15-Minute Smash: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Line 72: Line 72:
==Rewards==
==Rewards==
===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
Clearing 15-Minute Melee will result in [[unlockable stage|unlocking]] the [[Congo Jungle|Kongo Jungle]] stage, which originally appeared in ''[[Super Smash Bros.]]''.
* Clearing 15-Minute Melee will result in [[unlockable stage|unlocking]] the [[Congo Jungle|Kongo Jungle]] stage, which originally appeared in ''[[Super Smash Bros.]]''.
*Clearing 15-Minute Melee also gives you a trophy of The Fighting Wire Frames.
 
===In ''[[Super Smash Bros. Brawl]]''===
===In ''[[Super Smash Bros. Brawl]]''===
Clearing 15-Minute Brawl give you the Green Alloy trophy.
* Clearing 15-Minute Brawl give you the Green Alloy trophy.
[[Category:Co-op Modes]]
[[Category:Co-op Modes]]
[[Category:Multi-Man Melees]]
[[Category:Multi-Man Melees]]

Revision as of 06:48, November 14, 2009

15-Minute Melee and 15-Minute Brawl are Multi-Man modes in Super Smash Bros. Melee and Brawl, respectively. While they challenge the player to defeat as many opponents as possible (Fighting Wire Frames in Melee, and Fighting Alloys in Brawl) within 15 minutes without falling from the stage or self-destructing, the player will find that it becomes a challenge to merely make it through the match alive. These are arguably two of the more difficult Multi-Man Melees and Brawls, though simple strategies such as spamming a certain move or evading the opponents altogether may suffice.

The high scores of 15-Minute Melee depend on whether or not the match is cleared. If it is cleared, a record is made of the amount of opponents knocked out. If it is not cleared, a record is made of the length of time which the character lasted. In a 15-Minute Brawl, the only record that is displayed is KOs, regardless of whether the player finished the match.

Unlike 100-Man Melee/Brawl, in which the enemy difficulty increases after set numbers of KOs, the enemy AI in a 15-Minute Melee/Brawl will get more aggressive as time goes on, even if the player has no KOs. This serves to make it more difficult to "eat the clock" by evading enemies.

Strategies

Most of the simpler strategies for the 15-Minute Melee and 15-Minute Brawl involve spamming a certain move of the character. It is also recommended to ignore any kind of item, especially those which are explosive. As the match gets closer to the end, the game will start to drop explosive items closer to the player. This technique can punish move spammers quite quickly if they aren't careful.

Melee

Donkey Kong

Playing as Donkey Kong, situate him anywhere on the stage. When the Fighting Wire Frames begin approaching Donkey Kong, use his Down Special Move, the Hand Slap. Any Fighting Wire Frames in the radius of this move should be knocked out instantly.

Dr. Mario

Playing as Dr. Mario, spam his Down Special Move, the Dr. Tornado, back and forth along the stage.

Falco

Playing as Falco, spam his Side Special Move, the Falco Phantasm, back and forth along the stage.

An alternative method while using Falco is to sit on the far right side of the stage and continually spam his blaster. On occasion a wireframe may obtain a starman. While the starman is in effect, spam his Side Special Move, the Falco Phantasm, back and forth until the starman wears off. Then continue to sit on the right side and spam his blaster. This will not work with Fox due to the fact that Fox's blaster does not flinch the enemy. It is possible to complete the challenge and not get hit using this method.

Fox

Playing as Fox, spam his Side Special Move, the Fox Illusion, back and forth along the stage.

Kirby

Playing as Kirby, situate him on the edge of a main platform, facing inwards, and use his Up Special Move, the Final Cutter. If necessary, roll to the other side of the platform to avoid a Bob-omb or similar hazard.

Luigi

Playing as Luigi, spam his Down Special Move, the Luigi Cyclone, back and forth along the stage.

Mario

Playing as Mario, spam his Down Special Move, the Mario Tornado, back and forth along the stage.

