List of tips (SSB4-3DS)
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This page lists all of the tips present in Super Smash Bros. for Nintendo 3DS.
Fighters
- Bowser: Bowser Bomb – Bowser will leap into the air hornsfirst. Hitting an opponent on the way up makes it much easier to clobber them again on the way down.
- Bowser: Fire Breath – Fire Breath loses power the longer it is used. Waiting a short time between bursts will allow it to recharge.
- Bowser: Tough Guy – Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch.
- Bowser: Whirling Fortress – Repeatedly pressing the button while using this in midair will give you a small boost in how high you fly.
- Bowser Jr.: Abandon Ship! – Bowser Jr. abandons his Junior Clown Car and performs a massive leap. After a short delay, the abandoned vehicle will self-destruct.
- Bowser Jr.: Clown Cannon – This move fires a cannonball from the Junior Clown Car. The longer this attack is charged, the faster and more powerful it will be.
- Bowser Jr.: Clown Kart Dash – The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
- Bowser Jr.: Mechakoopa – The Junior Clown Car spits out a Mechakoopa, which explodes on contact with an enemy. It'll explode if you just leave it alone for a while, too.
- Captain Falcon: Falcon Dive – 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.
- Captain Falcon: Falcon Punch – After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns.
- Captain Falcon: Front Air Attack – There's a violent knee jab at the start of this move. Connect with that for some serious launching power.
- Charizard: Flamethrower – 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 – This move engulfs Charizard in flames. It's extremely powerful, but it hurts Charizard too.
- Charizard: Flare Blitz – There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters, too!
- Charizard: Rock Smash – The rock shards will fly in random directions. Get close to your target to maximize damage.
- Charizard: Rock Smash – Right before smashing a rock, Charizard gets super armor, meaning it won't even flinch if it's attacked!
- Charizard: Strong Up Attack – Charizard's wings won't take damage, making this good for overpowering foes striking from overhead.
- Dark Pit: Electroshock Arm – Dark Pit charges forward and launches foes upward at a lower angle than Pit's Upperdash Arm. This move also deals electrical damage.
- Dark Pit: Silver Bow – This move fires an arrow from Dark Pit's bow, either to the side or upward. Its shots are more powerful than Pit's Palutena Bow, but they curve less.
- Diddy Kong: Banana Peel – 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.
- Diddy Kong: Banana Peel – In this move, Diddy throws a banana peel behind him. Foes who step on it fall clumsily to the ground. Have a nice trip!
- Diddy Kong: Monkey Flip – If you grab someone 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.
- Diddy Kong: Monkey Flip – While performing this move, you can press the attack button to launch a flying kick that deals considerable damage and has good launching power.
- Diddy Kong: Monkey Flip – After grabbing on to an opponent with this move, press the attack button to launch them sideways or press up to jump off their head!
- Diddy Kong: Peanut Popgun – Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits!
- Diddy Kong: Peanut Popgun – While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire.
- Diddy Kong: Rocketbarrel Boost – If someone attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own.
- Diddy Kong: Rocketbarrel Pack – You can indicate a direction while this is charging to fly in that direction. You can even steer while flying!
- Donkey Kong: Forward Throw – Donkey Kong can pick up opponents and carry them around! Try to throw them before they shake free, though.
- Donkey Kong: Hand Slap – DK's Hand Slap affects a large area around him. However, it won't hit airborne fighters.
- Donkey Kong: Headbutt – Use this move to bury your opponents if they're on the ground or meteor-smash them in midair.
- Donkey Kong: Spinning Kong – This move doesn't offer a lot of lift, but it can carry Donkey Kong a fair distance left or right.
- Duck Hunt: Clay Shooting – Press the button once to throw a clay pigeon forward, and then press again to shoot. The third shot will hit, breaking the clay and hurting foes.
- Duck Hunt: Duck Jump – The duck grabs the dog and carries him through the air. Once started, this move can't be stopped.
- Duck Hunt: Trick Shot – This move kicks an exploding can toward your enemies. Keep pressing the button to fire shots and lead it toward its target.
- Falco: Blaster – Unlike Fox's blaster, Falco's blaster can make opponents flinch. It fires faster when airborne.
- Falco: Falco Phantasm – Falco Phantasm can send an airborne enemy straight down—use it to dunk them into the abyss!
- Falco: Reflector – Falco kicks his Reflector forward, making it possible to both reflect projectiles and hit foes at the same time!
- Fox: Blaster – 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: Fox Illusion – 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.
- Fox: Reflector – This move can reflect projectiles, and it also damages nearby opponents when activated.
- Ganondorf: Flame Choke – After being grabbed by this move, it's possible to recover just before being slammed to the ground.
- Ganondorf: Strong Down Attack – A crouching kick that sends opponents flying upward. It has good reach and is one of Ganondorf's faster attacks.
- Ganondorf: Warlock Punch – After pressing the attack button, quickly turn around to make Ganondorf unleash an even more powerful attack as he turns.
- Ganondorf: Wizard's Foot – 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.
- Greninja: Hydro Pump – Aim the water jets by pressing in a particular direction. You can then quickly press a different direction to go that way with the second burst.
- Greninja: Hydro Pump – The water flow doesn't just cause damage—it can also push your foes if you hit them just right.
- Greninja: Substitute – This move makes an enemy attack hit a substitute instead of you. You then reappear somewhere else and attack!
- Ike: Aether – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
- Ike: Aether – 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!
- Ike: Eruption – A downward stab that summons raging flames around you. Gets stronger the longer you charge it, and the tip of the blade has a meteor effect.
- Ike: Standard 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!
- Jigglypuff: Pound – 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.
- Jigglypuff: Rest – Opponents launched by Rest will get a flower on their heads. Talk about insult to injury.
- Jigglypuff: Rest – This move is hard to hit with but can really send opponents flying! You'll need to get very close or use it right when your opponent tries to attack.
- Jigglypuff: Shield – If Jigglypuff's shield is shattered, it'll get launched and KO'd no matter its damage.
- Jigglypuff: Sing – Enemies on the ground who hear this song will fall asleep. The more damage they have, the longer they'll nap.
- King Dedede: Gordo Throw – Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing how it bounces.
- King Dedede: Inhale – Dedede is already perfect, so his inhale won't copy abilities. Instead, it has a longer range than Kirby's.
- King Dedede: Inhale – After inhaling an opponent, press the button again to spit them out as a projectile. This way, you can hit your opponents with each other!
- King Dedede: Jet Hammer – It's possible to charge this move to deal more damage, but charging for too long will start to hurt Dedede too!
- King Dedede: Strong Down Attack – He can attack while prone by cartwheeling forward. This lets him attack while moving, like a dash attack.
- King Dedede: Super Dedede Jump – After leaping up high, Dedede crashes down to attack. This move can be canceled partway through by pressing up.
- Kirby: Final Cutter – 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.
- Kirby: Hammer – If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.
- Kirby: Inhale – If you press the attack button after sucking an enemy in, you'll spit them back out. Use enemies to attack other enemies!
- Kirby: Inhale – In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!
- Kirby: Jump – Kirby's light body lets him jump five times—more than most other fighters. If Kirby gets launched but not cleared, you can almost bet he's coming back!
- Kirby: Stone – While falling, you can cancel the attack by entering the move a second time. It's a perfect way to trick other players!
- Kirby: Stone – Kirby's form is different each time he uses this, but the move's effect is the same.
- Kirby: Taunt – Taunt to discard your current copy ability. Find the most opportune moment to change your abilities!
- Link: Bomb – Your bombs are special ones—the explosion from hitting an enemy won't hurt you.
- Link: Dash Attack – Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful.
- Link: Hero's Bow – The longer Link charges his bow, the farther the arrows will fly and the more powerful they'll be. At maximum charge, they'll fly perfectly straight.
- Link: Hylian Shield – Link's Hylian Shield can block projectiles, but it won't block anything while you're attacking.
- Link: Hylian Shield – Link's Hylian Shield blocks all projectiles, no matter how powerful. Link won't take any damage at all.
- Link: Side Smash Attack – Press the button again to attack a second time. The second attack has more launching power.
- Little Mac: Jolt Haymaker – You get a window of invincibility if you start this move on the ground, but not in the air, so be careful!
- Little Mac: KO Uppercut – Little Mac's Power Meter builds up when he deals or receives damage. Once it's full, he can use the KO Uppercut to deal some serious hurt!
