List of tips (SSBU)/Fighters: Difference between revisions
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*'''Eruption at the Edge (Neutral Special)''' – This attack reaches up and down as well as left and right. You can use it to ambush opponents who are trying to recover from offstage. | *'''Eruption at the Edge (Neutral Special)''' – This attack reaches up and down as well as left and right. You can use it to ambush opponents who are trying to recover from offstage. | ||
*'''[[Quick Draw]] (Side Special)''' – If you hit an opponent with Quick Draw in the air, you can quickly start your next action. But if you don't do anything afterward, Ike merely falls. Keep this in mind when trying to recover. | *'''[[Quick Draw]] (Side Special)''' – If you hit an opponent with Quick Draw in the air, you can quickly start your next action. But if you don't do anything afterward, Ike merely falls. Keep this in mind when trying to recover. | ||
*'''Quick Draw's Traits (Side Special)''' – Using this move a bit before landing from a jump and you will reduce the amount of time you are vulnerable. | *'''Quick Draw's Traits (Side Special)''' – Using this move a bit before landing from a jump and you will reduce the amount of time you are vulnerable{{Sic}}. | ||
*'''[[Aether]] and [[Super Armor]] (Up Special)''' – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward! | *'''[[Aether]] and [[Super Armor]] (Up Special)''' – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward! | ||
*'''Meteor with Aether (Up Special)''' – 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! | *'''Meteor with Aether (Up Special)''' – 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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*'''[[Hadoken]] (Neutral Special)''' – A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It'll disappear after a set distance. | *'''[[Hadoken]] (Neutral Special)''' – A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It'll disappear after a set distance. | ||
*'''Hadoken (Neutral Special / Command-Input Move)''' – Input the commands from the original series to increase the Hadoken's power. Use it in midair to make Ryu glide slightly. | *'''Hadoken (Neutral Special / Command-Input Move)''' – Input the commands from the original series to increase the Hadoken's power. Use it in midair to make Ryu glide slightly. | ||
*'''Hadoken's Power (Neutral Special / Command-Input Move)''' – When facing right, quickly input ↓ ↘ → for 1. | *'''Hadoken's Power (Neutral Special / Command-Input Move)''' – When facing right, quickly input ↓ ↘ → for 1.2x power. You might have to practice a bit to really get the hang of a Hadoken. | ||
*'''Shakunetsu Hadoken (Neutral Special / Command-Input Move)''' – When facing right, input ← ↙ ↓ ↘ → to unleash a fiery Shakunetsu Hadoken that can deal multiple hits. | *'''Shakunetsu Hadoken (Neutral Special / Command-Input Move)''' – When facing right, input ← ↙ ↓ ↘ → to unleash a fiery Shakunetsu Hadoken that can deal multiple hits. | ||
*'''[[Tatsumaki Senpukyaku]] (Side Special)''' – Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering. | *'''[[Tatsumaki Senpukyaku]] (Side Special)''' – Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering. | ||
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*'''Magic Burst (Down Special)''' – Use all of your MP to create an explosion with you at the center. The power and size of the explosion grows with every point of MP used. | *'''Magic Burst (Down Special)''' – Use all of your MP to create an explosion with you at the center. The power and size of the explosion grows with every point of MP used. | ||
*'''Snooze (Down Special)''' – Shoot a projectile that puts opponents to sleep. The size of the projectile increases the longer it travels. However, the closer the opponent is, the deeper they'll sleep. | *'''Snooze (Down Special)''' – Shoot a projectile that puts opponents to sleep. The size of the projectile increases the longer it travels. However, the closer the opponent is, the deeper they'll sleep. | ||
*'''Heal (Down Special)''' – Heal some of the damage you've taken. If you use it multiple times, it will not come up as a selectable command again until you get | *'''Heal (Down Special)''' – Heal some of the damage you've taken. If you use it multiple times, it will not come up as a selectable command again until you get KO'd. | ||
*'''Oomph (Down Special)''' – Increase your launch power and melee attack power for a while. However, your defense will decrease a little. | *'''Oomph (Down Special)''' – Increase your launch power and melee attack power for a while. However, your defense will decrease a little. | ||
*'''Acceleratle (Down Special)''' – Increase your movement speed and jump for a while. You will also become easier to launch. | *'''Acceleratle (Down Special)''' – Increase your movement speed and jump for a while. You will also become easier to launch. | ||
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*'''Dragon''' – The Dragon is an ARM that is shaped like a dragon. It can be equipped on both arms. If you press the attack button when the ARM is fully extended in a smash attack, if fires a laser! | *'''Dragon''' – The Dragon is an ARM that is shaped like a dragon. It can be equipped on both arms. If you press the attack button when the ARM is fully extended in a smash attack, if fires a laser! | ||
*'''[[ARMS Jump]] (Up Special)''' – When neither ARM is extended and you're on the ground, this move will send you flying upward. You'll be invincible the moment you jump, and charging the move will extend the height and invincibility time! | *'''[[ARMS Jump]] (Up Special)''' – When neither ARM is extended and you're on the ground, this move will send you flying upward. You'll be invincible the moment you jump, and charging the move will extend the height and invincibility time! | ||
*''' | *'''Maneuvering the ARMS Jump (Up Special)''' – If you tilt the stick to the left or right before you jump, you can leap diagonally. You can also move to the left or right while falling. | ||
*'''Using ARM Hook (Up Special)''' – Use this move in the air to extend an ARM diagonally upward. If it hits an edge, you'll be able to dangle from the edge instead of falling. Tilt up on the stick or press a button to pull yourself up. | *'''Using ARM Hook (Up Special)''' – Use this move in the air to extend an ARM diagonally upward. If it hits an edge, you'll be able to dangle from the edge instead of falling. Tilt up on the stick or press a button to pull yourself up. | ||
*'''[[ARMS Change|ARM Change]] (Down Special)''' – The right ARM can be swapped between Ramram, Megawatt, and Dragon. You won't be able to swap ARMS out while attacking or if you are currently unable to move. | *'''[[ARMS Change|ARM Change]] (Down Special)''' – The right ARM can be swapped between Ramram, Megawatt, and Dragon. You won't be able to swap ARMS out while attacking or if you are currently unable to move. | ||
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==Trivia== | ==Trivia== | ||
<!--Toon Link's "Sword Plant" tip is not a reference to Undertale, as the tip was available in Super Smash Bros. 4, which predates Undertale by a year--> | <!--Toon Link's "Sword Plant" tip is not a reference to Undertale, as the tip was available in Super Smash Bros. 4, which predates Undertale by a year--> | ||
* | *Some tips seem to ignore or avoid naming games that would apply. All of these games were only licensed by Nintendo of America with little supervision and none were released in Japan: | ||
**Mario actually first said "Mamma mia" in [[mariowiki:Mario's FUNdamentals|''Mario's Game Gallery''/''Mario's FUNdamentals'']]. | **Mario actually first said "Mamma mia" in [[mariowiki:Mario's FUNdamentals|''Mario's Game Gallery''/''Mario's FUNdamentals'']]. | ||
**Luigi's "First Starring Role" tip seems to be specifically worded as to not mention ''{{s|mariowiki|Mario is Missing!}}'', referring to ''Luigi's Mansion'' as his "first big break as the main protagonist". | **Luigi's "First Starring Role" tip seems to be specifically worded as to not mention ''{{s|mariowiki|Mario is Missing!}}'', referring to ''Luigi's Mansion'' as his "first big break as the main protagonist". | ||
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*While correct for the previous game, the tip stating that Dancing Blade's up variation is great for netting KOs is not true at all, as its knockback has been significantly nerfed to the point where it cannot even KO at 300% when tipped. | *While correct for the previous game, the tip stating that Dancing Blade's up variation is great for netting KOs is not true at all, as its knockback has been significantly nerfed to the point where it cannot even KO at 300% when tipped. | ||
**Similarly, the tip stating that Charizard's wings "won't take damage" while performing its Wing Thrust up-tilt, while true for the previous game, isn't accurate, as the hurtboxes on Charizard's wings have been extended upward during the move without gaining intangibility or invincibility, therefore actually making them easier to hit. | **Similarly, the tip stating that Charizard's wings "won't take damage" while performing its Wing Thrust up-tilt, while true for the previous game, isn't accurate, as the hurtboxes on Charizard's wings have been extended upward during the move without gaining intangibility or invincibility, therefore actually making them easier to hit. | ||
*Hero's tip regarding Heal used to incorrectly claim that scoring a KO can replenish Heal uses. In truth, Hero only regains Heal when he gets KO'd himself. This was likely a mistranslation, as this tip was later fixed in an update. | |||
*Hero's tip regarding Heal incorrectly | |||
*Lucina is the only character to not have tips about any of their special moves, barring her Final Smash. | *Lucina is the only character to not have tips about any of their special moves, barring her Final Smash. | ||
**Lucina also has the least amount of character tips, with a total of 5. | **Lucina also has the least amount of character tips, with a total of 5. |
Latest revision as of 23:09, September 6, 2024
These are all of the tips in the Fighters section in the Tips portion of the Extras menu.
Mario[edit]
- Mario's Origins – Mario made his debut in the arcade game Donkey Kong. He wore a blue shirt and red overalls—the opposite of his current outfit.
- In His Series – When you think of Mario, you might think of his signature phrases like "Mamma mia!" and "It's-a me, Mario!" These classic Mario phrases were first uttered by Mario in Super Mario 64.
- The Gold Standard of Action Games – The Super Mario series has released 35 titles, appeared on at least 15 systems, and it's sold more than 340 million copies worldwide!
- Luigi's Air Superiority – The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi's ability to jump higher than Mario!
- Mario's Name – When Mario first appeared in the arcade version of Donkey Kong, he was known as Jumpman. The kidnapped woman was called "Lady," but she was later given the name Pauline.
- A Familiar Face – In Punch-Out!!, released on the NES in 1987, the referee was none other than Mario! His outfit was a bit different, but he still wore his trademark cap.
- F.L.U.D.D. from Super Mario Sunshine – A device in Super Mario Sunshine made by Gadd Science, Inc. It's a handy partner that can defeat enemies with water or change attributes by changing the nozzle.
- Builder Mario – Select the seventh color variation to play as Builder Mario from Super Mario Maker.
- Wedding – Select the eighth color variation to play as Wedding Mario from Super Mario Odyssey.
- Cape's Effect (Side Special) – This move has the effect of turning your opponents around. This can really mess them up if they're trying to get back onto the stage!
- Dodging with Cape (Side Special) – Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit—great for dodging!
- Reversing Controls with Cape (Side Special) – Mario's Cape doesn't just flip an opponent's body around. It also reverses an opponent's controls for a short period of time.
- Super Jump Punch (Up Special) – Sometimes the coins that appear will become the regional coins from Super Mario Odyssey. When that happens, Mario's cap will turn into Cappy.
- F.L.U.D.D.ing a Recovery – F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready!
- F.L.U.D.D. (Down Special) – A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around.
- F.L.U.D.D.ing Items – F.L.U.D.D. isn't just for pushing fighters—it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs.
- Water from F.L.U.D.D. (Down Special) – Tilt the stick up or down to change the angle of the water spray. The more water you charge up, the more forcefully it will spray out.
- Mario Finale (Final Smash) – Unleash a wave of fire that damages and pushes opponents. Hit opponents when they are close to deal big damage. It's perfect for stopping opponents from returning to the stage.
- Mario Finale Warning (Final Smash) – You'll slide backward little by little when releasing Mario Finale. Trigger it too close to an edge, or while on a narrow platform, and you might find yourself in midair!
- Lead Headbutt (Up Smash Attack) – A powerful upward headbutt. Mario's head is invulnerable while performing it. Useful against opponents moving in to attack from above.
- Meteor Knuckle (Forward Air Attack) – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins.
- Airplane Swing (Back Throw) – When grabbing opponents and swinging them around, you can hit other fighters with the move as well. Use this to deal damage to an entire group of fighters.
Donkey Kong[edit]
- In His Series – Donkey Kong first wore his signature red necktie with the initials DK in Donkey Kong Country. In that game, he sets off on an adventure to recover his banana hoard that was stolen by King K. Rool.
- Donkey Kong's Origins – Donkey Kong, the arcade classic, was released in 1981. In that game, the heroine known as Lady was kidnapped and Donkey Kong tried to stop Mario from rescuing her.
- Giant Punch (Neutral Special) – You can tell this move is fully charged from the steam and the look on Donkey Kong's face. It's a powerful blow, but it leaves you wide open.
- Headbutt Effect (Side Special) – Use this move to bury your opponents if they're on the ground or meteor smash them in midair.
- Headbutt's Traits (Side Special) – Headbutt grants super armor at the beginning of the move, allowing you to fight through incoming attacks. It's also useful when returning to the stage, landing, and against opponents waiting for you to land.
- Spinning Kong Movement (Up Special) – This move doesn't offer a ton of lift, but it can carry Donkey Kong a fair distance left or right.
- No Pushing during Spinning Kong (Up Special) – When the move is activated, things that push fighters (like water) will have no effect on Donkey Kong. When used on the ground, you'll get super armor at the beginning of the move.
- Hand Slap (Down Special) – When used on the ground, DK's Hand Slap affects a large area around him, but it won't hit airborne fighters. When used in midair, it has a meteor effect on opponents.
- Jungle Rush (Final Smash) – Repeatedly punch the opponent and finish off by launching them with an uppercut. The move won't activate if the first punch misses, but it's super powerful.
- Slouch Slap (Down Tilt Attack) – Hit an opponent that doesn't have much damage to make them fall over. Follow up with a dash attack or dash grab!
- Comboing with Kong Karry (Forward Throw) – You'll toss opponents diagonally upward when throwing forward, toss them high when throwing backward, and launch them low when tossed down. Throwing them up is a great start to a combo.
- Forward Throw Info – Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though.
- Shield Break – Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes' shields.
- Moves with Meteor Effect – Four of Donkey Kong's moves have a meteor effect—his forward air attack, down air attack, midair side special, and the second hit of his midair down special.
Link[edit]
- Link's Origins – Link first appeared in The Legend of Zelda on the NES. Even back then, he had a wide inventory of items, including the Bow, Boomerang, and Bombs.
- In His Series – Link is the main protagonist of the series The Legend of Zelda. He has pointy ears and wields a sword and shield. In the Zelda games, Link uses items like bombs and arrows to defeat enemies and solve puzzles.
- Who Is the Hero? – Despite being the hero, Link's name only appears in the title of five games. Can you name them? One might be trickier to remember than others!
- Clothing "of the Wild" – Link's second color vartiation is his Hero of the Wild armor, which dresses him in his traditional green garb. You can obtain this armor in Breath of the Wild by completing all of the shrines.
- Bow and Arrows (Neutral Special) – The power and distance of the arrow increases as it's charged. Arrows can stick in the ground or walls, and if you pick one up and use this move again, you can fire off two arrows at once.
- Boomerang (Side Special) – The Boomerang is the strongest the moment it's thrown. Flick the control stick quickly when you press the button to increase distance and power. If you don't catch the returning Boomerang, it will fly off.
- Remote Bomb Recovery (Down Special) – If you are launched off the stage, you can use the Remote Bomb to blast yourself back toward the stage. It's very hard to pull off, but it might work as a last resort!
- Remote Bomb's Traits (Down Special) – You can detonate whenever you want, but keep in mind that Link will be damaged by the explosion too. The bomb will explode after a certain period or when hit with a fire attack.
- Ancient Bow and Arrow (Final Smash) – Link shoots a powerful, blue glowing arrow that explodes on contact and launches opponents. The arrow will still explode if it hits a wall or the ground, and it can hit multiple opponents.
- Sword Slice (Side Smash Attack) – If Link's damage is at 0% or he has full stamina in a Stamina battle, he can shoot a sword beam by using his side smash attack.
- Double Sword Slice (Side Smash Attack) – Press the button again to attack a second time. The second attack has more launching power.
- Link's Air Attacks – Link's down and up air attacks, Downward Thrust and Jump Thrust, are from Zelda II - The Adventure of Link. In that game, they're learned from town swordsmen.
- Jump Slash (Dash Attack) – Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful.
- Hylian Shield's Strength – Link's Hylian Shield is capable of stopping even the most powerful of projectiles. This means you won't take any damage at all.
- Hylian Shield's Limits – Link's Hylian Shield can block projectiles, but it won't block anything while you're in the middle of attacking.
Samus[edit]
- Samus's Origins – Samus Aran made her debut in the NES title Metroid, released in North America in 1987. It is a science-fiction action-adventure game with a focus on exploration.
- In Her Series – Equipped with many weapons, such as beams and missiles, Samus the galactic bounty hunter wears a Power Suit designed by the Chozo. She makes full use of the suit and techniques learned from the Chozo.
- Multiple Endings – In the original Metroid, the ending would change slightly depending on your clear time. The better endings revealed the secret of Samus's identity!
- A Parental Bond? – The baby Metroid that appeared in Super Metroid imprinted on Samus before being left in the care of the Galactic Research Station at Ceres.
- Charge Shot (Neutral Special) – This is devastating when fully charged. It can be unleashed instantly, and fired repeatedly when not charging. You can also charge it in midair.
- Missile (Side Special) – Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile
- Super Missile (Side Special) – Flick the control stick quickly as you press the button to fire a Super Missile. When fired, they pause briefly before rocketing ahead. Mix things up with homing missiles to make your foe's life tough.
- Screw Attack (Up Special) – When recovering with Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
- Bomb (Down Special) – Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
- Zero Laser (Final Smash) – Before the laser fires, it'll pull in nearby fighters a little bit. While the laser is firing, you can change the firing angle by tilting the control stick up or down.
- Straight and Cannon Hammer (Neutral Attack) – Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee.
- Midair Grapple Beam (Grab Attack) – Hop backward with a short hop, and then fire the Grapple Beam by using a grab in midair. Retreat while keeping your foes at bay!
Dark Samus[edit]
- Dark Samus's Origins – Dark Samus made her debut in 2002 in Metroid Prime. She was born from Metroid Prime cells merged with Samus Aran's DNA. She is highly intelligent.
- In Her Series – Dark Samus is a living Phazon entity with the radioactive substance Phazon as her energy supply. She has a wide range of abilities, like being able to teleport, cloak herself, and attack with an arm cannon.
- Charge Shot (Neutral Special) – Devastating when fully charged, it can be unleashed instantly and fired repeatedly. You can also charge it in midair.
- Missile (Side Special) – Holding a direction when you press the special-move button will fire a homing missile, and quickly inputting a direction as you press the special-move button will fire a Super Missile!
- Screw Attack (Up Special) – When recovering with Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
- Bomb (Down Special) – Dark Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
- Phazon Laser (Final Smash) – Unleash an enormous laser beam that goes through the stage. You can change the angle of the beam with the control stick. The beam will repeatedly hit opponents caught in its blast.
Yoshi[edit]
- In His Series – Yoshi has kept busy appearing in many titles since debuting in Super Mario World. Yoshi can flutter jump and has a long tongue that can gobble up apples and enemies. Yoshis can be a variety of colors.
- Mario's Loyal Ally – Yoshi made his debut in Super Mario World, where Yoshi was trapped inside an egg by Bowser and freed by Mario.
- Yoshi's Puzzle Games – : Yoshi is the namesake of the NES title Yoshi. Yoshi later appeared in Yoshi's Cookie and Tetris Attack, both for the SNES.
: Mario & Yoshi was the first puzzle game to feature Yoshi as its main star. He later featured in Yoshi's Cookie and Tetris Attack too. - Egg Lay (Neutral Special) – 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!
- Egg Lay off the Edge (Neutral Special) – Opponents that have taken a lot of damage have more trouble escaping from eggs. This means you may be able to swallow them and lay them in an egg off the edge of the stage.
- Egg Form (Neutral Special) – The more damage Yoshi's foes have accumulated, the longer they'll be stuck as an egg. They can escape faster by wiggling around.
- Egg Roll (Side Special) – This move turns Yoshi into an egg that rolls along the ground. The faster it goes, the more powerful it'll be.
- Egg Roll in the Air (Side Special) – You can start this move in the air, but you won't deal any damage until you hit the ground.
- Egg Throw's Power (Up Special) – 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.
- Upward Eggs (Up Special) – You can throw the egg straight up by inputting the direction Yoshi's facing away from just before throwing. Fake out your foes with this technique.
- A Little Eggstra Boost (Up Special) – Unlike other fighters, Yoshi doesn't have a vertical move used mainly for recovering. However, Yoshi will flutter a little bit if this move is used in midair.
- Yoshi Bomb's Power (Down Special) – The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground.
- Break Shields with Yoshi Bomb (Down Special) – Yoshi Bomb is great for breaking shields. Start off with multiple neutral attacks, and then use Yoshi Bomb to finish that shield off.
- Platforms and Yoshi Bomb (Down Special) – At the start of the move, Yoshi will automatically pass through platforms. During the move, keep the stick tilted down to pass through all platforms until Yoshi lands.
- Yoshi Stampede (Final Smash) – A mighty Yoshi army stampedes through the stage. Fighters hit by the stampede will be launched. You can hit up to three fighters.
- Noggin Dunk (Forward Air Attack) – Yoshi charges up for a moment and then delivers a powerful headbutt. If you hit opponents from above, they'll fly down with a meteor effect.
- Flutter Kick (Down Air Attack) – This attack is very powerful if the foe is directly beneath Yoshi. It can hit an opponent multiple times, so try your best to catch them right at the start of the attack for maximum damage!
- Egg Shield – Unlike other fighters, Yoshi's shield is an all-protecting egg. Even if the shield blocks attacks, it won't get smaller and Yoshi's body won't poke out from the shield.
- Midair Jump – Yoshi's midair jump won't stop if a foe attacks Yoshi in the middle of it. It's more difficult to withstand attacks with high launching power, though, so be careful if your damage is high!
Kirby[edit]
- Kirby's Origins – Kirby made his debut in 1992 in Kirby's Dream Land for the Game Boy. The goal of his journey was to recover stolen food from King Dedede.
- In His Series – Kirby is a big eater who inhales any and everything. If he inhales an enemy, he can copy and use one of their abilities. He's also good at hovering by flapping his arms and puffing up like a balloon.
- Kirby's Copy Abilities – Kirby hasn't always been able to copy the abilities of the enemies he inhaled. That power debuted in his second title, Kirby's Adventure.
- Beginners and Experts Alike – The original Kirby game, Kirby's Dream Land, was designed to be easy for beginners to play, but finishing it unlocks a more challenging mode.
- Multiplayer Kirby – Kirby Super Star on the SNES [...] was the first Kirby game where two players could team up.
- Inhale (Neutral Special) – If you press the attack button after sucking enemies in, you'll spit them back out. Use enemies to attack other enemies!
- Inhale Items (Neutral Special) – In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!
- Inhale's Projectiles (Neutral Special) – After Kirby inhales a fighter, he'll spit them out as a star-shaped projectile. The heavier the fighter, the more attack power the projectile will have.
- Hammer Flip (Side Special) – If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.
- Charged Up Hammer Flip (Side Special) – When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing.
- Final Cutter (Up Special) – 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.
- Canceling Stone (Down Special) – While falling, you can cancel the attack by pressing the special-move button again. It's a perfect way to trick other players!
- Stone Transformation (Down Special) – Kirby's form is different each time he uses this, but the move's effect is the same.
- Ultra Sword (Final Smash) – This Final Smash uses Ultra Sword to lay into opponents with a flurry of slashes. It cuts through terrain and covers a huge area, making it easy to catch nearby opponents.
- Squish Kick (Down Tilt Attack) – This attack can sometimes cause an opponent to take a tumble. Watch your opponent carefully. If they start to fall over, follow up with a grab or smash attack.
- Burning (Dash Attack) – Kirby twists through the air like a flaming screw as he charges into an opponent. He's not a reckless fellow, so he'll automatically stop at edges instead of going over them.
- Lucario Copy Ability – Kirby gains the ability to use Aura Sphere from Lucario. No matter how high his damage gets, though, the attack won't get any stronger.
- Rosalina & Luma Copy Ability – Kirby gets a Luma of his very own after inhaling Rosalina! It doesn't stay long enough to team up with him, though—it flies forward and then vanishes.
- Miinhale – When Kirby inhales and copies a Mii Fighter, he'll wear a mask that looks like the Mii Fighter's face. Only the face itself is taken, though—headgear not included.
- Copy Copying – Kirby can steal a Copy Ability from another Kirby who's already copied someone else's ability. Confused yet?
- Copying Another Kirby – If Kirby inhales another Kirby that doesn't have a Copy Ability, nothing will happen. However, if Kirby inhales another Kirby that does have a Copy Ability, Kirby can steal the inhaled Kirby's ability.
- Taunt – Taunt to discard your current Copy Ability. Find the most opportune moment to change your ability!
- Jump – Kirby's light body lets him jump six times—more than most other fighters. If Kirby gets launched but not KO'd, you can almost bet he's coming back!
- The Jump Masters – #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.
Fox[edit]
- Fox's Origins – Fox made his debut in 1993, in the SNES game Star Fox. In his fighter craft, the Arwing, he fought to take down the evil scientist Andross.
- In His Series – Fox is the leader of the mercenary group Star Fox. He cares about his team and has a strong sense of justice. He heads to Venom to defeat Andross, the scientist responsible for the disappearance of his father.
- Blaster (Neutral Special) – The Blaster fires quickly, and its shots go a long way, but enemies won't flinch when they're hit, so use this at a safe distance.
- Fox Illusion (Side Special) – 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.
- Using Fox Illusion Effectively (Side Special) – A shielded opponent will stop Fox in his tracks, leaving him open to counterattack. Try to use this move when your opponent can't anticipate it.
- Reflector (Down Special) – This move can reflect projectiles, and it also damages nearby opponents when activated.
- Reflector in the Air (Down Special) – Using Reflector in midair slows down Fox's fall back to the ground. Using this when an enemy is about to attack from below can throw off their timing.
- Launching with Reflector (Down Special) – A direct hit from Reflector will launch opponents at a low angle. You can use this to disrupt an opponent trying to make their way back to the stage.
- Team Star Fox (Final Smash) – The full force of Team Star Fox engages the targeted opponents. If Wolf is one of the opponents, Fox will deliver a special line.
- Tornado Kick (Forward Air Attack) – Time your attack so that you land before hitting your opponent for a fifth time. They'll bounce off the ground, and you can make follow-up attacks.
- McCloud Flip (Up Air) – A two-part attack where Fox kicks and swats opponents with his tail. It's great for doing damage and launching opponents.
Pikachu[edit]
- Pikachu's Origins – Pikachu debuted in Pokémon Red and Pokémon Blue for the Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest.
- In Its Series – Pikachu is an Electric-type Mouse Pokémon with a low appearance rate in Pokémon Red & Pokémon Blue. In Pokémon Yellow Version: Special Pikachu Edition, you could get one from Professor Oak at the start.
- Pikachu Libre – Pikachu Libre fights with a mask on. You can tell from the tail shape that this Pikachu is female.
- Thunder Jolt (Neutral Special) – Pikachu's Thunder Jolt bounces along the surface of the stage. It can even attack foes who are hanging from edges.
- Skull Bash (Side Special) – Execute this move like a smash attack, and it'll start off slightly charged already. This way, fully charging it doesn't take as long.
- Quick Attack (Up Special) – Pikachu is vulnerable before landing after using Quick Attack in midair. However, if you direct the attack at the ground, the recovery time shortens a little.
- Controlling Quick Attack (Up Special) – This move allows you to quickly attack while moving in the direction of your choice. You can move twice, but you can't continue moving in the same direction.
- Thunder (Down Special) – The bolt of lightning has a meteor effect. Use it after throwing a foe upward for a powerful combo.
- Electric Discharge with Thunder (Down Special) – Hit yourself with Thunder to cause a discharge that damages nearby foes. Using Thunder quickly after falling will pass through terrain, so it can be used below platforms in this way, too!
- Volt Tackle (Final Smash) – Pikachu wreathes itself in lightning and dashes all over the place. It's possible to escape Pikachu's wrath by moving outside of the bounds of the screen.
- Headbutt (Neutral Attack) – Press and hold the button to attack repeatedly. Be careful, though, because Pikachu shifts slightly as it attacks. You'll eventually end up out of attack range!
- Electric Flower (Down Smash) – Pikachu's spinning down smash draws in nearby opponents, launching them in the direction Pikachu is facing. This makes it a powerful move to use at the edge of a stage.
- Neutral Air Attack – Pikachu's neutral air attack has short reach, but it hits in all directions. It's a handy move since it attacks quickly and easily allows for follow-up hits after you make contact.
- Glider (Back Air Attack) – This move can be triggered quickly and it hits multiple times, but it doesn't have a long reach, so you won't hit an opponent unless you're very close to them.
- Electric Screw (Down Air Attack) – This move has a meteor effect at the beginning. Pikachu has great recovery skills, so using it to dunk someone off the edge of the stage is a viable option.
Luigi[edit]
- Luigi's Origins – Luigi made his debut in the 1983 arcade classic Mario Bros. At the time, he wore a white shirt and cap with green overalls.
- In His Series – In Mario games, Luigi usually appears as the character for player 2. He's Mario's younger twin brother. A little cowardly at times, but he'll always fight hard to help Mario.
- First Starring Role – : Luigi's first big break as a main protagonist was in the 2001 release Luigi's Mansion. This is also the first appearance of the Poltergust. While Luigi can normally jump, he couldn't jump in that game.
: Luigi's first break as a main protagonist was in Luigi's Mansion, released in Europe in 2002. This was also the first appearance of the Poltergust. Normally, Luigi can jump, but not in that game. - Fireball (Neutral Special) – Luigi's fireballs don't travel as far as his brother's, but they're slightly more powerful and they can bounce off of walls.
- Green Missile's Vulnerability (Side Special) – This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful!
- Overzealous Green Missile (Side Special) – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.
- Exhausting Green Missile (Side Special) – If you charge this for too long, he'll get worn out and give up. Let him catch his breath, and then try again.
- Super Jump Punch (Up Special) – Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power.
- Using Luigi Cyclone (Down Special) – Press the button repeatedly while using this attack to move upward. It has an invincibility window while winding up, and it pulls in nearby opponents, too!
- Landing Luigi Cyclone (Down Special) – If you land during Luigi Cyclone after using it in midair, you can slide left or right. This is a great way to suddenly avoid an opponent's follow-up attacks.
- Poltergust G-00 (Final Smash) – With the Poltergust G-00 on his back, Luigi sucks in nearby fighters and items. The move wraps up with just the fighters being launched out of the vacuum cleaner.
- Lead Headbutt (Up Smash Attack) – Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that!
- Luigi Kick (Neutral Air Attack) – This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again.
- Down Taunt – If your foe's clinging to an edge for dear life, try using Luigi's down taunt. That meteor smash will be VERY satisfying!
- Luigi's Air Superiority – The title Super Mario Bros. 2 refers to different games in the West and in Japan, but both games introduced Luigi's ability to jump higher than Mario!
Ness[edit]
- Ness's Origins – : Ness first appeared in the SNES title EarthBound, released in North America in 1995. He might look like your average kid, but he can use a variety of PSI powers. He's also got a younger sister.
: Ness debuted in EarthBound, a game that never made it to Europe on the SNES, but finally came over on the Wii U Virtual Console in 2013. - In His Series – Ness is the main character of EarthBound. In that game, a messenger from the future entrusts him with the fate of the world, and Ness heads out to stop the evil plans of an invader named Giygas.
- Homesickness – In EarthBound, Ness occasionally gets homesick, which weakens him in battle. This can be cured by his going home or by just phoning his mom!