Mewtwo

Playing as Mewtwo, situate it on the edge of a main platform and use its Standard Special Move, the Shadow Ball. Any Fighting Wire Frames in the radius of this move will be damaged. If Mewtwo is damaged, launch the fully-charged Shadow Ball, and return to the edge of the main platform to start over.

Young Link

Playing as Young Link, stay close to the middle of the stage and spam his Up Special Move, his Spin Attack. Any Fighting Wire Frames in the radius of this move gets KO'd. Make sure to only use this move if any Wire Frames come close, otherwise they might be able to attack you. Definitely watch out for explosives.

Ice Climbers

Do the Ice Climber freeze glitch to freeze all the wireframes,then simply wait around until the time is up.(It helps to literally freeze them to prevent accidental release).Be careful though. Sometimes, while attacking the helpless wire frames, a bob-omb will suddenly appear and kill you.

Screw Attack

Hold off the wire frames until you get a screw attack ball. While this would be useless against real fighters the wireframes will be KO'd on contact. If you can hold on to the item the whole time, you can easily get through 15 minutes mostly untouched.

Sheik (SSBM)

Go to one edge of the stage and use the Standard B move to throw one needle at a time. Each needle deals massive knockback to the wire frames, and they usually slide across the stage or just fly off. For variety, hold down B to release multiple needles and knockback multiple Wire Frames. It helps to have a beam sword to deal with Wire Frames on the platforms above you(Sheik's smash beam sword attacks to the top and side).

Brawl

Lucario

This strategy requires two players. Both players must be Lucario. Both players must stand beside each other using Lucario's standard special attack. When a Fighting Alloy jumps up to the players, they will be caught between the two attacks and will not be able to move. This strategy works best on the top platform where no explosives spawn. [1]

Pikachu

Stand in the center of one of the side platforms (left works better) and spam Pikachu's Thunder ability.

Jigglypuff

Fly around the stage and use Pound. Its good jumping ability is also useful for stalling by not attacking the Alloys or remaining inside their attack range. You could also alternate between grabbing ledges. Hang on to one edge, jump off, and float underneath to the other ledge and grab on to that. Keep repeating this step until the 15 minutes are up.

Luigi

Spam the Luigi Cyclone back and forth across the stage. Using the Cyclone in the air should instantly kill any Alloys it touches, whereas using it on the ground will only knock them out on the final hit. Aerials, especially nair and bair, are also useful here.

Ike

Stand beneath the center of one of the side platforms (left works better) and spam Eruption repeatedly. All power levels should work at KO'ing the Alloys

Yoshi

Keep fighting until there is only one alloy left, and the alloys stop appearing. (There's a certain time when new alloys will only appear when you've defeated all of the alloys you have currently.) Then stand to the platform on the left (or right) and stay there. If the alloy comes to attack, simply double jump to get to the platform on the opposite. (This is when Yoshi's high double jump comes in handy) DO NOT attack the alloy, as doing that may result in KOing it and new ones appearing again. If explosive items appear (e.g. Smart Bombs, Blast Boxes etc.), throw them away. Don't let the alloy accidentally detonate it. This may not be as easy as the other ones listed here, but it's very effective.

King Dedede

Stand on the very edge of the lowest level, and transition into your continuous AAA Hammer spin by holding down A indefinitely. The advancing Alloys will simply bounce away when in contact with the Hammer, even KO at large percentages. This won't get many kills, but since you've got 15 minutes, it does help to clear this for the first time. Beware, as Alloys will attack from a distance, hitting the Hammer and interrupting the Hammer Spin. If they come to close, just Down Smash, Hammer Sweep, them away. Never use the Forward Smash, but you can use the Up Smash if you fear an Alloy descending through the platform above you and attacking; the Hammer reaches above the platform

Rewards

In Super Smash Bros. Melee

  • Clearing 15-Minute Melee will result in unlocking the Kongo Jungle stage, which originally appeared in Super Smash Bros..
  • Clearing 15-Minute Melee also gives you a trophy of The Fighting Wire Frames.

In Super Smash Bros. Brawl

  • Clearing 15-Minute Brawl give you the Green Alloy trophy.