- Little Mac: Rising Uppercut – Little Mac zooms upward with a powerful uppercut. It travels farther when used on the ground than when used in the air.
- Little Mac: 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.
- Little Mac: Slip Counter – 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!
- Lucario: Aura – Lucario's launching potential is directly related to how much damage this Pokémon has taken. The power of Lucario's Aura radiates off its hands.
- Lucario: Aura Sphere – Other fighters can be damaged by the Aura Sphere as Lucario charges it. The size of the sphere is affected by Lucario's Aura.
- Lucario: Extreme Speed – This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly.
- Lucario: Force Palm – Force Palm deals more damage and has a greater range if Lucario's Aura is stronger.
- Luigi: 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: Green Missile – This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful!
- Luigi: Green Missile – This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.
- Luigi: Green Missile – Charge this for too long, and he'll get worn out and give up. Let him catch his breath, and then try again.
- Mario: F.L.U.D.D. – A blast of water is an effective way to disrupt your opponents. It doesn't hurt, but it can slide them around.
- Mario: Front Air Attack – It's a slow attack, but Mario swings his fist down hard enough for a meteor smash as it begins.
- Mario: Up Smash Attack – A powerful upward headbutt. Mario's head is invulnerable while performing it. Useful against opponents moving in to attack from above.
- Marth: Counter – The counter depends on the attack it is countering. A countered smash attack may KO an opponent!
- Marth: Dancing Blade – Keep pressing the button to turn this into a four-hit combo. Holding different directions will change the angle of the strike!
- Marth: Dancing Blade – 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.
- Marth: Dancing Blade – Press down on the fourth swing to finish your combo with a powerful blow to your opponent's feet!
- Marth: Dancing Blade – Press up on the fourth swing for a slice that will launch your foes. This swing is excellent for netting some KOs!
- Marth: Dancing Blade – 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.
- Marth: Shield Breaker – This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit.
- Mega Man: Crash Bomber – This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to another fighter by bumping into them.
- Mega Man: Leaf Shield – Grab someone while the Leaf Shield's up, and you can do a combo attack: a throw plus the damage from the leaves.
- Mega Man: Metal Blade – If a Metal Blade gets stuck in a wall or floor, other fighters can pick it up and use it.
- Mega Man: Rush Coil – Summoning Rush into battle will help Mega Man reach even greater heights. Unfortunately, foes can use him as well!
- Mega Man: Side Smash Attack – Mega Man unleashes a powerful Charge Shot. The damage and distance increases the longer you charge it!
- Mega Man: Up Air Attack – Mega Man can launch a little tornado upward. If an opponent gets caught in this minigale, it'll carry them up into the air!
- Meta Knight: Dimensional Cape – Meta Knight wraps himself in his cape and disappears. Keep holding the button, and he'll strike when he's back!
- Meta Knight: Drill Rush – While Meta Knight's rushing through the air like a drill, you can adjust his direction.
- Meta Knight: Flurry Attack – Press the attack button to unleash a flurry of strikes. Meta Knight doesn't do "standard attacks."
- Meta Knight: Mach Tornado – The tornado created around Meta Knight can destroy any weak projectiles it hits.
- Meta Knight: Shuttle Loop – Meta Knight thrusts his sword upward, loops in midair, and then thrusts upward once more. A swift and powerful attack, useful against falling foes.
- Meta Knight: Strong Side Attack – The third strike of Meta Knight's side strong attack is powerful enough to launch opponents.
- Mewtwo: Confusion – This special grabbing move lets Mewtwo repel foes with telekinesis. It can also reflect enemy projectiles.
- Mewtwo: Disable – The higher the target's damage, the longer they'll be stunned for. However, if the move is reflected, Mewtwo will be stunned instead.
- Mewtwo: Disable – 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.
- Mewtwo: Down Smash Attack – This attack only strikes right beside Mewtwo's feet and doesn't do so much damage, but it has a high launching ability to make up for it.
- Mewtwo: 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.
- Mewtwo: Front 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!
- Mewtwo: Shadow Ball – 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.
- Mewtwo: Shadow Ball – 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.
- Mewtwo: Side Smash Attack – The shockwave 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.
- Mewtwo: Standard 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.
- Mewtwo: Strong Down Attack – You can change the direction you launch enemies in by hitting them with different parts of Mewtwo's tail.
- Mewtwo: Teleport – 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.
- Mewtwo: Teleport – If Mewtwo hits a platform while teleporting, it will slide across it. You can adjust its destination with directional inputs.
- Mewtwo: Teleport – Mewtwo will disappear for a moment, reappearing elsewhere on the stage. Mewtwo is completely invulnerable while teleporting.
- Mewtwo: 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.
- Mii Brawler: Burning Dropkick – This move combines a big forward leap with a dropkick. Also it's on fire. Charge it up for some serious power, distance, and speed.
- Mii Brawler: Exploding Side Kick – Input in the opposite direction right after pressing the button to turn around and deliver this kick the other way! It'll also deal more damage.
- Mii Brawler: Feint Jump – A long leap forward while turning upside down. If you hit the attack button on the way down, you'll perform a jump kick.
- Mii Brawler: Foot Flurry – On the ground, this flurry of kicks will move forward, ending with an upward kick. In the air, you'll hover in place and kick downward.
- Mii Brawler: Headache Maker – After a big jump, the Mii Brawler swings down with both arms. At that exact moment, this move has a meteor effect.
- Mii Brawler: Head-On Assault – This downward headbutt has a meteor effect, and it will bury opponents on the ground who get caught beneath it.
- Mii Brawler: Helicopter Kick – When performing this move, pressing left or right will let you change the direction of the kick.
- Mii Brawler: Onslaught – A flurry of kicks, followed by a powerful uppercut. This move hits the opponent quite some distance and might even KO them if it connects in midair!
- Mii Brawler: Piston Punch – This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents.
- Mii Brawler: Shot Put – Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.
- Mii Brawler: Soaring Axe Kick – A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect.
- Mii Brawler: Ultimate Uppercut – This fierce uppercut can be charged. When fully charged, it's super strong and has an extra-long super-armor effect at the start.
- Mii Brawler: Up Smash – An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above.
- Mii Gunner: Absorbing Vortex – A barrier that absorbs energy-based projectiles. When you deactivate the barrier, it will push nearby enemies back a bit.
- Mii Gunner: Arm Rocket – This move fires a rocket jet from your arm cannon, carrying you upward. You can adjust the direction by pressing left or right just before liftoff.
- Mii Gunner: Bomb Drop – This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponent trying to recover!
- Mii Gunner: Cannon Uppercut – Fires a blast downward, using the recoil to power an uppercut. If you're up close, you can hit your foe with both the uppercut and the blast!
- Mii Gunner: Charge Blast – This move is super powerful when fully charged. Use it in midair, and it'll fire without charging at all.
- Mii Gunner: Echo Reflector – This move creates a Reflector that sends projectiles back the way they came. They'll be stronger than they were before, too!
- Mii Gunner: Flame Pillar – If you make a pillar of fire on the ground, it'll deliver a single hit to anyone who comes close, pushing them back.
- Mii Gunner: Grenade Launch – These grenades fly in an arc, exploding after a set time or when they hit an opponent. Hold down the button to throw them farther.
- Mii Gunner: Gunner Missile – 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 flies straight.
- Mii Gunner: Laser Blaze – This move fires a beam from your arm cannon. It won't make enemies flinch, but it can be fired repeatedly to build up damage.
- Mii Gunner: Lunar Launch – The Mii fires straight down, using the recoil to gain height. How fortunate if an opponent gets caught in the blast as well!
- Mii Gunner: Stealth Burst – Fires a stealth explosive forward, which detonates when you release the button. Hold the button down to get more distance and power.
- Mii Swordfighter: Airborne Assault – The Mii performs a somersault leap forward in a large arc. If it strikes a foe, they will be blasted back and the user will jump upward.
- Mii Swordfighter: Blade Counter – This move counters an enemy attack. The attack has slightly greater launching power than a normal attack.
- Mii Swordfighter: Blade Flurry – A flurry of sword slashes right in front of you, followed by a stab forward. Good for keeping your opponents at a safe distance!
- Mii Swordfighter: Chakram – 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 and down.
