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'''15-Minute Melee''' and '''15-Minute Brawl''' are [[Multi-Man Melee and Brawl|Multi-Man]] modes in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl|Brawl]]'', respectively. They challenge the player to defeat as many opponents as possible ([[Fighting Wire Frames]] in ''Melee'', and [[Fighting Alloy Team|Fighting Alloys]] in ''Brawl'') within 15 minutes without falling from the [[stage]] or [[Self-destruct|self-destructing]]. These are arguably two of the more difficult Multi-Man Melees and Brawls, though simple strategies such as [[spamming]] a certain move or evading the opponents altogether will suffice.
{{articleIcons|ssbm=y|ssbb=y}}
[[File:15MinuteMeleeGameplay.png|250px|thumb|Captain Falcon in 15-Minute Melee.]]
'''15-Minute Melee''' and '''15-Minute Brawl''' are [[Multi-Man Melee and Brawl|Multi-Man]] modes in ''[[Super Smash Bros. Melee]]'' and ''[[Brawl]]'' respectively. While they both challenge the player to defeat as many opponents as possible ([[Fighting Wire Frames]] in ''Melee'', and [[Fighting Alloy Team|Fighting Alloys]] in ''Brawl'') within 15 minutes without falling from the [[stage]] or [[self-destruct]]ing, the player will find that it becomes a challenge to merely make it through the match alive. These are arguably one of the more difficult Multi-Man modes, as throughout the 15 minutes, the player can accumulate a great deal of damage and eventually be easily KO'd by a middling attack or rogue item, though simple strategies such as [[spamming]] a certain move or evading the opponents altogether may suffice (most infamously [[Donkey Kong]]'s [[Hand Slap]]).


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


==Strategies==
Unlike 100-Man Melee/Brawl, in which the enemy difficulty increases after set numbers of KOs, the enemy AI in a 15-Minute Melee/Brawl will get more aggressive as time goes on, even if the player has no KOs. This serves to make it more difficult to "eat the clock" by evading enemies.
Most of the simpler strategies for the 15-Minute Melee and 15-Minute Brawl involve spamming a certain move of the character. It is also recommended to ignore any kind of [[item]], especially those which are explosive.
===''[[Melee]]''===
====[[Donkey Kong]]====
Playing as [[Donkey Kong (SSBM)|Donkey Kong]], situate him anywhere on the stage. When the Fighting Wire Frames begin approaching Donkey Kong, use his [[Down Special Move]], the [[Hand Slap]]. Any Fighting Wire Frames in the radius of this move should be knocked out instantly.


====[[Dr. Mario]]====
This mode was replaced by [[Rival Smash]] in ''[[Super Smash Bros. 4]]''.
Playing as [[Dr. Mario (SSBM)|Dr. Mario]], spam his Down Special Move, the [[Dr. Tornado]], back and forth along the stage.
 
====[[Falco]]====
Playing as [[Falco Lombardi (SSBM)|Falco]], spam his [[Side Special Move]], the [[Falco Phantasm]], back and forth along the stage.
 
An alternative method while using [[Falco Lombardi (SSBM)|Falco]] is to sit on the far right side of the stage and continually spam his blaster. On occasion a wireframe may obtain a starman. While the starman is in effect, spam his [[Side Special Move]], the [[Falco Phantasm]], back and forth until the starman wears off. Then continue to sit on the right side and spam his blaster. This will not work with Fox due to the fact that Fox's blaster does not flinch the enemy. It is possible to complete the challenge and not get hit using this method.
 
====[[Fox]]====
Playing as [[Fox McCloud (SSBM)|Fox]], spam his Side Special Move, the [[Fox Illusion]], back and forth along the stage.
 
====[[Kirby]]====
Playing as [[Kirby (SSBM)|Kirby]], situate him on the edge of a main platform, facing inwards, and use his [[Up Special Move]], the [[Final Cutter]]. If necessary, roll to the other side of the platform to avoid a [[Bob-omb]] or similar hazard.
 
====[[Luigi]]====
Playing as [[Luigi (SSBM)|Luigi]], spam his Down Special Move, the [[Luigi Cyclone]], back and forth along the stage.
 
====[[Mario]]====
Playing as [[Mario (SSBM)|Mario]], spam his Down Special Move, the [[Mario Tornado]], back and forth along the stage.
 
