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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. While 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]], the player will find that it becomes a challenge to merely make it through the match alive. These are arguably two of the more difficult Multi-Man Melees and Brawls, though simple strategies such as [[spamming]] a certain move or evading the opponents altogether may suffice. | | {{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]]). |
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| 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 [[Knock-out|knocked out]]. If it is not cleared, a record is made of the length of time which the character lasted. In a 15-Minute Brawl, the only record that is displayed is KOs, regardless of whether the player finished the match. | | 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. |
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| 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. | | 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. |
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| ==Strategies==
| | This mode was replaced by [[Rival Smash]] in ''[[Super Smash Bros. 4]]''. |
| Most of the simpler strategies for the 15-Minute Melee and 15-Minute Brawl involve spamming a certain move of the character. It is also recommended to ignore any kind of [[item]], especially those which are explosive. As the match gets closer to the end, the game will start to drop explosive items closer to the player. This technique can punish move spammers quite quickly if they aren't careful.
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| ===''[[Melee]]''=== | | ==Rewards== |
| ====[[Donkey Kong]]====
| | ===In ''[[Super Smash Bros. Melee]]''=== |
| 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.
| | *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]]. |
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| ====[[Dr. Mario]]==== | | ===In ''[[Super Smash Bros. Brawl]]''=== |
| Playing as [[Dr. Mario (SSBM)|Dr. Mario]], spam his Down Special Move, the [[Dr. Tornado]], back and forth along the stage.
| | *Clearing 15-Minute Brawl gives the player the [[Fighting Alloy Team|Green Alloy]] trophy. |
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| ====[[Falco]]====
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| Playing as [[Falco Lombardi (SSBM)|Falco]], spam his [[Side Special Move]], the [[Falco Phantasm]], back and forth along the stage.
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| 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.
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| ====[[Fox]]====
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| Playing as [[Fox McCloud (SSBM)|Fox]], spam his Side Special Move, the [[Fox Illusion]], back and forth along the stage.
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| ====[[Kirby]]====
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| 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.
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| ====[[Luigi]]====
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| Playing as [[Luigi (SSBM)|Luigi]], spam his Down Special Move, the [[Luigi Cyclone]], back and forth along the stage.
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| ====[[Mario]]====
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| Playing as [[Mario (SSBM)|Mario]], spam his Down Special Move, the [[Mario Tornado]], back and forth along the stage.
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| ====[[Mewtwo]]====
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| 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.
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| ====[[Young Link]]==== | | ==Gallery== |
| Playing as [[Young Link (SSBM)|Young Link]], stay close to the middle of the stage and spam his Up Special Move, his Spin Attack. Any Fighting Wire Frames in the radius of this move gets KO'd. Make sure to only use this move if any Wire Frames come close, otherwise they might be able to attack you. Definitely watch out for explosives.
| | <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> |
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| ====[[Ice Climbers]]====
| | [[Category:Co-op modes]] |
| Do the [[Ice Climber]] [[freeze glitch]] to freeze all the wireframes,then simply wait around until the time is up.(It helps to literally freeze them to prevent accidental release).Be careful though. Sometimes, while attacking the helpless wire frames, a bob-omb will suddenly appear and kill you.
| | [[Category:Multi-Man modes]] |
| | | [[Category:Single-player modes]] |
| ====[[Screw Attack (item)|Screw Attack]]====
| | [[Category:Modes (SSBM)]] |
| 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.
| | [[Category:Modes (SSBB)]] |
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| ====[[Sheik (SSBM)]]====
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| Go to one edge of the stage and use the Standard B move to throw one needle at a time. Each needle deals massive knockback
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| to the wire frames. It helps to have a beam sword to deal with Wire Frames on the platforms above you(Sheik's smash beam sword attacks to the top and side).
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| ===''[[Brawl]]''===
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| ====[[Lucario]]====
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| 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. [http://www.youtube.com/watch?v=NmPOwZ971rk]
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| ====[[Pikachu]]====
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| Stand in the center of one of the side platforms (left works better) and spam Pikachu's [[Thunder]] ability.
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| ====[[Jigglypuff]]====
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| Fly around the stage and use [[Pound]]. Its good jumping ability is also useful for stalling by not attacking the Alloys or remaining inside their attack range. You could also alternate between grabbing ledges. Hang on to one edge, jump off, and float underneath to the other ledge and grab on to that. Keep repeating this step until the 15 minutes are up.
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| ====[[Luigi]]====
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| 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.
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| ====[[Ike]]====
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| 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
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| ====[[Yoshi]]====
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| Keep fighting until there is only one alloy left, and the alloys stop appearing. (There's a certain time when new alloys will only appear when you've defeated all of the alloys you have currently.) Then stand to the platform on the left (or right) and stay there. If the alloy comes to attack, simply double jump to get to the platform on the opposite. (This is when Yoshi's high double jump comes in handy) DO NOT attack the alloy, as doing that may result in KOing it and new ones appearing again. If explosive items appear (e.g. [[Smart Bomb|Smart Bombs]], [[Blast Box|Blast Boxes]] etc.), throw them away. Don't let the alloy accidentally detonate it. This may not be as easy as the other ones listed here, but it's very effective.
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| ====[[King Dedede]]====
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| Stand on the very edge of the lowest level, and transition into your continuous AAA Hammer spin by holding down A indefinitely. The advancing Alloys will simply bounce away when in contact with the Hammer, even KO at large percentages. This won't get many kills, but since you've got 15 minutes, it does help to clear this for the first time. Beware, as Alloys will attack from a distance, hitting the Hammer and interrupting the Hammer Spin. If they come to close, just Down Smash, Hammer Sweep, them away. Never use the Forward Smash, but you can use the Up Smash if you fear an Alloy descending through the platform above you and attacking; the Hammer reaches above the platform
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| ==Rewards==
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| ===In ''[[Super Smash Bros. Melee]]''===
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| Clearing 15-Minute Melee will result in [[unlockable stage|unlocking]] the [[Congo Jungle|Kongo Jungle]] stage, which originally appeared in ''[[Super Smash Bros.]]''.
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| ===In ''[[Super Smash Bros. Brawl]]''===
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| Clearing 15-Minute Brawl give you the Green Alloy trophy.
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| [[Category:Co-op Modes]] | |
| [[Category:Multi-Man Melees]] | |
| [[Category:Single Player Modes]] | |
| [[Category:SSBB modes]] | |
| [[Category:SSBM modes]] | |