- Mii Swordfighter: Chakram – Perform this move like a smash attack to throw stronger and farther. Perform it normally, and the chakram will hover and hit multiple times.
- Mii Swordfighter: Gale Strike – A large swing of the sword that summons a damaging tornado. The tornado's path sinks slightly just after it appears.
- Mii Swordfighter: Gale Strike – The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage.
- Mii Swordfighter: Hero's Spin – 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.
- Mii Swordfighter: Hero's Spin – When using this move on the ground, you can hold down the button to charge it up. It's also stronger in general on the ground than in the air.
- Mii Swordfighter: Power Thrust – This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful.
- Mii Swordfighter: Reversal Slash – 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.
- Mii Swordfighter: Shuriken of Light – The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch.
- Mii Swordfighter: Skyward Slash Dash – Slash repeatedly while dashing in the direction you've pressed. Use it in the air to ambush opponents waiting below!
- Mii Swordfighter: Slash Launcher – A swift dash forward ending in a decisive slash, with the sword held in a reverse grip. The longer you charge it, the farther it will travel.
- Mii Swordfighter: Stone Scabbard – A rising upward slice followed by a plummeting stab down. The falling stab has a meteor effect.
- Mii Swordfighter: Stone Scabbard – At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform.
- Mr. Game & Watch: Chef – Food jumps out of Mr. Game & Watch's frying pan in all directions. Use this to protect yourself.
- Mr. Game & Watch: Fire – A pair of firemen launch Mr. Game & Watch high into the air. Nearby opponents will also be pushed back a bit.
- Mr. Game & Watch: Judge – This move's power depends on the number displayed. Swinging a 1 is nearly useless, but a 9 has incredible launching power!
- Mr. Game & Watch: Oil Panic – This bucket can hold all manner of projectiles. Once filled, unleash the contents on an unsuspecting foe.
- Mr. Game & Watch: Oil Panic – This will only absorb energy-style projectiles. It won't affect physical ones like Link's arrows.
- Ness: PK Fire – If this attack connects, a big pillar of fire appears. "I feel the burn!" your foes will yell.
- Ness: PK Thunder – You can guide the bolt of lightning around and hit yourself for propulsion—but this leaves you defenseless, so be careful!
- Ness: PSI Magnet – This move absorbs energy-type projectiles and heals Ness as a result.
- Ness: Side Smash Attack – Ness's bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it!
- Ness: 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.
- Olimar: 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.
- Olimar: Pikmin Order – This move will change the order of your Pikmin. Use it to plan your attack strategy.
- Olimar: Pikmin Order – Olimar's whistle calls back his scattered Pikmin. Even the ones that are goofing off.
- Olimar: Pikmin Pluck – Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple.
- Olimar: Pikmin Pluck – You can have up to three Pikmin in tow at any time. Plucking for more while three are already active is, sadly, futile.
- Olimar: Pikmin Throw – Most Pikmin latch on to opponents and attack them repeatedly. Purple Pikmin, though, deal one heavy blow and then bounce off.
- Olimar: Pikmin Throw – The less damage an opponent has accumulated, the longer the Pikmin can hang on to it.
- Olimar: Pikmin's Stamina – When separated from Olimar, Pikmin are very vulnerable to enemy attacks.
- Olimar: Winged Pikmin – Two Winged Pikmin carry Olimar. The more Pikmin he has, the harder it is to pull him up.
- Olimar: Yellow Pikmin – The Yellow Pikmin has a wide attack range but deals low damage. Electric attacks won't hurt it.
- PAC-MAN: Bonus Fruit – Cherries fly in a low arc. After hitting the floor, they'll only bounce once.
- PAC-MAN: Bonus Fruit – Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them.
- PAC-MAN: Bonus Fruit – Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items.
- PAC-MAN: Bonus Fruit – PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands.
- PAC-MAN: Bonus Fruit – PAC-MAN's melon moves slowly through the air, so it's harder to hit opponents with. But when it does hit home, it deals quite some damage.
- PAC-MAN: Bonus Fruit – PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance!
- PAC-MAN: Fire Hydrant – PAC-MAN places a fire hydrant on the ground. The water that it spurts will push fighters back.
- PAC-MAN: Fire Hydrant – Use this attack in the air, and the falling hydrant itself becomes a form of attack. Try dropping it on an opponent trying to return to the stage!
- PAC-MAN: Pac-Jump – 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!
- Palutena: Angelic Missile – Palutena fires herself forward like a spinning torpedo. This move travels a long way, so be careful not to fire yourself right off a cliff!
- Palutena: Autoreticle – Targets an opponent ahead of you and fires shots at them. No shots will be fired if obstacles prevent you from finding a target.
- Palutena: Celestial Firework – There's a moment of invincibility just after firing the firework. Use it well, and you might be able to nullify an enemy attack and then strike back!
- Palutena: Celestial Firework – This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents.
- Palutena: Counter – This move raises Palutena's shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range.
- Palutena: Explosive Flame – 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.
- Palutena: Heavenly Light – This move damages anyone who touches the rays of light. It's not particularly powerful, but it can hit repeatedly.
- Palutena: Heavenly Light – Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its area of effect.
- Palutena: Heavenly Light – Palutena's Heavenly Light covers a wide area. If you hit someone with it while they're flying off the screen, you can steal the KO for yourself.
- Palutena: Jump Glide – After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air.
- Palutena: Lightweight – This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch.
- Palutena: Reflect Barrier – This move creates a barrier that reflects enemy projectiles. It also pushes opponents away, so it can be useful if you want to keep your distance.
- Palutena: Rocket Jump – Palutena propels herself with an explosion at her feet, damaging enemies nearby. It's a little more powerful on the ground than in the air.
- Palutena: Super Speed – Palutena charges forward at speed and sends anyone in her way flying. The farther she travels, the more damage she deals on impact.
- Palutena: Warp – Palutena disappears and then warps to a location a short distance away. Warp will take Palutena in the direction you press.
- Peach: Gliding – Holding the jump button will let Peach hover in the air for a short time. She can even attack as she floats!
- Peach: Low Gliding – Jump while crouching to float just above the ground. You can use air attacks quickly that way!
- Peach: Peach Parasol – Press up and down to open and close your parasol and adjust your fall speed.
- Peach: Side Smash Attack – Peach pulls out a tennis racket, a golf club, and then a frying pan. Remember that order!
- Peach: Side Smash Attack – The tennis racket launches farthest, the golf club has the best reach, and the frying pan hurts the most.
- Peach: Vegetable – The vegetables' emotions are picked at random. The sort-of-wrinkled-looking ones deal the most damage.
- Pikachu: Thunder – The bolt of lightning has a meteor effect. Use it after throwing a foe upward for a powerful combo.
- Pikachu: Thunder Jolt – Pikachu's Thunder Jolt bounces along the surface of the stage. It can even attack foes who are hanging from edges.
- Pit: Guardian Orbitars – These handy items will block enemy attacks as well as reflect projectiles. They'll even push back foes who touch them!
- Pit: Palutena Bow – Press up before firing to aim the arrow that way. Also, you can guide the arrow while it's in the air.
- Pit: Power of Flight – 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.
- Pit: Upperdash Arm – A dash forward followed by an uppercut. While Pit is dashing, the Upperdash Arm deflects projectiles! Cool!
- R.O.B.: Arm Rotor – The spinning arms can deflect enemy projectiles. Also, press the button repeatedly for a slightly longer attack!
- R.O.B.: Back Air Attack – When R.O.B. fires the burner on his base, the force of the attack will move him forward a bit.
- R.O.B.: Robo Beam – After charging, R.O.B. fires a beam from his eyes. The red light on his head shows the charge level.
- R.O.B.: Robo Beam – The beam can be angled up or down. Also, if it hits the ground, it'll reflect and change direction.
- R.O.B.: Robo Burner – 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.
- R.O.B.: Robo Burner – 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.
- Robin: Thunder – Robin will use one of four magic spells, depending on how long you charge Thunder. The color the tome glows indicates which spell will be used.
- Robin: Thunder – 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.
- Robin: Thunder – 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.
- Robin: Thunder – 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.
- Robin: Thunder – When casting Thoron, you can hold down the button to make the beam extend farther.
- Robin: Thunder – A red glow means that Thunder has charged into Arcthunder! A current with very high launching power will appear when this move connects.
- Robin: Thunder – When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once.
