about characters' attacks and special moves. |
| *'''3D Land: Blocks''' – The Brick Blocks that appear in the beginning can be easily broken by hitting them once from below.
| | *'''Stage''' tips give notes about stages. |
| *'''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. | | *'''Item''' tips document items, Pokémon, and Assist Trophies. |
| *'''3D Land: Flip Panels''' – The Flip Panels at the beginning of this stage will flip, gradually creating more places for you to stand.
| | *'''Mode''' tips provide notes about the various modes, including Smash Run and Smash Tour. |
| *'''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!
| | *'''Smash Run''' tips focus on enemies encountered in [[Smash Run]], as well as its other unique features. (3DS only) |
| *'''3D Land: Note Blocks''' – Note Blocks appear at the beginning of the stage. Jumping on them will send fighters flying into the sky!
| | *'''Smash Tour''' tips focus on [[Smash Tour]]-exclusive features and gameplay. (Wii U only) |
| *'''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!
| | *'''Original Games/Settings''' ('''Background Info''' in Europe) tips explain the origins of characters, their games, and other elements of the game. (Wii U only) |
| *'''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! | | *'''Other''' tips document game terminology and otherwise-unsorted notes. |
| *'''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. | | ===In ''[[Super Smash Bros. Ultimate]]''=== |
| *'''Arena Ferox''' – Four types of platforms appear on this stage. Some of them can be destroyed! The statues too! | | *'''Fighters''': Provides information about the origins of characters, their appearance in their home series, and their attacks and special moves. |
| *'''Balloon Fight''' – This stage loops back on itself if you run to the left or right. However, getting launched can still KO you. | | *'''Stages''': Provides information about the origins of stages, and its layout and hazards. |
| *'''Balloon Fight''' – Beware the fish lurking beneath those pixelated waves—they'll surface and try to get a mouthful of Smash Bros. fighter.
| | *'''Techniques''': Provides information on basic and advanced techniques. |
| *'''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! | | *'''Spirits''': Provides information on spirits, and [[Adventure Mode: World of Light|Adventure Mode]]. |
| *'''Boxing Ring''' – Reach those lights hanging above the ring! Damage them enough and they'll come crashing down, launching anyone caught beneath them.
| | *'''Items''': Provides information on items, Pokémon, and Assist Trophies. |
| *'''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. | | *'''Other''': Provides information on modes, bosses, amiibo, and other miscellaneous elements. |
| *'''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.
| | {{clr}} |
| *'''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!
| | ==Names in other languages== |
| *'''Find Mii''' – The faster you can rescue the Mii trapped in the cage, the faster the Dark Emperor will leave the battle. | | {{langtable |
| *'''Find Mii''' – The Dark Emperor uses random magic during the battle. What effect his magic will have is displayed on the bottom screen. | | |ja={{ja|スマちしき|Suma Chishiki|?}} |
| *'''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.
| | |jaM= |
| *'''Flat Zone 2: Fire''' – If you leave items on the ground, a diver might appear and take them away. | | |en=Tips |
| *'''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. | | |fr_ca=Conseils |
| *'''Golden Plains''' – Collect 100 coins and you'll turn to gold! You'll become generally more powerful and won't flinch at all.
| | |fr_caM= |
| *'''Golden Plains''' – Touch the red ring to make eight red coins appear. One red coin is worth five regular coins! | | |fr_fr=Smashtuces |
| *'''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!
| | |fr_frM= |
| *'''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! | | |es=Consejos |
| *'''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.
| | |esM= |
| *'''Jungle Japes''' – The river below the stage flows very quickly, so don't fall in! Try to knock foes into it instead!
| | |de=Tipps |
| *'''Living Room''' – Five different kinds of puppies appear in the background. The breed will change randomly. Sometimes a kitten will appear instead!
| | |deM= |
| *'''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.
| | |it=Consigli |
| *'''Magicant''' – Flying Man will fight alongside the first person who touches him. Get to him before anyone else has a chance!
| | |itM= |
| *'''Magicant''' – There are only five Flying Men. If all five are defeated, no more will appear in the battle.
| | |nl=Tips |
| *'''Magicant''' – A giant tomato or iron octopus will fall into the clouds, slowly sinking in until it falls out the other side.
| | |nlM= |
| *'''Magicant''' – Standing on a giant tomato or an iron octopus will cause it to sink through the clouds faster.
| | |ru={{rollover|Советы|Sovety|?}} |
| *'''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!
| | |ruM= |
| *'''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!
| | |ko={{rollover|스매시 팁|Seumaesi Tip|?}}, ''Smash Tips'' |
| *'''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!
| | |koM= |
| *'''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!
| | |zh_cn={{rollover|大乱斗知识|Dàluàndòu Zhīshì|?}} |
| *'''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.
| | |zh_cnM= |
| *'''PictoChat 2''' – The stage changes as the background changes. Adjust your tactics depending on the drawing shown in the background.
| | |zh_tw={{rollover|大亂鬥知識|Dàluàndòu Zhīshì|?}} |
| *'''Rainbow Road''' – Sometimes Shy Guys drive by in karts. There is plenty of warning before the Shy Guys cruise by.