- Ness's Little Sister – Ness has a little sister named Tracy. She works part-time at Escargo Express, answering Ness's calls when he needs to have items delivered.
- Ness's PSI Powers – Ness always had a variety of PSI powers, but he couldn't actually use PK Fire or PK Thunder in EarthBound. His friend Paula could, though.
- Enlarging PK Flash (Neutral Special) – The power and radius of the charge grow as you hold down the button. You can also move it by tilting the stick left and right.
- PK Fire (Side Special) – If this attack connects, a big pillar of fire appears. "I feel the burn!" your opponents will yell.
- Aerial PK Fire (Side Special) – There's less of a gap between PK Fire and your next move when used in the air instead of the ground. In midair, the attack flies down diagonally, so use it right before landing to keep opponents at bay.
- PK Thunder's Bolt (Up Special) – You can guide the bolt of lightning around and hit yourself for propulsion—but this leaves you defenseless, so be careful!
- PK Thunder's Characteristics (Up Special) – The lightning won't disappear if an opponent hits its tail. It's also invulnerable for a very brief moment after Ness initially fires it.
- Sneaky PK Thunder Play (Up Special) – Since you can move the attack yourself, you can stop enemies from recovering by moving it near an edge and waiting for them to climb up.
- PK Thunder Tackle (Up Special) – Ness can hit himself with the ball of electricity to launch himself like a missile. If you're good with the angle, it can be used for recovery.
- PK Thunder Usage (Up Special) – If you hit yourself with PK Thunder and run into an obstacle like a wall or the ground, you can immediately use your up special again to trigger PK Thunder without continuing to fall.
- PSI Magnet (Down Special) – This move absorbs energy-based projectiles and heals Ness as a result.
- PK Starstorm (Final Smash) – With help from Paula and Poo, countless meteors fall from the sky. You can make slight adjustments to where the meteors fall by tilting left or right.
- Batter Up! (Side Smash Attack) – Ness's bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it!
- Around the World (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.
- Reverse PK Throw (Backward Throw) – Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough!
- Yo-yo Attack with Charged Smash – While charging the up smash or down smash attacks, it's still possible to do damage with the yo-yo.
- Pursuing off the Stage – When an enemy is trying to get back on the stage, you can ruin their day with your side or down air attack. But try not to self-destruct!
- Aim for the Fences – When hitting an opponent with a bat, the tip will launch them the farthest. This is true of both the Home-Run Bat item and Ness's side smash.
Captain Falcon[edit]
- Captain Falcon's Origins – Captain Falcon's first appearance was in the SNES launch title F-Zero, released in North America in 1991. You couldn't see him in the game itself, but he was in the manual.
- In His Series – He's the main character of the F-Zero series. Known for being a skilled bounty hunter, he's also an exceptional pilot and racer of high-speed F-Zero machines.
- Captain Falcon's Machine – The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash!
- Turn Around and Attack with Falcon Punch (Neutral Special) – After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns.
- Raptor Boost (Side Special) – Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they're below Captain Falcon.
- Raptor Boost Techniques (Side Special) – Grants super armor at the beginning of the move if performed on the ground. Drive into opponents with Raptor Boost, and then follow up when they're floating in the air.
- Continuous Falcon Dives (Up Special) – 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.
- Falcon Dive's Direction (Up Special) – Press left or right the moment Captain Falcon crouches to adjust the angle of the attack. By holding forward, you can greatly increase the range at which you can grab enemies.
- Falcon Kick (Down Special) – The attack is at its most powerful right after pressing the button and loses power as it goes. However, it loses less power when it is used in the air.
- Blue Falcon (Final Smash) – The summoned Blue Falcon hits an opponent and sends them flying to an F-Zero course. There, Captain Falcon rams his beloved vehicle into an opponent at high speed, launching them into the air.
- Blue Falcon Animation (Final Smash) – Depending on if he used it in the air or on the ground, Falcon's pose after striking will change. Of course, he won't be happy if he didn't hit anyone...
- Wheel Kick (Up Tilt Attack) – If Falcon's heel hits an airborne enemy during this attack, it will dunk them. Try standing on the edge of the stage and using it on an opponent trying to grab the edge.
- Knee Smash (Forward Air Attack) – There's a violent knee jab at the start of this move. Connect with that for some serious launching power.
- Overhead Kick (Up Air Attack) – It's easy to use this move with a combo or as a diversion. Depending on the hit, you may be able to connect it with a forward air or down air attack to secure a KO.
Jigglypuff[edit]
- Jigglypuff's Origins – : Jigglypuff has been singing its opponents to sleep in North America since its debut in the 1998 Game Boy games Pokémon Red and Pokémon Blue.
: Jigglypuff's debut was in the very first Pokémon games, released in Europe in 1999. Its trademark technique is sending foes to sleep by singing. - In Its Series – Jigglypuff, a Balloon Pokémon, first appeared in Pokémon Red and Pokémon Blue. Starting with Pokémon X and Pokémon Y, Jigglypuff gained the new Fairy-type classification as well.
- Rollout's Vulnerability (Neutral Special) – When you hit a foe with this, you'll bounce up and then only be able to move sideways until you land. Try to avoid hitting foes with it if you're trying to recover!
- Turning with Rollout (Neutral Special) – While rolling on the ground, press in the opposite direction to make a quick turn. It won't work if you're airborne, but it'll slow you down.
- Pound (Side Special) – 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.
- Using Pound (Side Special) – This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking.
- Sing (Up Special) – Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they'll nap.
- Pursue with Sing (Up Special) – If Jigglypuff uses Sing in midair, it can move left or right slightly. You can use this to chase after an opponent who evaded your attack or use it to get back onstage when the edge is just out of reach.
- Rest (Down Special) – This move is hard to hit but can really send opponents flying! You'll need to get very close or use it right when your opponent tries to attack.
- Rest Techniques (Down Special) – Jigglypuff can move again just a little sooner when it hits something compared to when it misses. This means that landing a hit instead of whiffing makes it harder for your opponent to counterattack.
- Farewell Gift (Down Special) – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury.
- Puff Up (Final Smash) – Jigglypuff grows huge before launching nearby opponents. It's easy to escape on some stages, but it's a force to be reckoned with on stages with no place to escape, such as Battlefield.
- Jiggly Split (Down Smash Attack) – This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes horizontally.
- Jiggly Ram (Dash Attack) – When done on an opponent who hasn't taken much damage, you might find yourself open to counterattack, but when done on an opponent who's taken a lot of damage, you might get a KO.
- Shield – If its shield is shattered, Jigglypuff will get launched and KO'd no matter its damage.
- Aerial Expert – Once in the air, Jigglypuff can jump five times, allowing it to move much quicker than running on the ground. Try to keep opponents in the air and build an advantageous scenario for yourself during battles.
Peach[edit]
- Princess of the Mushroom Kingdom – Peach first appeared in Super Mario Bros., where she was known as Princess Toadstool. This was also the first of her many run-ins with Bowser...
- In Her Series – Peach was the star of Super Princess Peach, released in North America in 2006. Mario and the others get kidnapped by Bowser and it's up to Peach to save them with the help of her friend Perry.
- Nurse Peach – When Mario took up a new career as Dr. Mario, Peach joined him as a nurse. But she didn't get to appear in the game itself—only in the manual!
- Peach Parasol Descent (Up Special) – Press up and down to open and close your parasol and adjust your fall speed.
- Open and Shut Peach Parasol (Up Special) – Peach can't grab the ledge if she's facing away from it and her parasol is open. Tap down to close it, though, and she'll grab on safely.
- Vegetable (Down Special) – Of the eight types, the wrinkle-faced vegetable is the strongest. If you throw it while tapping a direction, it can do over 30% damage!
- Rare "Vegetables" (Down Special) – Rarely, Peach will pull up a Bob-omb or Mr. Saturn. How rarely? Well, you have a 1/250 chance of a Bob-omb and a 1/166 chance of a Mr. Saturn!
- Peach Blossom (Final Smash) – Peach's charming dance puts nearby opponents into a deep sleep and causes three healing peaches to appear. It also does damage. The closer Peach is to her opponents, the greater the effect.
- Diverse Weapons (Side Smash Attack) – While preparing a side smash attack, moving the control stick up or down will produce a different weapon. Up for a frying pan, down for a tennis racket, or no direction for a golf club.
- A Tool for Every Job (Side Smash Attack) – The frying pan does the most damage, the tennis racket launches opponents at a low angle, and the golf club has the best reach.
- Ribbon Dance (Up Smash) – Peach unleashes a powerful attack directed straight above her. In addition to opponents above her, it can also hit nearby opponents on the ground.
- Attacking with Toad (Grab) – If your grab is successful, Peach's protector, Toad, will appear. He'll perform a combination attack with Peach during grab attacks and throws.
- Gliding – Holding the jump button will let Peach hover in the air for a short time. She can even attack as she floats!
- Low Gliding – Hold jump while crouching to float just above the ground. You can use air attacks quickly that way!
- Floating with Vegetables – When floating in the air and holding an item, it's possible to attack without throwing the item. Your battle options can increase if you think about how to use this tip in combination with Vegetable.
Daisy[edit]
- Daisy's Origins – Daisy debuted in Super Mario Land, released in 1989. Mario saved her from a space alien named Tatanga, and the two escaped riding the Sky Pop.
- In Her Series – Sarasaland's Princess. She's more down-to-earth and energetic than Peach. She gives it her all at sporting events and parties, but tries to keep the mood friendly.
- Toad (Neutral Special) – A Toad will risk its life to protect Daisy. If an attack hits the Toad, it will unleash a counter and launch opponents in front of Daisy.
- Daisy Bomber (Side Special) – Attack an opponent with a powerful hip bash. You can use it as many times as you want in the air, so it's helpful for returning to the stage.
- Daisy Parasol (Up Special) – Jump up, open the parasol, and slowly float down. It's great to use for returning to the stage, but the parasol can hit opponents too, so you can use it for attacks.
- Vegetable (Down Special) – Of the eight types, the wrinkle-faced vegetable is the strongest. If you throw it while tapping a direction, it can do over 30% damage!
- Daisy Blossom (Final Smash) – Daisy's Final Smash puts opponents to sleep with a hypnotic dance. Pick up the daisies that appear to recover some health.
Bowser[edit]
- King of the Koopas – Mario's eternal rival, Bowser, debuted in Super Mario Bros. He appeared as the boss of every world, but they were all fake except for in World 8.
- In His Series – As the king of the Koopas, Bowser lives to disturb the peace. He's the eternal archenemy of Mario. Bowser attempts to fulfill his own ambitions by leading his minions to attack the Mushroom Kingdom.
- A Bowser Impostor?! – In Super Mario Bros.: The Lost Levels, Mario fights a blue fake Bowser before the real thing. That blue fake is his eighth color in this game!
- Aim Fire Breath (Neutral Special) – You can change the angle of Bowser's flame. Try aiming it slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks.
- The Power of Fire Breath (Neutral Special) – Once Bowser's used up his fire once, he needs time to recharge. Give him 12 seconds, and he'll be ready to roast!
- Flying Slam (Side Special) – Bowser's target has a bit of control over their direction in the air, too. The lower their damage, the more influence they have (but still not too much).
- Flying Slam Entanglement (Side Special) – The grabbed opponent is smashed onto the ground under Bowser. While falling, Bowser can also catch other nearby opponents. But if you fall off the edge, you'll be KO'd before the grabbed opponent is!
- Whirling Tip for Whirling Fortress (Up Special) – Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly.
- Counter with Whirling Fortress (Up Special) – Try using this right after shielding an enemy attack. Cancel the shield and whirl toward the enemy to counterattack!
- Bowser Bomb (Down Special) – Bowser will leap into the air hornsfirst. Hitting opponents on the way up makes it much easier to clobber them again on the way down.
- Bowser Bomb the Ledge (Down Special) – You can grab on to an edge while bombing, but only if you're really close to it. It's a quick albeit risky way to descend quickly.
- Bowser Bomb—the Shield Breaker (Down Special) – If you land this on a shielding enemy, you can break their shield in one hit. Just make sure you capitalize afterward with a dropkick!
- Giga Bowser Punch (Final Smash) – Giga Bowser's massive punch will launch opponents depending on where it lands. If an opponent has taken a lot of damage, they'll be launched for a guaranteed KO.
- Tough Guy – Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch.
- Altering Landing Timing – When you're in the air prior to landing and it looks like an opponent is going to try to hit you from below, you can alter your landing timing by using a down air attack or a down special.
- Super Armor – Weak attacks won't cause him to flinch while his damage is low. He also gets super armor at the start of his tilt attacks and smash attacks.
- The Three Heaviest Fighters – #1 is Bowser, #2 is King K. Rool, and #3 is Donkey Kong and King Dedede. The heavier a fighter, the stronger their attacks and the harder they are to launch.
Ice Climbers[edit]
- Ice Climbers' Origins – Ice Climbers first appeared in the 1985 release Ice Climber. The boy is Popo and the girl is Nana. They jump with hammers in hand as they aim for the summit.
- In Their Series – In Ice Climber, Popo and Nana are identical outside of their clothing. Two players can play at the same time, and the game can be cooperative or competitive depending on how you play.
- Ice from Ice Shot (Neutral Special) – Popo and Nana both shoot ice from their hammers. If both climbers are present, there are two hunks of ice, but only one hunk if only one of them is present.
- Ice Shot Reflected (Neutral Special) – Ice Shot will be sent back at you if hit by an opponent or blocked by their shield. If an opponent's attack sends it back your way, it can damage you, so stay alert.
- Squall Hammer (Side Special) – Move left and right with the control stick and rise into the air by repeatedly pressing the button. When both Popo and Nana are present, you can launch opponents with the final hit.
- Belay (Up Special) – Popo tosses Nana upward, and Nana then pulls Popo up with a rope. The rope is a lifeline that connects the two climbers.
- Blizzard (Down Special) – The Ice Climbers unleash a snowstorm from their hands that freezes opponents. If this move is used on opponents that are already frozen, they will stay frozen for longer.
- Iceberg (Final Smash) – A Final Smash where the Ice Climbers summon an iceberg from the bottom of the screen. The iceberg can be spun left and right, but you will move as well, so be smart.
- Iceberg's Condor (Final Smash) – A condor will appear along with the iceberg. Only the Ice Climbers can grab on to its legs.
- Polar Bear in Iceberg (Final Smash) – The Polar Bear will be in the middle area of the iceberg trying to maintain its balance. If you touch the Polar Bear, it will launch you farther than the iceberg. Quite dangerous.
- Hammer Sweep (Down Smash) – Popo attacks in front of himself and Nana attacks behind. When Popo is alone, his attack range will become smaller.
- Hammer Slam (Forward Air Attack) – Roll forward in the air and slam down the hammer. Popo's attack can launch opponents far, and Nana's attack has a meteor effect if it hits just right.
- Grab – Popo will be the only one that grabs. When throwing an opponent, Nana will raise her arms and cheer!
- Grabbing Popo – If Popo is grabbed, Nana will panic and be unable to move. Once Popo is freed, Nana will begin moving again.
- Nana – Nana is slightly easier to launch than Popo. When Nana is gone, the Special moves and normal attacks will become weaker and Belay won't be as effective for recovery.
Sheik[edit]
- Sheik's Origins – Sheik first appeared in the 1998 N64 title The Legend of Zelda: Ocarina of Time. Her true identity is Ze— I won't spoil it for you.
- In Her Series – After Link pulls the Master Sword and ages over time, this mysterious youth appears before him. Sheik appear before Link a number of times after that, teaching him various songs using a harp.
- Breath of the Wild – If you use the Sheik amiibo in The Legend of Zelda: Breath of the Wild, you can sometimes obtain Sheik's Mask. You can re-create Sheik's look by wearing that with pieces from the Stealth series.
- Needle Storm (Neutral Special) – You can start charging this attack in the air. The more charged it is, the more needles are fired, but they lose power the farther they get from Sheik.
- Burst Grenade (Side Special) – Hold the special-move button to throw the grenade farther. It doesn't move much once it lands, but it can travel three times as far in the air.
- Burst Grenade as an Item (Side Special) – If Burst Grenade is hit before the pin is removed, it'll fly off and explode. If Sheik is hit before the pin is removed, Burst Grenade will become an item and fall to the ground.
- Bouncing Fish's Potential (Down Special) – Press the button again to make Sheik use the axe kick faster. Use it again right after the first kick hits, and you won't freeze up when you land.
- Bouncing Fish's Reach (Down Special) – Hold left or right to greatly affect the range of this attack. In this way, you can use the attack as a feint or really surprise an opponent!
- Sheikah Dance (Final Smash) – Sheik advances forth and slices through the opponent she hits. She can catch only one opponent with this move, but catching an opponent is pretty easy and the move is very powerful.
- Cycle Kick (Side Tilt Attack) – This attack is fast and can lift the enemy up a short distance, making it easier to strike the enemy multiple times in a combo.
- Razor Wing (Up Smash Attack) – Landing this attack while Sheik's hand is coming up will launch opponents upward. Landing it when her hand comes down will launch them sideways.
- Hatchet (Forward Air) – This move doesn't have much attack power, but you can trigger it quickly and it doesn't leave Sheik vulnerable for long. It's also great for combos on opponents that haven't taken much damage yet.
Zelda[edit]
- Zelda's Origins – Zelda first appeared in the NES title The Legend of Zelda, released in North America in 1987. In that title, the evil Ganon kidnaps Zelda and steals the Triforce of Power.
- In Her Series – Zelda is the princess from the game series The Legend of Zelda. With a few exceptions, the Zelda in each game is a unique individual who shares the name Zelda, and the setting is different in each title.
- Special-Move Names – The names of Zelda's special moves come from the goddesses who created Hyrule. They are Din, the Goddess of Power; Nayru, the Goddess of Wisdom; and Farore, the Goddess of Courage.
- Nayru's Love (Neutral Special) – This move summons a magical barrier that reflects enemy projectiles. It's not just for defense, either—it also deals direct damage!
- Nayru's Love's Traits (Neutral Special) – Zelda is invincible at the start of this move, and the move can also reflect projectiles. It comes out very quickly, making it useful in a wide variety of situations.
- Din's Fire (Side Special) – This explodes when you release the button. Hold it longer to get more range and a stronger explosion.
- Din's Fire's Traits (Side Special) – You can adjust the flame's path while the button is pressed. The flame will explode if it hits the stage, too much time passes, or you let go of the button.
- Farore's Wind (Up Special) – Zelda will deal damage to those nearby when she disappears and reappears. Hold a direction to control where she teleports to.
- Aiming Farore's Wind (Up Special) – Hold a direction before disappearing to warp that way. Zelda will follow the direction of any platforms she encounters during the warp, as well.
- Feint with Farore's Wind (Up Special) – If you direct the move downward while standing on the ground, you'll reappear in the same place. It can really throw your opponent for a loop!
- Charged Phantom Slash (Down Special) – Charge this attack to make the Phantom travel farther. It'll attack differently based on how long the attack is charged.
- Phantom Slash's Traits (Down Special) – It's possible to attack by pressing the special-move button even before the Phantom is complete. The attack power and range increase depending on how complete the Phantom is.
- Destroying the Phantom (Down Special) – If Zelda takes damage or the Phantom takes serious damage before it is complete, it will collapse before your eyes.
- Triforce of Wisdom (Final Smash) – A gigantic triangle swallows up one opponent and seals them away. The suction becomes progressively stronger. If an opponent has over 100% damage, it's an immediate KO.
- Lightning Kick (Forward Air / Back Air) – The tip of Zelda's foot is packed with launch power at the beginning of the move. It has good KO potential but leaves you vulnerable, and only the tip has good launch power.
- Meteor Heel (Down Air Attack) – A move with a meteor effect. The beginning of the move has the most power, but you can use it to disrupt somebody from recovering even if you don't get a clean hit.
Dr. Mario[edit]
- Dr. Mario's Origins – Dr. Mario made his debut in 1990 in the puzzle game of the same name. He was developing vitamins to combat some nasty viruses.
- In His Series – The game Dr. Mario was released for the NES and the Game Boy in the same year. It's a puzzle game where Mario tries to eradicate viruses using vitamin capsules.
- Capsules (Neutral Special) – The capsules bounce higher than Mario's fireballs. Also, since they're physical projectiles, energy-absorbing specials won't work on them.
- Capsule Types (Neutral Special) – The capsules Dr. Mario throws are selected at random from nine different combinations of red, blue, and yellow. The difference is only cosmetic.
- Super Sheet (Side Special) – This move doesn't have as much horizontal range as Mario's Cape, but it has more range vertically, so lure your foes in and then strike!
- Super Jump Punch (Up Special) – It won't hit multiple times, but it does do a lot of damage. The beginning has good launching power too. It's good for mix-ups since it triggers quickly and you can initiate it while shielding.
- Dr. Tornado (Down Special) – Press the button repeatedly midattack to rise into the air. However, after it ends you are vulnerable, so be careful using it to recover.
- Doctor Finale (Final Smash) – Two giant vitamin capsules catch opponents and send them flying. Dr. Mario is invincible while using the move, and he'll float in the air for a short while if you use the move in midair.
- Ear, Nose, and Throat (Up Smash) – Launches opponents a great distance backwards at an upward diagonal. If it lands while you're on a tall platforms, you may be able to KO opponents through the top of the screen.
- Dr. Kick (Neutral Air) – A rare move in that the end of the move is stronger than the beginning. Time your movement well so you hit opponents near the end of the move to launch them.
- Dr. Punch (Forward Air Attack) – Unlike Mario's similar move, this will never have a meteor effect regardless of your timing, but it is strongest when his fist is directly in front of him.
- CLEAR! (Down Air Attack) – Unlike Mario's down air attack, Dr. Mario's down air has a meteor effect. It's powerful, but Dr. Mario's recovery is limited, so be careful with your aim.
- Hospital Bed (Downward Throw) – Unlike Mario's downward throw, Dr. Mario's always sends the foe bouncing upward, so you can follow it up more easily with an air attack.
Pichu[edit]
- Pichu's Origins – Pichu debuted in Pokémon Gold and Silver, released in North America in 2000. If you leave two Pikachu or two Raichu of the opposite sex at the Daycare, a Pichu can hatch from the Egg that is found.
- In Its Series – Pichu isn't a professional at charging electricity like Pikachu. The slightest touch can make Pichu discharge its electricity and shock itself.
- Thunder Jolt (Neutral Special) – Pichu's Thunder Jolt is smaller, faster, and stronger than Pikachu's, but it also does damage to Pichu.
- Skull Bash (Side Special) – It takes a while to charge up to the max, but the power unleashed at max is incredibly powerful. This comes at a risk of self-destructing from the force.
- Agility (Up Special) – Pichu's up special travels farther than Pikachu's, but it causes Pichu to take damage, and it doesn't deal damage to opponents on contact.
- Thunder (Down Special) – A lightning strike from above that unleashes a bolt of electricity. If the bolt hits Pichu, Pichu will take damage.
- Volt Tackle (Final Smash) – Become an electric ball and bounce around the screen. It does more damage and has more launch power than Pikachu's Final Smash, but it also does a lot of damage to Pichu.
- Damage from Electricity – Any move where Pichu is engulfed in electricity will deal damage to Pichu. However, Pichu's moves also have significant power and are great for launching opponents.
- The Three Lightest Fighters – #1 is Pichu, #2 is Jigglypuff, and #3 is Mr. Game & Watch and Squirtle. Light fighters are easy to launch but can easily escape from combos.
Falco[edit]
- Falco's Origins – Falco debuted alongside Fox in the 1993 SNES title Star Fox. He may be hotheaded and a little cocky, but his skills are the real deal.
- In His Series – Falco—full name Falco Lombardi—has appeared in Star Fox games starting with the first one, Star Fox. He's as skilled an Arwing pilot as Fox. His design is based on a pheasant.
- Blaster (Neutral Special) – Unlike Fox's Blaster, Falco's Blaster can make opponents flinch. It fires faster when airborne.
- Additional Attacks with Blaster (Neutral Special) – After throwing an opponent up, down, or backward, you can follow up with a shot from Blaster. If the opponent has already taken a lot of damage, the shot might not hit them, though.
- Falco Phantasm (Side Special) – Falco Phantasm can send an airborne enemy straight down—use it to dunk them into the abyss!
- Low Air Phantasm (Side Special) – You can use Falco Phantasm at low altitude by jumping while running and immediately pressing the special-move button. I hear he prefers the air, anyway.
- Fire Bird (Up Special) – Inertia affects this move more than it affects Fox's Fire Fox. If you use it while moving horizontally in midair, you'll slide along in midair for a moment.
- Reflector (Down Special) – The energy shield can be used to slow an opponent down in addition to reflecting projectiles.
- Team Star Fox (Final Smash) – Falco jumps into a fighter craft called an Arwing and joins Team Star Fox for a full-on assault. Falco's line changes depending on if he's attacking one opponent or a group of opponents.
- Tail Cutter (Down Tilt Attack) – This move can launch an enemy off the stage with one hit if their damage is high enough. You're not left vulnerable, so it's a low-risk way to KO foes.
- Spinning Falco Chop (Neutral Air Attack) – If you land just before the final attack in Falco's midair combo, you can move straight into a neutral combo on the ground.
- Corkscrew Meteor (Down Air Attack) – Compared to Fox, the move is slow to attack and doesn't hit multiple times, but the first kick has a meteor effect.
- The Three Highest Jumpers – #1 is Falco, #2 is Greninja, and #3 is Zero Suit Samus. The difference was very slight, but it was enough to place Luigi as #4.
Marth[edit]
- Marth's Origins – : Marth debuted in the first Fire Emblem game in 1990, but that game wasn't released in North America until the Nintendo DS remake in 2009.
: Marth debuted in 1990, in the first Fire Emblem game - but that game didn't make it outside of Japan until the Nintendo DS remake in 2008. - In His Series – Marth is the protagonist of the first Fire Emblem series game, Fire Emblem: Shadow Dragon and the Blade of Light. He's the prince of Altea and was driven from his homeland.
- Shield Breaker (Neutral Special) – This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit.
- Midair Shield Breaker (Neutral Special) – Marth will move forward slightly if the move is used midair, so it can be used to recover when trying to get back to the stage. He'll move farther when the move is fully charged.
- Shield Breaker Techniques (Neutral Special) – By entering up or down the moment the move starts, you can change the direction the blade strikes. You can do just a little bit more damage by hitting an opponent's head.
- Dancing Blade Combo (Side Special) – Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike!
- Dancing Blade's Color (Side Special) – 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.
- Dancing Blade's Sideways Swing (Side Special) – 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.
- Dancing Blade Up (Side Special) – Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs!
- Dancing Blade Down (Side Special) – During Marth's Dancing Blade combo, tilt the control stick down on the fourth swing to finish the combo with a powerful series of blows to your opponent's feet!
- Aerial Dancing Blade (Side Special) – Use Dancing Blade midjump to make Marth rise slightly in the air. Even during short hops, you'll be able to use the attack multiple times with this method.
- Dolphin Slash (Up Special) – Just before the attack comes out, Marth will be invincible, but it works a little faster in the air than when on land. Once you get used to using it, you can even use it to break up an opponent's combo.
- Counter (Down Special) – The counter depends on the attack it is countering. A countered smash attack may KO an opponent!
- Critical Hit (Final Smash) – In this Final Smash, Marth rushes forth with blazing speed. If you go too far, you can press the button again to stop on the spot.
- Dragon Killer (Side Smash) – The tip of the blade has astounding launch power. It's a bit hard to aim for a hit with it, but that just means the rush you get from landing a clean hit feels even better.
- About Face (Back Air) – This is a unique move in that Marth can change his direction while attacking. After the beginning part of the move, he'll change direction in midair.
- Sword Characteristics – For moves that use Marth's sword, the base is weak and the tip is strong. Try to maintain a good distance when fighting so you hit your opponents with the tip.
- The Three Fastest Walkers – Marth and Lucina are tied for #1, with Fox at #3. Walking doesn't leave you as open as running; patience can be a virtue in battle!
Lucina[edit]
- Lucina's Origins – Lucina made her debut with the 2013 release of Fire Emblem Awakening. At first, she went by Marth, but she later revealed her true identity.
- In Her Series – Chrom's daughter who comes from the future wielding Parallel Falchion. The Brand of the Exalt is located in her left eye. When she first appears, she wears a mask and calls herself Marth, after the legendary Hero-King.
- Critical Hit (Final Smash) – Lucina dashes forward and launches any foes in her path. It goes quite far if nothing gets in its way, so swing your sword before you go off-screen!
- Anti-air Slash (Up Tilt Attack) – Lucina cuts an arc through the air with her sword. This does the most damage at the back, so try using it on foes standing close behind you!
- Vs. Marth – Marth's sword deals more damage at the tip, but Lucina's is the same all the way along. That aside, their moves are fundamentally pretty similar.
Young Link[edit]
- Young Link's Origins – Young Link debuted in The Legend of Zelda: Ocarina of Time released in 1998. He lived in the Kokiri Forest, until the Great Deku Tree, guardian of the forest, informs him of danger approaching Hyrule.
- In His Series – To stop Ganondorf, the Great King of Evil, Young Link travels with his fairy companion Navi. He pulls out the Master Sword, and after a seven-year slumber, emerges as the Hero of Time.
- Fire Arrow (Neutral Special) – Young Link's arrows will burn anything they hit. They can be used to detonate explosives from far away.
- Boomerang (Side Special) – The Boomerang will also hit when returning, making it useful to keep opponents at bay. The Boomerang Young Link uses is the one from The Legend of Zelda: Ocarina of Time.
- Boomerang's Flight Distance (Side Special) – The distance the Boomerang flies depends on how far you tilt the control stick, but it can't fly as far as the other Links' boomerangs. However, it deals heavy damage the moment it's thrown.
- Spin Attack (Up Special) – Spins around and hits opponents repeatedly. Hold down the button while on the ground to increase the power. The launching power is low, but you can get combos with an air attack.
- Bomb (Down Special) – Fighters caught in the bomb's explosion can be hit a maximum of four times. Since it hits multiple times, the damage it deals is higher than Link's or Toon Link's bombs.
- Bomb Blast (Down Special) – Your bombs are special ones—the explosion from hitting an enemy won't hurt you.
- Triforce Slash (Final Smash) – If the Triforce hits an opponent, the opponent will be bound and hit with the sword multiple times. The final blow can hit multiple enemies.
- Down Taunt – Young Link drinks the famous product of Lon Lon Ranch, Lon Lon Milk. Drinking it won't heal any damage, but it sure is delicious!
- Differences from Other Links – Young Link's launch power is the weakest of the Links, but that makes it easier to perform combos. He's quicker in the air, can unleash moves faster, and is less vulnerable when landing.
Ganondorf[edit]
- In His Series – He appears in The Legend of Zelda: Ocarina of Time as the king of the Gerudo. He pretends to pledge his loyalty to the King of Hyrule while plotting to make the kingdom his own.
- Ganon, The Demon King – Ganon appears as the final boss in The Legend of Zelda. In that title, he looks more beast than human, making him a sharp contrast to Ganondorf.
- Warlock Punch (Neutral Special) – After pressing the attack button, quickly turn around to make Ganondorf unleash an even more powerful attack as he turns.
- Midair Warlock Punch (Neutral Special) – This attack is much more powerful when used in the air. However, you'll have to use a Bunny Hood or high platforms to find enough time to pull it off.
- Midair Flame Choke (Side Special) – An enemy hit by this in the air will be slammed to the ground and can't recover quickly. It's also slightly more powerful than when used on the ground.
- Flame Choke Travels (Side Special) – You can use this to grab an enemy and drag them offstage with you. However, the point will go to the last person to strike that enemy before you grab.