- Rosalina & Luma: Star Bits – Luma fires Star Bits that can scatter in three directions: high, middle, and low.
- Rosalina: Controlling Luma – Luma can attack even if Rosalina is stunned or sleeping. This can save you in a pinch.
- Rosalina: Luma Shot – This sends Luma hurtling forward with a high chance of launching opponents. Charge up this move to send Luma flying farther.
- Samus: Bomb – Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
- Samus: Charge Shot – This is devastating when fully charged. It can be unleashed instantly if you fire it while airborne.
- Samus: Missile – Holding a direction will fire a Homing Missile, while quickly inputting a direction will fire a Super Missile!
- Shulk: Back Slash – Shulk leaps forward and performs a vertical slice downward. As the name implies, it deals more damage if you hit the enemy from behind.
- Shulk: Monado Arts – Shulk switches between five modes—Jump, Speed, Shield, Buster, and Smash—that change his abilities for a short time.
- Shulk: Monado Arts – In Speed mode, you'll sacrifice damage and jump height in order to move faster.
- Shulk: Monado Arts – 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.
- Shulk: Monado Arts – In Buster mode, you deal more damage than usual but you can't launch opponents as far and you'll receive more damage.
- Shulk: Monado Arts – In Smash mode, you can launch opponents more effectively but you deal less damage and can be launched more easily yourself.
- Shulk: Monado Arts – Jump mode increases your jumping ability. You'll be able to move more quickly in the air, but you'll also take more damage from attacks.
- Sonic: Spin Charge – Jump while spinning forward, and you'll keep spinning in the air. You can hit opponents like that or use other attacks.
- Sonic: Spin Charge – If you hold down and keep tapping the button, you can charge up this move, making it faster and stronger.
- Sonic: Spring Jump – Use this in midair to drop a spring on someone below. Give yourself a boost while disrupting your rivals!
- Villager: Balloon Trip – Your balloons can be popped by your foes. Lose one and you'll lose lift. Lose both and down you go!
- Villager: Down Air Attack – One to three turnips will appear. More turnips means more damage. Three has a meteor effect.
- Villager: Lloid Rocket – Hold the button when using this move to ride on the Lloid Rocket.
- Villager: Lloid Rocket – The Lloid Rocket is more powerful when you're riding it, but you can bail at any time just by pressing the button.
- Villager: Pocket – The Villager uses this move to put items or incoming projectiles into his pocket. Then he can press the button again to take them out.
- Villager: Timber – The axe is surprisingly powerful! You can swing it at your rivals as long as the tree is standing.
- Villager: Timber – 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.
- Wario: Chomp – Can be used to bite opponents or eat items. If he eats food, it'll restore more health than usual!
- Wario: Chomp – Eating items will make Wario more gassy. The gassier he is, the stronger his down special will be.
- Wario: Chomp – Wario's hunger knows no bounds, but eating explosives will cause him a bit of damage. The blast will hurt those around him, too!
- Wario: Taunt – Leave it to Wario to taunt while riding a motorcycle. Don't try this at home! Or anywhere else! Not safe!
- Wario: Wario Bike – Wario's motorcycle can break into parts. Throw them at others, or eat them to fill Wario's...gas tank.
- Wario: Wario Waft – When Wario's bursting at the seams with gas, he'll glow. Getting KO'd won't release any gas, either—there's only one way to let it out...
- Wii Fit Trainer: Deep Breathing – Deep Breathing can reduce stress. Oh, and it also increases your attack and launch power and heals a small amount of damage.
- Wii Fit Trainer: Deep Breathing – Press the button again just as the outer circle meets the red inner circle, and you'll boost your attack and launching power for a while.
- Wii Fit Trainer: Header – Shield before hitting the ball to cancel your serve and let the ball fall, dejected, to the ground.
- Wii Fit Trainer: Standard Attack – Land three weak attacks in a row, and you'll bury your opponents in the ground for a time.
- Wii Fit Trainer: Sun Salutation – Fully charge the attack before striking to recover a bit of health. Talk about flexible!
- Wii Fit Trainer: Up Smash Attack – You're invincible for a moment just before unleashing this. Try using it to launch foes attacking from above.
- Yoshi: Egg Lay – The more damage Yoshi's foe has accumulated, the longer they'll be stuck as an egg. They can escape faster by wiggling around.
- Yoshi: Egg Lay – 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!
- Yoshi: Egg Roll – You can start this move in the air, but you won't deal any damage until you hit the ground.
- Yoshi: Egg Roll – This move turns Yoshi into an egg that rolls along the ground. The faster it goes, the more powerful it'll be. Just beware of getting grabbed!
- Yoshi: Egg Throw – The angle Yoshi's egg travels depends on the direction you press just before the egg is thrown. Push backward to throw straight up.
- Yoshi: Egg Throw – 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.
- Yoshi: Front Air Attack – Yoshi charges up for a moment and then delivers a powerful headbutt. Hit an opponent from above, and they'll fly down with a meteor effect.
- Yoshi: Yoshi Bomb – The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground.
- Zelda: Din's Fire – This explodes when you release the button. Hold it longer to get more range and a stronger explosion.
- Zelda: Farore's Wind – Zelda will deal damage to those nearby when she disappears and reappears. Hold a direction to control where she teleports to.
- Zelda: Nayru's Love – This move summons a magical barrier that reflects enemy projectiles. It's not just for defense, either—it also deals direct damage!
- Zelda: Phantom Slash – Zelda's Phantom can take some damage, but if it's destroyed, she can't summon another for a while.
- Zelda: Phantom Slash – Charge this attack to make the Phantom travel farther. It'll attack differently based on the distance traveled.
- Zero Suit Samus: Down Smash Attack – This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victim will be stunned for a moment, leaving them open to another attack!
- Zero Suit Samus: Flip Jump – Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
- Zero Suit Samus: Flip Jump – 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 Suit Samus: Paralyzer – Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!
- Zero Suit Samus: Plasma Whip – This move swings a whiplike stream of plasma directly in front of Zero Suit Samus. Opponents struck by the very tip of it will be blasted away.
- Zero Suit: Attacking from Above – This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
Stages
- 3D Land: ? Blocks – ? Blocks give you items! Super Leaves will appear slightly more often than usual.
- 3D Land: Blocks – The Brick Blocks that appear in the beginning can be easily broken by hitting them once from below.
- 3D Land: Donut Blocks – As tasty as they may sound, the Donut Blocks are not for eating. You can, however, jump on top of them for a bit before they collapse from your weight.
- 3D Land: Flip Panels – The Flip Panels at the beginning of this stage will flip, gradually creating more places for you to stand.
- 3D Land: Lifts on Rails – During the ocean scene, the lift will travel along rails. Look ahead to spot where lifts are going next! Find the premium fighting spot!
- 3D Land: Note Blocks – Note Blocks appear at the beginning of the stage. Jumping on them will send fighters flying into the sky!
- 3D Land: Protruding Rocks – The mountain range partway through the stage has rocks sticking out from it. The platform tilts and pushes fighters, so watch out!
- 3D Land: Rotating Platforms – This rotating platform may seem like a good place to fight, but it'll toss anyone who's still on it when it rotates!
- 3D Land: Shrinking and Growing Pipes – Pipes that shrink and grow will appear throughout the stage. Time your jumps so you don't fall down!
- 3D Land: Spike Pillars – Spike Pillars will pop out of the ocean at random. They can break lifts and deal a lot of damage to unlucky fighters.
- Arena Ferox – Four types of platforms appear on this stage. Some of them can be destroyed! The statues too!
- Balloon Fight – This stage loops back on itself if you run to the left or right. However, getting launched can still KO you.
- Balloon Fight – Beware the fish lurking beneath those pixelated waves—they'll surface and try to get a mouthful of Smash Bros. fighter.
- Boxing Ring – Use the ropes around the ring to jump high into the air. These ropes let fighters who have no ups reach the lights overhead!
- Boxing Ring – Reach those lights hanging above the ring! Damage them enough and they'll come crashing down, launching anyone caught beneath them.
- Distant Planet – The Red Bulborb will appear on the right, opening its mouth and looking for food. Being eaten by the Red Bulborb counts as a KO.
- Distant Planet – The slanted hill on the left side of the stage will flood with water when it rains. The strong current can sweep you off the edge. Watch out!
- Distant Planet – The objects labeled with numbers that blossom in the center of the flowers are called Pellets. Bigger numbers deal more damage when thrown.
