Event 50: Final Destination Match: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Line 50: Line 50:
attacks (like their clap and punch attacks), just jump off the stage once, then jump back. This
attacks (like their clap and punch attacks), just jump off the stage once, then jump back. This
may take practice, but if you want to beat it, this is a good strategy.
may take practice, but if you want to beat it, this is a good strategy.
{{Event Melee}}
[[Category:Event Matches]]

Revision as of 20:59, July 25, 2008

Event 50
Final Destination Match
Official description Master Hand's the right hand; now meet the left!
Character(s) used Anyone (1)
Opponent(s) Master Hand (300 HP)
Crazy Hand (300 HP)
Stage(s) Final Destination
Music {{{music}}}
Availability Unlockable

Event Match 50: Final Destination Match is the second to last event match that lets you choose any character. You will have 1 stock, while your foes, Master Hand and Crazy Hand, also have 1 stock and 300 HP each. The stage is Final Destination.

Strategies

All Characters

The basic "good" idea is to focus all of your attacks on one hand, and then finish off the other once the first one is defeated.

Ganondorf

Ganondorf is one of the best characters for this event match, because all his attacks are extremely powerful. The best strategy is to stand underneath the hands and use your Tornado Kick (Up Smash) Fully charged, the first kick does 30% damage, and the second kick does 23% damage (maximum). You may be able to get about 100% damage until they attack. When the hands are away from you, or when you are approaching them, U-air and F-air can knock down their damage meter. Remember to sidestep and air dodge to avoid their attacks. If you get knocked off and above the stage, use your Wizard's Foot (Down B) to regain your second jump and gain horizontal distance.

Captain Falcon

Mostly same as with Ganondorf, but the difference between these two is that Captain Falcon's Up Smash is much faster. He is also all around faster, so does a little better at avoiding their attacks. If you are approaching them/can't use Up Smash, use your U-air, F-air, and possibly D-air. Use your airdoge very often. If you are going for speed, Ganondorf is the better of the two.

Yoshi

Use your Aerial Down A on the hands. This can do more damage than the above method, but it requires a perfect hit. Otherwise, it gets slightly less damage, but still a good amount. It is also easier to jump out of the way of attacks with Yoshi.

Falco

Go for Crazy Hand first. Use up-tilt and take serious advantage of Falco's jumps and midair dodges. When Master Hand shoots the bullets at you, use your reflector, and when they do the lasers, use your gun or up-tilt.

Roy

This one is simple, yet incredibly tricky. it requires elite timing skills and a good sense of evasion. Use Counter on all their powerful attacks except the projectiles. Try not to miss a Counter, for it could be the last thing you do. Roy's Up Smash also does well on the hands. This strategy can also be used with Marth, but is best done with Roy considering his counter is stronger.

Ice Climbers

Use smash attacks while syched. Charged you can get over 30% damage per hit. Up Tilt also works well.

Jigglypuff

This strategy may require practice, but is worth it. Aerial attacks do well; such as Dair giving the hands a considerable amount of damage. Her Up Smash also works well against the hands, but must be timed and charged (not completely) for maximum effect.

Zelda/Sheik This strategy is pretty simple. First, go under Master Hand and transform into Sheik. Then just keep jumping and using her Forward+A attack or stay on the ground and use her Up+A attack. This should KO Master Hand quickly if timed perfectly. Then do it to crazy hand. To dodge their partner attacks (like their clap and punch attacks), just jump off the stage once, then jump back. This may take practice, but if you want to beat it, this is a good strategy.