| | |zh_twM= |
| *'''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=== | | ==Lists== |
| Item-based tips document items, Pokémon, and Assist Trophies.
| | *[[List of tips (SSB4-3DS)]] |
| *'''Assist Trophy: Chain Chomp''' If a Chain Chomp falls off the stage, it'll just jump straight back up!
| | *[[List of tips (SSB4-Wii U)]] |
| *'''Assist Trophy: Color TV-Game 15''' The paddles that appear to the left and right will try to keep the ball in play. You'll take damage and be launched if you touch them.
| | *[[List of tips (SSBU)]] |
| *'''Assist TrophyL 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 the fighters. A hit from this attack will leave a fighter stunned for a time.
| |
| *'''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: 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: 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: 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''' Mother Brain will send colorful lasers shooting up and down the screen. They can't be absorbed or reflected, so you'll just have to avoid them!
| |
| *'''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 ranges, so watch out!
| |
| *'''Assist Trophy: Sheriff''' Sheriff fires high-speed, powerful shots at the 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: 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: Waluigi''' Luigi's purple-clothed rival. He only ever jumps directly up, so leaping left and 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!
| |
| *'''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?
| |
| *'''Pokémon: Arceus''' The attack Gravity will pull fighters out of the air. Anyone caught out beyond the edge will fall straight down.
| |
| *'''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: Fennekin''' Incinerate creates a fire pillar reaching out in front of Fennekin. If it connects, it'll do repeated damage to fighters.
| |
| *'''Pokémon: Gardevoir''' Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won't be affected. Nice!
| |
| *'''Pokemon: 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: Goldeen''' No matter how enthusiastically it splashes, nothing ever happens. Not even on those rare instances you find it in 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: Meloetta''' Meloetta's song will bounce off walls and platforms. In smaller stages, the song will bounce unpredictably, making it tough to avoid.
| |
| *'''Pokemon: 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: 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: 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.
| |
| *'''Screw Attack''' You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos.
| |
|
| |
|
| ===Modes===
| | {{SSB4-3Menus}} |
| Mode-based tips provide notes about the various modes, including Smash Run.
| | {{SSB4-UMenus}} |
| *'''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!
| | {{SSBUMenus}} |
| *'''Items on Floating Platforms''' In Multi-Man Smash, items occasionally float by on a platform. These aren't random - the same items appear at the same time in every battle.
| |
| *'''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===
| |
| Smash Run-based tips focus on enemies encounter in [[Smash Run]], as well as its other unique features.
| |
| *'''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.
| |
| *'''Challenge Doors''' Behind the special doors lie all kinds of challenges. Complete them to get yourself some rewards.
| |
| *'''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.
| |
| *'''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: Bumpety Bomb''' Bumbety 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: Clubberskull''' When a Clubberskull's on a revenge, it'll come after fighters relentlessly. It'll even jump over walls and other obstacles!
| |
| *'''Enemies: Devil Car''' These cars are the most inconsiderate drivers, trying to ram right at you! If one hits you at high speed, it'll hurt.
| |
| *'''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: Fly Guy''' A type of Shy Guy that flies around, dangling items. Sometimes they even carry custom parts!
| |
| *'''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: 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: 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: 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: 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''' 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: 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: 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: Roturret''' Roturrets hang in the air and fire three shots from each od their two cannons. The last pair of shots has extra lunching power.
| |
| *'''Enemies: Shotzo''' Depending on the type, these indestructible cannons will either fire three shots in a fixed position or one shot aimed at you.
| |
| *'''Enemies: Skuttler Cannoneer''' The color of the cannon shows which type it is. Blue = beam, green = bazooka, and red = missile.
| |
| *'''Enemies: Starman''' Starmen are aliens that move by teleporting and unleash PK Beam attacks. They will paralyse you briefly if they hit you.
| |
| *'''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: 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: 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.
| |
| *'''Powers and Speed''' Slower fighters can equip more Powers. Put on equipment that makes you faster or slower to influence this.
| |
| *'''Stat Boosts: Special''' Some special moves won't just deal more damage, they'll also take less time to charge or cover a longer range.
| |
| *'''Using Powers''' Using Powers aggressively at the start will let you b eat enemies easily for some early stat boosts. That'll make later foes easier too.
| |
|
| |
|
| ===Other===
| |
| Other tips document game terminology and otherwise-unsorted notes.
| |
| *'''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.
| |
| *'''Custom Special Moves''' Each of the custom special moves have different attributes. Choose carefully to create the perfect fighter for your play style!
| |
| *'''Equipment''' Fighters can carry up to three pieces of equipment. Depending on the equipment combination, the fighter's characteristics and play style vary greatly.
| |
| *'''Magnifying Glass Damage''' When you move off-screen, you'll be shown in a magnifying glass. You'll gradually take damage while in this state, so be careful!
| |
| *'''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.
| |
| *'''Shield Break''' While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
| |
| *'''Super Armor''' This is a state where you won't flinch even while taking damage. Some specials will trigger this.
| |
| *'''Low Jump''' Press the jump button very briefly and you'll jump lower than usual, letting you use air attacks against ground-level foes.
| |
| *'''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.
| |
| [[Category:Features]] | | [[Category:Features]] |