- Distant Planet – Occasionally you might see Onions fly by. Hit them with Pellets to get items!
- Find Mii – The Dark Emperor is capable of destroying the platforms in this stage. There are only two, so watch out!
- Find Mii – The faster you can rescue the Mii trapped in the cage, the faster the Dark Emperor will leave the battle.
- Find Mii – The Dark Emperor uses random magic during the battle. What effect his magic will have is displayed on the bottom screen.
- Flat Zone 2: Chef – You can launch the Chef off the stage by continuously hitting him. Once the Chef is gone, the stage will change to a new scene.
- Flat Zone 2: Fire – If you leave items on the ground, a diver might appear and take them away.
- Gerudo Valley – Sometimes the wooden bridge will break if you stand on it or attack it. It's a flimsy bridge and will break over time, too.
- Golden Plains – Collect 100 coins and you'll turn to gold! You'll become generally more powerful and won't flinch at all.
- Golden Plains – Touch the red ring to make eight red coins appear. One red coin is worth five regular coins!
- Golden Plains – The scalelike platforms will tilt and fall if there is no one on the other side. Get two fighters on there to see who weighs more!
- Golden Plains – Step on the P Switch (or just hit it) to make blue coins appear. They won't stay around for long, so look lively!
- Green Hill Zone – The object with the blue ball on top is called a Point Marker. A Point Marker will twirl when the ball is hit, dealing damage to anyone too close.
- Jungle Japes – The river below the stage flows very quickly, so don't fall in! Try to knock foes into it instead!
- Living Room – Five different kinds of puppies appear in the background. The breed will change randomly. Sometimes a kitten will appear instead!
- Living Room – The falling blocks are really painful if they land on you. Avoid damage by watching the shadows and moving before the blocks land.
- Magicant – Flying Man will fight alongside the first person who touches him. Get to him before anyone else has a chance!
- Magicant – There are only five Flying Men. If all five are defeated, no more will appear in the battle.
- Magicant – A giant tomato or iron octopus will fall into the clouds, slowly sinking in until it falls out the other side.
- Magicant – Standing on a giant tomato or an iron octopus will cause it to sink through the clouds faster.
- Mute City – This fight takes place on F-Zero machines in the middle of a race! Falling onto the course will hurt and send you flying through the air!
- PAC-MAZE – Collect 100 Pac-Dots, and a Power Pellet will appear just for you. You can destroy ones that appear for your rivals, too!
- Paper Mario – Watch out for the gigantic fan on the part of the stage that is on land. It's much easier to be launched to the right when it spins!
- Paper Mario – Bowser's metal face will appear and spin in the sky. If his eyes turn red, it's a good time to run!
- Paper Mario – A Big Blooper will appear on the ocean stage. Don't worry—it won't attack. It will rock the ship, though, generating some waves.
- PictoChat 2 – The stage changes as the background changes. Adjust your tactics depending on the drawing shown in the background.
- Rainbow Road – Sometimes Shy Guys drive by in karts. There is plenty of warning before the Shy Guys cruise by.
- Rainbow Road – The floor of the tunnel rotates; don't get caught standing in one spot, or you'll be sent flying off the screen!
- Spirit Train – If Link or Toon Link is busy in the battle, Alfonzo will handle being the train's conductor.
- Spirit Train – The Spirit Train can have several different cabooses. It could be Linebeck's shop, a coal car, a steel-frame car, or other cars!
- Spirit Train – Keep an eye on the black smoke from the Dark Train! It will jump before exploding, landing in a random place on the stage.
- Spirit Train – The Armored Train is pointy in front and will try to push the train you are on off the stage. Don't get pushed off during their conflict!
- Spirit Train – This train travels left at extremely high speed. You'll need more luck than any one fighter has if you want to survive falling off the back.
- Tomodachi Life – Normally, only rooms that fighters are currently in will be visible. If you throw an X Bomb, though, a lot will be revealed!
- Tomodachi Life – The apartments and the Mii characters living in them will change every time you play. You might even see your friends!
- Tortimer Island – The shallow waters around the island are home to some vicious sharks. They'll swim close and try to make a meal of an unsuspecting fighter.
- Tortimer Island – Kapp'n's boat will sail out to sea after some time has passed. Disembark before he sails you off the stage!
- Tortimer Island – Durians and coconuts have no healing power, but sometimes they can explode when thrown.
- Tortimer Island – Beehives will occasionally fall from the trees. Unless you like swarms of bees attacking you, be careful not to hit those beehives...
- Unova Pokémon League – Stairs will appear and connect to N's Castle. The stairs will make the stage larger—change up your tactics with this new space!
- Unova Pokémon League – Sometimes Milotic, Whimsicott, and Shaymin will appear. Don't worry—these three are only here to watch.
- Unova Pokémon League – Reshiram and Zekrom will attack when they appear on this stage. You might see some other Pokémon, too!
- Unova Pokémon League – Reshiram's Fusion Flare move will unleash a burst of flames and then destroy the stairs, so be careful!
- Unova Pokémon League – Zekrom, the Dragon/Electric-type Legendary Pokémon, charges in using Fusion Bolt, which breaks the stairs or leaves platforms askew.
- WarioWare, Inc. – When the microgame starts, follow the instructions to get items or other bonuses!
- Wily Castle – The Yellow Devil explodes when defeated, which counts as your attack if you defeated it. Use this to KO other fighters!
- Yoshi's Island – Shy Guys sometimes appear from the sky, carrying yummy food. Attack them to make them drop their tasty snacks!
Items
- Assist Trophy: Ashley – A dark field will appear around Ashley. Any foes inside the field will move more slowly and take continuous damage.
- Assist Trophy: Ashley – Unless you summoned Ashley, eating food while within her dark field will cause damage instead of healing it. It's Pit's worst nightmare!
- Assist Trophy: Ashley – Ashley causes an effect at random. She'll make attacks miss, limit movement, flip the controls, or bury, shrink, or make invisible all the fighters.
- Assist Trophy: Chain Chomp – If a Chain Chomp falls off the stage, it'll just jump straight back up!
- Assist Trophy: Chain Chomp – If a platform that can break is broken with one of these chained to it, the Chain Chomp will fall off the stage, as well.
- Assist Trophy: Chain Chomp – A Chain Chomp's chomp will deal more damage than just touching one. Be careful, though; even chained up, they've got a long range.
- Assist Trophy: Color TV-Game 15 – The paddles that appear to the left and right will try to keep a ball in play. You'll take damage and be launched if you touch them.
- Assist Trophy: Dark Samus – This energy-based life-form looks a lot like Samus. Dark Samus fires homing missiles and rapid-fire rounds at fighters on the stage.
- Assist Trophy: Dark Samus – Dark Samus can be defeated by dealing enough damage. However, anyone who gets too close to her may receive a burst of Phazon energy.
- Assist Trophy: Devil – The Devil will begin pointing in various directions, and the stage will shift that way. If you get slid off the screen, you'll get KO'd!
- Assist Trophy: Dillon – Watch out! This armadillo will attack without fear. His Arma-Charge is super powerful, so get to dodging if you see him spinning up!
- Assist Trophy: Dr. Kawashima – Numbers will fly in from off-screen. Attack them to make them change direction.
- Assist Trophy: Elec Man – Elec Man will move swiftly across the stage, firing Thunder Beam at fighters. A hit from this attack will leave a fighter stunned for a time.
- Assist Trophy: Elec Man – Attacking Elec Man will make him flinch, but you'll have to launch him off the screen if you want to stop his lightning attacks.
- Assist Trophy: Ghirahim – Ghirahim moves gracefully through the battle, using swords and knives. He can't be defeated—he'll simply teleport back if you launch him.
- Assist Trophy: Ghirahim – Ghirahim will use a dash attack at foes straight ahead. He moves swiftly—making it hard to dodge—and strikes hard enough to launch you.
- Assist Trophy: Ghosts – Blinky, Inky, Pinky, and Clyde will all appear on the stage! They each have their own movement patterns and will hurt opponents who touch them.
- Assist Trophy: Ghosts – Blinky will always take the quickest route to a foe. Inky, meanwhile, prefers to move randomly in a direction opposite the foe.
- Assist Trophy: Ghosts – Pinky will try to catch her target out by getting in front and ambushing them. Clyde doesn't have a target—he just does whatever he likes.