- Escaping from Flame Choke (Side Special) – If you get caught by Flame Choke in midair, you can try to wriggle about to escape. However, it's harder to escape if you've taken more damage than Ganondorf.
- Wizard's Foot (Down Special) – 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.
- Aerial Wizard's Foot (Down Special) – When done in the air, this move has immense launching power. Sometimes it can also be effective to use against a fighter who is waiting below.
- Ganon, The Demon King (Final Smash) – After transforming into Ganon, the Demon King, he rushes forward with his swords to obliterate the enemy. The first swing stuns foes. Hit with that, and it'll be easier to hit with the finishing rush.
- Smash Attacks – All of Ganondorf's smash attacks use a sword. They leave him vulnerable, but the moves are very powerful.
- Volcano Kick (Up Tilt Attack) – It's a slow attack, but it can do more damage than a smash attack. Even if defended against, the attack can break all but a perfect shield.
- Leg Sweep (Down Tilt Attack) – A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks.
Mewtwo[edit]
- Mewtwo's Origins – Mewtwo first appears in Pokémon Red and Pokémon Blue. After the trainer comes out victorious in the Pokémon League, Mewtwo can be found in a cave on the outskirts of Cerulean City.
- In Its Series – Mewtwo was born from recombined genes of a Mythical Pokémon, Mew. Its fighting ability is incredibly high, and it's said to have the most savage heart among Pokémon.
- Mega Mewtwo Y – In its Final Smash, Mewtwo Mega Evolves into Mega Mewtwo Y. In the Pokémon games, it can Mega Evolve into this form if it holds on to Mewtwonite Y.
- Charging Shadow Ball (Neutral Special) – This move does more damage the longer it's charged...but it also has more recoil. The recoil is stronger when this move is used in midair.
- Holding Charge on Shadow Ball (Neutral Special) – Mewtwo won't automatically attack when this move is fully charged. You can press the shield button to cancel the move and keep the charge.
- Confusion (Side Special) – This special grabbing move lets Mewtwo repel foes with telekinesis. It can also reflect enemy projectiles.
- Confusion's Traits (Side Special) – This move sends the opponent spinning, and sometimes you can get in follow-up attacks since the time it takes for an opponent to be able to move again is affected by how much damage they've taken.
- Teleport (Up Special) – Mewtwo will disappear for a moment, reappearing elsewhere on the stage. Mewtwo is completely invulnerable while teleporting.
- Teleport Landing Position (Up Special) – If Mewtwo finishes this move on the ground, Mewtwo will stop in place, but if the move finishes in the air, Mewtwo's momentum will carry it a bit farther.
- Teleport's Traits (Up Special) – If Mewtwo hits a platform while teleporting, it will slide across it. You can adjust its destination with directional inputs.
- Disable (Down Special) – The higher the target's damage, the longer they'll be stunned for. However, if the move is reflected, Mewtwo will be stunned instead.
- Warnings for Disable (Down Special) – This powerful move requires eye contact to work. If the enemy is looking, it can stun them, but if not… Well, it's not much of a staring contest.
- Disable Techniques (Down Special) – Immediately after unleashing this move, you'll be invincible for a quick moment, allowing you to avoid attacks. It's a powerful move to use just as an opponent begins their attack.
- Psystrike (Final Smash) – Mewtwo transforms into Mega Mewtwo Y and fires a projectile that penetrates terrain and opponents. It'll stop the movement of any opponent it touches, and then launches them.
- Tail Sweep (Down Tilt Attack) – You can change the direction you launch enemies in by hitting them with different parts of Mewtwo's tail.
- Shadow Blast (Side Smash Attack) – The shock wave does more damage at the very edges than at the core. Watch what you're doing, and try to attack with the edge of the wave.
- Galaxy Force (Up Smash Attack) – This attack can strike an enemy multiple times if you can hit them at the right time. It's very difficult to escape this attack before it's over.
- Shadow Bomb (Down Smash Attack) – This attack only strikes right beside Mewtwo's feet and doesn't do much damage, but it has a high launching ability to make up for it.
- Body Spark (Neutral Air Attack) – Hitting an enemy with this doesn't do much damage, but it hits multiple times. If you time it right, it can even launch foes.
- Shadow Scratch (Forward Air Attack) – This attack might be short range, but it's fast and has a lot of launch power. Use it while ascending to get the most out of it!
- Shadow Cannon (Forward Throw) – Mewtwo will throw an enemy and quickly fire Shadow Ball five times. Each projectile doesn't do much damage, but it can hit multiple foes.
- Psychic Whirlwind (Up Throw) – Mewtwo's up throw boasts top class launching power compared to all of the other fighters' throw moves. It's super effective in situations where there is no ceiling.
- Mewtwo's Launchability – Despite Mewtwo's fierce appearance, Mewtwo is very light and easy to launch. When playing as Mewtwo, you'll need to prioritize your defense and evasion as much as your offense.
Roy[edit]
- In His Series – Roy, known as the Young Lion, is the main protagonist of Fire Emblem: The Binding Blade. His father, Eliwood, was the main protagonist of the 2003 Game Boy Advance game, Fire Emblem.
- Boosting Flare Blade (Neutral Special) – As you hold down the button, the attack gradually grows in strength. It's unleashed when you let go of the button or when the move is fully charged.
- Overpower with Flare Blade (Neutral Special) – Try charging this move right after launching a foe off the stage, and then smack them with it when they try to recover!
- Flare Blade Techniques (Neutral Special) – While holding the button, you can use the control stick to turn around and release your charged attack in the other direction. This is a good way to surprise unsuspecting opponents.
- Double-Edge Dance Patterns (Side Special) – Press the button repeatedly for a four-hit combo. You can change the finishing move by pressing up or down during the combo.
- Double-Edge Dance Techniques (Side Special) – If you aim up on the third hit and to the side on the fourth, the power of the fourth hit increases and it will be easier to hit with the full blade.
- Blazer's Traits (Up Special) – Roy is momentarily invincible when he uses this move. Unleash it while on the ground to absorb a few hits, and then launch opponents.
- Turning Blazer (Up Special) – Roy can lash out in the opposite direction with this move if you quickly tap backward before he begins his ascent.
- Blazer's Angle (Up Special) – By pushing left or right during Roy's ascent, you can adjust the angle of the move. However, this stops him from climbing as high.
- Counter (Down Special) –When Counter is used in midair, it has less launching power than when it's used successfully on the ground. For a match-deciding moment, you're probably better off getting into stance on the ground.
- Counter's Attack Power (Down Special) – The move is a little slow to start and only lasts a short while, but if used successfully on an incoming attack, it can deal 1.35x damage back at the enemy.
- Using Counter (Down Special) – One sneaky strategy is to counter an opponent in midair as they try to stop you from recovering. Roy falls pretty quickly, though, so it's risky!
- Critical Hit (Final Smash) – A blade surrounded by fire swings through nearby opponents. If you jump into a pack of enemies, you can take them all out in one shot.
- Slash (Neutral Attack) – A backhanded, upward sword slash. Unlike most neutral attacks, it doesn't include any follow-ups, but it has speed and power to make up for it.
- Sharp Edge (Side Tilt Attack) – Roy takes a step forward as he unleashes the move, making it easier to strike with the whole blade and do a lot more damage.
- Low Stab (Down Tilt Attack) – This fast, crouching sword strike has low power, but it turns Roy into a small target. It's great for disrupting enemy attacks.
- Flame Sword (Up Smash Attack) – Roy's up smash, Flame Sword, is an upward jab of his fiery blade. His sword arm is invulnerable during this, making the move good against air attacks.
- Double Slash (Neutral Air Attack) – Roy performs a double sword slash in midair. This attack's speed makes it ideal for disrupting enemy attacks and getting in close.
- Half Moon (Down Air Attack)– If you can hit the foe with the full blade, this move has a meteor effect. It's powerful straight down, but aim carefully, because it lacks horizontal range.
- Slam (Downward Throw) – Enemies thrown by this move will bounce and then monetarily float in front of Roy. That's a good time for a follow-up attack!
- Sword Characteristics – Unlike Marth, Roy's attacks are more powerful the closer you get to the base of his blade. If you can get up close and personal with your opponent, you can deliver some powerful blows.
Chrom[edit]
- Chrom's Origins – Chrom made his debut in Fire Emblem Awakening released in 2013. He wields the Falchion that belongs to the royal family and has the Brand that proves he is a descendant of the Hero-King Marth.
- In His Series – The prince of the Halidom of Ylisse can be clumsy at times, but he cares deeply for his comrades. With Falchion in hand, he fights off the neighboring country of Plegia. Lucina is his daughter.
- Flare Blade (Neutral Special) – Slashes opponents with a sword. You can change direction while charging up the attack, but if you overcharge it, you will receive damage.
- Double-Edge Dance (Side Special) – Repeatedly attack up to four times, with additional input. The repeated attacks will change if you input up, sideways, or down on the control stick.
- Soaring Slash (Up Special) – Slash upward and then slam down into the ground. You can't cancel the move until you land, so be careful to use it near edges.
- Counter (Down Special) – Use this move right before an opponent's attack hits you to launch a quick and powerful counterattack.
- Awakening Aether (Final Smash) – Get close to an opponent and hit them with a technique called Sol. Then, follow up with the piercing Luna technique for a perfect combination.
Mr. Game & Watch[edit]
- Mr. Game & Watch's Origins – Mr. Game & Watch first appeared in the early '80s in the Game & Watch handheld game series—predating even the NES and Game Boy!
- In His Series – This game character is older than Mario, coming from a series of handheld Nintendo games with LCD screens. Within the Game & Watch series, he took on various shapes and roles.
- Move Names – Mr. Game & Watch's moves Chef, Judge, Fire, Oil Panic, and Octopus are all named after games released in the Game & Watch series.
- Chef (Neutral Special) – Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself.
- Chef Techniques (Neutral Special) – You can change the timing of the flying food by varying the length of time you hold the button. Push it repeatedly to throw more food more quickly.
- Judge (Side Special) – This move's power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power!
- Judge (Side Special) – Three apples appear if the number seven shows up. You can eat these to heal up, but if you're not careful, an opponent might snap them up.
- Fire (Up Special) – A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit.
- Launching with Fire (Up Special) – You can launch enemies sideways by hitting them on your ascent. This is a good way to turn the tables on someone waiting for you to pop up from a ledge.
- Oil Panic (Down Special) – This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe.
- Oil Panic and Projectiles (Down Special) – This will only absorb energy-based projectiles. Physical projectiles, like Link's arrows, will be reflected instead.
- Oil Panic's Gauge (Down Special) – Absorbing a particularly powerful energy blast can fill the gauge in one go. However, even the weakest of attacks will always fill it by one segment.
- Oil Panic and Bombs (Down Special) – You can use this to absorb explosions from Link's bombs or from Bob-ombs. Don't try it with the Bob-ombs that fall during Sudden Death, though.
- Oil Panic and Getting KO'd (Down Special) – The gauge doesn't reset when Mr. Game & Watch is KO'd. Try surprising enemies with a bucket full of boiling-hot oil as soon as you respawn!
- Oil Panic (Down Special) – This move can reflect items and physical projectiles that can't be absorbed. If something comes flying at you, give it a try!
- Octopus (Final Smash) – For his Final Smash, he'll turn into a giant octopus and catch opponents in his tentacles. If an opponent doesn't escape by pressing buttons rapidly, they'll be dragged offstage.
- Octopus and Obstacles (Final Smash) – An opponent caught in the giant octopus's tentacles will be dragged off-screen. If it seems like they might escape, you could purposefully hit a floor or wall to flick them away.
- Octopus Tentacles (Final Smash) – You can extend the giant octopus tentacles farther by pressing the special-move button. They'll extend and retract even if you don't do anything, but pressing the button speeds up the movement.
- Spitball Sparky (Up Air Attack) – Release a puff of air right above you to push opponents. You can even try to KO an opponent with this if you can hit them from a high position onstage.
Meta Knight[edit]
- Meta Knight's Origins – Meta Knight debuted in Kirby's Adventure on the NES as a mysterious figure who stood in Kirby's way as a boss but also sometimes helped him.
- In His Series – Meta Knight first appeared in Kirby's Adventure. He leads the Meta-Knights. He wears a mask, but when he loses to Kirby, you can see a glimpse of his true face when his mask cracks.
- Galacta Knight – Meta Knight's seventh color variation is based on Galacta Knight, who makes an appearance in Kirby Super Star Ultra and is said to be the strongest warrior in the galaxy.
- Dark Meta Knight – Meta Knight's eighth color variation is based on a shadow version of Meta Knight, Dark Meta Knight, who appears in Kirby & The Amazing Mirror.
- Mach Tornado (Neutral Special) – The tornado created around Meta Knight can destroy any weak projectiles it hits.
- Drill Rush (Side Special) – While Meta Knight's rushing through the air like a drill, you can adjust his direction.
- Drill Rush Techniques (Side Special) – If you direct Meta Knight toward the ground, he'll cancel the move and do a little hop. Use that to avoid an enemy who is about to counter you.
- Shuttle Loop (Up Special) – Meta Knight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes.
- Shuttle Loop with Care (Up Special) – This powerful attack is useful for pursuing enemies directly above you. However, you're vulnerable during the postmove descent.
- Shuttle Loop's Characteristics (Up Special) – You can use this attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground.
- Dimensional Cape (Down Special) – Meta Knight wraps himself in his cape and disappears. If you keep holding the button, he'll strike when he's back!
- Dimensional Cape Techniques (Down Special) – While Meta Knight is invisible, he'll move in the direction you input. He won't move if you don't input a direction, which is useful as a feint.
- Dimensional Cape Warning (Down Special) – While unseen, you can move in a direction you input, but if you move backward, your attack and launch power will be reduced.
- Darkness Illusion (Final Smash) – Lightning strikes and catches nearby opponents for a multi-hit attack. It wraps up with a side slice that sends opponents flying.
- Flurry Attack (Neutral Attack) – Press the attack button to unleash a flurry of strikes. Meta Knight doesn't care for the singular "attack".
- Third Attack's Launch Power (Side Tilt Attack) – Keep pressing the button to unleash three attacks! The third strike of Meta Knight's side tilt is powerful enough to launch opponents.
- Midair Up Sweep (Up Air Attack) – Use this move to launch an opponent at an upward diagonal angle, then follow up with another of the same attack. If you then land an up special, you can launch your opponent up even further into the air.
- Trample (Downward Throw) – Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a forward air attack.
- Falling Defenseless – If Meta Knight uses any of his special moves in the air, he'll fall to the ground in a defenseless state afterward. He's an adept midair fighter, but you have to be careful when using his specials.
Pit[edit]
- Pit's Origins – Pit's debut was in Kid Icarus, released in North America in 1987. His goal was to collect the Three Sacred Treasures and defeat the evil Medusa.
- In His Series – The protagonist of Kid Icarus, Pit is an angel who serves Palutena, the Goddess of Light, as the captain of her royal guard. He aims to defeat Medusa, the Goddess of Darkness, by retrieving the Three Sacred Treasures.
- Pit vs. Dark Pit – Pit and Dark Pit are similar in some ways, but they both summon different weapons and both celebrate victory to a different tune.
- Pit and the Hammer – When Pit grabs a Hammer, he swings it from the wrist, with only two frames of movement—just like how he used the mallets in the original Kid Icarus!
- Palutena Bow (Neutral Special) – Press up before firing to aim the arrow that way. Also, you can guide the arrow while it's in the air.
- Palutena Bow's Direction and Timing (Neutral Special) – This arrow fires automatically once it's fully charged, but it won't fire while Pit's changing his aim. You can delay firing that way.
- Upperdash Arm (Side Special) – A dash forward followed by an uppercut. While Pit is dashing, the Upperdash Arm deflects projectiles! Cool!
- Upperdash Arm Techniques (Side Special) – When used in midair, it has less launching power, but you're not vulnerable for as long after the uppercut. When recovering from offstage, you can use it to rush a waiting opponent.
- Power of Flight (Up Special) – 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 move.
- Power of Flight's Vulnerability (Up Special) – This move travels far, making it great for recovering. However, what goes up must come down, so use it wisely.
- Guardian Orbitars (Down Special) – These handy items will block enemy attacks as well as reflect projectiles. They'll even push back foes who touch them!
- Guardian Orbitars' Recovery Time (Down Special) – If the shields take too much damage, they'll break. When that happens, it'll be 10 seconds before they can be used again.
- Lightning Chariot (Final Smash) – Pit summons the Lightning Chariot and flies offstage. Use the reticle to aim at opponents. When the gauge inside the reticle runs out, he'll come rushing back and launch any opponents that he hits.
- Lightning Chariot Timing (Final Smash) – For Pit's Final Smash, take aim at an opponent and then come rushing in. If you don't want to wait for time to pass, you can trigger the move instantly with the attack or special-move buttons.
- Anti-air Attack (Up Tilt Attack) – A two-part kick that sends opponents into the air. It'll send them up even if they haven't taken a lot of damage, so try to follow up with another attack afterward.
- Under-Arc Slash (Down Air Attack) – Pit swings his sword below him with a lot of power. If you hit the opponent when the sword is directly below him, it'll have a meteor effect.
- Smash Taunts – In the Palutena's Temple stage, you can trigger a special smash taunt if you use Pit's down taunt for a brief instant. It'll only work once per battle.
Dark Pit[edit]
- Dark Pit's Origins – Dark Pit debuted in Kid Icarus: Uprising, released in 2012. Created by the Mirror of Truth, he has the same abilities as Pit but a different personality.
- In His Series – Dark Pit appears in Kid Icarus: Uprising. He was created by the Underworld Army's Mirror of Truth. He's a copy of Pit, but was born incomplete. Palutena gave him the nickname Pittoo.
- Silver Bow – This divine weapon from Kid Icarus: Uprising was a prototype for the Palutena Bow. In that game, it had the unusual trait of doing more damage when fired from close range.
- Silver Bow (Neutral Special) – Compared to those from Pit's Palutena Bow, these arrows disappear more quickly and can't be steered as much. But they deal more damage in return.
- Electroshock Arm (Side Special) – Dark Pit charges forward and launches foes upward with great force at a lower angle than Pit's Upperdash Arm. This move also deals electrical damage.
- Dark Pit Staff (Final Smash) – This Final Smash shoots in a straight line, going through foes and terrain. If it hits more than one opponent, the closer foes will take more damage.
- Pit vs. Dark Pit – Pit and Dark Pit are similar in some ways, but they both summon different weapons and both celebrate victory to a different tune.
Zero Suit Samus[edit]
- Zero Suit Samus's Origins – Samus first donned her blue Zero Suit in the 2004 title Metroid: Zero Mission.
- In Her Series – Her blue suit, known as the Zero Suit, first appeared in Metroid: Zero Mission. In that game, Samus tries to infiltrate the Space Pirates' Mother Ship armed with nothing but a handgun.
- Paralyzer – Samus uses this in Metroid: Zero Mission when she's not wearing her Power Suit. In that game, she uses her handgun to temporarily paralyze enemies.
- Zero Suit Samus's 7th Color – Zero Suit Samus's seventh color variation is a unique orange outfit. This outfit first appeared in certain endings of Metroid: Zero Mission.
- Paralyzer (Neutral Special) – Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!
- Plasma Whip (Side Special) – This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Hold down the button to raise the whip up. This move works as a follow-up attack, or a counter to aerial attacks.
- Grabbing Ledges with Plasma Whip (Side Special) – If the whip reaches an edge, you'll grab on to it. Handy! You can use the whip with either grabs or your side special.
- Flip Jump (Down Special) – Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
- Flip Jump's Traits (Down Special) – If you hit an opponent in the air with this move, it has a meteor effect. Hit an opponent on the ground to bury them. You can also press the special-move button again for an extra kick with good launch power.
- Flip Jump's Meteor Effect (Down Special) – 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 Laser (Final Smash) – The laser gradually gains power and lets out a powerful burst at the end. Pay close attention to the way the reticle looks to judge when power has fully charged.
- Zero Laser Controls (Final Smash) – The reticle moves faster prior to the laser firing, so first decide where you want to aim it. For the last shot, the sight grows slightly larger.
- Slant Paralyzer (Down Smash Attack) – This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victims will be stunned for a moment, leaving them open to another attack!
- Slash Dive (Down Air Attack) – This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
Wario[edit]
- Wario's Origins – Wario made his debut in 1992 as the villain of Super Mario Land 2: 6 Golden Coins, where he stole a castle from Mario.
- In His Series – He calls himself Mario's childhood friend and biggest rival, and he cares for nothing but money and treasure. He loves to eat, and is particularly fond of garlic.
- First Starring Role – Wario's first starring role was in Wario Land: Super Mario Land 3 in 1994. Its appeal was Wario's powerful abilities, powering up with garlic, and tackling enemies to defeat them.
- Chomp's Traits (Neutral Special) – Like his throw moves, Chomp can't be blocked by an opponent's shield. While chewing, Wario will slowly heal damage.
- Chomp's Healing (Neutral Special) – Can be used to bite opponents or eat items. If he eats food, it'll restore more health than usual!
- Chomping for Power (Neutral Special) – Eating items will make Wario more gassy. The gassier he is, the stronger his down special will be.
- Chomp Indigestion (Neutral Special) – Wario's hunger knows no bounds, but eating explosives will cause him a bit of damage. The blast will hurt those around him too!
- Repurposing Wario Bike (Side Special) – Wario's motorcycle can break into parts. You can't pick them up, but Wario can eat them to heal or fill his...gas tank.
- Controlling Wario Bike (Side Special) – Press up to do a wheelie and then down to lower the wheel again. Any enemy hit by that front wheel has a good chance of getting launched.
- Wario Bike Taunting (Side Special) – Wario does a special taunt when he's riding his bike. It doesn't have any particular effect on the bike's power, though.
- Wario Waft (Down Special) – Fully charged, it will rocket Wario into the air, launching nearby foes and totally grossing them out. This can be very handy while recovering.
- Wario Waft's Gas (Down Special) – When Wario's bursting at the seams with gas, he'll glow. Getting KO'd won't release the gas, either—there's only one way to let it out…
- Wario-Man (Final Smash) – After transforming into Wario-Man, he splits himself into copies that attack all at once. The final fart isn't affected by the charge of his down-special fart.
- Hand Slap (Up Air Attack) – While it only attacks directly above Wario, this move has a lot of power, and you aren't left vulnerable for long after landing. If you can mix this into a combo, you can expect to deal good damage.
- Shoulder Tackle (Dash Attack) – Wario often uses this move in the Wario Land series. It's still powerful in Smash Bros., and boasts serious launching power.
Snake[edit]
- Snake's Origins – Snake made his debut in Metal Gear, released in North America in 1988. It's a stealth-based game that has Snake acquiring weapons and equipment while on various missions.
- In His Series – Snake's job is to infiltrate enemy bases alone to stop terrorist organizations. The player has the option to stay quiet and sneak around, or go loud with guns and bombs.
- Hand Grenade (Neutral Special) – The hand grenade explodes in 2.5 seconds after the pin is pulled out. Opponents won't flinch even if the grenade hits when thrown. You can get caught in the explosion as well, so be smart.
- Holding Hand Grenade (Neutral Special) – Pressing and holding the special-move button will allow you to move around while holding the grenade. You can move forward, backward, jump, and even perform midair jumps.
- Throwing the Hand Grenade (Neutral Special) – Depending on the direction you tilt the control stick, you can throw the grenade near, medium, or far. Press the shield button to drop it at your feet.
- Remote Missile (Side Special) – You can control the missile freely, but you cannot move around. If opponents try to attack you, press the shield button to cancel.
- Cypher (Up Special) – Attack or dodge while rising up in the air to let go of the Cypher. If you take damage while airborne, you can use this move again.
- C4 (Down Special) – The C4 bombs that you've set can be detonated by using your down special again. When trying to recover, you can detonate it in midair to blast yourself back to the stage.
- C4 - Butterfly Form (Down Special) – Sometimes Snake will use a butterfly-shaped C3 explosive instead of a C4 bomb. They may look different, but both bombs behave identically.
- C4 Placement (Down Special) – You can attach C4 bombs to not only the ground, but to walls and opponents as well. The bomb will detonate automatically once enough time has passed. Don't blow yourself up!
- Covering Fire (Final Smash) – Snake's Final Smash allows him to lock on to opponents and shoot five missiles at them. The missiles will fire even if you are unable to lock on.
- Silent Takedown (Downward Throw) – Snake has a unique downward throw that puts opponents to sleep. If the opponent has high damage, this can be a great setup for a KO.
- Cardboard Box – Snake's taunt involves him hiding in his beloved cardboard box. When an opponent gets near and picks up the cardboard box...well..you'll just have to see for yourself.
- Attack with the Cardboard Box – The cardboard box you use during your taunt can also be used to deal damage to opponents when cast off. The box falls off Snake's back, so be mindful of the direction you use it.
Ike[edit]
- Ike's Origins – Ike debuted in Fire Emblem: Path of Radiance, a 2005 title for the Nintendo GameCube. He's a strong fighter who wields a two-handed sword with ease.
- In His Series – Leader of the Greil Mercenaries. He's stoic and doesn't say much, but he's also kind and compassionate. He's the protagonist of Fire Emblem: Path of Radiance and appears in Fire Emblem: Radiant Dawn.
- Radiance and Radiant – Ike's odd-numbered costumes are from Fire Emblem: Path of Radiance, while the even-numbered costumes are from Fire Emblem: Radiant Dawn. The two look and sound different, but they're equally strong.
- Eruption (Neutral Special) – Charge this move by pressing and holding the button. Additional flames appear depending on the charge level. At full charge, it sends three pillars, allowing you to hit somewhat distant opponents.
- Eruption at the Edge (Neutral Special) – This attack reaches up and down as well as left and right. You can use it to ambush opponents who are trying to recover from offstage.
- Quick Draw (Side Special) – If you hit an opponent with Quick Draw in the air, you can quickly start your next action. But if you don't do anything afterward, Ike merely falls. Keep this in mind when trying to recover.
- Quick Draw's Traits (Side Special) – Using this move a bit before landing from a jump and you will reduce the amount of time you are vulnerable[sic].
- Aether and Super Armor (Up Special) – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
- Meteor with Aether (Up Special) – 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!
- Counter (Down Special) – If an opponent attacks while Ike's in his stance, it'll nullify the attack and Ike will counterattack. The power of the counterattack is based on the power of the opponent's attack.
- Great Aether (Final Smash) – This sweeping move can be used on the ground or in the air, and can catch opponents in front of Ike and above Ike. The final slash can also damage nearby opponents when it hits the ground.
- Neutral 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!
- Cast Off (Down Smash Attack) – The backward strike of Ike's down smash is most powerful at the start of the move, dealing more damage and launching a foe farther than the forward strike.
- Repositioning Slash (Back Air Attack) – This is the quickest of all Ike's air attacks, and one of the most damaging too. A valuable weapon for a fighter whose attacks tend to be slow.
- Rising Swing (Up Air Attack) – This attack covers a wide vertical and horizontal range, allowing you to hit opponents even if they're a little ways away. Try to follow up with this attack after using neutral air, down throw, or up throw.
- Repeated Edge Grabbing – Certain moves, such as Ike's Aether, have limits on how many times they can be used to grab on to edges without touching the ground.
Pokémon Trainer[edit]
- Pokémon Trainer – The Pokémon Trainer stands in the background and instructs Squirtle, Ivysaur, and Charizard. You can play as a female Pokémon Trainer by changing Pokémon Trainer's costume when choosing your fighter.
- Pokémon Trainer: Mannerisms – Pokémon Trainer will react when taunting or when a Pokémon takes damage. The girl and boy Pokémon Trainer have different reactions.
- Pokémon Trainer: Pokémon Change (Down Special) – You can cycle through Pokémon from Squirtle → Ivysaur → Charizard. You can switch them as many times as you like, so choose your favorite Pokémon and get to Smashin'!
- Pokémon Trainer: Triple Finish (Final Smash) – The three Pokémon combine their powers for this Final Smash. The effect of the attack is the same for all three Pokémon.
- Squirtle's Origins – Squirtle debuted in Pokémon Red and Blue, released in North America in 1998. It's a Tiny Turtle Pokémon that excels at Water-type moves.
- Squirtle: In Its Series – Squirtle is one of three Pokémon you can get from Professor Oak in Pokémon Red and Blue. Squirtle was one of the few Water-type Pokémon you could get until you got a Fishing Rod.
- Squirtle: Water Gun (Neutral Special) – Squirtle shoots water from its mouth to push opponents away. It doesn't do any damage, but it's great for interfering with opponents trying to return to the stage.
- Squirtle: Withdraw (Side Special) – Spin across the ground quickly to tackle opponents. Squirtle won't take damage while it is in its shell.
- Squirtle: Advancing with Withdraw (Side Special) – Tilt the control stick in the opposite direction of the movement to shorten the distance you slide. If you hit an opponent or their shield, you will be reflected.
- Squirtle: Withdraw's Weakness (Side Special) – If Squirtle gets stepped on from above, it will flip over and become completely vulnerable. Squirtle can't move until it gets back up, leaving you wide open to attack.
- Squirtle: Waterfall (Up Special) – Tilt the control stick forward or backward while rising to slightly change the angle you rise. It can be used as a recovery move, but it can also be used to attack opponents above.
- Squirtle: Triple Finish (Final Smash) – The three Pokémon combine their powers for this Final Smash. Squirtle's Hydro Pump is wide, covering the top and bottom, and can draw in opponents.
- Ivysaur's Origins – Ivysaur debuted in Pokémon Red and Blue, released in North America in 1998. Due to the favorable matchups, Ivysaur was very useful against Rock-type and Water-type opponents in the beginning Gyms.
- Ivysaur: In Its Series – Ivysaur is the evolved form of Bulbasaur, one of the three Pokémon you can choose in the beginning. Compared to the other two Pokémon, you can reach the third form, Venusaur, quickest.
- Ivysaur: Bullet Seed (Neutral Special) – Ivysaur's Bullet Seed move not only shoots seeds, but if an opponent touches its body while it's using the move, that opponent can get launched!
- Ivysaur: Bullet Seed Firing Time (Neutral Special) – Holding the special-move button will make Bullet Seed last longer. You'll be open to attack from the side, but if it hits, it deals a lot of damage.
- Ivysaur: Razor Leaf (Side Special) – Quickly flick the control stick to the side as you press the button to shoot the leaves farther. The trajectory of the leaves is random. They may fly diagonally instead of straight to the side.
- Ivysaur: Vine Whip (Up Special) – Vine Whip can be used as many times as you want in midair and the direction it shoots out can be changed slightly. It can be used to grab the edge when falling off the stage.
- Ivysaur: Triple Finish (Final Smash) – The three Pokémon combine their powers for this final smash. Ivysaur's Solar Beam has a long range and traps opponents hit by the attack.
- Ivysaur: Exploding Flower (Up Smash) – It has very high launch power, but the move is slow to activate. Use this move a bit early and try to predict where the opponent will land or where they will go after dodging.
- Ivysaur: Pollen from Bloom – Ivysaur's up smash, up air, and down air attacks all release pollen from the bud on its back. These moves excel at launching opponents.
- Charizard's Origins –: Charizard made its debut in North America in the 1998 games Pokémon Red and Pokémon Blue. It was even featured on the cover of Pokémon Red.
: Charizard debuted in the first Pokémon games, released in Europe in 1999. It was even featured on the packaging for Pokémon Red Version. - Charizard: In Its Series – Charizard, the Flame Pokémon, graced the package cover of Pokémon Red. Its fiery breath can melt anything, but it never turns its flame on an opponent weaker than itself.