====[[Mewtwo]]====
Playing as [[Mewtwo (SSBM)|Mewtwo]], situate it on the edge of a main platform and use its [[Standard Special Move]], the [[Shadow Ball]].  Any Fighting Wire Frames in the radius of this move will be [[damage]]d. If Mewtwo is damaged, launch the fully-charged Shadow Ball, and return to the edge of the main platform to start over.
 
===[[Screw Attack]]===
Hold off the wire frames until you get a screw attack ball. While this would be useless against real fighters the wireframes will be KO'd on contact. If you can hold on to the item the whole time, you can easily get through 15 minutes mostly untouched.
 
===''[[Brawl]]''===
====[[Lucario]]====
This strategy requires two players. Both players must be [[Lucario (SSBB)|Lucario]]. Both players must stand beside each other using Lucario's standard special attack. When a Fighting Alloy jumps up to the players, they will be caught between the two attacks and will not be able to move.
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====[[Pikachu]]====
Stand in the center of one of the side platforms (left works better) and spam Pikachu's [[Thunder]] ability.
 
====[[Jigglypuff]]====
Fly around the stage and use [[Pound]]. Her good jumping ability is also useful for stalling by not attacking the Alloys or remaining inside their attack range.
 
====[[Luigi]]====
Spam the [[Luigi Cyclone]] back and forth across the stage. Using the Cyclone in the air should instantly kill any Alloys it touches, whereas using it on the ground will only knock them out on the final hit. Aerials, especially nair and bair, are also useful here.
 
====[[Ike]]====
Stand beneath the center of one of the side platforms (left works better) and spam [[Eruption]] repeatedly. All power levels should work at KO'ing the Alloys


==Rewards==
==Rewards==
===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
Clearing 15-Minute Melee will result in [[unlockable stage|unlocking]] the [[Congo Jungle|Kongo Jungle]] stage, which originally appeared in ''[[Super Smash Bros.]]''.
*Clearing 15-Minute Melee will [[unlockable stage|unlock]] the {{SSB|Kongo Jungle}} stage, which originally appeared in ''[[Super Smash Bros.]]''
*Clearing 15-Minute Melee also gives the player a trophy of the [[Fighting Wire Frames]].
 
===In ''[[Super Smash Bros. Brawl]]''===
===In ''[[Super Smash Bros. Brawl]]''===
Clearing 15-Minute Brawl give you the Green Alloy trophy.
*Clearing 15-Minute Brawl gives the player the [[Fighting Alloy Team|Green Alloy]] trophy.


{{stub}}
==Gallery==
<gallery>
File:15MinuteMelee.png|15 Minute Melee, as seen in the Stadium menu.
File:15MinuteBrawl.png|15 Minute Brawl, as seen in the Stadium menu.
</gallery>


[[Category:Co-op Modes]]
[[Category:Co-op modes]]
[[Category:Multi-Man Melees]]
[[Category:Multi-Man modes]]
[[Category:Single Player Modes]]
[[Category:Single-player modes]]
[[Category:SSBB modes]]
[[Category:Modes (SSBM)]]
[[Category:SSBM modes]]
[[Category:Modes (SSBB)]]

Latest revision as of 09:02, May 1, 2024

Captain Falcon in 15-Minute Melee.

15-Minute Melee and 15-Minute Brawl are Multi-Man modes in Super Smash Bros. Melee and Brawl respectively. While they both challenge the player to defeat as many opponents as possible (Fighting Wire Frames in Melee, and Fighting Alloys in Brawl) within 15 minutes without falling from the stage or self-destructing, the player will find that it becomes a challenge to merely make it through the match alive. These are arguably one of the more difficult Multi-Man modes, as throughout the 15 minutes, the player can accumulate a great deal of damage and eventually be easily KO'd by a middling attack or rogue item, though simple strategies such as spamming a certain move or evading the opponents altogether may suffice (most infamously Donkey Kong's Hand Slap).

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

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

This mode was replaced by Rival Smash in Super Smash Bros. 4.

Rewards[edit]

In Super Smash Bros. Melee[edit]

In Super Smash Bros. Brawl[edit]

  • Clearing 15-Minute Brawl gives the player the Green Alloy trophy.

Gallery[edit]