- Assist Trophy: Hammer Bro – Hammer Bros. won't move from side to side, so you can move around them and out of range.
- Assist Trophy: Isabelle – Isabelle is here to support whichever fighter summoned her into the battle. She'll throw healing fruit that's used just by touching it.
- Assist Trophy: Isabelle – Isabelle cares how the fight is going! If the fighter who summoned her gets a KO, she'll be happy! She'll flinch if the fighters get close.
- Assist Trophy: Isabelle – Isabelle will do her best to throw the fruit she brought to the fighter who summoned her. This doesn't mean other fighters can't steal it.
- Assist Trophy: Knuckle Joe – A fighter sporting a bandanna. After a rapid-fire attack, Knuckle Joe will unleash Smash Punch or Rising Break, both very powerful moves.
- Assist Trophy: Lakitu – Lakitu's Spiny Eggs will have a meteor effect on anyone they hit. Lakitu is perfect for stages that have small platforms.
- Assist Trophy: Lyn – Right before she strikes, Lyn will move slightly—this is your cue to dodge and avoid her attack!
- Assist Trophy: Lyn – Lyn is a swordfighter who has perfected her Quick Draw. After she has drawn her sword, she'll attack the nearest opponent.
- Assist Trophy: Midna – Watch out for Midna's hand-shaped hair. She'll reach out and grab nearby fighters no matter how badly you wish your shield could stop it.
- Assist Trophy: Midna – Midna won't be abandoned in battle—she'll teleport to chase foes. She also uses her teleport to return if she gets launched.
- Assist Trophy: Mother Brain – Attack Mother Brain to defeat her! The glass around her will shatter after she fires lasers—that's your chance to strike!
- Assist Trophy: Mother Brain – Mother Brain will fire ring-shaped projectiles called Rinkas from off-screen. These are energy based, so they can be absorbed or reflected.
- Assist Trophy: Mother Brain – Mother Brain will send colorful lasers shooting up and down the screen. They can't be absorbed or reflected, so you'll have to just avoid them!
- Assist Trophy: Mother Brain – It's totally fine to use Mother Brain to shield yourself from the attacks of your rivals.
- Assist Trophy: Nightmare – When Nightmare has changed from his Power Orb to his true form, the screen will go completely black, obscuring the stage.
- Assist Trophy: Phosphora – Phosphora can't be defeated when she arrives on the battlefield, only made to flinch. However, her thunder attacks can be reflected or absorbed.
- Assist Trophy: Phosphora – Phosphora will teleport around the stage, dodging attacks and shooting lightning at everyone not fortunate enough to have summoned her.
- Assist Trophy: Saki Amamiya – Depending on the location of his target, Saki may shoot or slash with his weapon. The slash is very powerful at close range, so watch out!
- Assist Trophy: Sheriff – Sheriff fires high-speed, powerful shots at fighters. These shots can be reflected, but absorbing them is not an option.
- Assist Trophy: Skull Kid – Skull Kid calls on a variety of mystical powers when he appears in the battle. Unfortunately, these powers affect whoever summoned him, too!
- Assist Trophy: Skull Kid – Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down.
- Assist Trophy: Starman – He will shoot either a PK Beam γ or a PK Beam Ω, stunning fighters. PK Beam γ targets one fighter, but Ω is less discerning.
- Assist Trophy: Starman – If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy, too.
- Assist Trophy: Tingle – Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield!
- Assist Trophy: Tingle – Tingle may sometimes become engulfed in flames! If this happens, everyone in the battle will suddenly act like they've consumed Superspicy Curry.
- Assist Trophy: Tingle – Sometimes Tingle will emerge from the Assist Trophy with a big balloon on his back. He'll rise into the sky, leaving the battle without helping.
- Assist Trophy: Tingle – Tingle, a man with a stubby red nose and wearing an entirely green suit, randomly selects one of five different effects when summoned.
- Assist Trophy: Waluigi – Luigi's purple-clothed rival. He only ever jumps directly up, so leaping left or right is a good way to avoid him.
- Beetle – Attack an incoming Beetle and it'll do a U-turn. Beat the person who threw it at their own game!
- Blast Box – This item can be risky, since fire attacks will detonate it straight away. However, it's safe to hit or throw it.
- Boomerang – If you time it right and catch this on the way back, it'll deal more damage next time you throw it.
- Boss Galaga – If you get caught up in Boss Galaga's tractor beam, you'll be pulled right up off the stage. Wiggle back and forth quickly to escape!
- Boss Galaga – It's possible to defeat Boss Galaga! He'll change color as he takes damage. The bluer he gets, the weaker he's becoming!
- Daybreak – After completing it, press the attack button to fire a beam. Getting hit before firing it can KO you, so be careful!
- Fairy Bottle – This heals your damage by 100...unless you're below 100% at the time, in which case you can't use it.
- Fire Bar – Five fireballs are linked to the hilt of this weapon. As you attack with it, the number of fireballs decreases.
- Fire Bar – You can use the Fire Bar both at short range and long range. The fireballs at the base of the weapon do the most damage.
- Golden Hammer – This sometimes turns into a Squeaky Hammer. It doesn't hurt much, but that sound sure is cute, eh?
- Hocotate Bomb – While flying upward, it can hit enemies above it repeatedly and even launch them right off the screen.
- Hocotate Bomb – The bomb detonates when it hits the ground. It has a big blast range, but the fighter who launched it is immune.
- Lip's Stick – If you're hit by one of these, a flower blooms on your head and slowly does damage. It's so pretty, it's a shame it hurts...
- Lip's Stick – Using Lip's Stick to damage a foe will make a flower bloom. The flower grows as you continue to deal damage.
- Master Ball – A purple ball with the letter M on it. Unlike a regular Poké Ball, there's almost always a Legendary inside.
- Pokémon: Abomasnow – Abomasnow's Blizzard move will pull you toward the Pokémon. Once Blizzard ends, Abomasnow will unleash Ice Punch!
- Pokémon: Arceus – The attack Gravity will pull fighters out of the air. Anyone caught out beyond the edge will fall straight down.
- Pokémon: Bellossom – Getting close to it will put you right to sleep! The more damage you've taken, the longer you'll be counting sheep.
- Pokémon: Chespin – Chespin will use Seed Bomb, causing explosions all around it that deal a large amount of damage to anyone hit by the attack.
- Pokémon: Darkrai – Its Dark Void move has a strong gravitational pull and puts anyone who touches it to sleep. If you're caught in midair, you'll fall to the ground, sound asleep.
- Pokémon: Dedenne – Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits.
- Pokémon: Deoxys – Hyper Beam draws in fighters, but it won't hurt for you to launch them toward Deoxys, too.
- Pokémon: Eevee – Eevee will use Take Down on any fighters nearby. If there aren't any, it'll just stand around looking a bit confused.
- Pokémon: Electrode – Right before an Electrode explodes, its body goes red and shrinks. That's when you can grab it and throw it at your opponents!
- Pokémon: Entei – Fire Spin has a gravitational effect, sucking in anyone who touches it. Once you're trapped in the fiery pillar, it'll do huge damage.
- Pokémon: Fennekin – Incinerate creates a fire pillar reaching out in front of Fennekin. If it connects, it'll do repeated damage to fighters.
- Pokémon: Fletchling – Once Fletchling settles on a target, it can be a real pest. Strike while your foes are distracted by this little Pokémon's attacks!
- Pokémon: Gardevoir – Gardevoir uses a barrier that reflects projectiles. If you summoned it, your own projectiles won't be affected. Nice!
- Pokémon: Genesect – Both Genesect's laser and its Techno Blast can penetrate walls, so all you can do is stay out of its line of sight.
- Pokémon: Giratina – Giratina launches a massive gust of wind that hits multiple times. Be careful—this move is tough to avoid and can send you off the screen.
- Pokémon: Gogoat – Gogoat will let you ride on its back. Charge down opponents to deal damage!
- Pokémon: Goldeen – If damage was dealt from enthusiasm, then Goldeen would KO everyone with Splash. But it isn't. Not even when Goldeen comes from a Master Ball.
- Pokémon: Inkay – Inkay's Topsy-Turvy move knocks over nearby fighters. It doesn't work on anybody in the air, though, so try jumping!
- Pokémon: Keldeo – When it uses Secret Sword, it will rush up to a fighter and deliver a powerful, wide-range slash attack with its extended horn.