- Charizard: Flamethrower (Neutral Special) – Charizard will keep breathing fire as long as you hold the button down, but it'll get weaker and weaker as you use it.
- Charizard: Flare Blitz (Side Special) – This move engulfs Charizard in flames. It's extremely powerful, but it hurts Charizard too.
- Charizard: Flare Blitz (Side Special) – There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters too!
- Charizard: Fly (Up Special) – Fly doesn't have much horizontal movement, and it leaves Charizard vulnerable afterward, but it has great launch power. It can make a good counterattack after blocking an attack with your shield.
- Charizard: Triple Finish (Final Smash) – The three Pokémon combine their powers for this Final Smash. Charizard dishes out continuous Fire Blasts for massive damage.
- Charizard: Wing Thrust (Up Tilt Attack) – Charizard's wings won't take damage, making this attack good for overpowering foes who are attacking from above.
- Charizard: Aerial Tail (Back Air Attack) – In this aerial move, Charizard sweeps away opponents behind it with its long tail. The fiery tip of its tail has high attack and launch power.
- Charizard: Midair Jump – Charizard can perform two successive midair jumps. The second one doesn't get as much height as the first, though.
Diddy Kong[edit]
- Diddy Kong's Origins – The small and agile Diddy Kong first appeared in the SNES title Donkey Kong Country in 1994, where he was a valuable partner to DK.
- In His Series – Diddy Kong appears as Donkey Kong's best friend and trusted partner in Donkey Kong Country. He lacks the power to defeat some enemies, but there's something to be said for his quick dash and high jumps.
- Peanut Popgun (Neutral Special) – Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits!
- Peanut Popgun's Sign (Neutral Special) – While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire.
- Peanut Popgun Projectiles (Neutral Special) – The peanuts you fire can be caught by enemies if they time it right. Charge the move to make the peanuts harder to catch.
- Monkey Flip (Side Special) – If you grab foes 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.
- Monkey Flip to Flying Kick (Side Special) – While performing this move, you can press the attack button to launch a flying kick that deals considerable damage and has good launching power.
- Uses for Monkey Flip (Side Special) – After grabbing on to opponents with this move, press the attack button to launch them sideways or press up to jump off their head!
- Monkey Flip Technique (Side Special) – You can use this move again in the air after jumping off the first enemy you attack. Useful for when you're fighting a lot of enemies…
- Monkey Flip's Characteristics (Side Special) – If you use this move without triggering the flying kick part, you can use Rocketbarrel Boost! It's a great way to recover if you've been launched!
- Steering Rocketbarrel Boost (Up Special) – You can indicate a direction while this is charging to fly in that direction. You can even steer while flying!
- Rocketbarrel Boost (Up Special) – If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own.
- Warnings for Rocketbarrel Boost (Up Special) – You can also move horizontally. You'll go right through enemies even if they're shielding, but if you go over the edge, you're done for!
- Rocketbarrel Boost Techniques (Up Special) – If you fly up through a platform and land on it, the Rocketbarrel Pack will explode on contact with the platform, blasting nearby enemies.
- Rocketbarrel Boost Cut Loose (Up Special) – If Diddy Kong is hit while using this move, the Rocketbarrel will fly off on its own. You can control it slightly by using the control stick.
- Banana Peel (Down Special) – In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice trip!
- Banana Peel (Down Special) – 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.
- Items and Banana Peel (Down Special) – If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it.
- Hyper Rocketbarrel (Final Smash) – Diddy Kong flies around the screen in all directions using the latest Rocketbarrel technology. For the final hit, it'll target the opponent who was hit the most, but it'll catch nearby fighters as well.
- Hand Clap (Down Tilt Attack) – It's a quick move that doesn't leave Diddy Kong vulnerable long, making it easy to use on the ground as a diversion. You also have a chance for a follow-up attack (such as an up smash) after it hits.
- Screw Kick (Forward Air Attack) – With long reach and long hit time, this move is good at restricting an opponent's actions. It can be used as a diversion in the air, or even as an attack after dashing into a short hop.
Lucas[edit]
- In His Series – The main protagonist from Mother 3. He lived in Tazmily Village with his parents and twin brother Claus, until a fire led to tragedy. He sets off on adventure with his telekinetic PSI powers.
- PK Freeze's Traits (Neutral Special) – The icy projectile can freeze enemies. Try using it to stop anybody returning to the stage!
- PK Freeze's Duration (Neutral Special) – Hold down the button and a direction to extend the projectile's arc, but remember, the ice only bursts once you let go, so plan carefully!
- PK Fire's Traits (Side Special) – Shoot a blast of fire straight forward. Once it connects, it will become pillars of fire. A short-range attack that is great for hitting and launching multiple enemies.
- A PK Fire Diversion (Side Special) – This move can disrupt incoming attacks and projectiles, but it leaves Lucas vulnerable for a time. Be careful!
- PK Thunder's Traits (Up Special) – This move can help you return to the battle. Be careful, though, since the orb vanishes if it runs into solid ground.
- Multiple Attacks with PK Thunder (Up Special) – The orb from this attack won't disappear when it hits your rivals. Shock multiple opponents!
- PSI Magnet (Down Special) – This move lets Lucas absorb energy-based projectiles and heal himself. It'll even slow his descent while airborne!
- PSI Magnet - Movement and Disruption (Down Special) – After grabbing a projectile with this move, Lucas can roll backward. By releasing the button at the right time, you can also disrupt enemy attacks.
- PK Starstorm (Final Smash) – With Kumatora and Boney, a shower of meteors descend toward Lucas. You can press up or down on the control stick to slightly raise or lower the position of where the meteors cross paths.
- PK Smash Geyser's Pros and Cons (Up Smash Attack) – This attack has very high launching power compared to many other moves. However, it will leave you wide open after using it, and envious enemies may punish you for missing.
- PK Smash Geyser's Traits (Up Smash Attack) – This attack will move upward when you use it. It's strongest if you catch an enemy with the start. Not even enemies hanging on an edge are safe!
- PK Blow (Down Smash Attack) – Lucas fires three PSI blasts that are good for foes on ledges or under you. Each one is weaker than the last, but the range increases.
- PK Meteor Kick (Back Air Attack) – This powerful kick has a meteor effect. Try to hit with Lucas's knee for the best result!
- PK Foot Stomp (Down Air Attack) – Unleash a sequence of four kicks downward. Start the attack at the peak of a jump to make it easier to land all four blows. The last kick has a meteor effect!
- Rope Snake's Traits (Grab Attack) – The Rope Snake extends Lucas's reach for grabbing foes and edges. It can reach especially far in midair.
- Midair Rope Snake (Grab Attack) – You can't grab and throw opponents in midair, but don't worry—this attack will still hurt them!
Sonic[edit]
- Sonic's Origins – Sonic's first appearance was a cameo in the 1991 arcade racing game Rad Mobile. You can see him dangling near the top of the windshield.
- In His Series – His first starring role was at blistering speeds in the side-scrolling action game Sonic The Hedgehog. The high-speed action unfolds using simple controls with only directional buttons and jumping.
- Homing Attack (Neutral Special) – Sonic rises into the air while charging the move. Once charged, it'll automatically attack. You can press the button midway to instantly attack, but if you miss an opponent, you're left vulnerable for a while.
- Spin Dash (Side Special) – When Spin Dash is used on the ground, Sonic becomes invincible for a brief period of time right after he starts rolling. You can use this to avoid an opponent's attack and counterattack!
- Spring Jump (Up Special) – Use this in midair to drop a spring on someone below. Give yourself a boost while disrupting your rivals!
- Spring Jump Care (Up Special) – Even after a Spring Jump, Sonic can still attack and dodge in the air. However, he can't perform a midair jump or use any more special moves.
- Spin Charge (Down Special) – If you jump while spinning forward, you'll keep spinning in the air. You can hit opponents like that or use other attacks.
- Boosting Spin Charge (Down Special) – If you hold down and keep tapping the button, you can charge up this move, making it faster and stronger.
- Spin Charge Care (Down Special) – Jump while charging a Spin Charge to do a Spin Jump. After a midair jump, you won't be able to Spin Jump until you hit the ground.
- Super Sonic (Final Smash) – Sonic transforms into Super Sonic and bashes into opponents at high speeds. The moment his transformation ends can also launch nearby opponents.
- Shooting Star Kick (Down Air Attack) – If you jump, Spring Jump, and then use an attack like this one in quick succession, it will end right before you land, which means no landing delay!
- The Three Fastest Fighters – #1 is Sonic, #2 is Captain Falcon, and #3 is Little Mac. In contrast, the slowest of all the fighters is Incineroar.
King Dedede[edit]
- King Dedede's Origins – King Dedede debuted alongside Kirby in the 1992 title Kirby's Dream Land. He's a big eater who wants all the food in Dream Land for himself!
- In His Series – The mastermind who stole all the food in Kirby's Dream Land. He calls himself the ruler of Dream Land and gets the Waddle Dees and others to serve him.
- Masked Dedede – King Dedede appeared in this form in Revenge of the King from Kirby Super Star Ultra. Rather than his usual wooden hammer, he's equipped with a mechanical New Dedede Hammer.
- Inhale (Neutral Special) – After inhaling opponents, press the button again to spit them out as a projectile. This way, you can hit your opponents with each other!
- Inhale (Neutral Special) – Dedede is already perfect, so his Inhale won't copy abilities. Instead, it has a longer range than Kirby's.
- Inhaling Projectiles (Neutral Special) – You can inhale an opponent's projectiles, then spit them back out at them. The projectiles you spit back out have higher attack power than normal.
- Inhale Techniques (Neutral Special) – The Gordo that appears when using a side special can also be inhaled and spit back out. You're not vulnerable for long after spitting it out, so you can use it for a combo too.
- Gordo Throw (Side Special) – Gordos will stick to any walls they hit. Try doing this on walls close to edges to cause serious trouble to enemies trying to climb up.
- Returning Gordo (Side Special) – With the right timing, an opponent can hit a Gordo back at you. But then you can attack it or hit it with your side special again, and now a fierce battle has turned into a game of Gordo tennis.
- Gordo Throw's Many Tricks (Side Special) – Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing how it bounces.
- Super Dedede Jump (Up Special) – After leaping up high, Dedede crashes down in a crushing body slam. This move can be canceled by the special-move button or up on the control stick.
- Jet Hammer (Down Special) – It's possible to charge this move to deal more damage, but charging for too long will start to hurt Dedede too!
- Jet Hammer's Characteristics (Down Special) – If King Dedede's damage goes over 100%, he can keep charging this move past maximum without taking damage.
- Dede-rush (Final Smash) – Stuck in a cage match, an opponent is subjected to Dedede Missiles and then a powerful Hammer attack. It's an over-the-top Final Smash that launches the opponent as well as the chain-link cage.
- Rolling (Down Tilt Attack) – He can attack while prone by cartwheeling forward. This lets him attack while moving, like a dash attack.
- Belly Flop (Dash Attack) – This attack leaves King Dedede wide open to attacks, but it can also launch opponents very far. King Dedede's been using this move since the first game in the series, Kirby's Dream Land.
- Hovering – King Dedede can float after taking in a big gulp of air. This move is the result of lots of hard work and training so he could put up a fight against Kirby after previously losing to him.
Olimar[edit]
- Olimar's Origins – Olimar made his first appearance in the original Pikmin, released in 2001. He's a hardworking space pilot for Hocotate Freight.
- Alph's Origins – Alph first appeared in the 2013 title Pikmin 3. He's a cheerful and optimistic engineer who loves his job.
- In His Series – The S.S. Dolphin runs into trouble during a space vacation, causing it to crash-land on an unexplored planet. Olimar tries to repair the ship using the help of the Pikmin he meets there.
- Origins of Name "Pikmin" – Olimar came up with the name "Pikmin" because the creatures look similar to a favorite vegetable of his, Pikpik carrots.
- Pikmin Pluck (Neutral Special) – Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple.
- Pikmin Pluck's Limit (Neutral Special) – You can have up to three Pikmin in tow at any time. Plucking for more while three are already active is, sadly, futile.
- Pikmin Throw (Side Special) – Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off.
- Pikmin Hang Time (Side Special) – The less damage an opponent has accumulated, the longer the Pikmin can hang on to it.
- Pikmin Order (Down Special) – This move will change the order of your Pikmin. Use it to plan your attack strategy.
- Winged Pikmin (Up Special) – The number of Pikmin you have will affect how high you rise. Also, White Pikmin are light and Purple Pikmin are heavy. These characteristics affect how high you can go, too.
- Orderly Pikmin (Down Special) – Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off.
- Super Armor with Pikmin Order (Down Special) – This move gives Olimar super armor at the start of the move, so it's great not only for calling Pikmin, but also to avoid being launched by an opponent's attacks.
- End of Day (Final Smash) – When Olimar jumps into the Hocotate Ship, nearby enemies will be buried. If the ship hits anyone while it's airborne, they'll be slammed to the ground.
- Starship Landing Site (Final Smash) – You can adjust the trajectory of the Hocotate Ship as it comes back down. If you aim it well, you can deal some serious damage to your opponents.
- Smash Attack – All three of Olimar's smash attacks count as projectiles, which can be reflected by moves like Reflector.
- Pikmin Left/Right Dash (Down Smash Attack) – If there are at least two Pikmin with Olimar, they'll attack on both sides of him. If there's only one, it'll attack in front of him.
- Tornado Attack (Neutral Air Attack) – Olimar attacks by twirling. It's his only aerial attack that doesn't use any Pikmin, so you can use it even if all your Pikmin are gone.
- 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.
- Pikmin's Stamina – When separated from Olimar, Pikmin are vulnerable to enemy attacks.
- Pikmin Flowers – After being plucked, it takes some time for the flower on a Pikmin's head to bloom. As the flower grows, the Pikmin will move faster!
- Red Pikmin – Red Pikmin perform attacks that deal 1.4 times the standard damage. They're also immune to fire attacks, but their throw is weak.
- Purple Pikmin – Attacks performed by Purple Pikmin deal 1.6 times the standard damage and launch foes farther too! They're lacking in reach and speed, however.
- Yellow Pikmin – Yellow Pikmin attacks have 1.5 times the reach of the other colors. The Pikmin can't be killed by electric attacks.
- Blue Pikmin – Throws performed with Blue Pikmin deal 1.7 times the standard damage. The rest of their abilities are average, with no real weakness.
- White Pikmin – White Pikmin that stick to opponents will deal twice the normal amount of damage. They're quite speedy and can jump very high.
- Blue Pikmin - Strong in the Water – Blue Pikmin can survive water in Smash Bros., just like they can in games from the Pikmin series. Other colors of Pikmin? Not so much.
Lucario[edit]
- Lucario's Origins – Lucario first appeared in Pokémon Diamond and Pearl. Lucario has the power to detect its opponent's thoughts and actions by reading their Aura.
- In Its Series – Lucario is the evolved form of Riolu, the Emanation Pokémon, and can detect Aura from living things. It's said that Lucario can use this power to learn someone's hiding place or understand what people are saying.
- Aura Sphere (Neutral Special) – Aura Sphere can damage opponents while it's charging. Try dropping onto a foe from above while charging it!
- Force Palm (Side Special) – Force Palm deals more damage and has a greater range if Lucario's Aura is stronger.
- Force Palm Throws (Side Special) – If used close to opponents, it will become a throw. It has high launching power, so you might be able to land a one-hit KO if you have enough Aura charged up.
- Projectiles and Force Palm (Side Special) – Force Palm becomes a projectile against opponents when used from a distance. It has a risk of being reflected. The more Aura you have charged up, the more reach and power the move will have.
- Extreme Speed (Up Special) – This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly.
- Launching with Extreme Speed (Up Special) – The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen!
- Aura Storm (Final Smash) – Lucario will use Aura Storm downward from above. You can adjust the beam left or right while shooting it.
- Grab Attack – Thanks to Aura, an injured Lucario can pull off this move more quickly and do a lot more damage than other fighters can.
- Aura – Lucario's Aura power increases as it takes damage. At 190%, Lucario's attacks are 2.5 times normal strength, but it's possible to grow even stronger…
R.O.B.[edit]
- R.O.B.'s Origins – R.O.B. made his debut in 1985 as a peripheral for the NES. The ability to move a real robot using in-game actions made a splash with media and gamers alike.
- In His Series – A robot toy that worked with the NES using similar technology to the Zapper. It was supported by two games: Stack-Up and Gyromite. The robot's model number is HVC-012.
- Color Variations – R.O.B.'s red-and-white second color variation is based on the Japan version of R.O.B. In fact, it's even his default color when the language is set to Japanese!
- Robo Beam (Neutral Special) – After charging, R.O.B. fires a beam from his eyes. The red light on his head shows the charge level.
- Aiming the Robo Beam (Neutral Special) – The beam can be angled up or down. Also, if it hits the ground, it'll reflect and change direction.
- Pointblank Robo Beam (Neutral Special) – You can't fire a beam if you don't have any energy charged, but the sparks will still harm enemies right in front of you!
- Charging Robo Beam (Neutral Special) – The beam will constantly charge while it's not in use, reaching three levels of power. R.O.B. starts each battle at the second charge level.
- Robo Beam Path Changes (Neutral Special) – If the beam is fired at a low angle toward the terrain, it'll bounce once. If fired at a more extreme angle, the beam will disappear.
- Arm Rotor (Side Special) – The spinning arms can deflect enemy projectiles. Also, press the button repeatedly for a slightly longer attack!
- Robo Burner (Up Special) – 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.
- Robo Burner Fuel Consumption (Up Special) – 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.
- Robo Burner Care (Up Special) – The Robo Burner won't recharge while R.O.B. is hanging from an edge. You'll need to spend some time on the ground to make sure you're fueled!
- Canceling Robo Burner (Up Special) – Even if you stop midflight or attack, you can still use Robo Burner as long as it has fuel. Good for chasing foes off the edge to finish them!
- Gyro (Down Special) – If you shoot out a gyro, you won't be able to shoot out another gyro while the first one is still present in the stage. If it's still lying around, go and pick it up!
- Guided Robo Beam (Final Smash) – Shoot quick guided laser beams and then shoot an enormous laser beam. The laser beam can be moved up or down. Hit as many opponents as you can!
- AirN (Neutral Air Attack) – Attack 360 degrees with the burner. If the attack lands, you'll be able to act again quickly, so you can use it after short hopping to transition into the next attack.
- Air Boosters (Back Air Attack) – When R.O.B. fires the burner on his base, the force of the attack will move him forward a bit.
Toon Link[edit]
- Toon Link's Origins – Toon Link debuted in the Nintendo GameCube title The Legend of Zelda: The Wind Waker, released in North America in 2003. The cel-shaded art style cast Link in a whole new light.
- In His Series – The Legend of Zelda: The Wind Waker starts on Link's birthday on Outset Island. He rides a ship named The King of Red Lions and sets out on a journey across the sea.
- Hero's Bow (Neutral Special) – You can attack immediately after using this move, so take advantage of that to really surprise your opponents. Fire while in the air with no fear of downtime when you land.
- Hero's Bow Techniques (Neutral Special) – If you don't charge the attack, the arrow won't fly very far and will drop toward the ground. Do this to close to an edge to attack enemies below!
- Boomerang (Side Special) – The boomerang is able to go through enemies as it returns. It flies wherever you are, so move up or down after you throw it to hit more opponents!
- Bomb (Down Special) – If the bomb hits an opponent, Toon Link will not be damaged by the explosion. However, if the bomb hits the ground or time passes and the bomb explodes, Toon Link will be damaged by the explosion.
- Triforce Slash (Final Smash) – Toon Link shoots out the Triforce with his left hand to trap opponents, and then strikes them repeatedly with his sword. The attack won't hit if there is a wall between Toon Link and the opponent.
- Half-Moon Slash (Up Tilt Attack) – It doesn't leave you vulnerable and can be used repeatedly, so it's great for juggling. Once the opponent is in the air, follow up with an up smash or an air attack.
- Two Part Slash (Neutral Air Attack) – Toon Link swings his sword in front and behind. The attack doesn't have much power, but it's quick enough to use repeatedly in a short time frame.
- Sword Plant (Down Air Attack) – Unlike Link's and Young Link's down air attack, Toon Link's doesn't bounce up when it hits a foe. If you try to dunk someone with it, you're gonna have a bad time.
- Midair Hookshot (Grab Attack) – Using the grab button will fire the Hookshot even in midair, but you can't grab opponents with it. You can, however, use it to attack or grab edges.
- Midair Hookshot Techniques (Grab Attack) – Land with the Hookshot out, and you'll put it away quickly. It's handy as a feint—use it just before landing, and then surprise 'em with a different attack.
- Hero's Shield – Toon Link's shield blocks lower down than Link's and Young Link's and can better cover his smaller body. However, he can't guard while moving faster than a walk.
Wolf[edit]
- Wolf's Origins – Wolf's debut was in Star Fox 64, released in 1997. His first appearance would have been Star Fox 2, but that title was delayed a bit.
- In His Series – Wolf is an ace pilot and leader of the elite team Star Wolf. He's been known to work for the evil Andross. Wolf not only has a connection to Fox, but also to Fox's father James.
- Blaster (Neutral Special) – A two-part attack where you first attack with the blade on the Blaster and then fire a shot. Use it near an opponent to hit with both. The attack is powerful, but you cannot continuously fire.
- Wolf Flash (Side Special) – Input up or down with the control stick to slightly change the direction you dash forward. If the claw makes contact, it hits hard. The center area has a powerful meteor effect!
- Fire Wolf (Up Special) – Input a direction to make Wolf move in that direction while attacking. He doesn't go far, but it has great launching power, making it great for KOs.
- Reflector (Down Special) – Projectiles opponents fire will be reflected back at them with more speed and power. Opponents directly hit with the Reflector will be thrown slightly upward.
- Team Star Wolf (Final Smash) – Team Star Wolf launch a coordinated attack on the targeted fighters. Wolf's dialogue changes if Fox or Falco have been targeted.
Villager[edit]
- Villager's Origins – : The Villager debuted in Animal Crossing, released in North America in 2002. In Animal Crossing, players enjoyed a peaceful village life with a variety of animal neighbors.
: Villager's European debut was in 2004 in Animal Crossing, a game about enjoying a peaceful village life with a variety of animal neighbors. - In Their Series – The main character from Animal Crossing. The Villager lives a free, slow life in a world populated by many different animals. These animals speak a unique language called Animalese.
- Pocket (Neutral Special) – The Villager uses this move to pocket items or incoming projectiles. Press the button again to bring the pocketed item back out.
- Lloid Rocket (Side Special) – Hold the button when using this move to ride on the Lloid Rocket.
- Lloid Rocket's Power (Side Special) – The Lloid Rocket is more powerful when you're riding it, but you can bail at any time just by pressing the button.
- Balloon Trip (Up Special) – The Villager's up special Balloon Trip is named after a mode from the NES game Balloon Fight.
- Balloon Trip's Balloons (Up Special) – Your balloons can be popped if hit. If you lose one, you'll lose lift. If you lose both, down you go!
- Timber (Down Special) – 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.
- Timber Techniques (Down Special) – The Villager can move sideways while using the watering can. It's also possible to water and chop down trees planted by other Villagers.
- Timber (Down Special) – The axe is surprisingly powerful! You can swing it at your rivals as long as the tree is standing.
- If a Tree Falls in a Battle… (Down Special) – If the felled tree hits an opponent, it deals some serious damage. The wood that pops out as it falls can be thrown as a projectile, too.
- Dream Home (Final Smash) – Tom Nook rushes over and builds a house around the opponent. If you look closely, you can see the Villager giving Tom Nook Bells, the currency of the Animal Crossing games.
- Bowling Ball (Side Smash Attack) – If you stand next to a cliff above your opponent, you can use this smash attack to drop a bowling ball on them from above like a projectile.
- Dig (Down Smash Attack) – Attack forward and backward with a shovel, and bury any opponent hit with the attack in the ground. Once you bury them, follow up with a powerful attack.
- Downward Turnips (Down Air Attack) – One to three turnips will appear. More turnips means more damage, as well as a stronger meteor effect.
- Net (Grab) – Swing the net over an item to put the item in your pocket. You can then retrieve the item from your pocket at any time by pressing the special-move button.
Mega Man[edit]
- Mega Man's Origins – Mega Man made his 1987 debut in the NES game of the same name, in which the weapons acquired from defeating each boss were the key to victory.
- In His Series – Mega Man was created as a lab assistant by the scientist Dr. Light. He volunteered to be converted to a fighting robot to fight for justice. Solar energy powers his movement.
- Mega Man Series – Since its debut in 1987, the Mega Man series as a whole has sold more than 32 million copies worldwide.
- Metal Blade (Neutral Special) – Mega Man's neutral special, Metal Blade, can throw circular saws in any of eight directions. It was the special weapon of Metal Man in Mega Man 2.
- Metal Blade as an Item (Neutral Special) – The Metal Blade will deal less damage if it gets stuck in the ground and is picked up and used as a weapon. Also, your foes can pick it up!
- Crash Bomber (Side Special) – Mega Man's side special Crash Bomber fires an explosive that sticks to walls and fighters. It was originally Crash Man's special weapon in Mega Man 2.
- Crash Bomber Connection (Side Special) – This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to other fighters by bumping into them.
- Rush Coil (Up Special) – Mega Man's up special Rush Coil lets him leap to great heights with a little help from Rush, his robot-dog partner. Rush debuted in Mega Man 3.
- Midair Jump after Rush Coil (Up Special) – After using Rush Coil you can move around freely and even perform a midair jump. When trying to return to the stage, you may want to use Rush Coil before using your midair jump.
- Rush Coil's Downtime (Up Special) – When Rush is standing there after you use this move, he'll bounce higher than when you first use it. Other players can jump on him too!
- Leaf Shield (Down Special) – Mega Man's down special is Leaf Shield, a rotating barrier of leaves. It was originally the special weapon of Wood Man, a boss in Mega Man 2.
- Mega Legends (Final Smash) – Mega Man, X, MegaMan Volnutt, MegaMan.EXE, Star Force Mega Man, Proto Man, and Bass all appear in Mega Man's Final Smash.
- Mega Legends Timing (Final Smash) – The Black Hole Bomb will explode when it hits a foe, or you can blow it up by pressing the special-move button. Use that method to draw in nearby foes.
- The Mega Buster (Neutral Attack / Side Tilt Attack / Neutral Air Attack) – Mega Man's neutral attack, side tilt attack, and neutral air attack all fire the Mega Buster—his main weapon ever since the first game.
- One Mega Buster at a Time – Mega Man fires solar bullets made of hyper-compressed solar energy from his Mega Buster. Both arms can transform into a Buster, but the energy is so powerful that only one Buster can be used at a time.
- Mega Upper (Up Tilt Attack) – Mega Man's up tilt attack is Mega Upper, a move he uses in games like Mega Man 2: The Power Fighters.
- A Clean Mega Upper (Up Tilt Attack) – The start of this attack strongly launches foes straight upward. It leaves you quite open if you miss, but a clean hit can really turn things around!
- Sliding (Down Tilt Attack) – Mega Man's down tilt attack is simply called Sliding. It's based on the nonoffensive technique he's been able to use since Mega Man 3.
- Charge Shot (Side Smash Attack) – Mega Man's side smash is the Charge Shot, an attack he gained in Mega Man 4 that lets his Mega Buster build up energy before firing.
- Charging Charge Shot (Side Smash Attack) – Mega Man unleashes a powerful Charge Shot. The damage and distance increase the longer you charge it!
- Spark Shock (Up Smash Attack) – Mega Man's up smash is the electrifying Spark Shock. He originally obtained this special weapon by defeating Spark Man, a boss in Mega Man 3.
- Flame Blast (Down Smash Attack) – Mega Man's down smash is Flame Blast, which creates twin pillars of fire from his hands. He got this special weapon from Flame Man in Mega Man 6.
- Flame Sword (Forward Air Attack) – Mega Man's forward air attack is a decisive strike with his Flame Sword. He obtained this special weapon by defeating Sword Man in Mega Man 8.
- Slash Claw (Back Air Attack) – Mega Man's back air attack is the multihitting Slash Claw. He obtained this special weapon by beating the boss Slash Man in Mega Man 7.
- Air Shooter (Up Air Attack) – Mega Man's up air attack is Air Shooter, which fires a tornado upward. He obtained this special weapon by defeating Air Man in Mega Man 2.
- Air Shooter's Tornado (Up Air Attack) – Mega Man can launch a little tornado upward. If opponents get caught in this minigale, they'll be carried up into the air!
- Hard Knuckle (Down Air Attack) – Mega Man's down air attack is Hard Knuckle, which fires his fist downward like a rocket. It was the special weapon of Hard Man in Mega Man 3.
- Hard Knuckle Meteor (Down Air Attack) – After Mega Man's fist flies a little way from his body, it has a meteor effect. To send foes flying down, you'll want to leave a little distance.
- Top Spin (Dash Attack) – Mega Man's dash attack is a whirlwind of pain called Top Spin. It was originally a special weapon he acquired from Top Man, a boss in Mega Man 3.
- Super Arm (Grab Attack) – Mega Man's grab is the Super Arm, a special weapon that lifts the heaviest of foes with ease. He got it from Guts Man in the very first Mega Man game.
- Mega Man's Heat Release System – If you use a move where both of Mega Man's arms turn into Busters, his arms will overheat and Mega Man will release the heat from his arms after the move is complete.
Wii Fit Trainer[edit]
- Wii Fit Trainer's Origins – Wii Fit Trainer debuted in the title Wii Fit, released in North America in 2008. Players could choose a male or female trainer to guide them through their fitness routines.
- In Their Series – There is a female version and a male version of the Wii Fit Trainer. In the Wii Fit games, they act as a fitness coach. Sometimes they run late, oversleep, or have the other trainer fill in for them.
- Sun Salutation (Neutral Special) – Fully charge the attack before striking to recover a bit of health. Talk about flexible!
- Header (Side Special) – The ball's trajectory depends on when you press the button again. You can also attack with the headbutt directly, which has a meteor effect.
- Canceling Header (Side Special) – Shield before hitting the ball to cancel your serve and let the ball fall, dejected, to the ground.
- Super Hoop (Up Special) – Press the button repeatedly to float up higher, making recovery easier. If foes are trying to stop you getting back to the stage, just fly out of reach!
- Deep Breathing (Down Special) – Deep Breathing can reduce stress. Oh, it also heals a small amount of damage and increases your attack power, launch power, and movement speed.
- Timing Deep Breathing (Down Special) – If you press the button again just as the outer circle meets the red inner circle, you'll give yourself a boost. However, the circle moves slower if used repeatedly, and it can leave you vulnerable.
- Wii Fit (Final Smash) – Wii Fit Trainer unleashes a wave of silhouettes that can push opponents off the stage. There are 10 different silhouettes.
- Lunge (Neutral Attack) – The third neutral attack in the sequence can bury your opponents in the ground for a time.
- Dancer (Side Tilt Attack) – It's not just the front arm thrust that deals damage—the leg raised up behind is also a powerful attack that launches foes straight up.
- Tree (Up Smash Attack) – You're invincible for a moment just before unleashing this. Try using it to launch foes attacking from above.
- Arm & Leg Lift (Down Smash) – Launch opponents at a low angle. If these moves have been strengthened, you can sometimes even KO opponents who aren't significantly damaged.
- Single-Leg Extension (Forward Air Attack) – You can deal damage with the extended back leg. It actually has a small meteor effect.
Rosalina & Luma[edit]
- Rosalina & Luma's Origins – Rosalina and Luma made their debut in the 2007 title Super Mario Galaxy. Rosalina is a mysterious galactic traveler, and the Lumas her companions.