- Pokémon: Kyogre – Hydro Pump pushes fighters off the stage. It's very difficult to escape the power of this current.
- Pokémon: Kyurem – Icy Wind freezes fighters in just one hit. Not only does the attack have a wide range, but Kyurem can keep it going for a long time.
- Pokémon: Lugia – Lugia will launch Aeroblast, a wide-range attack, from the back of the stage. This attack can't be blocked—do all you can to get clear!
- Pokémon: Meloetta – Meloetta's song will bounce off walls and platforms. In smaller stages, the song will bounce unpredictably, making it tough to avoid.
- Pokémon: Meowth – Meowth can use Pay Day to throw coins at enemy fighters. They don't do much damage, but the attack has a wide range.
- Pokémon: Metagross – Only touch Metagross if you like being buried. Anyone too slow to flee will suffer this Pokémon's Earthquake attack.
- Pokémon: Mew – Mew is so rare, you'll be lucky to see one at all—but when you do, it'll drop rare items onto the battlefield.
- Pokémon: Moltres – Moltres slowly rises after appearing. Even barely touching this Legendary Pokémon will send a fighter flying.
- Pokémon: Oshawott – Surf sweeps up anybody in its path—adjust your aim to catch fighters who try to get out of the way!
- Pokémon: Palkia – Everything gets flipped 180 degrees, changing the battlefield. The controls don't change though, so don't accidentally fall off!
- Pokémon: Snivy – Snivy's Razor Leaf rapidly fires at short range, but anyone caught in it will be hit over and over and over.
- Pokémon: Snorlax – Snorlax grows as it rises into the air. If the timing's right, you can get every other fighter in one fell swoop!
- Pokémon: Spewpa – If attacked, it'll react with a blast of Stun Spore, so...you leave Spewpa alone, Spewpa leaves you alone.
- Pokémon: Staryu – Staryu will pursue a target and shoot stars at high speed. For fighters with projectile-absorbing moves, this is like an early birthday present!
- Pokémon: Suicune – Getting hit by Aurora Beam will give you a chance to cool off. Literally. Even touching Suicune right when it appears will freeze you.
- Pokémon: Swirlix – Anyone who strays too close to Swirlix will have their movement reduced. Take advantage of this if you brought Swirlix into battle!
- Pokémon: Victini – Victini will use Victory Star to give the fighter who summoned it a boost. In a team battle, it will boost your teammates as well.
- Pokémon: Xerneas – Everyone's launching power will get a boost when Xerneas is around. It'll be much easier to launch rivals who have low damage.
- Pokémon: Zoroark – Zoroark's Fury Swipes will smack foes down to the ground. If it gets ahold of its target again, it can use a follow-up attack.
- Sandbag – Sandbag takes damage just like a fighter. The more it takes, the easier it is to launch.
- Screw Attack – You can deliver air attacks while using the Screw Attack item. This can lead to powerful combos.
Modes
- amiibo: Battles between amiibo – An amiibo gains more experience than usual when battling another amiibo - the more intense the battle, the more it will learn!
- amiibo: Bonus Effects and Stats – Teaching an amiibo a negative bonus effect will increase its stats to compensate...and vice versa.
- amiibo: Building Up an Appetite – Your amiibo can only eat so much equipment at once. Make it battle to work up an appetite again!
- amiibo: Feeding Equipment – Feed equipment to your amiibo to boost its stats. You can even teach it new bonus effects!
- amiibo: Fighting Many Foes – An amiibo learns more by facing new opponents. Don't just make it fight the same old foes!
- amiibo: Learning from Defeat – An amiibo learns more from losing than winning. Let it face high-level CPUs to learn the true meaning of strength!
- amiibo: Humble Beginnings – An amiibo is weaker than an average CPU fighter...but only at the start. Train it and it can surpass them all!
- amiibo: Presents – An amiibo can earn items in battle and then give them to you as presents. It can even bring them from a friend's system!
- amiibo: Training Journeys – Your amiibo will grow more quickly battling on someone else's Nintendo 3DS. Why not take it on a little training journey?
- All-Star: Rest Area – In the rest area between matches in All-Star, moves that normally heal you...won't.
- Classic: Route Map – The paths are marked with a color to show their difficulty: blue, green, or red. The harder the path, the better the reward!
- Items on Floating Platforms – In Multi-Man Smash, items occasionally float by on a platform. These aren't random—the same items will appear at the same time in every battle.
- Smash Run: Participants and Prizes – The more people you play with in Smash Run, the more prizes you'll all receive at the end.
- Smash Run: Powers – The number of Powers a fighter can carry depends on the fighter's weight—the heavier the fighter, the more they can manage.
- Smash Run: Ranks and Prizes – After the final fight, you'll find out your ranking. You'll earn better and rarer items by placing higher!
Smash Run
- Area Lockdown – When the screen locks in place and swarms of enemies start to appear, hold your ground. Leaving the screen then will count as a KO.
- Area Lockdown – The number in the top left is your target number of enemies to beat. Hit that mark, and you'll get an especially large stat boost!
- Cannonball Effect – When you defeat an enemy, it will fly off like a cannonball and deal damage to other enemies it hits.
- Cannonball Effect – When you defeat a large foe, the cannonball effect can take out other enemies, too. However, the other enemies won't fly off like cannonballs.
- Challenge Doors – Go into the red door if you are ready for a challenge! If you clear the challenge, you can get great rewards!
- Challenge Doors – Sometimes there won't be a challenge behind the door at all. Just a bonus room full of treasure chests and stat boosts!
- Challenges: Crystal Smash! – Break all the crystals in the time allotted. Breaking them gets you stat boosts!
- Challenges: Crystal Smash! – When you're attacking crystals, sometimes large cracks will appear. Aim your attacks at these to destroy the crystals more efficiently.
- Challenges: Defeat them all! – Defeat all the enemies in the time allotted. Be careful not to fall off the narrow platforms as you fight!
- Challenges: Defeat them all! – If you touch the floor under the platforms when it's red, you'll be KO'd immediately. That applies to foes, too, so try to send them to their doom!
- Enemies: Bacura – Bacuras are invincible spinning boards that can reflect projectiles. Touching one will launch you downward.
- Enemies: Banzai Bill – These enormous versions of Bullet Bills have a LOT of health. They also explode with a big blast radius after getting stuck in the terrain.
- Enemies: Big Goomba – Its health and attack power may be high, but you can stomp on it to do massive damage. A Goomba's still a Goomba!
- Enemies: Bill Blaster – These fire Bullet Bills (and sometimes other enemies). Destroy a Bill Blaster before it's out of ammo, and you might just get extra items.
- Enemies: Blue Shy Guy – Blue Shy Guys have slightly more health than other Shy Guys. They tend to drop Defense boosts.
- Enemies: Bonkers – This gorilla-like/gorilla-esque foe uses a hammer to strike with a variety of attacks. When he charges up Hammer Flip, it can hit you for serious pain/with a big impact.
- Enemies: Bonkers – Bonkers is so tough that your attacks won't make him flinch at all. However, he does leave himself wide open after swinging his hammer.
- Enemies: Boom Stomper – Don't expect your attacks to do a lot to a Boom Stomper's rock-solid body. Aim for its weak point: the leaf on its head.
- Enemies: Bronto Burt – Bronto Burts fly around and try to hit you with their spin attack. The attack doesn't do much damage but has high launching power.
- Enemies: Bubble – Red Bubbles are weak to water and electricity, blue ones to fire. Attack accordingly to extinguish their colored flame and weaken them.
- Enemies: Bubble – These flying skulls with wings come in two varieties. Red flames indicate a fire element, while blue flames indicate ice.
- Enemies: Bulborb – Bulborbs will use a slam attack if there's a fighter behind them. It can hurt a lot, but it also leaves the Bulborb open to counterattacks.
- Enemies: Bullet Bill – These bullets with angry eyes and angry fists will either fly in a straight line or chase after fighters.
- Enemies: Bumpety Bomb – Bumpety Bombs flash more and more quickly as they get closer to exploding. The blast hurts other enemies, too, so use that to your advantage!
- Enemies: Bumpety Bomb – You can't hit a Bumpety Bomb through the armor on its front. Instead, attack from behind or try to throw it.
- Enemies: Chain Chomp – You can't defeat a Chain Chomp—just the post it's chained to. Once free, it will run off and leave behind an item.