- In Their Series – The keeper of the Comet Observatory, which floats in the middle of the galaxy. She has a mysterious backstory and travels with the Lumas until they turn into shooting stars.
- Luma's Color – Lumas come in various colors, but their abilities are identical. The six colors you can get are yellow, red, green, blue, cream, and Polari.
- Luma Shot (Neutral Special) – This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther.
- Luma Shot Charges Forth (Neutral Special) – Luma keeps going for a bit after it hits a foe, but it slows down and deals less damage.
- Robust Luma (Neutral Special) – It's harder to launch Luma when it's sent out with Luma Shot than it is when Luma is near Rosalina. Try sending Luma away occasionally.
- Luma's Direction (Neutral Special) – Luma sent out with Luma Shot will automatically face a nearby opponent and attack them when using moves such as neutral attack.
- Rebound Blows (Neutral Special) – When it's on the way back after Luma Shot, Luma can attack as normal. Use this to surprise fighters heading for Rosalina or as a diversion.
- Star Bits (Side Special) – Luma fires Star Bits that can scatter in three directions: high, middle, and low.
- Launch Star (Up Special) – If you input backward just before Rosalina takes off, she'll fly straight up. Useful when you need as much height as possible.
- Gravitational Pull (Down Special) – This move pulls in projectiles from a wide area around Rosalina. Use it to pull Ness's PK Thunder off course when he's trying to recover!
- Pulling in Items (Down Special) – Rosalina and Luma's down special draws in items so Rosalina can pick them up. It can be used to nullify a number of projectiles, but it's especially useful for gaining ownership of items thrown at you.
- Grand Star (Final Smash) – The Grand Star scatters shooting stars across the stage. Eventually, the Grand Star will increase in size and explode. Opponents hit with the shooting stars will be drawn closer to the Grand Star.
- Controlling Luma – You can attack with Luma even when Rosalina can't move, but you won't be able to while being thrown or right after being launched.
- Luma Regeneration – If Luma is KO'd, the time it takes for Luma to regenerate depends on how many opponents are in the match. It takes longer when it's 1 vs. 1, and shorter when it's a four-player battle.
- Luma at Low Health – When Luma has only a little bit of health it will look down and act tired. In this state, Luma will travel back slower to Rosalina when she uses a neutral special.
- Luma's Reactions – When Luma is next to Rosalina, it starts dancing if she grabs an opponent. When she gets hurt, you can see it flailing its little arms in panic!
Little Mac[edit]
- Little Mac's Origins – Even though Punch-Out!! was released in 1984, Little Mac didn't receive his name until the 1987 NES release.
- In His Series – The main character from the Punch-Out!! game. Little Mac is 17 years old and from the Bronx in the United States. He aims to be the champion and trains to defeat opponents bigger than him.
- Unique Traits – At high damage levels, bruises and a bandage appear on Little Mac's face. Also, since he's a boxer, he never attacks using his legs.
- Straight Lunge (Neutral Special) – This attack gives you super armor while charging up and while dashing forward. This is especially prominent when it's fully charged.
- Flipped Straight Lunge (Neutral Special) – When unleashing a Straight Lunge, tilt the control stick toward Little Mac's backside to change the direction of the move regardless of how much it's been charged.
- Charging KO Uppercut (Neutral Special) – Little Mac's KO meter builds up when he deals or receives damage. Once it's full, he can use the KO Uppercut to deal some serious hurt!
- Jolt Haymaker (Side Special) – You get a window of invincibility if you start this move on the ground, but not in the air. So be careful!
- Jolt Haymaker Warning (Side Special) – You can move around after using the move in the air, but you can't use it again until you land. Be careful when using it to return to the stage.
- Jolt Haymaker's Movement Range (Side Special) – Press the button during the jump, and you can deliver the punch more quickly. You won't move as far, though, so consider that before using it.
- Rising Uppercut (Up Special) – Little Mac zooms upward with a powerful uppercut. He travels farther when used on the ground than when used in the air.
- Slip Counter (Down Special) – 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!
- Giga Mac Rush (Final Smash) – Transform into Giga Mac and unleash a rapid series of punches. The final uppercut is incredibly powerful.
- Straight Smash (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.
- Angled Straight Smash (Side Smash Attack) – Little Mac's side smash changes if you tilt the stick up or down immediately after inputting the command. Tilting the stick up will launch opponents upward, and tilting it down will deal more damage.
- Weak Jab (Neutral Air Attack) – Little Mac's neutral air attack is the fastest of his aerial attacks. It doesn't deal much damage, and it has low launch potential, but it's quick and doesn't leave you vulnerable after using it.
- Power Meter – If you get launched after the Power Meter is full or some time has passed, the Power Meter will be emptied. Use it or lose it!
Greninja[edit]
- Greninja's Origins – Greninja, the final evolved form of Froakie, made its debut in 2013's Pokémon X and Pokémon Y. What looks like a scarf is actually its tongue!
- In Its Series – Greninja is a Ninja Pokémon that uses attacks like Spikes and Double Team. Water Shuriken, an attack using compressed water, was created specifically for Greninja.
- Water Shuriken (Neutral Special) – The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching.
- Shadow Sneak (Side Special) – Greninja instantly travels to the location of the shadow and ambushes nearby opponents. Press and hold the button to make the shadow travel faster.
- Hydro Pump (Up Special) – Aim the water jets by tilting the stick in a particular direction. You can then quickly tilt the stick in a different direction to go that way with the second burst.
- Hydro Pump's Flow (Up Special) – The water flow doesn't just cause damage—it can also push your foes if you hit them just right.
- Substitute (Down Special) – This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack!
- Substitute (Down Special) – After successfully countering with this, input a direction, and you'll reappear while attacking in that direction.
- Secret Ninja Attack (Final Smash) – Greninja uses Battle Bond to transform and unleash its Final Smash. An opponent hit with the Mat Block will be slashed repeatedly and smashed downward, while the moon glows in the background.
- Down Taunt – Greninja's down taunt involves Greninja performing water tricks. Opponents hit by the water will take damage and float a bit.
Palutena[edit]
- Palutena's Origins – Palutena debuted in Kid Icarus for the NES. She only appeared in the ending sequence, but the Japanese version had her name in the title!
- In Her Series – The goddess that rules over Angel Land in Kid Icarus. Pit serves Palutena, the Goddess of Light and protector of humankind.
- Explosive Flame (Side Special) – 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.
- Explosive Flame Positioning (Side Special) – Flick the control stick when you press the button to make the explosion occur farther away. Gauge the distance between you and your opponent, and try to make the explosion occur at the right spot.
- Warp (Up Special) – Palutena disappears and then warps to a location a short distance away. Warp will take Palutena in the direction you press.
- Counter/Reflect Barrier (Down Special) – Used as a shield, this move can counter attacks, or reflect barrier can reflect projectiles! It is automatic, but both can't happen at once.
- Black Hole Laser (Final Smash) – Palutena's Final Smash traps opponents in a Black Hole before Palutena fires a laser beam to launch them. The beam's angle can be slightly adjusted.
- Purging Kick (Down Air Attack) – Compared to other attacks that have a meteor effect, Palutena's down air can be used very quickly. Going for a dunk is always a risky proposition, though.
- Attacks Using a Shield – The shield used during her dash attack and back air attack will nullify incoming attacks. This means that you're unlikely to lose a face-off between these attacks and attacking opponents.
PAC-MAN[edit]
- PAC-MAN's Origins – PAC-MAN made his debut in 1980. His debut title was later recognized by Guinness World Records as the "Most Successful Coin-Operated Arcade Game."
- In His Series – PAC-MAN, released in 1980, is both the name of the arcade game and its main character. In that game, PAC-MAN navigates a maze, dodging ghosts while trying to gobble up Power Pellets.
- Cutscene Easter Egg – In PAC-MAN, players were rewarded with an intermission after clearing a set number of rounds. In one of them, Blinky shows a little bit of...leg?!
- Highscore Battle – If you got a perfect score on all 256 stages, the highest score you could get would be 3,333,360 points. Once you get a perfect score, it's time to start racing your friends!
- Cherry Bonus Fruit (Neutral Special) – Cherries fly in a low arc. After hitting the floor, they'll bounce only once.
- Orange Bonus Fruit (Neutral Special) – Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them.
- Strawberry Bonus Fruit (Neutral Special) – PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands.
- Melon Bonus Fruit (Neutral Special) – PAC-MAN's melon moves slowly through the air, making it difficult to hit opponents. But when it does hit, it deals big damage.
- Apple Bonus Fruit (Neutral Special) – PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance!
- Key Bonus...Fruit? (Neutral Special) – The key flies forward at high speed while spinning. It deals the most damage of all the Bonus Fruit items.
- Boss Galaxian (Neutral Special) – The Boss Galaxian Bonus Fruit moves forward a little, twirls around once, and continues forward. It's great for combos since it can hit the same opponent at least two times.
- Bell Bonus Fruit (Neutral Special) – The Bell Bonus Fruit can stun opponents. It's a great opportunity to follow up with a smash attack or a powerful move.
- Canceling Bonus Fruit (Neutral Special) – You can cancel charging Bonus Fruit with a jump or by shielding. Press and hold the button again to resume charging. However, if you press and release the button immediately, you will throw the fruit.
- Power Pellet (Side Special) – If an opponent attacks the Power Pellet, this attack will be canceled. It's a useful move for recovery, but be careful when foes are around!
- Pac-Jump (Up Special) – 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!
- Fire Hydrant (Down Special) – PAC-MAN places a fire hydrant on the ground. The water that it spurts will push fighters back.
- Aerial Fire Hydrant (Down Special) – If you use this attack in the air, the falling hydrant itself becomes a form of attack. Try dropping it on an opponent trying to return to the stage!
- Attack Using Fire Hydrant (Down Special) – The water that sprays from the hydrant will even push PAC-MAN himself. You can use this to sneak up on a foe while charging an attack!
- Tumbling Fire Hydrant (Down Special) – If you drop a hydrant on a steep slope, it'll go tumbling down. The tumbling hydrant can deal damage to enemies it hits.
- Launching Fire Hydrant (Down Special) – The direction the fire hydrant is launched depends on the last move that hits it. Try to learn what moves make the fire hydrant fly in certain directions.
- Super PAC-MAN (Final Smash) – A Final Smash where PAC-MAN becomes Super PAC-MAN and eats opponents to launch them. He'll loop around the other side of the screen and speed up as time goes on!
- PAC Dash Bite (Dash Attack) – Opponents can easily predict this move since it travels straight forward, but the move doesn't leave you vulnerable to attack, so it's safe to use almost anytime.
- About the Trampoline – The durability of the trampoline will be reduced when attacked by other fighters. The more powerful the attack, the more the durability will suffer.
Robin[edit]
- Robin's Origins – Robin debuted in Fire Emblem Awakening, a 2013 release in North America. As the customizable avatar of the player, he or she fought alongside Chrom.
- In Their Series – The avatar from Fire Emblem Awakening. You can set the avatar's personality and appearance. In Awakening, Robin is saved by Chrom and joins his militia as a tactician.
- Nosferatu – In Fire Emblem Awakening, Robin wasn't able to use Nosferatu in his or her base class of Tactician—only by reclassing into a Dark Mage.
- Thunder (Neutral Special) – 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.
- Thunder Types (Neutral Special) – Robin will use one of four magic spells, depending on how long you charge Thunder. The color the tome glows indicates which spell can be used.
- Thunder Charge Level 1 (Neutral Special) – 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.
- Thunder Charge Level 2 (Neutral Special) – A reddish purple glow means that Thunder has charged Arcthunder! A current with high attack power appears when this move connects.
- Thunder at Max Charge (Neutral Special) – When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once.
- Reaching Thunder's Limits (Neutral Special) – Thunder can be used up to 20 times in a row, but stronger tomes use it up faster. Elthunder counts as 3 uses, Arcthunder as 5, and Thoron as 8.
- Reaching Arcfire's Limits (Side Special) – Arcfire can be used up to six times in a row. Once it's used up, it'll be about 12 seconds before you can use the move again.
- Elwind (Up Special) – The first Elwind has a meteor effect right after it comes out. When the Elwinds hit the ground, they create a gust of wind that pushes opponents back.
- Reaching Elwind's Limits (Up Special) – Elwind causes two blasts to propel you upward, and it also uses your tome twice. If you've only got one tome use left, you won't be able to double Elwind!
- Reaching Nosferatu's Limits (Down Special) – Nosferatu is a useful technique that can recover health, but it can only be used three times in a row and takes up to 30 seconds to recharge.
- Pair Up (Final Smash) – If Chrom's attack connects and you perform this successfully, all of Robin's tomes and the Levin Sword will be fully recovered afterward.
- Neutral Attack – If the third hit is fire, it will launch opponents with great force. The wind flurry attack repeatedly slashes opponents and deals a lot of damage. Both will use up a tome charge.
- Undercut (Down Air Attack) This attack doesn't have a meteor effect with the Bronze Sword, but it does with the Levin Sword.
- Neutral Air Attack with the Levin Sword – Press the special move and attack buttons at the same time in the air to switch to a Levin Sword even when holding a Bronze Sword. You can perform a neutral air attack by doing this.
- Reaching the Levin Sword's Limits – After eight uses of the Levin Sword, you'll throw it away and be unable to use it for 10 seconds. Use a neutral attack while grounded to draw a Bronze Sword.
- Levin Sword's Recovery Time – When you've used up the Levin Sword, perform smash attacks with the Bronze Sword or directional air attacks to reduce the wait.
- Using the Levin Sword – You cannot use the Levin Sword at the start of the battle, but once time passes, it will be available to use. On the other hand, tomes can be used from the start.
- Throwing Tome and Levin Sword – When Robin discards tomes and Levin Swords after using them up, they can hurt opponents they hit. They can even be grabbed and thrown!
- Tome and Levin Sword Recovery – As a general rule, the remaining uses of tomes and Levin Swords won't reset until they're all used up or Robin gets KO'd.
- Tome Care – The third strike of Robin's neutral attack combo uses the same tome as Arcfire. When you run out of one attack, you also run out of the other.
- Tome Changes – 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.
- Flurry Attack and Elwind – If you've used up a tome or your Levin Sword, try KO'ing some opponents. That'll shorten the time you have to wait to use them again.
Shulk[edit]
- Shulk's Origins – Shulk made his debut in North America with the 2012 release of Xenoblade Chronicles. A budding scientist, this young man has a kind and curious heart.
- In His Series – The main character from Xenoblade Chronicles. Shulk is a gentle young man who hopes for peace, but he also has the courage to confront any opponent.
- Up Taunt – The line Shulk speaks when he uses his up taunt, "Now it's Shulk time!" is a reference to Shulk's childhood friend Reyn.
- Summertime Shulk – Shulk's eighth color variation puts him in a pair of swimming trunks! In the original game, this is how he appeared with all his equipment removed.
- Monado Arts (Neutral Special) – Shulk switches between five modes—Jump, Speed, Shield, Buster, and Smash—that change his abilities for a short time.
- Monado Arts - Speed (Neutral Special) – In Speed mode, you'll sacrifice damage and jump height in order to move faster.
- Monado Arts - Shield (Neutral Special) – 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.
- Monado Arts - Buster (Neutral Special) – In Buster mode, you deal more damage than usual, but you can't launch opponents as far and you'll receive more damage.
- Monado Arts - Smash (Neutral Special) – In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself.
- Monado Arts - Jump (Neutral Special) – In Jump mode, it's not just Shulk's standard jump and midair jump that go higher—his Air Slash gives him more height than usual, too.
- Monado Arts and Being Launched (Neutral Special) – Shulk can switch between Monado Arts even while being launched. If you get launched off a cliff, switching to Jump mode might save you!
- Limitations of Monado Arts (Neutral Special) – You can't use a Monado Art immediately after it's run out. If you wait a certain period of time, it will become available for use again.
- Canceling Monado Arts (Neutral Special) – To cancel the current Monado Art, press the special-move button quickly three times in a row.
- Chain Attack and Monado Arts (Neutral Special) Shulk's Monado Arts even affect his Final Smash. If you select Buster, your launch power will go down but your attack will go up, causing you to deal more damage!
- Shortcuts for Monado Arts (Neutral Special) – Press and hold the special-move button to see all the Monado Arts. Select the Monado Art you want with the control stick, and let go of the button to confirm your selection.
- Back Slash (Side Special) – Shulk leaps forward and performs a vertical slice downward. As the name implies, it deals more damage if you hit the enemy from behind.
- Back Slash Details (Side Special) – After using Back Slash, you won't be able to grab stage edges until enough time has passed. While swinging the Monado downward, you can move slightly left and right by tilting the control stick.
- Air Slash (Up Special) – Press the attack button while using an Air Slash to perform another slash forward and rise a little farther. It won't work after you start falling.
- Length of Vision (Down Special) – Shulk's Vision is a powerful counter move, but its activation timing becomes stricter when used repeatedly. It recovers slowly while not in use.
- Strike from Behind with Vision (Down Special) – Input toward your foe when you pull off a counter, and you'll swing around them to attack from the other side. This launches farther but won't work in the air.
- Shouts in Chain Attack (Final Smash) – There are variations on this attack, depending on whether Shulk calls for Dunban, Fiora, or Riki. They don't change anything but the lines spoken, though.
- Chain Attack (Final Smash) – Shulk's Final Smash hits opponents within a set radius. Dunban, Riki, and Fiora join in to deal repeated attacks.
- Behind Thrust (Back Air Attack) – Shulk's back air has tremendous reach, but the timing can be a bit tricky.
Bowser Jr.[edit]
- Bowser Jr.'s Origins – Bowser Jr. first appeared in the 2002 title Super Mario Sunshine. He's a bit of a brat, but he does have a lot of love for his daddy.
- Larry's Origins – Larry Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. Hey's the youngest of the Koopalings.
- Roy's Origins – Roy Koopa's debut was in Super Mario Bros. 3, released in North America in 1990. If you see a big Koopaling wearing pink shades, that's him.
- Lemmy's Origins – Lemmy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. He's the smallest and quickest of the Koopalings.
- Ludwig's Origins – Ludwig von Koopa first appeared in Super Mario Bros. 3, released in North America in 1990. You could call him the brains of the Koopalings.
- Morton's Origins – Morton Koopa Jr.'s debut was in Super Mario Bros. 3, released in North America in 1990. As the largest of the Koopalings, he's proudly more brawn than brains.
- Wendy's Origins – The stylish Wendy O. Koopa made her debut in North America with the 1990 release of Super Mario Bros. 3. She's the only female Koopaling.
- Iggy's Origins – Trickster Iggy Koopa debuted in Super Mario Bros. 3, released in North America in 1990. Fun fact: he's the only nearsighted Koopaling!
- In His Series – Bowser's openly selfish son Bowser Jr. made his first appearance in Super Mario Sunshine. He kidnaps Peach and calls her Mama.
- Clown Cannon (Neutral Special) – This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be.
- Clown Kart Dash (Side Special) – The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
- Clown Kart Dash and Jump (Side Special) – Input a jump while performing this, and you'll cancel the dash. This can be handy for recovery, as a lead-in to other moves, or as a feint.
- Abandon Ship (Up Special) – Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct.
- Abandon Ship, then Hammer Attack (Up Special) – After leaping out of the Junior Clown Car, Bowser Jr. can swing a hammer with the neutral-attack button. This attack is great for launching.
- Mechakoopa (Down Special) – The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It'll explode if you just leave it alone for a while too.
- Picking Up Mechakoopa (Down Special) – After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It's a versatile tool that can be used in a variety of ways to corner foes.
- Shadow Mario Paint (Final Smash) – Shadow Mario paints a big X across the screen. If opponents touch the X, they'll receive damage and be launched. Bowser Jr. can move around after painting, so follow up with an attack!
- Smash Twin Drills (Side Smash Attack) – Bowser Jr.'s side smash can hit multiple times, making it hard to dodge. Even if the attack is blocked by a shield, Bowser Jr. isn't left vulnerable, so it's hard for the opponent to counter.
- Junior Clown Car – The Junior Clown Car takes less damage than Bowser Jr.'s body. When you're under attack, try to get the opponent to hit the Junior Clown Car instead of Bowser Jr.
Duck Hunt[edit]
- Duck Hunt's Origins – Duck Hunt was released on the NES in North America in 1985, but did you know Nintendo released another toy in Japan with the same title in the '70s?
- In Their Series – Duck Hunt for the NES was played using the special NES Zapper. In that game, you hunted ducks that flew out of bushes, and the dog would collect them.
- Duck Hunt's Sales – The game Duck Hunt sold over 28 million copies worldwide. A big contribution to this was its inclusion as a pack-in title with the NES console.
- Trick Shot (Neutral Special) – This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots that move the can forward.
- Risks with Trick Shot (Neutral Special) – If the Duck Hunt dog and duck are near the can when it's shot, the duo will crouch down and cover their eyes, leaving them vulnerable for a moment.
- Trick Shot Anytime (Neutral Special) – Even while grabbing opponents, being grabbed, or using Duck Jump, you can keep shooting the can.
- Trick Shot Techniques (Neutral Special) – You can move the can by shooting it with the special-move button or by hitting it with other attacks. Try to position the can in an advantageous position while you move around the stage.
- Clay Shooting (Side Special) – The clay pigeon's speed will change if you're on the move. Tap the special-move button a second time for the gunman to open fire, hurting nearby foes if he hits.
- Duck Jump (Up Special) – The duck grabs the dog and carries him through the air. You're very vulnerable while in the air. You can cancel with attacks or a midair dodge once a bit of time passes after initiating the move.
- Wild Gunman (Down Special) – This move summons a pixelated gunman who shoots straight ahead. The gunman selected is random, and each one works a little differently.
- Defeated Wild Gunman (Down Special) – The gunmen can be defeated if they take enough damage. For a surprise, hit the one in the black suit near the top or hit the lanky one near the bottom!
- Wild Gunman Order (Down Special) – The gunmen's order is random, but all five will take a turn before cycling. Remember the first four, and you can predict the last one!
- Wild Gunman Attack Power (Down Special) – The gunmen's firepower, from best to worst: the sombrero guy, the cool leader, the guy in a suit, and then a tie between the lanky and beardy ones.
- Wild Gunman Range (Down Special) – The lanky gunman has a longer range than any of the others, and the one in the sombrero has the shortest range. The others are pretty much equal.
- Wild Gunman Speed (Down Special) – The gunmen from fastest to slowest: the cool leader (earning that title!), the one in a suit, the one in a sombrero, the beardy one, and then the lanky one.
- NES Zapper Posse (Final Smash) – Three games from the Light Gun Series team up: Duck Hunt, Hogan's Alley, and Wild Gunman.
- Zapper (Side Smash) – You can charge it up to extend the range a bit, which may catch opponents off guard if they don't expect it to reach that far.
- Wild Duck (Up Air Attack) – The duck will peck upward three times. The last peck has good launch power, so use it as a finisher.
- Can and Clay Pigeons – While the clay pigeon is flying, you cannot take out the can with Trick Shot. However, you can use a clay pigeon after taking out a can.
Ryu[edit]
- In His Series – Of the characters in the Street Fighter series, Ryu is one of the most well-known. His goal is to be a true fighter. In the first game, his hair was red.
- Hadoken (Neutral Special) – A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It'll disappear after a set distance.
- Hadoken (Neutral Special / Command-Input Move) – Input the commands from the original series to increase the Hadoken's power. Use it in midair to make Ryu glide slightly.
- Hadoken's Power (Neutral Special / Command-Input Move) – When facing right, quickly input ↓ ↘ → for 1.2x power. You might have to practice a bit to really get the hang of a Hadoken.
- Shakunetsu Hadoken (Neutral Special / Command-Input Move) – When facing right, input ← ↙ ↓ ↘ → to unleash a fiery Shakunetsu Hadoken that can deal multiple hits.
- Tatsumaki Senpukyaku (Side Special) – Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering.
- Tatsumaki Senpukyaku (Side Special / Command-Input Move) – Input the commands from the original series to power up the attack. One thing to remember: you can't use it repeatedly in midair.
- Tatsumaki Senpukyaku's Power (Side Special / Command-Input Move) – When facing right, enter ↓ ↙ ← for 1.16x power. Increasing the strength also increases the move's speed and travel distance.
- Shoryuken (Up Special / Command-Input Move) – When you enter the original commands, Ryu is invincible for longer, the move is stronger and looks different...and his shout even changes!
- Shoryuken's Power (Up Special / Command-Input Move) – When facing right, input → ↓ ↘ for 1.2x attack power. Pull it off for some extra damage!
- Focus Attack (Down Special) – Ryu will hold his stance until you release the button or a certain amount of time has passed. Then he'll unleash the punch.
- Looking Back then Focus Attack (Down Special) – By turning the opposite way the moment Ryu punches, he will strike in that direction instead.
- Focus Attack Follow-ups (Down Special) – Hitting an opponent on the ground with the fully charged version of this move will make them slowly crumple. Time for a follow-up attack!
- Canceling Focus Attack (Down Special) – You can cancel this move by pressing left or right twice quickly, either while charging or right after the punch connects.
- Defend with Focus Attack (Down Special) – Ryu can take one hit while readying for this move. This is true until right before he attacks, even when charging the move to maximum power.
- Shin Shoryuken (Final Smash) – When an opponent is near, the move turns into Shin Shoryuken. It deals more damage than Shinku Hadoken, and if you land a KO, there will be flashy special effects in the background.
- Shinku Hadoken (Final Smash) – If the enemy is far away, it becomes Shinku Hadoken. This move penetrates through the stage, making it easy to hit multiple enemies at once.
- Final Smash between Attacks – Ryu's Final Smash can be used after canceling various attacks. It's perfect as a combo finisher.
- Collarbone Breaker (Side Tilt Attack - Heavy) – Keep up the pressure on a guarding enemy with Ryu's Collarbone Breaker, a double hit that's good for shield breaking.
- Light Ankle Kick (Down Tilt Attack - Light) – Use this attack by crouching and tapping the attack button. If you hit a downed opponent with it, you'll knock them back to their feet.
- Heavy Ankle Kick (Down Tilt Attack - Heavy) – You might have seen this kick in the original games. Just like in those, you can cancel the move after striking by going straight into a special.
- Canceling Heavy Ankle Kick (Down Tilt Attack - Heavy) – Hold down the attack button while crouching to use this move. You can cancel it into a special even if the foe is shielding, but only if you hit.
- Joudan Sokutogeri (Side Smash Attack) – Ryu steps forward and unleashes his Joudan Sokutogeri. The tip of his foot is the strongest part, but it won't hit a small crouching enemy.
- Tobigeri (Forward Air Attack) – Hitting an enemy with Ryu's foot has higher launch power, while his upper leg is perfect for shield breaking. It's a good move for combos.
- Sukui Tsuki (Up Air Attack) – This uppercut hits the enemy twice and has a deceptively large range. It's fairly easy to hit enemies directly above you.
- Straight Punch (Down Air Attack) – This is the only attack in Ryu's arsenal that has a meteor effect. If it hits, your victim will fly diagonally downward.
- Air Attack Cancel – Air attacks can be canceled immediately after they hit by pressing the special-move button just like some other attacks can. You can create powerful combos like Grab → Up Throw → Up Air → Shoryuken.
- Heel Drop (Up Throw) – This move kicks a grabbed opponent straight upward. As Ryu brings his leg back down, he'll hit anyone else unlucky enough to be in the way.
Ken[edit]
- Ken's Origins – Ken first debuted in 1987 in the arcade version of Street Fighter. He showed up as the P2 character. He was exactly the same as Ryu besides his looks.
- In His Series – Ken is friends with Ryu and also trained with him. He considers Ryu as his rival. He is the son of the well-known Masters family.
- Hadoken (Neutral Special) – Press the button longer to increase the speed, distance, and power. The Hadoken's shape is a bit different than Ryu's, and you can see the shape of Ken's hands within the Hadoken.
- Tatsumaki Senpukyaku (Side Special) – It can hit multiple times, so get all the hits in to do a lot of damage. Input ↓ ↙ ← + special-move button to increase the attack's power even more.
- Shoryuken (Up Special / Command-Input Move) – This version of the attack increases invincibility time at the start, and boosts attack power. The light version leaves you less vulnerable when you land, and the medium version hits foes twice.
- Flaming Shoryuken (Up Special - Heavy) – Press and hold the button to unleash a Shoryuken engulfed in flames. The launch power isn't as strong as Ryu's, but it can hit three times and does big damage.
- Focus Attack (Down Special) – Ken can take one hit without flinching while charging this spinning kick. If it lands at max charge, the opponent will fall slowly to the ground.
- Shippu Jinraikyaku (Final Smash) – If an opponent is nearby when you activate your Final Smash, you'll execute this flashy kick, rising into the air and hitting your opponent multiple times before launching them.
- Shinryuken (Final Smash) – If your opponent is far away, your Final Smash becomes Shinryuken. It does good damage and can hit opponents in front of you and around you.
- Hell Wheel (Backward Throw) – Unlike Ryu's Somersault Throw, Ken rolls backward once and then throws his opponent with Hell Wheel. Ken gains the distance he moved during the throw, making it easy to follow up quickly.
- Nata Otoshi Geri (Command-Input Move) – Input → ↘ ↓ + attack button while facing right to unleash a high spin kick. You can perform this immediately after canceling a neutral attack.
- Oosoto Mawashi Geri (Command-Input Move) – Input ← ↙ ↓ ↘ → + attack button while facing right to execute this move. You can perform this immediately after canceling a neutral attack.
- Inazuma Kick (Command-Input Move) – Hold down the button after entering → ↘ ↓ + attack button or ← ↙ ↓ ↘ → + attack button while facing right to execute this move. It does major damage to shields.
Cloud[edit]
- In His Series – Cloud is a former SOLDIER turned mercenary, hired by Avalanche—a group that stands against the Shinra Electric Power Company. Cloud's the strong, silent type, often using "not interested" as his go-to phrase.
- Limit Break – Fully charging your Limit Gauge lets you perform a Limit Break, which alters your special moves and gives them a boost.
- Limit Break's Charge – Once charged, Cloud's Limit Gauge can release when a special move is used, Cloud is KO'd, or a certain amount of time passes.
- Blade Beam (Neutral Special) – Cloud releases a shock wave along the ground. As you'd guess by looking, the attack range is quite wide, so you'll need to jump high to clear it.
- Blade Beam During Limit Break (Neutral Special) – The Limit Break version of this attack bursts on impact to hit multiple times. It can even KO opponents if their damage is high enough.
- Blade Beam and Projectiles (Neutral Special) – The Limit Break version of this move neutralizes projectiles and thrown items. Try using it just as you're about to be hit by a projectile!
- Cross Slash (Side Special) – If you press the button again when connecting with an enemy, you can hit them up to three times. Otherwise, Cloud only attacks once.
- Cross Slash During Limit Break (Side Special) – You only need to press the button once to unleash the full attack if you use your Limit Break. Even better, launching enemies becomes much easier.
- Climhazzard (Up Special) – Press the special-move button again on the way up to slash back down. You can't move sideways on the way down, so be careful during recoveries.
- Climhazzard During Limit Break (Up Special) – This move's Limit Break version allows you to climb even higher into the air, as well as letting you move sideways. It's great for recoveries!
- Limit Charge (Down Special) – The Limit Gauge's charge will drop if you're attacked while charging. Make sure you're in a safe spot before you begin charging.
- Canceling Limit Charge (Down Special) – You can cancel charging by pressing the shield button or dodging left or right, or jumping. Use this to get in a quick charge during quiet moments!
- Finishing Touch (Down Special) – This is Cloud's down special once the Limit Gauge is charged. The tornado doesn't do much damage, but it can KO enemies with its high launching power.
- Omnislash (Final Smash) – When using one of the odd-numbered color variations, toss opponents upward with the sword, unleash powerful slashes, and then send them downward. Fighters near where the opponent lands will be launched.
- Omnislash Ver. 5 (Final Smash) - The even color variations will launch an opponent into the air and slash them with a barrage of hits before striking with one final blow. Damage dealt and time taken by the other character variations is identical.
- Sliding (Down Tilt Attack) – Cloud does a sliding kick over a set distance. He slides so low that this move can be used to dodge some thrown items.
- Triple Buster (Side Smash Attack) – This quick three-hit smash has high launching power on the last hit. The first hit isn't so powerful, so the penalty for getting countered isn't high.
- Double Thrust (Down Smash Attack) – Cloud attacks a foe and then sends the foe flying off behind him. Use this when close to an edge to get out of sticky situations.
- Meteor Slash (Forward Air Attack) – Cloud takes a huge vertical swing at an enemy. Hitting an opponent with the tip of the sword has a meteor effect.
Corrin[edit]
- In Their Series – Corrin, the main character from Fire Emblem Fates, is of royal blood. As a descendant of the First Dragons, Corrin can transform into a dragon.
- Omega Yato – When Corrin's Yato blade resonates with the four other divine weapons, it will turn into its final form, the Omega Yato.
- Charging Dragon Fang Shot (Neutral Special) – The two stages of this move—shooting water and the bite attack—can both be charged by holding down the button at the right point.
- Dragon Fang Shot's Blast (Neutral Special) – The water projectile will paralyze whoever it hits, giving you the time you need to follow up with a fully charged biting attack!
- Dragon Lunge and Terrain (Side Special) – Skewering surfaces with this move allows for follow-up moves, such as recovering from falls by skewering a wall and then leaping to safety!
- Lockdown with Dragon Lunge (Side Special) – You can keep enemies from moving for a while if you pierce them while skewering a surface. Beware: opponents can escape by wiggling around!
- Dragon Lunge Tips (Side Special) – After launching this move from the ground, quickly press the attack button to instantly skewer the ground.
- Actions after Dragon Lunge (Side Special) – On the ground, Corrin won't thrust the spear until you press the button again after jumping. Once the spear is in the ground, tilt the stick to the side to kick, up to jump, and down to cancel.
- Dragon Ascent's Direction (Up Special) – You can slightly adjust your flight angle by pressing in the direction you're facing. Push in the opposite direction to fly straight up and to a greater height.
- Invincibility for Dragon Ascent (Up Special) – Corrin is invincible while charging up power at the start of this move. Practice with the timing and you'll be able to interrupt enemy attacks!
- Counter Surge (Down Special) This move will knock foes skyward with a fair amount of force, so try using it in a high-up place to really boot them off the stage.
- Area Attack with Counter Surge (Down Special) – This counter is a bit slow compared to others, but it can hit foes on both sides. It's great for when you're in the middle of a brawl!
- Torrential Roar (Final Smash) – Summon pillars of light and release a powerful torrent of water to launch opponents. The pillars of light will also hit opponents above you.
- Options for Dragon Fang Thrust (Side Smash Attack) – Charge this move to juggle foes with Corrin's sword Yato before unleashing the coup de grâce! It has long reach and can be aimed up or down a little!
- Tip on Dragon Fang Thrust (Side Smash Attack) – Try to get the hang of hitting opponents with the point of Corrin's lance-arm, as that part inflicts more damage than the rest.
- Vertical Dragon Fang Thrust (Up Smash Attack) – Corrin gets low and attacks straight up with lance-like arms. Try to hit enemies with the points for more damage.
- Yato Dragon Fang (Down Smash Attack) – Corrin strikes forward with a sword and backward with a lance-like foot. Try hitting sneaky backstabbers with the point of the lance!
- Dragon Fang Wings (Back Air Attack) – Propel yourself forward with a flap of the wings. You can deal more damage and get yourself out of tight spots.
- Dragon's Piercing Drop (Down Air Attack) – Transform both legs into a single lance and drop straight down. This move deals damage when landing but leaves you open if the enemy uses their shield.
- Dragon-Form Kick (Downward Throw) Hits in a wide radius, sending multiple foes skyward when Corrin stomps the ground, lining them up for a nice follow-up attack.
- Get Multiple Opponents with a Throw – Corrin's arms change into spears when performing a forward throw or a backward throw. You can hit other fighters with the spears. If you can hit opponents with the tip, you can launch them far.
Bayonetta[edit]
- In Her Series – Bayonetta was a witch that lost her memory. Her real name is Cereza. She uses her arms and legs to wield four guns, and has mastered the Bullet Arts fighting style.
- Rapid Fire with Bullet Climax (Neutral Special) – Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while she's firing to let off more shots.
- Bullet Climax's Charge (Neutral Special) – Hold down the button to unleash more powerful Charge Bullets. Only the first four shots are boosted; the follow-up shots won't be affected.
- Heel Slide (Side Special) – Performs a low, sliding kick. Hold down the button to get in a few gunshots, and then end with a flip attack for good measure.
- Two-Part After Burner Kick (Side Special) – If you land a hit with After Burner Kick, you'll have a one-second window to use the kick again. This allows you to travel long distances and combo opponents.
- After Burner Kick Angle (Side Special) – Tilt the control stick down immediately before or after using After Burner Kick to make the move go diagonally down.
- Witch Twist's Traits (Up Special) – This versatile move is great for combos or recovery! Do a midair jump after using the move and you can get in a sneaky extra Witch Twist.
- Witch Twist's Angle (Up Special) – The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation to get the best combos.
- Witch Time's Effect (Down Special) – A successful counter will cause time to slow down. The more damage the opponent has, the longer time will slow down for.
- Witch Time Confirmation (Down Special) – A clock will appear over an enemy to tell you how much Witch Time is left. Try to get your attacks in before the clock counts down!
- Witch Time's Traits (Down Special) – Witch Time won't last long if you keep using against every single attack. Keep it in reserve for when you really need it!
- Witch Time and Projectiles (Down Special) – If you can counter the opponent's projectile, you can slow the opponent down if you're not too far away from them.
- Infernal Climax (Final Smash) – For Bayonetta's Final Smash, she enters Witch Time. If you fill up the Climax Gauge by attacking opponents, you can summon Gomorrah. The Climax Gauge has a time limit, so don't dilly dally.
- Infernal Climax Additional Damage (Final Smash) – The Climax Gauge stays around even after Gomorrah is summoned. If you press attack and light up all eight symbols, you'll deal more damage. If the opponent has over 100% damage, they'll be KO'd.
- Launching with Consecutive Kicks (Side Tilt Attack) – Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after!
- Against Aerial Attacks (Up Tilt Attack) – This move covers a big area above Bayonetta, and it also hits opponents in front of her. Like many other tilt attacks, it's a great setup for a follow-up attack.
- Kick Attack and Gun Fire (Down Tilt Attack) – Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage.
- Stomp to Meteor (Down Smash Attack) – Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges.
- Consecutive Midair Attacks (Forward Air Attack) – Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets!
- Rapidly Descending Meteor (Down Air Attack) – Bayonetta drops straight down into a split kick. She'll constantly deal damage as she drops, and her foot has a meteor effect.
- Tetsuzankou (Forward Throw) – For Bayonetta's forward throw, she borrows Akira's infamous move from the Virtua Fighter series. When Bayonetta performs this move, she sometimes delivers his catchphrase along with it.
- Hold Attack to Keep Firing – Keep the button held down after any normal attack (and some specials) to fire your guns.
- Hold Attack to Steal KO – Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky.
- Bat Within – If Bayonetta is hit during the dodge or during her down special, she'll change into a burst of bats, taking half the damage.
- Filling the Witch Time Gauge – The gauge fills as you land attacks in Witch Time during Bayonetta's Final Smash. If you focus on a single target, you'll waste time chasing them each time they're launched, so try to attack multiple opponents.
Inkling[edit]
- Inkling's Origins – Inklings first appeared in Splatoon released in 2015. Inklings can change between human form and squid form. They battle by using weapons that shoot ink to cover the ground and walls.
- In Their Series – In the Splatoon series, Inklings cover the ground and walls in ink, and then swim through that ink as a squid. But if they fall into water, the ink in their bodies will diffuse and they'll dissolve.
- Splattershot (Neutral Special) – Hold down the button to shoot ink. Adjust the angle with up or down. The attack lacks power, but it can quickly ink opponents.
- Splat Roller (Side Special) – Run your Splat Roller along the ground to ink it. If you run into an opponent while rolling, they'll be buried.
- Super Jump (Up Special) – Squirt ink to rocket into the air. It's great for returning to the stage. Nearby opponents will be launched if hit by the ink spray during takeoff and landing.
- Splat Bomb (Down Special) – Charge the attack to throw farther, deal more damage, and have more ink in general. If the move is not charged, the bomb will land directly in front of you, which can be useful.
- Killer Wail (Final Smash) – Unleashes a laser that penetrates the landscape. While it's wailing, you can control the Inkling freely and adjust the angle of the laser. It can be set up on the ground or in the air!
- Killer Wail after Being KO'd (Final Smash) – Even if the Inkling is KO'd during the Final Smash, the laser will remain and can still be controlled.
- Slosher (Down Smash) – A down smash attack that splashes ink left and right with a Slosher. It's very effective at covering opponents with ink.
- Refilling Ink – Shield and press the special-move button to refill your ink tank. If you're totally empty, you can use neutral special or down special on the ground to refill your ink tank.
- Running Out of Ink – When you don't have enough ink, special moves and smash attacks will become less effective. Replenish ink by holding down the special-move button while shielding.
- "C'mon!" and "Booyah!" – The up taunt is the same as the "C'mon!" gesture used in the original Splatoon game. The down taunt, "Booyah!" is also from the original game.
- Hydrophobic Fighters – Don't talk to Charizard or Inkling about swimming. They'll take gradual damage while they're in the water.
Ridley[edit]
- Ridley's Origins – Ridley debuted in Metroid, released in North America in 1987. Ridley appeared as the boss in the depths of Norfair. He only attacked with a bouncing fireball, but he was still a fierce foe.
- In His Series – Ridley has taken many different forms as Samus's archnemesis. You can check out Ridley's transformation over time in Metroid: Other M.
- Plasma Breath (Neutral Special) – Charge up energy and spit out balls of plasma. The longer you charge, the more plasma balls you'll spit. However, if you get hit in the mouth while charging, you'll take a lot of damage.
- Space Pirate Rush (Side Special) – Rush forward and grab an opponent, then drag them across the ground while moving forward. Press the button while charging forward or reach the edge of the platform to toss the opponent.
- Airborne Space Pirate Rush (Side Special) – If performed in the air, Ridley lunges forward and grabs an airborne opponent before diving downward with them still in his clutches. Press the button again to release the opponent.
- Escaping from Space Pirate Rush (Side Special) – The opponent can move their control stick back and forth to escape from the move. The more damage the opponent has compared to Ridley, the harder it is to escape.
- Wing Blitz (Up Special) – Tilt the control stick up, down, left, or right to charge in that direction. When charging downward, Ridley can unleash a kick with a meteor effect.
- Skewer (Down Special) – Hit an opponent with the tip of the tail to land a critical hit that deals immense damage. It's easier to use when fighters are clustered together. It's super effective in Stamina mode.
- Plasma Scream (Final Smash) – Throw opponents against Samus's Gunship and fire a plasma beam. You can hit up to two fighters with this move. When it's finished, opponents with more than 100% damage will explode on the spot.
Simon[edit]
- Simon's Origins – Simon made his debut in Castlevania, released in North America in 1987. Armed with nothing but his legendary whip, he enters Dracula's Castle alone to slay all manner of foul beasts.
- In His Series – Simon is a vampire hunter of House Belmont. He uses not only whips, but also daggers, axes, Holy Water, crosses, and even stopwatches as weapons.
- Axe (Neutral Special) – A projectile that curves through the air when thrown. You can adjust the angle of the throw by moving the stick left or right. It can pass through the stage, hitting unsuspecting opponents!
- Cross (Side Special) – You can increase the distance and power by quickly moving the stick as you press the special-move button. It can hit while flying out and when flying back, but it's more powerful when flying out.
- Uppercut (Up Special) – A jumping punch that can hit repeatedly. The final hit has the most launch power.
- Holy Water (Down Special) – Throw a bottle of Holy Water forward. If it hits an opponent or the landscape, a red flaming pillar will appear, stopping the opponent's movements. Try following up with a whip attack!
- Grand Cross (Final Smash) – Summon a coffin that traps opponents who touch it. Using this on an opponent who is trapped in your Holy Water's fire or an opponent who's fallen down is a good strategy.
- Sliding (Down Tilt Attack) – Press the attack button again while sliding to perform an additional jump kick. Use it to catch your opponent off guard or as part of a combo.
- Holding the Whip – Press and hold the attack button to make the whip dangle. Rotate the control stick in a circular motion to swing the whip around.
Richter[edit]
- Richter's Origins – Richter debuted in Castlevania: Rondo of Blood in 1993. He heads to the castle defeat Count Dracula and rescue his kidnapped girlfriend, Annette.
- In His Series – Richter uses a whip passed down through generations, along with various subweapons. In Castlevania: Symphony of the Night, he can appear as the final boss if you take a certain route.
- Axe (Neutral Special) – A projectile that curves through the air when thrown. You can adjust the angle of the throw by moving the stick left or right. It can pass through the stage, hitting unsuspecting opponents!
- Cross (Side Special) – You can increase the distance and power by quickly moving the stick as you press the special-move button. It can hit while flying out and when flying back, but it's more powerful when flying out.
- Uppercut (Up Special) – A jumping punch that can hit repeatedly. The final hit has the most launch power.
- Holy Water (Down Special) – Throw a bottle of Holy Water forward. If it hits an opponent or the landscape, a blue flaming pillar will appear, stopping the opponent's movements. Try following up with a whip attack!
- Grand Cross (Final Smash) – Summon a coffin that traps opponents who touch it. Using this on an opponent who is trapped in your Holy Water's fire or an opponent who's fallen down is a good strategy.
King K. Rool[edit]
- King K. Rool's Origins – King K. Rool made his debut in 1994 in Donkey Kong Country. He is the leader of the Kremlings and his favorite hobby is stealing Donkey Kong's bananas.
- In His Series – King K. Rool appears as the last boss in Donkey Kong Country. He will pretend to be defeated during the fight. After the fake ending and "THE END?" shows up, he will get up and attack again.
- Blunderbuss (Neutral Special) – Shoots a slow but powerful iron ball from a pirate-themed firearm. If you continue to hold the special-move button, you can suck the iron ball back in and then shoot it back out.
- Blunderbuss Suck Up (Neutral Special) – Suck up not only fighters, but the iron ball that was shot out. After sucking something up, you can aim the shot forward, above, or backward with the control stick.
- Slipping through Platforms while Vacuuming (Neutral Special) – If you press down on the control stick while holding the special-move button to suck things up with the gun, you can fall through platforms.
- Crownerang (Side Special) – Throw the crown like a boomerang. While you're throwing it, you'll have super armor and can withstand weak attacks. If you don't catch the crown, you can't attack with it again until you retrieve it.
- The Crown as an Item (Side Special) – If your crown falls to the ground, it can be picked up by other fighters and used as an item. If your crown falls off the stage, it will reappear after a while.
- Propellerpack (Up Special) – Tilt the control stick to fly in that direction. You can travel pretty far, and you can also attack with the propeller.
- Gut Check (Down Special) – A counter move where King K. Rool sticks out his belly. If his belly is hit during this time, he'll counterattack not only direct attacks, but projectiles as well.
- Gut Check Behind (Down Special) – If you enter an input toward King K. Rool's backside right after successfully using this counter, he can quickly look back and counter.
- Blast-o-Matic (Final Smash) – Shoot Donkey Kong Island with the Blast-o-Matic from the island fortress. All opponents hit by King K. Rool's initial attack will be blasted.
- Piledriver (Downward Throw) – Throw a grabbed opponent downward to bury them in the ground. The more damage an opponent has, the longer they will stay buried.
- Belly Super Armor – Some attacks, like side tilt attacks and neutral air attacks, cause King K. Rool's belly to have super armor. This allows you to land attacks even when getting hit by incoming attacks.
- Belly Crack – His belly's super armor is very reliable, but once it takes damage, a crack will appear. The crack will grow as it takes more damage, until finally King K. Rool becomes stunned while his belly heals.
Isabelle[edit]
- Isabelle's Origins – Isabelle first appeared in Animal Crossing: New Leaf in 2013. She is a secretary that supports the main character, who happens to become the mayor of the town.
- In Her Series – Isabelle is loved by all the residents and is always happy to help. She loves festivals and changes her outfit depending on the season and event.
- Pocket (Neutral Special) – Use this move to put items or incoming projectiles into Isabelle's pocket. Press the button again to take the item or projectile back out of her pocket.
- Toss with Fishing Rod (Side Special) – Cast the fishing hook to catch opponents, then reel them in and launch them forward, backward, up, or down. Opponents and even items can be caught while reeling in the line as well!
- Fishing Rod's Hook (Side Special) – If the fishing hook catches the edge of the stage, you can pull yourself up with it. You can also catch nearby opponents with the hook and bring them down with you.
- Balloon Trip (Up Special) – Unlike the Villager, Isabelle will float up sitting on a swing-like seat attached to bunny-shaped balloons. The move is pretty much the same as the Villager's, but it's, like, super cute.
- Lloid Trap (Down Special) – If someone walks over the buried Lloid, it will rise up and deal damage. After burying Lloid, you can do another down special to make Lloid rise on command.
- Dream Town Hall (Final Smash) – Tom Nook and his gang will show up and build the town hall from Animal Crossing: New Leaf on top of an opponent. At the end, it will explode, launching anyone nearby.
Incineroar[edit]
- Incineroar's Origins – Incineroar's debut was in Pokémon Sun and Moon released in 2016. Incineroar has a pro-wrestler vibe going on, and can use the powerful Blaze ability.
- In Its Series – Incineroar is the final form of Litten, one of the three Pokémon you can choose at the beginning of Pokémon Sun and Moon. It's a well-balanced Pokémon with very high attack and defense.
- Darkest Lariat (Neutral Special) – Become invincible right after using the move and deal big damage. When Incineroar is swinging its arms, you can make it go forward or backward with the control stick.
- Alolan Whip (Side Special) – Grab an opponent and throw them into the ropes before following up with an attack. The follow-up attack will change depending on the timing you press the button when the opponent comes back.
- Controls during Cross Chop (Up Special) – When falling down, tilt the control stick left or right to slightly change your landing location. Also, you can go through platforms by tilting the control stick downward.
- Recovery after Cross Chop (Up Special) – Even after diving downward with Cross Chop, you can use your midair jump and side special. You might get lucky and make it back to the stage!
- Revenge (Down Special) – If hit shortly after using Revenge, the attack power of Incineroar's next move will increase and Incineroar will glow red. However, if Incineroar is thrown or gets hit hard, the effect will vanish.
- Max Malicious Moonsault (Final Smash) – Incineroar charges forward, grabs an opponent, and hits them with a series of attacks. It's easier to land the attack right after the opponent breaks free from a grab.
- Taunting after an Attack Hits – After certain attacks hit, Incineroar will pose and taunt like a pro wrestler. You can move doing these taunts, so they don't actually leave you vulnerable.
- The Three Slowest Walkers – #1 is Incineroar, #2 is Robin, and #3 is Jigglypuff. Incineroar may be slow, but has some serious launching power.
Piranha Plant[edit]
- Piranha Plant's Origins – Piranha Plants first appeared in Super Mario Bros., released in 1985 for the NES. Many of them live in pipes and like to suddenly pop out at regular intervals.
- Types of Piranha Plants – There are about 60 subspecies of Piranha Plant. Their biologies and personalities are unique.
- In Its Series – The first Piranha Plant was green with yellow dots. The red version with white spots first appeared in Super Mario Bros. 3.
- Ptooie (Neutral Special) – If you tilt the control stick left or right while blowing the spiked ball upward, you can launch it in that direction.
- Ptooie Height (Neutral Special) – Press and hold the special-move button to keep the spiked ball in the air. The closer it is to Piranha Plant's mouth, the farther you can launch it left or right.
- Repeated Ptooie (Neutral Special) – You can have only one spiked ball out at a time. If you try to use this move again before the first spiked ball disappears, you will be left vulnerable.
- Ptooie Power (Neutral Special) – The spiked ball loses power each time it hits the stage or a fighter. Also, once it loses enough speed and hits the ground, it won't deal damage to anyone.
- Charging Poison Breath (Side Special) – Press the special-move button to start charging Poison Breath, then press it again to spit out a poison cloud. The cloud's size, duration, and damage will increase the longer it's charged.
- Storing Poison Breath Charge (Side Special) – If you shield, dodge, or jump while charging the poison cloud, you can store the charge, move around, and unleash it later.
- Poison Breath Damage (Side Special) – The poison cloud can't be destroyed, but it can be countered or absorbed. Also, the center of the cloud deals the most damage.
- Poison Breath's Duration (Side Special) – The duration of the poison cloud becomes shorter as the number of fighters increases.
- Piranhacopter (Up Special) – Tilt the control stick left or right while rising to move slightly in that direction. The spinning leaves will hit and damage anyone they hit.
- Long-Stem Strike Charge (Down Special) – Press and hold the special-move button to charge up power. The longer you charge, the more distance the attack will have.
- Long-Stem Strike Duration (Down Special) – Tilt the control stick while charging to aim the attack. You can tilt farther in the air than on the ground.
- Long-Stem Strike Armor (Down Special) – Piranha Plant gains super armor while charging the move. You'll lose the armor as soon as you stop charging.
- Long-Stem Strike Bite (Down Special) – If a fighter is in range when Piranha Plant extends, it will automatically bite the fighter. If you press the special-move button while Piranha Plant is extending, you can bite before it fully extends.
- Petey Piranha (Final Smash) – Petey Piranha can trap up to two fighters in cages and deal a great amount of damage. You can't escape until the Final Smash ends or Petey Piranha is KO'd.
- Petey Piranha's Movement (Final Smash) – You can make Petey Piranha move left or right. You can also make Petey jump.
- Push and Pull (Side Tilt Attack) – Press the attack button after unleashing the move to perform an additional bite attack. But if you miss the first attack, missing the second attack as well may leave you open to counterattack.
- Pull Technique (Side Tilt Attack) – The second attack can be delayed to catch opponents off guard. If the first attack is blocked, you still may be able to land the second attack.
- Prickly Swing (Side Smash Attack) – When Piranha Plant unleashes a side smash attack, it turns into a Prickly Piranha Plant from Super Mario Galaxy 2, complete with red spikes on its head.
- Fire Breath (Back Air Attack) – Piranha Plant spits out an explosive flame. As with most explosions, it has great launch power.
- Flowerpot Meteor (Down Air Attack) – Piranha Plant swings the flowerpot (or pipe) downward quickly. The move comes out fast and may surprise opponents. It has a meteor effect at the beginning.
- Attack When Stepped On – Piranha Plant will automatically bite if it's crouching and an opponent steps on it. It's an involuntary reflex learned from other games Piranha Plant stars in.
- Costumes – Piranha Plant's odd-numbered costumes feature flowerpots, and its even-numbered costumes feature pipes.
Joker[edit]
- Joker's Origins – Joker made his debut in Persona 5, released in 2017. He's a young man with a strong sense of justice and is the leader of the Phantom Thieves of Hearts, a group who changes the hearts of evildoers.
- In His Series – Joker transferred to Shujin Academy after a certain incident and then acquired Persona skills. While in his thief form, he gives off a different vibe than his usual personality.
- Gun / Gun Special (Neutral Special) – Joker quickly fires a gun with his left hand. Press the button repeatedly or hold it to fire continuously. While Arsene is summoned, the number of shots fired and the power of the shots increases.
- Jumping during Gun / Gun Special (Neutral Special) – If you press the jump button immediately after firing your gun on the ground, you'll jump into the air and shoot straight down. You can also use the stick to move left and right in the air.
- Dodging during Gun / Gun Special (Neutral Special) – While holding the special-move button to fire your gun, quickly flick the stick to the left or right to make Joker dodge while continuing to fire.
- Vulnerability While Gun Dodging (Neutral Special) – Dodging while shooting makes you invincible for a shorter time than a normal dodge, and repeated dodging will slow your reaction time and leave you even more vulnerable.
- Gun / Gun Special in the Air (Neutral Special) – Once you fire a shot in the air, tilt the stick up and press the button to fire rapidly. If you tilt the stick down and press the button, you can continue your move by shooting downward.
- Eiha (Side Special) – Fire a bolt that explodes and deals continuous damage. If the bolt hits an opponent, it will knock the opponent into the air.
- Eigaon (Side Special) – While Arsene is summoned, Joker will use Eigaon, which is bigger and faster than Eiha and also has more launch power and higher continuous damage. When it hits the terrain, it explodes.
- Eiha/Eigaon Damage (Side Special) – The continuous damage after the bolt explodes is greater than the damage of hitting an opponent with the bolt itself.
- Grappling Hook (Up Special) – Shoot a grappling hook diagonally upward. If it hits an opponent, they'll be pulled closer and thrown. If it hits an edge while you're in midair, you'll cling to the edge. If it hits an item, you'll pull it toward you.
- Wings of Rebellion (Up Special) – When Arsene is summoned, you can use Wings of Rebellion to fly upward a long distance. It has great range, but it can't be used to attack.
- Wings of Rebellion and Moving Left and Right (Up Special) – If you tilt the stick left or right before rising up, you can slightly change the angle of ascent. Tilting the stick while falling will allow you to move slightly as well.
- Rebel's Guard (Down Special) – Joker will pose once using the move and take a hit from the opponent. You will take less damage from the attack, and your Rebellion Gauge will fill up greatly.
- After Rebel's Guard (Down Special) – Press and hold the button to extend the duration of the move. Once you're hit with an attack, release the button to unleash a force that pushes opponents.
- Tetrakarn / Makarakarn (Down Special) – A move that can be used while Arsene is summoned. You can counter direct attacks from opponents with Tetrakarn. Projectiles will be reflected with Makarakarn.
- All-Out Attack (Final Smash) – Joker dashes forward to attack. If it hits an opponent, the Phantom Thieves will perform an All-Out Attack. There are two versions and different members will appear. There are also six different spoken lines.
- Charging with All-Out Attack (Final Smash) – You can hit up to four opponents with the initial dash forward. Even if it doesn't hit anyone, you can tilt the stick the opposite direction immediately after missing to dash the other way.
- End the Battle with an All-Out Attack (Final Smash) – If an opponent is damaged enough by the end of the attack, they'll be instantly KO'd. If you end the battle with this KO, you might get to see a special cinematic.
- Down Air Attack – While Arsene is summoned, your down air attack gains a meteor effect.
- Rebellion Gauge – If you receive damage or get hit while using Rebel's Guard, the Rebellion Gauge will fill up. Once it's full, Joker will summon Arsene. Your special moves will change, and your attacks will be stronger.
- Rebellion Gauge and Arsene – While Arsene is present, the Rebellion Gauge will not charge. The gauge will deplete as time passes or if Joker takes damage, and once it's completely empty, Arsene will exit the scene.
- Rebellion Gauge in Team Battle – When your teammates are damaged or KO'd during Team Battle, the Rebellion Gauge will fill a little bit.
- Special Cinematics for When Arsene Is Summoned – When it's 1 vs. 1 or the opponent is a CPU, there is a cut-in when Arsene appears.
Hero[edit]
- Hero: (P1/P5 Costume) Origins – This hero first appeared in DRAGON QUEST XI: Echoes of an Elusive Age, released in 2018 in Europe and North America. He leaves his hometown to meet with the king before being labeled "The Darkspawn" and hunted.
- Hero: (P2/P6 Costume) Origins – This hero first appeared in DRAGON QUEST III: The Seeds of Salvation, released as Dragon Warrior III in 1992 in North America. The hero carries on his father's will and embarks on a journey to defeat the archfiend Baramos.
- Hero: (P3/P7 Costume) Origins – This hero first appeared in DRAGON QUEST IV: Chapters of the Chosen, released in 1992 in North America. A descendant of the Zenithians, the hero teams up with his friends to save the world after his hometown is destroyed.
- Hero: (P4/P8 Costume) Origins – This hero first appeared in DRAGON QUEST VIII: Journey of the Cursed King, released in 2005 in North America. A royal guardsman, he embarks on a journey to undo a curse placed upon his king and princess.
- Charging Up Specials (Neutral, Up, Side Special) – The more they're charged, the more powerful these moves become. If you have enough MP, you can charge them up to a maximum of three levels.
- Frizz/Frizzle/Kafrizz (Neutral Special) – Start charging with the special-move button. Press the button again to unleash a fireball spell. You can store your charge if you shield, dodge, or jump while charging.
- Zap/Zapple/Kazap (Side Special) – Press and hold the special-move button to imbue your sword with lightning magic. The move will be unleashed when you release the button or when it reaches maximum charge. The charge cannot be stored.
- Kazap (Side Special) – Charge it all the way to point the sword skyward and summon lightning. You'll then unleash a spin attack that has a wide range. Foes that you hit with the spin attack will be struck by a lightning bolt.
- Woosh/Swoosh/Kaswoosh (Up Special) – Use a wind spell to summon a tornado underneath you that will slash nearby enemies and lift you up. The more it's charged, the higher you will rise. If you don't have enough MP, you will hop slightly.
- Swoosh and Kaswoosh Characteristics (Up Special) – Swoosh allows you to move left or right easily, and Kaswoosh allows you to rise higher in the air. Choose which move to use depending on the situation.
- Canceling Command Selection (Down Special) – You can close the command window with the jump or shield buttons. However, you'll need to wait a little while before opening it again.
- Bang/Kaboom (Down Special) – A light spell that unleashes a bolt that explodes when it hits an opponent or after a time. Kaboom draws opponents near before exploding and causes a bigger explosion than Bang.
- Sizz/Sizzle (Down Special) – A fire spell that sends out a quick spark. When it hits the landscape or an opponent, it bursts into flames. Sizzle's shot is bigger than Sizz, and it is more powerful.
- Whack/Thwack (Down Special) – These moves have a chance to instantly KO opponents they hit. The KO success rate increases as you and your opponent take damage. Thwack has a wider range than Whack.
- Kamikazee (Down Special) – Deal damage to nearby opponents by self-destructing. You will be KO'd. Your opponent gets credit for the KO in a 1-on-1 battle.
- Magic Burst (Down Special) – Use all of your MP to create an explosion with you at the center. The power and size of the explosion grows with every point of MP used.
- Snooze (Down Special) – Shoot a projectile that puts opponents to sleep. The size of the projectile increases the longer it travels. However, the closer the opponent is, the deeper they'll sleep.
- Heal (Down Special) – Heal some of the damage you've taken. If you use it multiple times, it will not come up as a selectable command again until you get KO'd.
- Oomph (Down Special) – Increase your launch power and melee attack power for a while. However, your defense will decrease a little.
- Acceleratle (Down Special) – Increase your movement speed and jump for a while. You will also become easier to launch.
- Bounce (Down Special) – Automatically reflects opponents' projectiles for a while. The reflected projectiles will be powered up after being reflected.
- Kaclang (Down Special) – Block attacks by becoming metal for a while. However, you cannot move until the status wears off, and you cannot cancel it yourself.
- Zoom (Down Special) – Rise straight upward in order to return to the stage. You can't be hit by opponents while rising, but you can still run into the stage's terrain.
- Hocus Pocus (Down Special) – Try your luck and hope for the best. This move may randomly trigger other commands, or it may change your status or size.
- Flame Slash / Kacrackle Slash (Down Special) – Wreathe your sword in flame for Flame Slash or in ice for Kacrackle Slash. When Kacrackle Slash hits, it freezes opponents for a short time.
- Hatchet Man (Down Special) – Slash opponents with full force. It takes a bit of time to attack, but if it hits, it lands a critical hit that deals massive damage.
- Metal Slash (Down Special) – Hit an opponent that is metal or has the Kaclang status to instantly KO them. However, nonmetal opponents will only receive one percent damage.
- Psyche Up (Down Special) – Charge up power to make your next melee attack stronger. The effect ends once you hit an opponent, but it will not end if you miss.
- Gigaslash (Final Smash) – Hero makes a wide sweep with his sword. If it hits an opponent, protagonists from different generations will lend you their strength so you can unleash a deadly blow.
- Side Tilt Attack – Press the attack button a second time to unleash an additional attack. The first attack uses the shield to repel incoming attacks.
- Down Air Attack – Jab the sword downward. The move has a meteor effect at the beginning of the move.
- MP – You will miss and become vulnerable if you try to use a special move without enough MP. You'll recover MP as time passes and as you deal damage to opponents.
- Critical Hit – Smash attacks have a 1/8 chance to be critical hits. If a critical hit strikes an opponent, it'll deal massive damage!
Banjo & Kazooie[edit]
- Banjo & Kazooie's Origins – The first time the duo appeared was in Banjo-Kazooie, released in 1998. Banjo first appeared in Diddy Kong Racing, which was released in 1997.
- In Their Series – The two set out on a journey to save Banjo's sister Tooty who was abducted by Gruntilda. They adventure through many stages that require them to work together to overcome obstacles.
- Egg Firing (Neutral Special) – Kazooie can fire eggs from her mouth. The eggs will bounce when they hit the ground and will explode if they hit an opponent.
- Breegull Blaster (Neutral Special) – Press and hold the button to make Banjo pick Kazooie up and rapidly shoot eggs. You can move and jump while firing eggs this way.
- Cancelling Breegull Blaster (Neutral Special) – Breegull Blaster will end if you try to crouch, shield, or use a different special move. However, the action you used to cancel Breegull Blaster won't happen unless you press and hold the inputs.
- Breegull Blaster Power (Neutral Special) – The egg's power will decrease if fired continuously. The power will drop up to two times, but it will start to return to normal power once you put the Breegull Blaster away.
- Wonderwing (Side Special) – Use a Golden Feather to become invincible and charge forward. The powerful tackle is useful for returning to the stage, but if you use up all the feathers, you can't use the move anymore.
- Wonderwing Tackle (Side Special) – You won't take damage or get knocked back by attacks while charging forward. However, being blocked by a shielding opponent will leave you vulnerable!
- Wonderwing Feather (Side Special) – You can use five Golden Feathers in standard battles and one during Sudden Death. Your Golden Feathers will not be replenished until you are KO'd.
- Wonderwing in Stamina Mode (Side Special) – In a stamina battle, the number of available Golden Feathers will vary depending on the initial stamina amount.
- Shock Spring Jump (Up Special) – Use a Shock Spring Pad to jump straight up. After using this ability, you can freely move and attack while in the air.
- Shock Spring Jump Charge (Up Special) – You can jump higher if you press and hold the button to charge up power before jumping off of the Shock Spring Pad.
- Attacking with Shock Spring Pad (Up Special) – The dropped Shock Spring Pad can hit opponents. The attack power won't change even if the move is charged.
- Rear Egg (Down Special) – Kazooie will shoot grenade eggs diagonally upward in the direction she isn't facing. Make sure to turn around before letting loose.
- Rear Egg's Characteristics (Down Special) – Grenade eggs aren't perfect circles and have an odd bounce as a result. You can pick one up to throw, but if the timed fuse runs out while you're still holding it, the explosion will damage you!
- Only One Rear Egg (Down Special) – Only one grenade egg can exist on the stage at any time. If you try to use the move again while your grenade egg exists, you'll be left vulnerable.
- The Mighty Jinjonator (Final Smash) – Summon a statue from the ground. If it hits an opponent, the Mighty Jinjonator will be awakened from the statue and unleash continuous high-speed strikes alongside other Jinjos to launch the opponent.
- Twirling Wing Whack (Neutral Air Attack) – Kazooie will spread her wings and twirl to attack in all directions. This attack will reach farther when used while moving to the side rather than up or down.
- Beak Buster (Down Air Attack) – This move has a meteor effect at the beginning. However you will dive quickly, so be careful of self-destructs.
- Downward Throw – Buries a grabbed opponent in the ground. The higher their damage is, the longer they will be buried.
- Midair Jump – You can perform up to two midair jumps. You can jump after using their up special too, making it easy to recover.
- Kazooie's Characteristics – Kazooie won't usually get hit by opponents' attacks. However, she will get hit while running.
- Talon Trot – Kazooie will come out of the backpack and carry Banjo while running. In the original game, you could run faster and run up steep hills with this ability.
Terry[edit]
- Terry's Origins – Terry first appeared in 1991 in the FATAL FURY: King of Fighters arcade game. The game was unique for its quirky characters and its two-lane fighting system!
- In His Series – To defeat Geese Howard and avenge his adoptive father, Jeff Bogard, Terry mastered martial arts. He joins and wins the ultimate martial arts tournament, The King of Fighters, to get near Geese.
- Special-Move Strength – How long the special-move button is held down will affect its strength. Attacks will reach farther and be more powerful the longer the button is held, but you'll also be open to attacks while you're charging up.
- Power Wave (Neutral Special) – Hit the ground with a fist to send a shock wave out ahead of you. The longer you hold down the special-move button, the farther the move will go and the faster it'll travel!
- Airborne Wave (Neutral Special) – Terry's neutral special isn't just for ground attacks. Use this ability while in the air or near an edge and the fire will continue forward. It has a short range, but it's great for keeping someone from returning.
- Power Wave Hang Time (Neutral Special) – The first time Terry's neutral special is used while airborne will cause Terry to stop descending for a moment. This is a good way to throw off an opponent who was expecting you to fall normally!
- Two Types of Side Specials – Terry has two different side specials at his disposal. You can trigger them by either tilting the stick forward or backward and then pushing the special-move button. Both moves make Terry charge forward.
- Burning Knuckle (Forward Tilt Special) – Terry will raise his hands then charge forward, fist extended. This move is most powerful right when he starts to charge. Be careful, though; Terry is vulnerable at the start and end of the attack!
- Burning Knuckle (Forward Tilt Special / Command-Input Move) – Quickly use command input ↓ ↘ → + attack button while facing right to increase the power of the attack. This command input will also make the extended arm invincible at the beginning of the move.
- Crack Shoot (Backward Tilt Special) – Perform a flying somersault forward, dropping the heel for a powerful blow. The tip of the foot is the strongest point, and the arch of the attack makes it a good counter to aerial attacks.
- Reversed Crack Shoot (Backward Tilt Special) – While airborne, tilt the stick away from the direction Terry is facing for a bit and he'll perform his Crack Shoot in that direction instead. Using the command input while airborne will still attack forward!
- Crack Shoot (Backward Tilt Special / Command-Input Move) – Quickly use the command input ↓ ↙ ← + attack button while facing right to deal more damage and increase the move's launch power.
- Rising Tackle (Up Special) – Raise up into the air with a combo of spinning arms and legs, damaging enemies above you. You can slightly control the direction of the attack by tilting the stick left or right as you ascend.
- Rising Tackle Traits (Up Special) – You will be invincible from the waist down at the beginning of the move, so it's easy to overcome attacks from above. However, you will be left vulnerable after the attack ends.
- Rising Tackle (Up Special / Command-Input Move) – Hold ↓ for a moment, then input ↑ + attack button to increase the power of the attack and how high up you'll travel. Also, your whole body will be invincible at the start of the move.
- Power Dunk (Down Special) – Hit the opponent into the air with your knee, then slam downward with a powerful punch. Land the first blow and it will become a combo. This continued attack can leave you vulnerable in the air, however.
- Power Dunk (Down Special / Command-Input Move) – Quickly use the command input → ↓ ↘ + attack button while facing right to increase the power of this move. Additionally, using this command input will make your whole body invincible when you first jump.
- Power Dunk's Meteor Effect (Down Special / Command-Input Move) – Unleashing this move using the command input will cause the end of the downward punch to have a meteor effect but only if the attack button is held. Otherwise the punch will not have a meteor effect.
- Super Special Moves – You can unleash a Super Special Move in a pinch using a command input. You must have 100% or more accumulated damage, or your stamina must be at 1/3 or less in Stamina Mode.
- Using Super Special Moves – When you see Go near your accumulated damage, that means you can use Super Special Moves! You won't be able to use them in the air, though, so be careful!
- Reversed Super Special Moves – Input the command with right and left reversed to unleash the move behind you instead!
- The Start of Super Special Moves – These moves have super armor at the beginning. They are also able to withstand and overwhelm neutral attacks.
- Power Geyser (Super Special Move) – You can unleash this move (after taking significant damage) by quickly using the command input ↓ ↙ ← ↙ → + attack button while facing right. The base of the attack deals more damage than its higher points.
- Buster Wolf (Super Special Move) – You can use this move only after taking significant damage. Quickly use the command input ↓ ↘ → ↓ ↘ → + attack button while facing right. Terry will charge forward, fist extended, dealing tons of damage if he connects.
- Easy Commands for Super Special Moves – You can use Super Special Moves with shorter inputs. Power Geyser is ↓ ← ↓ → + attack button while facing right. Buster Wolf is ↓ → ↓ → + attack button.
- Triple Wolf (Final Smash) – This powerful three-part move starts with Triple Geyser, continues with Power Dunk, and ends with Buster Wolf. Triple Geyser will launch opponents, then Terry will unleash his combo on the first person he hits.
- Triple Wolf's Pull – The initial three pillars of energy will hit multiple opponents and deal tons of damage. You can launch only one opponent with the final blow, but the three pillars of energy are great for a hectic battle.
- Combo into a Special – Avoid becoming vulnerable by using a special move the moment you hit an opponent with attacks like neutral attacks or tilt attacks. You can carry out some amazing combos!
- Neutral Attack into a Combo – The second stage of the neutral attack is actually two separate hits! You can execute a special move at the end of the second hit for even more damage!
- Up Throw – The launch power is weaker compared to other throws. However, you are less vulnerable after the throw, and it's easier to follow up with additional attacks.
- Dodge Attack – If you press the attack button while dodging in place, you can use the Dodge Attack! It works like Terry's up tilt attack; you'll be invincible from the waist up, making it easier to fight against airborne foes!
- Face Off 1-on-1 – In 1-on-1 fights, you will face the opponent automatically. Be aware of this when using your command-input moves!
Byleth[edit]
- Byleth's Origins – Byleth first appeared in the Fire Emblem: Three Houses game, released in 2019. Byleth became a professor at the Officers Academy and led one of three classes.
- In Their Series – Byleth lived as a mercenary but became a professor after rescuing students of the Officers Academy. Byleth would go on to teach at the school, fighting alongside and commanding the students in battle.
- Four Weapons – Each move uses a sword, axe, lance, or bow that appears in the original game. The axe, lance, and bow are the Heroes' Relics of the three house leaders, and the sword is Byleth's Hero's Relic.
- Failnaught (Neutral Special) – Press the special-move button to draw the bow and prepare a powerful attack. It takes time to unleash, but the arrow moves fast and travels far!
- Failnaught Charged (Neutral Special) – Hold down the button and charge to unleash a beam of light straight across. The attack will usually hit immediately and is extremely powerful against opponents directly in the line of fire.
- Canceling Failnaught (Neutral Special) – It's possible to dodge in place or shield when you first begin to draw the bow, but the move will reset if you do so. Once the charge begins after holding down the button, you won't be able to dodge or shield.
- Turning with Failnaught (Neutral Special) – While drawing the bow, you can turn and face the opposite way by tilting in that direction. This won't interrupt the attack, but it can only be done at the beginning of the move.
- Areadbhar (Side Special) – Swing this legendary lance in front of you, using its long reach to cover the area ahead and upward. The bladed part of the weapon is the most powerful part.
- Flicking the Stick with Areadbhar (Side Special) – If you flick the stick and input your attack, you will swing up while charging forward. Pay close attention to how far you are from your opponent, and use this technique to surprise them!
- Using Areadbhar in the Air (Side Special) – When using this move in the air, the attack strikes in a wide arc from below upward. Flicking the stick will allow you to move forward a little too!
- Sword of the Creator (Up Special) – Extend the sword upward and diagonally. If this attack hits an opponent, the blade will quickly shorten and bring you closer to the enemy. After the jump, you can move about freely in the air.
- Sword of the Creator and Walls (Up Special) – If the blade's tip hits a wall, the sword will shorten and pull you toward the wall. It's possible to then jump off the wall and follow up with another jump or an attack!
- Sword of the Creator and Edges (Up Special) – If you use this move near an edge and it connects, the sword's blade will bury into the edge and you'll dangle freely. Tilt the stick or press a button and the sword will shorten, pulling you toward the edge.
- Sword of the Creator and Footstooling Opponents (Up Special) – If the opponent's accumulated damage is 50% or more, the footstool part of the attack will have a meteor effect. Also, the farther the sword is extended, the more power it will have when footstooling someone.
- Aymr (Down Special) – Charge up the axe, then swing down with incredible force. It takes a while to prepare this attack, so using it can leave you vulnerable, but enemies on the receiving end of this can suffer serious damage.
- Turn and Attack with Aymr (Down Special) – If you draw the axe and then input the opposite direction from the way you're facing, you will turn and unleash this attack in the indicated direction instead.
- Aymr Super Armor (Down Special) – If this attack is charged while standing on the ground, you'll have super armor until you swing the axe.
- Progenitor God Ruptured Heaven (Final Smash) – Swing the sword, striking in a wide arc in front of you. This attack can hit up to three opponents. Combine Sothis's strength with the Sword of the Creator to unleash a powerful attack.
- Side Smash Attack – Extend the lance for a long-range, forward-facing attack! The tip of the lance is the strongest part, and you can adjust the attack's angle up or down. This attack is at its best when angled upward.
- Up Smash Attack – Extend the sword and swing it around and up in a wide area. This attack lasts longer than some foes may expect, so it's easy to catch unprepared opponents off guard.
- Down Smash Attack – You can swing the axe forward and backward, dealing significant damage to anyone it hits. Be careful though; the damage and launch power of this attack is high, but the move can leave you vulnerable.
- Down Air Attack – Swing the axe downward. Try to hit your opponent with the tip of the axe just as it reaches the lowest point. If you can pull it off, the blow will have a meteor effect.
- Attacks Using the Lance – Side specials, side smash attacks, forward air attacks, and back air attacks all make use of the lance. Remember that the tip of the blade is the most powerful point, and the lance has a long reach.
- Attacks Using the Axe – Down specials, down smash attacks, and down air attacks all use the axe. The axe is slow and can leave you vulnerable, but that lack of speed is made up for with the devastating power of its attacks.
Min Min[edit]
- Min Min's Origins – Min Min first appeared in the game ARMS in 2017. She's a well-known worker at the Mintendo Noodle House, which serves delicious ramen. She actually entered the Grand Prix to advertise her shop!
- In Her Series – Min Min is petite with skinny arms, but when she charges up, her left ARM turns into a dragon, empowering her punches. She also likes to employ kicks in the air, deflecting an opponent's ARM.
- Punch – Use the attack button to unleash a punch with the left ARM, and use the special-move button to punch with the right ARM. Flick the stick with either move to turn it into a smash attack, increasing range and power.
- Punching Power – The punch unleashed by flicking the stick is at its strongest just before the ARM is fully extended. The attack is weaker at the beginning of the punch and when the ARM reaches its maximum range.
- The ARM's Charged Smash – Holding down the attack or special-move button and flicking the stick will charge up power for a charged smash attack. This will also change the move that is used.
- Shifting ARM Arc – If you're on the ground and you tilt up or down just before unleashing a punch to the left or right, you can move the ARMS in an arc. The way the ARM bends depends on the type of ARM.
- Punching and... – Even with an ARM extended, you can still move around and jump. During smash attacks, you can attack with the other ARM too!
- Attacking Forward and Backward – It's possible for Min Min to attack in both directions! While attacking in one direction with one ARM extended, move the stick in the opposite direction and press the button for the other ARM to send it that way!
- When the ARM Bounces Back – Your ARMS will bounce back if they hit a wall or the floor. They'll also bounce back if an opponent shields the attack, which will leave you vulnerable to a counterattack!
- Changing into a Dragon – The left ARM will gain power and change into a dragon when you throw an opponent or when your Final Smash is ready. Shortly after throwing an opponent, or if Min Min cannot move, the ARM will return to normal.
- Three ARMS in One – The right ARM has three variations: Ramram is very bendy, making it easier to hit opponents. Megawatt is slow but powerful. The Dragon can extend out and shoot lasers!
- Ramram – The Ramram is a light ARM that will arc in flight. It's not powerful but it extends quickly and is bendy, keeping enemies on their toes. It can extend through walls or the ground while you are airborne.
- Megawatt – The Megawatt is a heavy ARM that is a lot like an iron ball. When charged, it becomes engulfed in electricity. It doesn't arc easily or extend quickly, but it's super powerful. Perfect for a final blow.
- Dragon – The Dragon is an ARM that is shaped like a dragon. It can be equipped on both arms. If you press the attack button when the ARM is fully extended in a smash attack, if fires a laser!
- ARMS Jump (Up Special) – When neither ARM is extended and you're on the ground, this move will send you flying upward. You'll be invincible the moment you jump, and charging the move will extend the height and invincibility time!
- Maneuvering the ARMS Jump (Up Special) – If you tilt the stick to the left or right before you jump, you can leap diagonally. You can also move to the left or right while falling.
- Using ARM Hook (Up Special) – Use this move in the air to extend an ARM diagonally upward. If it hits an edge, you'll be able to dangle from the edge instead of falling. Tilt up on the stick or press a button to pull yourself up.
- ARM Change (Down Special) – The right ARM can be swapped between Ramram, Megawatt, and Dragon. You won't be able to swap ARMS out while attacking or if you are currently unable to move.
- ARMS Rush (Final Smash) – The left ARM will transform into a dragon to unleash an attack. Only one opponent will get caught up in the rush of punches that various ARMS fighters will swoop in to deliver, sending that fighter flying.
- Kung Fu Combo and Flurry Attack – Hit the attack or special-move button quickly on the ground to unleash a three-kick attack. Hit the button multiple times during the combo to turn it into a flurry attack!
- Reflecting Projectiles (Up Smash Attack) – Min Min's up smash is a kick capable of reflecting projectile attacks. Reflected projectiles will increase in speed and power, however.
- Neutral Air Attack – Min Min's neutral air attack swings an ARM out at opponents. The speed and power of the attack will change depending on which ARM is currently equipped.
Steve[edit]
- In Their Series – Steve and Alex are two of the many incarnations of the player when they venture into the Minecraft world. Explore dungeons, create buildings, or trade with villagers–the adventure is in your hands!
- Zombies from the Series – The P7 appearance is the Zombie, known to appear from the darkness and attack people. Fortunately, the Zombies in Minecraft catch fire when they touch sunlight, burning away after a bit.
- Enderman from the Series – The P8 appearance is the Enderman, one of the residents of the End. They like to teleport about, quietly carrying blocks. However, if you lock eyes with one, it will turn into a strong enemy and attack you!
- Tools and Moves – You'll make use of a sword, axe, shovel, or pickaxe, depending on which move you use. Each tool will break after some use, which will reduce the power of any attack that uses that tool.
- Materials and Moves – Materials are necessary for the moves Steve brings to the battle. If you don't have the needed materials, the move will be weaker than normal or even fail outright! Keep track of the materials you have on hand.
- Mine (Neutral Special) – Hold the button down, and you can dig for materials below you or in nearby walls. The speed that you mine and what materials you uncover changes depending on where you are mining.
- Mineable Materials (Neutral Special) – In order of easiest to hardest to obtain, you can mine dirt, wood, stone, iron, redstone, gold, and diamond. Depending on the ground in the stage, you might dig up ice, sand, or wool instead of dirt.
- High-Quality Mineable Materials (Neutral Special) – Iron, gold, redstone, and diamonds can be obtained from any kind of surface.
- Mining and the Material Gauge (Neutral Special) – Some of the materials you collect will be shown as a gauge near your damage. However, gold and diamond will be displayed separately, and redstone won't be displayed at all.
- Quality of Mined Material (Neutral Special) – The harder the walls and floors are, the better the quality of the materials you'll mine. However, it will also take longer to dig up those materials.
- Mining Limits (Neutral Special) – There is a limit on how much of each material you can carry, and the rarer the material, the less of it you can hold. Any material you dig up beyond the limit will be discarded.
- Mining Tools (Neutral Special) – You use different tools depending on the type of wall or ground you're digging into. These tools help you mine faster, and when one breaks, it'll slow down how quickly you can mine.
- Mining, Tools, and Quality (Neutral Special) – There are five levels of quality for the various tools: diamond, gold, iron, stone, and wood. Generally, a higher-quality material is more durable and allows you to mine faster, though gold has its own properties.
- While Mining (Neutral Special) – While mining, you can jump or move forward or backward, but you won't be able to attack. If you move forward or backward, you'll keep on mining, but jumping will cancel the action.
- Mining on Battlefield-Form Stages (Neutral Special) – All of the Battlefield-form and Ω-form stages have the same amounts of the various materials available for mining.
- Craft (Neutral Special) – While in front of the crafting table, pressing the special-move button will use the materials you have to create, upgrade, or repair tools.
- Crafting Tools (Neutral Special) – Use the crafting table when you have a broken tool, and you'll craft the highest-quality tool with the materials available automatically. If this is an improvement on your other tools, they'll all be upgraded too!
- Using Craft to Upgrade (Neutral Special) – If you have the materials to make a higher-quality tool, use Craft to create the upgraded tool. In fact, all tools will upgrade at the same time.
- Using Craft to Repair (Neutral Special) – You can repair damaged tools by using the same materials that they were crafted with. This is much quicker than crafting a new tool after one breaks.
- Canceling Craft (Neutral Special) – The move can be canceled by jumping, shielding, dodging, or pressing the attack button. You won't lose material if you cancel Craft this way.
- Crafting with Gold (Neutral Special) – Gold tools break easier than ones made from any other material, but they are also the quickest to mine with and the quickest for unleashing moves.
- Crafting with Diamond (Neutral Special) – Diamond tools are very powerful, but it takes longer to craft them than it does to craft tools using the other materials.
- Moving the Crafting Table (Neutral Special) – Press the special-move button while shielding to use some materials and reposition your crafting table nearby. Moving the crafting table will use material in the following order: wood, stone, then iron.
- Use Create Block (Neutral Special) – If you press the special-move button in the air, you'll use your materials to create and place a block at your feet. Holding down the button and moving or jumping will continuously place blocks.
- Materials and Create Block (Neutral Special) – You create blocks from the materials you've mined, starting with dirt, then wood, then stone, and finally iron. The different materials all have different durabilities.
- Block Limits (Neutral Special) – There is a limit on how many blocks you can place at one time. Once you've reached the limit, each new block you create will cause the oldest block you placed to go away.
- Block Rules (Neutral Special) – You cannot place blocks near the edge of the screen. If a block you created starts flashing, this means it is close to that limit.
- Overlapping Blocks (Neutral Special) – If you use this move in a spot where you've already placed a block, the old block will be destroyed and you can place a new one.
- Destroying Blocks (Neutral Special) – As time passes, blocks placed with Create Block will eventually break. Being hit by attacks, stood on by fighters, or hit from below will cause the blocks to break faster.
- Mining Blocks (Neutral Special) – It is possible to mine blocks you've placed, but this will only break the block and not yield any materials.
- Creating Blocks while Mining (Neutral Special) – If you are mining and jump, you'll instead jump and place a block at your feet.
- Minecart (Side Special) – Place rails and charge forward while riding in an iron minecart. If you jump, you'll leap out of the minecart, but it will continue forward. The first opponent caught in its path will be carried away.
- Stuck in the Minecart (Side Special) – The more damage a fighter has taken, the longer they'll be carried along in the minecart. Trapped fighters can move the control stick back and forth to help escape the minecart faster.
- Using Minecart Repeatedly (Side Special) – You can use the minecart repeatedly, but doing so will reduce the amount of time a fighter is trapped in it.
- Minecart on a Hill (Side Special) – If the minecart tries to go uphill, it will slow down, stop, and even roll backward. However, if the minecart is going downhill, it will actually speed up!
- Minecart and Powered Rails (Side Special) – If you've collected gold and redstone, you can place powered rails. This will increase the speed of the minecart and also allow it to go up hills!
- Charge with Minecart and Powered Rail (Side Special) – Use the special-move button while riding the minecart to place powered rails and speed up. Don't forget that this only works if you've mined up redstone and gold.
- Reboarding the Minecart (Side Special) – It's possible to get back in the minecart after you've jumped out, but you can do this only twice. Keep track of how many times you've jumped out!
- Minecart Controls (Side Special) – Push left or right on the control stick to send the minecart rolling in that direction, placing rails along the way. Once you run out of materials and fall off the rails, the minecart will come to a stop.
- Materials for Rails (Side Special) – In order to place rails, you'll need to collect the required materials. Easy-to-obtain materials, like dirt, will be used first. After that, you'll use wood, stone, and then iron.
- Destroying the Minecart (Side Special) – The minecart won't last forever! After taking a certain amount of damage, the minecart will break. If Steve was the one who broke it, he'll be able to collect iron.
- Elytra (Up Special) – Elytra will allow you to glide sideways. Tilt the stick up and down while gliding to adjust the angle and trajectory of the glide.
- Elytra and Firework Rocket (Up Special) – At the beginning of the move, the firework rocket ignites to increase you speed. You can damage any opponents you hit while the speed increase is active.
- Cancel Elytra (Up Special) – You can cancel Elytra midflight by dodging or attacking while gliding. You'll fall downward after doing so, but you'll be able to move left or right a little as you fall.
- Elytra Time Limit (Up Special) – After a certain period of time, the elytra will automatically fall off, and you'll fall downward. Be careful when this happens, as you'll be vulnerable to attacks as you fall.
- Crashing with Elytra (Up Special) – While using the fireworks rocket, you won't crash into terrain and go into a free fall. However, once the rocket is out of fuel, hitting a ceiling or wall will send you falling, so be careful.
- TNT (Down Special) – This move uses a lot of materials to create and place a powerful TNT block and a pressure plate. The block will explode after some time, if the block takes some damage, or if someone steps on the pressure plate.
- TNT Materials (Down Special) – The easier to obtain materials will be used first when making the TNT block. While the power doesn't change depending on the materials, the block can be made with fewer rare materials.
- Remote TNT Detonation (Down Special) – When on the ground, if you continue to hold the special-move button you can walk and place a redstone circuit. Release the button to create a pressure plate, which you can attack or step on to set off the TNT.
- Several TNT Blocks (Down Special) – If you place your own TNT block next to another player's TNT block, stepping on the pressure plate will set off both blocks.
- TNT Explosion (Down Special) – TNT doesn't see a different between friend or foe. Stand too close, and the explosion from your own TNT will still hurt you! Be sure to place your pressure plate at a safe distance.
- TNT's Power (Down Special) – Using a pressure plate to set off a TNT block will increase the amount of damage the explosion does compared to waiting a while or damaging the block.
- House of Boom (Final Smash) – Create a large piston to launch multiple opponents to the side. One unlucky foe will get trapped in a dark room–filled with enemies and explosives–which quickly explodes.
- Neutral Attack / Side Tilt Attack – You can hold down the attack button to continuously swing the sword. You can also move while continuing to attack!
- Flint and Steel (Down Tilt Attack) – If you use this move near the edge, the fire you create will fall down, damaging opponents below or making it difficult for someone to get back to the stage.
- Air Attacks with a Sword – Swing a sword in the air by jumping while pressing the attack button. Using neutral attack while jumping will leave you less vulnerable to enemy attacks.
- Pickaxe Attacks (Forward Air Attack / Back Air Attack) – Your forward and back air attacks will make use of the pickaxe, and there is a small opportunity to cause a meteor effect while swinging the pickaxe in the forward air attack.
- Anvil (Down Air Attack) – Create an iron anvil and drop it to attack below you. The anvil will vanish after a short time, but you can stand on top of it until it does.
- Fishing Rod (Grab Attack) – This move cannot be used in the air, but if you hook an opponent on the ground, you'll capture them in a fence.
- Downward Throw – The downward throw will slam an opponent into the ground, and if you have iron, this will set your opponent up perfectly for the anvil that gets dropped on them.
Sephiroth[edit]
- Sephiroth's Origins – Sephiroth made his debut in FINAL FANTASY VII, released in 1997. He is a SOLDIER of the Shinra Electric Power Company, has phenomenal physical strength, and wields the long Masamune blade.
- In His Series – Sephiroth was thought of as a hero, due to being the best SOLDIER, and many young people aspired to emulate him. Following a certain incident, however, he decided to stand against Cloud as an enemy.
- Flare / Megaflare / Gigaflare (Neutral Special) – Hold down the button to charge–up to three levels–and release to launch a fireball that eventually explodes. Charging for longer will reduce the range of the attack but increases the size of the explosion.
- Flare (Neutral Special) – Press and release the button to shoot a fireball in front of you, but be careful of enemy attacks while the move charges. The projectile you launch moves slowly but has great range and power.
- Gigaflare (Neutral Special) – This version of the move has very short range, and charging it leaves you open to enemy attacks. However, the explosion is very large and the closer an enemy is to the center of the blast, the more damaging it is.
- Canceling the Charge (Neutral Special) – You can cancel the charge by jumping, shielding, or dodging. However, you will lose any charge if you do.
- Shadow Flare (Side Special) – Launch a small, quick blast of energy. If the energy hits an opponent, it will surround them until it eventually comes together and explodes.
- Multiple Shadow Flares (Side Special) – You can hit an opponent with up to five blasts from this attack. Do this with a combination of charging up the shot and hitting the opponent multiple times.
- Avoiding Shadow Flare (Side Special) – With good timing, it is possible for a fighter to avoid the damage from Shadow Flare. This is done by shielding or dodging the moment the energy comes together and explodes.
- Reduced Shadow Flare (Side Special) – The amount of energy that circles fighters will decrease when a third fighter is hit by this attack. Also, it will decrease if the attack is reflected or absorbed.
- Blade Dash (Up Special) – Choose a direction at the start of the move, then slash at high speed in that direction. This can also be useful in getting back to the stage if you've been launched.
- Octaslash (Up Special) – Hold down the button and unleash Octaslash, which triggers eight rapid sword slashes in a row. This move is very powerful but will leave you open to enemy attacks at the end.
- Scintilla (Down Special) – Create a barrier in front of you, which will transform into Scintilla. While active, the barrier will block direct attacks or projectiles that strike it.
- Scintilla Characteristics (Down Special) – Unlike other counters, the barrier of light you create will become Scintilla even if no one hits it. However, Scintilla can be absorbed or reflected by your opponents.
- Scintilla's Power (Down Special) – The barrier of light immediately becomes Scintilla if it is attacked. Scintilla is more powerful if the barrier absorbs a lot of damage, but there is a limit-if the damage is too great the barrier will break.
- Supernova (Final Smash) – Slash a wide area in front of you, hitting up to three opponents. The slash is followed up with a powerful supernova explosion that deals significant damage and sometimes inflict status effects.
- Effects of Supernova (Final Smash) – Foes hit by Supernova may be affected by one of the following status effects: dizzy, sleep, reversed controls, slow, or a flower bloom. Anyone hit while off stage won't be dizzy, asleep, or have reversed controls.
- Winged Form – When you are at a disadvantage, such as having more damage than your opponent, a wing can grow from your back. If this happens, your power and movement speed will increase and you can jump twice in midair.
- Winged Form Conditions – The greater the disadvantage you're at, such as in damage, score, or stock, the easier it will be for the wing to grow. Likewise, it will be more difficult to grow the wing when you're at an advantage.
- Characteristics of Slashing/Stabbing – The middle part of the blade is the strongest when it comes to slashing attacks. For stabbing attacks, the tip of the blade is the strongest. This is especially true at the moment you stick the blade out.
- Side Tilt Attack – Swing your blade in a far-reaching attack. You can choose for the move to swing upward or downward by inputting up or down at the start of the attack.
- Up Tilt Attack – Stab upward with the tip of the blade. This move has long range, but it is difficult to hit enemies who aren't directly above you. However, the upward stab can catch opponents in front of you.
- Down Smash Attack – Stick the blade out diagonally and downward. If it strikes the ground and a cloud of dust rises, you'll deal increased damage. The dust cloud will also weaken enemy shields, making it strong against defensive foes.
- Forward Air Attack – Stab forward with the sword. Use this attack to keep your opponents at bay for a while.
- Forward Air Attack and Walls – If this attack stabs into a wall, you can hang out there for a little while. It's also possible to jump in this situation.
- Down Air Attack – Stab the blade downward, and unleash Hell's Gate. This move has a meteor effect at the beginning of the attack.
Pyra/Mythra[edit]
- Pyra/Mythra's Origins – Pyra and Mythra made their debut in Xenoblade Chronicles 2, released in 2017. They are known as Blades, living weapons, and are specifically of a type called Aegis.
- Pyra/Mythra: In Their Series – Pyra and Mythra are the same Blade, but they have their own identities, each with a different look and personality. Mythra is the original persona, but for her own reasons, she sealed herself up and created Pyra.
- Pyra/Mythra: Rex – Rex is the protagonist of Xenoblade Chronicles 2. He is a Driver who forged a bond with Pyra and Mythra. In this title he appears in Mythra and Pyra's Final Smash and joins them on the victory screen.
- Pyra/Mythra: Their Own Traits – Pyra has more power between the two. Her side smash has especially high launch power. Mythra is much faster, though, and if you time your dodges well, you can execute effective counterattacks against your foes.
- Pyra/Mythra: Swap to Pyra / Swap to Mythra (Down Special) – You can swap between Pyra or Mythra at any time during the battle. You'll be briefly invincible as you swap, but afterward you'll be vulnerable to enemy attacks.
- Pyra: Flame Nova (Neutral Special) – Cause the sword to revolve around you, launching nearby opponents. Charge up the attack by holding down the button, increasing the power of the sword and how many times it swings. The charge can't be stored.
- Pyra: Flame Nova and Moving (Neutral Special) – While the sword is revolving, tilt the stick left or right to move slightly forward or backward without canceling the sword's movement.
- Pyra: Blazing End (Side Special) – Throw the sword forward, slashing in that direction. The sword will spin briefly at its destination and then return to you. You're able to freely move when this happens, but you can't attack until the sword returns.
- Pyra: Blazing End and Flicking the Stick (Side Special) – Flick the control stick to extend the distance the sword flies. This will increase the time it takes for the sword to return to you, so be careful not to be without your sword when you need it most.
- Pyra: Beginning of Blazing End (Side Special) – The initial attack will swing right in front of you in an upward motion. If it hits an opponent, it will launch them and make it easy for the sword to hit them. Flick the stick to increase the damage and launch power!
- Pyra: Blazing End near a Wall (Side Special) – If you use this move too close to a wall, the sword will hit the wall and return to you without spinning.
- Pyra: Prominence Revolt (Up Special) – Leap high into the air and stab downward as you fall. You'll have a meteor effect while falling, and when you land you'll create a large pillar of fire in front of you.
- Pyra: Moving during Prominence Revolt (Up Special) – Tilt the stick left or right during the jump to move a bit forward or backward.
- Pyra: Burning Sword (Final Smash) – Rex can hit multiple opponents with a huge pillar of fire, launching them away. This Final Smash deals less damage than Mythra's, but it has higher launch power and can more easily KO opponents.
- Pyra: Flare Smash (Side Smash) – Pyra's side smash deals serious damage and has high launch power. The power of this attack is unique to Pyra, so go on the offense and try to land an early KO with this attack!
- Mythra: Lightning Buster (Neutral Special) – Attack first with a diagonal blow, then follow up with three wide-range slashes. Charge up the attack to slash four times as well as to increase the range and power. However, this charge cannot be stored.
- Mythra: Invincibility during Lightning Buster (Neutral Special) – You'll be invincible during the initial diagonal slash of this move. If you time it right, you can counterattack unopposed.
- Mythra: Turning during Lightning Buster (Neutral Special) – If you tilt the stick behind you before unleashing the first swing, you can turn and attack in that direction. Just watch out for anyone trying to hit you when your back is turned!
- Mythra: Lightning Buster and Enemies behind You (Neutral Special) – If there is an opponent behind you when you perform the first slash, the follow-up spinning slashes are able to hit them and launch them forward.
- Mythra: Photon Edge (Side Special) – Charge forward and jump around, quickly slashing five times. You can strike in a very wide range with this attack, but you're still vulnerable to enemy projectiles, so be careful.
- Mythra: Photon Edge and Stage Edges (Side Special) – The forward charge of this move is useful if you're trying to return to the stage. However, if you use it while standing on an edge, you can accidently hurl yourself off the stage. Whoops!
- Mythra: Ray of Punishment (Up Special) – Slash upward and jump into the air. After the jump, fire a shot of light diagonally downward. If this shot hits an opponent or the ground, it will explode.
- Mythra: Chroma Dust (Up Special) – If you press the special-move button after the jump but before the single shot, you'll fire a scatter shot. It has a wide range and launches foes sideways—perfect for defending the sides of the stage.
- Mythra: Chroma Dust in the Original Game (Up Special) – Originally in Xenoblade Chronicles 2: Torna - The Golden Country, this move was a powerful special ability you could use in a pinch.
- Mythra: Sacred Arrow(Final Smash) – Rain down arrows from above at the opponent Rex strikes. This Final Smash has less launch power than Pyra's, but it deals high continuous damage in a wide area.
- Mythra: Foresight – If an opponent lands an attack right before you dodge, you'll take less damage and apply a slowing effect on them. Use your faster movement to launch a counterattack!
- Pyra/Mythra: Neutral Attack – The third strike of the neutral attack will differ between Pyra and Mythra. Pyra will have greater launch power, while Mythra will launch opponents upward instead, setting them up for follow-up attacks.
- Pyra/Mythra: Up Smash Attack – Hit an opponent in front of you to launch them upward. The attack hits in a wide area above but leaves you vulnerable otherwise. Pyra can launch foes with one hit, while Mythra needs a few to send them flying.
- Pyra/Mythra: Down Smash Attack – Strike both forward and backward with your sword and your leg. The sword blow will deal more damage than the kick. This attack covers a wide area in the front and back but leaves you vulnerable above.
- Pyra/Mythra: Neutral Air Attack – Pyra will launch opponents with impressive force, while Mythra will continuously attack and make it easy to follow up. Both attacks hit a wide area but will leave you vulnerable upon landing.
- Pyra/Mythra: Down Air Attack – When Pyra strikes opponents below her, she'll cause a meteor effect. Mythra won't trigger a meteor effect, but she is also less vulnerable when using this move.
Kazuya[edit]
- Kazuya's Origin – Kazuya made his debut in the 1994 arcade game Tekken. This was a fighting game that used 3D polygons, which was a rare thing back then. The game was known for its unique characters.
- In His Series – Kazuya is one of the main characters in the Tekken series. He's fought against his own son, Jin Kazama, and his own father, Heihachi Mishima. Thanks to the Devil Gene, he is able to transform into a devil.
- Devil Blaster (Neutral Special) – When on the ground, unleash a powerful beam ahead of you. In the air, the beam will angle downward. This attack has long range and can hit up to three fighters, but it loses power with each hit.
- Aiming the Devil Blaster (Neutral Special): You can angle the beam up or down by inputting up or down with the control stick right before the attack starts. Shots angled downward may hit shorter opponents, but the power will be reduced.
- Devil Fist (Side Special) – The leading fist of this attack will pass through the opponent it hits. If they're hit at the start of the attack, they'll be rendered immobile and be wide open for a follow-up attack!
- Devil Fist in the Air (Side Special) – The charge of this attack travels a shorter distance in the air than it does on the ground. You'll stop at edges when on the ground, though, but not if you're airborne. Be careful not to throw yourself off the stage!
- Devil Fist Invincibility and Vulnerability (Side Special) – When used on the ground, you'll have a brief moment of invincibility at the start of the move. You'll be vulnerable afterward though, so use this move when a hit is a sure thing!
- Devil Wings (Up Special) – You can shift a little to the left or right by pressing left or right on the control stick as you rise. Also, you can attack opponents with the claws on the wings!
- After Using Devil Wings (Up Special) - After a little time passes, you can use most other moves after using this one. The only exception is the side special - you'll have to land before you can use that.
- Heaven's Door (Down Special) - Deal serious damage to your opponent by grabbing them and then slamming them to the ground. You can ignore shields, but if you miss, you'll be wide open!
- Heaven's Door's Super Armor (Down Special) - This move will give you super armor right at the start. You can try and surprise an attacking opponent by starting this move at the same time, but wath out - the move triggers slowly.
- Accumulated Damage and Heaven's Door (Down Special) - When you're in the air after grabbing someone with this move, you can shift them left or right. The more damage they've taken, the more you'll be able to shift around!
- Enemies Near Heaven's Door (Down Special) - If there are opponents near where you slam someone down, you can also launch them with the impact.
- Final Blaster (Final Smash) - Unleash a far-reaching beam from your forehead. If that beam hits a foe, more beams from your wings and chest will fire together. Thes beams will cover a wide range in front of you, possibly hitting more opponents.
- Rage - If your damage is at 100% or more, or if you've got 1/4 or less of your stamina remaining in Stamina mode, you will Rage, increasing your power.
- The Signs of Rage - While affected by Rage, a red aura will surround you. Additionally the fighter name near the accumulated damage number will flash red.
- Rage Drive - While in a Rage and on the ground, press → ↓ ↘ + either hold down the attack or special-move buttons, perform a down special, or grab, and you'll unleash this move. Use command input for the strongest version.
- Features of Rage Drive - This move is very powerful and has few downsides. In fact, you can disregard an opponent's shield! However, if you miss, you'll quickly drop out of Rage. Use it well!
- Ending Rage - Your Rage will end when you hit an opponent with Rage Drive. Rage may also end if you miss with Rage Drive or take damage too many times. Once it ends, you'll have to get KO'd and come back to Rage again.
- Glorious Demon God Fist (Side Smash Attack) - A solid hit from this move can be the single most damaging ability Kazuya has. It leaves you exposed, but it can send foes flying far to the side. It's perfect for multiple-foe battles!
- Lion Slayer (Down Smash Attack) - The hand thrown downward will have a meteor effect. If it hits someone on the ground, it'll bounce them upward, making it easy to continue a combo.
- Features of His Smash Attacks - All of Kazuya's smash attacks have super armor at the beginning of the move. His side and down smash attacks are great at weakening on opponent's shields, too.
- Command-Input Moves - While on the ground, combine directional inputs and the attack button, for example ↓ + attack button or → → + attack button, In order to use command-input moves. These moves are stronger than the normal ones.
- 10 Hit Combo (Command-Input Move) - Repeatedly press the attack button quickly, or hold it down, to pull off a combo of up to 10 hits. The last attack will ignore an opponent's shield.
- Flash Punch Combo (Command-Input Move) - After using two neutral attacks, wait just a moment before the third neutral attack in order to pull off this move. The attack power for this move is high and useful in dealing some quick damage.
- Left Splits Kick (Command-Input Move) - When facing right, you can quickly input → → + attack button to use this move. It has great power and won't leave you vulnerable to attacks. It can also reflect projectiles!
- Twin Pistons (Command-Input Move) - Unleash an uppercut with ↑ + attack button, and then press the attack button again to use Twin Pistons. Your upper half will be invincible during the move, so it's a powerful counter for attacks from the air.
- Using Twin Pistons (Command-Input Move) - If you stop at the first move, you will launch opponents upward, making them easier to hit with a follow-up attack. If you continue into the second move, you can launch opponents even higher.
- Roundhouse to Triple Spin Kicks (Command-Input Move) - Input ↗ + attack button four times wile facing right to use the move. If the first attack hits, you'll keep hitting for serious damage. You'll hop slightly at the star, avoiding low attacks and going for a counter.
- Oni Front Kick (Command-Input Move) - Use → + attack button for this move. Since this move launches foes sideways, try to use it near the edge. It's an easy KO against foes that have trouble getting back to the stage.
- Tsunami Kick (Command-Input Move) - While facing right, lift an opponent off the ground with ↘ + attack button, then launch the upward by pressing the attack button again. The first attack sets up a combo, the second weakens shields.
- Nejiri Uraken (Command-Input Move) - You can use the move with ↓ + attack button. Toward the end of the move, you will be invincible while using the Uraken. If you press the shield button before using the Uraken, you can cancel the move.
- Stature Smash (Command-Input Move) - When facing right, this move is triggered by pressing ↙ + attack button. The reach is short, but the move leaves you less vulnerable. If it hits, you'll have a perfect opportunity for a follow-up attack.
- Flash Tornado (Command-Input Move) - When facing right this move is triggered by pressing ← + attack button while at a distance from the opponents. It's hard for opponents to grab you while jumping, so this move is great against opponents planning to intercept you.
- Jump Side Kick (Command-Input Move) - You can use this move by pressing ↖ + attack button while at a distance from the opponents. It's hard for opponents to grab you while jumping, so this move is great against opponents planning to intercept you.
- Jump Side Kick Invincibility (Command-Input Move) - The lower half of your body is invincible at the start of this move. The leg that extends to kick will briefly be invincible, making this a great attack against opponents when attacking from above.
- Tombstone Crusher (Command-Input Move) - When facing right, this move is triggered by crouching and pressing ↘ + attack button. You'll be invincible for a while, and the attack launches foes in a low direction, so try and intercept airborne opponents.
- Crouch Jab (Command-Input Move) - When facing right, this move is triggered by crouching and pressing ↓ + attack button. It's a quick move and is easy to follow with Oni Front Kick, Wind God Fist, or Spinning Demon to Left Hook.
- Crouch Spin Kick (Command-Input Move) - When facing right, this move is triggered by crouching and pressing ↙ + attack button. You will attack from a low position, making it easier to dodge opponents that are aiming high.
- Demon God Fist (Command-Input Move) - You can use this move while moving from a crouch to standing by pressing the attack button. A hit will stun the opponent, but after the attack, You'll be left vulnerable. Don't miss!
- Gates of Hell (Command-Input Move) - When facing right, this move is triggered by pressing ↘ ↓ ↘ + grab. The reach of this attack is quite long. It's a tricky input, but pulling it off will launch an opponent way off to the side - perfect for KOs.
- Crouch Dash (Command-Input Move) - When facing right, this special dash is triggered by pressing → ↓ ↘. You're invincible right when you start moving, and your upper half is invincible until you stand. Use it to avoid attacks and quickly get in close.
- Movement after Crouch Dash (Command-Input Move) - Use Crouch Dash and then Spinning Demon to Left Hook or Wind God Fist to keep opponents at bay. If the opponent likes to shield, use Heaven's Door or Gates of Hell to grab them.
- Wind God Fist (Command-Input Move) - When facing right, this move is triggered by pressing → ↓ ↘ + attack button. You can quickly get into range with Crouch Dash. It's very powerful and makes it easy to follow up and combo after the hit.
- Electric Wind God Fist (Command-Input Move) - Unlike the Wind God Fist, the Electric Wind God Fist will push away opponents that shield, giving you some distance.
- Dragon Uppercut (Command-Input Move) - When facing right, this move is triggered by pressing → ↓ ↘ + holding the attack button. Your whole body is invincible at the start, and your upper half will be invincible while you uppercut. This is a slow, powerful move.
- Spinning Demon to Left Hook (Command-Input Move) - When facing right, this move is triggered by pressing → ↓ ↘ + special-move button. when you start moving, you'll briefly be invincible. Use this to launch opponents, especially if you're saving your Rage Drive.
- Leaping Sidekick - You can trigger this move by pressing the attack button while dashing. You can move forward while avoiding low attacks, but you back is completely exposed.
- Face Off 1-on-1 - In 1-on-1 fights, you will automatically face toward your opponent. Keep that in mind when you're looking to use command-input moves!
- Tough Body - While you have low damage, the weak attacks of opponents will not cause you to flinch. This makes it much easier to unleash combos.
- Moves Good for Follow-Up Attacks - Follow up on vulnerable opponents using moves like Stature Smash (↙ + attack button), Lion Slayer (down smash attack), or Roundhouse to Triple Spin Kicks (↗ + attack button four times).
Sora[edit]
- Sora's Origins – Sora made his debut in KINGDOM HEARTS, released in 2002. After his homeland was consumed by darkness, Sora set off on an adventure to find Riku and Kairi, his childhood friends.
- In His Series – An energetic boy from Destiny Islands. He was chosen by the Keyblade and travels through many worlds, going on adventures related to the heart.
- Move Features – The Keyblade swings slowly, but the attacks can deal damage over a longer stretch of time, so it's easy to outhit others. However, you are very vulnerable before and after attacks as a result.
- Magic (Neutral Special) – Each time you use your neutral special, it will cycle between three types: Firagra, Thundaga, and Blizzaga. Firaga can be shot multiple times, Thundaga has high damage power, and Blizzaga can freeze opponents.
- Firaga (Neutral Special) – Press the button repeatedly to fire multiple shots. Thanks to its long range, this move is the best of the magic attacks for keeping your opponents at a distance.
- Thundaga (Neutral Special) – Call down lightning in a wide range in front of you, sending anyone who gets hit flying upward. This move leaves you vulnerable before and after you use it, but hitting three times will deal some serious damage.
- Thundaga in the Air (Neutral Special) – Use this move while you're in the air and lightning will come down closer together and from higher up. This does change the range of the move, though, so keep that in mind.
- Blizzaga (Neutral Special) – These chilly shots will scatter and fly through the air. Opponents who are hit several times will freeze, and those who have taken a lot of damage will freeze for longer. Get close to make it really easy to hit!
- Sonic Blade Additional Inputs (Side Special) – Tilt the control stick while charging forward to charge in that direction. You can affect the direction you charge up to two times.
- Charge Opponents With Sonic Blade (Side Special) – If you press the special-move button when opponents are nearby, you will automatically charge toward the nearest foe. The attack is slightly stronger when charging using this method instead of the control stick.
- Sonic Blade Charge Speed (Side Special) – Each time you charge, you'll lose a bit of speed. You'll also lose speed if you hit an opponent or they shield against your attack, so don't go charging into danger without a plan.
- Sonic Blade and Edges (Side Special) – If you are offstage and use the special-move button to perform your last charge, you'll head toward the edge to try and recover.
- Shifting During Aerial Sweep (Up Special) – As you rise up, you can shift left or right by inputting left or right on the control stick. Also, you can use Sonic Blade at the end of the move to evade foes or recover.
- Counterattack (Down Special) – Deflect an opponent's direct attack and briefly stagger them, as well as negate the damage of projectiles! The stronger an attack, the more powerful the counter!
- Countering Behind You (Down Special) – You can counter attacks that come from behind, but the area that will trigger the move is smaller, so it's harder to do than against attacks from the front.
- Sealing the Keyhole (Final Smash) – A Keyhole will appear in front and damage up to three nearby opponents. Any opponent with more than 100% damage will be instantly KO'd at the end of the move.
- Caught in Sealing the Keyhole (Final Smash) – The first beam you unleash will launch opponents toward the Keyhole. There's no limit to how many foes can be hit by this beam, but only the first three will get caught up in the attack that follows.
- Combo Attacks – Some of Sora's attacks can lead into combos of up to three hits. The neutral attack, side tilt attack, neutral air attack, and forward air attack can all be combos by holding down or repeatedly pressing the button.
- Side Tilt Attack's Combo – On its own, the side tilt attack will have increased launch power. When used as part of a combo, it can do increased damage. Judge how best to use it in different situations.
- Neutral Attack Combo and Tilt Attack Combo – Starting a combo with the neutral attack won't deal much damage, but it is quick. Starting with a side tilt attack will deal more damage, but it takes longer.
- Combos after a Down Tilt Attack – If you hit an enemy with the down tilt attack, they'll be launched slightly upward. This sets them up nicely for an up special move, or you could use and up tilt attack to start a combo.
- Combos in the Air – Combos with the neutral air attack are easier to do without any left or right input. Combos with the forward air attack are easier to land by continuously tilting the control stick toward the opponent.
- Using Combos in the Air – It's easier to land the first hit of an airborne combo using the neutral attack, but it combos from forward air attacks are a great way to lock down an opponent on the left or right.
- Dash Attack – This dash attack has a lot of reach and stays out for quite a while. Use it to close the distance with an opponent and bring the fight to them!
- Up Smash Attack – This up smash attack has great launch power, making it easy to KO foes upward. The start of the move also hits in front, so opponents there might just get caught in the attack too!
- Down Smash Attack – You have a brief period of intangibility at the start of this move. It's particularly strong against opponents who are using ledge attacks, or against opponents who are shielding.
- Down Air Attack – Attack in all directions as you fall directly downward, but be careful using this when you're offstage; you might be able to save yourself with an up special or side special, but it'll be tough!
- Final Blow in Stamina Battles – If you reduce the last opponent's health to zero in a Stamina Battle, something special will happen, similar to what happened in the original game!
Mii Brawler[edit]
- Shot Put (Neutral Special) – Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.
- Flashing Mach Punch (Neutral Special) – Unleash a super-fast flurry of punches. If the rush of punches hits an opponent, you become invincible and unleash a powerful uppercut.
- Exploding Side Kick (Neutral Special) – Input the opposite direction right after pressing the button to turn around and deliver this kick the other way! It'll also deal more damage.
- Onslaught (Side Special) – The more damage you've taken, the harder your final kick will hit. Once used, it will take some time for this ability to be at full strength again.
- Burning Dropkick (Side Special) – This move combines a big forward leap with a drop kick. Also, it's on fire. If you hit an opponent, you'll gain some air from the recoil.
- Suplex (Side Special) – Dash forward and grab the opponent, and then throw them backward. If you grab the opponent in the air, you'll dive downward. If you dive off the stage, you'll be KO'd before the fighter you grabbed is KO'd.
- Soaring Axe Kick (Up Special) – Rise with a somersault kick. Hit the button right before the peak and you'll perform a falling heel kick. The heel kick has a powerful meteor effect, but it can carry you down to your doom if you aren't careful.
- Soaring Axe Kick Recovery (Up Special) – When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge.
- Helicopter Kick (Up Special) – When performing this move, pressing left or right will let you change the direction of the kick.
- Thrust Uppercut (Up Special) – This powerful upward punch will drag in your opponents as you rise. You can also move a little to the right or left while attacking.
- Head-On Assault (Down Special) – When used in the air, this move becomes a descending headbutt. You can even grab an edge during your rapid descent, but if there's no edge or ground beneath you…
- Feint Jump (Down Special) – Invincible at the start, then becomes a rising backflip. Avoid attacks with it, then descend quickly with another button press. You'll kick at anyone nearby when you land.
- Counter Throw (Down Special) – Grab and throw the opponent if they attack you. You cannot counter projectiles or attacks aimed at your feet.
- Omega Blitz (Final Smash) – Kick opponents into the sky and follow up with a rush of strikes. At the end, deal a powerful downward strike that sends opponents hurtling toward the ground.
- Cartwheel Kick (Up Smash Attack) – An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above.
- Mii Fighters' Origins – Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games.
Mii Swordfighter[edit]
- Gale Strike (Neutral Special) – With Gale Strike, a wide swing of the sword creates a tornado that moves forward. Opponents hit by the tornado are thrown straight up into the air.
- Gale Strike's Traits (Neutral Special) – The tornado will become weaker as time passes, but you can follow this slow-moving projectile and attack along with it!
- Gale Strike's Path (Neutral Special) – A large swing of the sword that summons a tall, damaging tornado. The tornado's path sinks slightly just after it appears.
- Shuriken of Light (Neutral Special) – The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch.
- Blurring Blade (Neutral Special) – A flurry of sword stabs right in front of you, followed by a slash forward. Good for keeping your opponents at a safe distance!
- Charging Blurring Blade (Neutral Special) – Mii Swordfighter attacks with a flurry of fire stabs, then launches the opponent diagonally upward. Hold the button longer to charge the attack. The longer the charge, the greater the attack power.
- Airborne Assault (Side Special) – The Mii performs a somersault leap forward. If it strikes foes, they will be blasted back and the user will jump upward.
- Gale Stab (Side Special) – The more this move is charged, the faster you'll move and more power you'll have. After using it in midair, you'll descend helplessly down.
- Chakram (Side Special) – 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 or down.
- Chakram's Traits (Side Special) – You can raise the speed and power of the chakram by flicking the stick as you press the button. You can adjust the angle of the attack with up or down right before it's thrown.
- Stone Scabbard (Up Special) – A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect.
- Piercing Stone Scabbard (Up Special) – At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform.
- Skyward Slash Dash (Up Special) – Slash repeatedly while dashing in the direction you've pressed. Use it in the air to ambush opponents waiting below!
- Hero's Spin (Up Special) – 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.
- Blade Counter (Down Special) – This move counters an enemy attack. Succeeding with this move lets you move around quickly—perfect for launching a follow-up attack!
- Blade Counter Technique (Down Special) – You can use this move in midair to slow your fall. This can be useful for throwing off the timing of a foe waiting below you to attack.
- Reversal Slash (Down Special) – 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.
- Power Thrust (Down Special) – This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful.
- Final Edge (Final Smash) – Quickly swing the sword and unleash fan-shaped shockwaves. It cuts through the stage and has a long range.
- Mii Fighters' Origins – Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games.
Mii Gunner[edit]
- Charge Blast (Neutral Special) – This move is super powerful when fully charged. You can also charge it in midair. Jumping or shielding will cancel the charge.
- Laser Blaze (Neutral Special) – This move fires a beam from your arm cannon. It will cause the enemy to flinch slightly, and can be fired repeatedly.
- Grenade Launch (Neutral Special) – These grenades fly in an arc—perfect for foes returning to the stage. It's a predictable arc, though, so you'll have to be clever to surprise them.
- Flame Pillar (Side Special) – Once it hits the ground, it will erupt in a pillar of fire. It lasts a while, making it useful for blocking projectiles or serving as a shield.
- Stealth Burst (Side Special) – Hold the button down to get more distance, and release to detonate. Any enemies caught in the blast will be sent flying.
- Gunner Missile (Side Special) – 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 will fly straight.
- Lunar Launch (Up Special) – The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well!
- Cannon Jump Kick (Up Special) – Use your cannon to launch yourself upward. If the blast hits an opponent in the air, it will have a meteor effect. The move doesn't provide a lot of vertical movement, so don't hesitate before using it.
- Arm Rocket (Up Special) – This move fires a rocket jet from your arm cannon, carrying you upward. It doesn't deal damage, but you can adjust the direction while ascending.
- Echo Reflector (Down Special) – This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before too!
- Bomb Drop (Down Special) – The bomb can be detonated by pressing down and the special-move button again. Opponents can hit them back, so be careful!
- Absorbing Vortex (Down Special) – A barrier that absorbs energy-based projectiles. When you deactivate the barrier, you will deal damage for a brief second.
- Full Blast (Final Smash) – Shoot out a long-range laser that can be aimed up or down. It pushes opponents slowly, so use it on the edge of the stage for maximum effect.
- Mii Fighters' Origins – Mii characters first appeared in 2006, with the debut of the Wii console and the Mii Channel. They can be used in a variety of games.
Trivia[edit]
- Some tips seem to ignore or avoid naming games that would apply. All of these games were only licensed by Nintendo of America with little supervision and none were released in Japan:
- Mario actually first said "Mamma mia" in Mario's Game Gallery/Mario's FUNdamentals.
- Luigi's "First Starring Role" tip seems to be specifically worded as to not mention Mario is Missing!, referring to Luigi's Mansion as his "first big break as the main protagonist".
- Link's "Who Is The Hero?" tip similarly ignores Link: The Faces of Evil, with the "trickier to remember" game being Link's Crossbow Training.
- While correct for the previous game, the tip stating that Dancing Blade's up variation is great for netting KOs is not true at all, as its knockback has been significantly nerfed to the point where it cannot even KO at 300% when tipped.
- Similarly, the tip stating that Charizard's wings "won't take damage" while performing its Wing Thrust up-tilt, while true for the previous game, isn't accurate, as the hurtboxes on Charizard's wings have been extended upward during the move without gaining intangibility or invincibility, therefore actually making them easier to hit.
- Hero's tip regarding Heal used to incorrectly claim that scoring a KO can replenish Heal uses. In truth, Hero only regains Heal when he gets KO'd himself. This was likely a mistranslation, as this tip was later fixed in an update.
- Lucina is the only character to not have tips about any of their special moves, barring her Final Smash.
- Lucina also has the least amount of character tips, with a total of 5.
- Barring all Echo Fighters sans Lucina and Ken, the only characters that don't have tips with named non-special moves (neutral attacks, tilt attacks, smash attacks, aerials, grabs, and throws) are Bowser, Pichu, Young Link, Squirtle, Lucario, Wolf, Rosalina & Luma, Greninja, Ridley, Isabelle, Incineroar, Mii Swordfighter, Mii Gunner, Joker, Hero, Terry, Byleth, Sephiroth, and Mythra.
- Though a semi-clone, Isabelle has moves that function identically to her base counterpart (Villager).
- Despite most DLC characters having few to none named non-special moves in the tips, Sephiroth's down air mentions its name in the description rather than the tip's title, while Banjo & Kazooie, Terry, Min Min, and Steve have most of their non-special attacks named in their Mr. Sakurai Presents videos.
- Dr. Mario is currently the only character to have the name of a move changed between patches, with his down aerial originally named Bone Drill changed to CLEAR! in patch 2.0.0.
- Dr. Mario is the only clone with a move that has a similar moveset but a different name from their counterpart (Mario and Luigi's up smashes are called Lead Headbutt, while Dr. Mario's is called Ear, Nose, and Throat).
- Mario, Link, Peach, Sheik, Lucina, Ganondorf, Dark Pit, Zero Suit Samus, Wario, Lucario, Toon Link, and Palutena are the only characters who don't have tips for all of their special moves.
- Luigi's attire in Mario Bros. is stated as a white shirt and cap, but this is actually how he appeared in the NES version. In the arcade version, he wore a brown shirt and his cap and overalls were green.
- Prior to the 4.0.0 update, Bowser Jr. and Olimar’s tips regarding the Koopalings and Alph would use Bowser Jr. and Olimar’s pictures instead.
- Oddly, the picture for Alph used his green costume. This would later be patched out.
- Despite using orthodox inputs, Kazuya's neutral attacks, forward tilt, up tilt, down tilt, and dash attack are all simply referred to as command-input moves, likely due to overlap with unorthodox inputs.