- Enemies: Clubberskull – Once freed, a Clubberskull will swing its arms in wide circles, dealing a lot of damage if it lands hits. Best to fight at a distance if you can.
- Enemies: Clubberskull – When a Clubberskull's on a rampage, it'll come after fighters relentlessly. It'll even jump over walls and other obstacles!
- Enemies: Cryogonal – This Ice-type Pokémon floats in the air and fires an Ice Beam. If the beam hits you, you'll be frozen.
- Enemies: Cryogonal – Sometimes Cryogonals will fire an Ice Beam that mows down everything around them. This takes longer to charge than the usual beam.
- Enemies: Cucco – When a Cucco gets hurt—even by defeated enemies cannonballing toward it—it'll call upon its flock to strike back at you.
- Enemies: Daphne – Looks can be deceiving! These cute, flowery foes float along dropping mines that will flash and then explode when a fighter comes near.
- Enemies: Daphne – A Daphne's mines will explode if you attack them. Best to use projectiles to take them out from a comfortable distance.
- Enemies: Darknut – Breaking a Darknut's armor changes its attack pattern and raises its speed, but your attacks will now make it flinch.
- Enemies: Darknut – Darknuts attack by swinging their large swords around. Their shields deflect attacks, so try to hit them from behind!
- Enemies: Devil Car – If you're close by when a Devil Car has stopped moving, it'll spout exhaust fumes that paralyzeyou. It's enough to drive anyone crazy...
- Enemies: Devil Car – These cars are the most inconsiderate drivers, trying to ram right into you! If one hits you at high speed, it'll hurt.
- Enemies: Flage – This slimy green foe disappears and moves closer to you. Its shadow will give away where it is heading.
- Enemies: Flame Chomp – Don't touch the Flame Chomp's fireballs! That means both the ones it fires at you and the ones that are still attached to its tail.
- Enemies: Flame Chomp – When a Flame Chomp's tail is gone, its eyes will droop and it will flash. Defeat it quickly or it will explode!
- Enemies: Fly Guy – A type of Shy Guy that flies around, dangling items. Sometimes they even carry custom parts!
- Enemies: Gastly – A Ghost-type Pokémon unaffected by punches and kicks. You'll have to use projectiles to defeat it.
- Enemies: Geemer – Geemers can crawl along the ground, the walls...even the ceiling! Those spikes will hurt any fighter who touches them.
- Enemies: Generator – Generators disappear after they've finished spawning enemies. Defeat them before they finish to get a big bounty as a reward!
- Enemies: Glice – An icy enemy that's weak to fire. Its attack range is small, but you'll freeze if it hits you.
- Enemies: Glire – A fiery enemy that's weak to ice. It attacks slowly but deals a lot of damage.
- Enemies: Glunder – An electrical enemy with no particular weakness but fairly low health. Its attacks are wide ranging but deal little damage.
- Enemies: Goomba – The classic Mario enemy. Punches and kicks will work, but jumping on it delivers a one-hit KO in trademark Mario style.
- Enemies: Gordo – These spiky little balls are invincible, and just touching one will hurt and send you reeling.
- Enemies: Green Shy Guy – Green Shy Guys move slightly faster than other Shy Guys. They tend to drop Speed boosts.
- Enemies: Hammer Bro – Hammer Bros. jump up and down while throwing hammers. The hammers bounce off the walls and floor, so watch out!
- Enemies: Iridescent Glint Beetle – These golden bugs stay underground until a fighter comes near. They're bonus enemies, and often when you launch one, it'll drop some gold.
- Enemies: Iridescent Glint Beetle – The farther you launch one of these, the more gold it'll drop. It'll go back underground if it gets launched five times or if enough time passes.
- Enemies: Kamek – Kamek flies around and teleports, making an air battle all but inevitable. Try to ground this goof with a strong attack.
- Enemies: Kihunter – These insectoid enemies spit acid at you from the air. Touching the acid will paralyze you for a short time.
- Enemies: Kihunter – Kihunters won't spit acid at you if they're below you. Fighting them from above is an excellent strategy.
- Enemies: Koffing – Get too close, and you'll be sprayed with an extra-powerful Poison Gas that reduces your stats more than regular Poison Gas/lowers your stats much more than usual.
- Enemies: Koffing – This Pokémon fills its body up with toxic gases like a balloon. If its Poison Gas move hits you, it'll reduce your stats.
- Enemies: Kritter – Green Kritters will try to bite you, while blue Kritters will use their claws in a spinning jump attack.
- Enemies: Lakitu – Lakitus ride on a cloud and throw down Spiny Eggs. These turn into Spinies when they hit the ground.
- Enemies: Lethinium – These floral fiends shoot lasers that can go through the terrain. If the beam doesn't hit, the next shot will be at a different angle.
- Enemies: Lurchthorn – These fishlike foes pull five cannons along behind them. Each cannon takes damage on its own, but defeating the head can save you some time.
- Enemies: Lurchthorn – Each of a Lurchthorn's cannons will drop items and stop shooting if you destroy it. However, the other cannons will get stronger as a result.
- Enemies: Mahva – These fishlike foes with six eyes can protect other enemies with their barriers. Break down the barrier first—then you can hit the Mahva.
- Enemies: Megonta – This pill bug look-alike attacks by rolling at you. It's invincible while balled up, so strike wisely.
- Enemies: Megonta – Hit a Megonta's weak point—the stomach—and you can topple it over. It can't do anything until it gets back up, so you have a chance to strike.
- Enemies: Metroid – These alien creatures float around and then try to clamp down on you with their sharp fangs. Quickly struggle to break free from their grasp.
- Enemies: Mettaur – When a Mettaur's hiding under its helmet, attacking it won't accomplish anything. However, you can still grab and throw it.
- Enemies: Mimicutie – Lures you in disguised as a treasure chest, and then comes after you. Often drops Powers and other rarities.
- Enemies: Monoeye – These enormous eyeballs fly around above you, occasionally targeting you with energy blasts.
- Enemies: Nutski – These airborne enemies from the Forces of Nature fire either a burst of weak seeds or a single big seed that deals more damage.
- Enemies: Octorok – Octoroks will fire rocks at distant fighters. Deflecting an Octorok's own rock back at it is a one-hit KO!
- Enemies: Octorok – When you get close to an Octorok, it'll hide in the grass. You won't be able to hit it with attacks, but you can still throw it.
- Enemies: Orne – Ornes are dangerous foes. Just touching one will KO you instantly. When you hear that eerie music, run! Run away!
- Enemies: Parasol Waddle Dee – Attack a Waddle Dee to make it let go of its parasol. As the parasol floats into the air, it can snag you and carry you with it. Watch out!
- Enemies: Peahat – Peahats will keep sending Peahat Larvae at you. These are hard to avoid because of their scattered flight patterns.
- Enemies: Peahat Larva – These weak enemies are thrown by Peahats. You can even defeat them with moves that don't deal any damage, like Mario's F.L.U.D.D.
- Enemies: Petilil – This Grass-type Pokémon's Sleep Powder move will only affect fighters on the ground.
- Enemies: Plasma Wisp – When these glowing foes have fully charged their attack to its third level, they become immune to projectiles and direct attacks.
- Enemies: Polar Bear – Polar bears are weak to fire attacks. They'll flinch when struck by fire, making them far easier to defeat.
- Enemies: Polar Bear – When a polar bear jumps, you should jump too. The earthquake from their landing won't affect you if you're in the air.
- Enemies: Pooka – These red little enemies with goggles will walk up to fighters and tackle them.
- Enemies: Pooka – Each time a Pooka takes damage, it'll puff up like a balloon. When it finally pops, the blast will damage surrounding enemies.
- Enemies: Pooka – Pookas can chase after you by burrowing through walls and the ground. While doing this, you can't hit them, only look at their goggles.
- Enemies: Poppant – Poppants store candy and gift-wrapped boxes in their bucket-like lower bodies. Defeat these bonus enemies for some sweet rewards!
- Enemies: Poppant – Poppants will run away if you get too close or attack them. They'll also throw stones and Bob-ombs in their wake! Watch out!
- Enemies: Reaper – If a Reaper spots you, its special music will play and it'll go berserk. It'll also summon Reapettes, making it hard to even get close.
- Enemies: Reaper – An angry Reaper won't move around—it'll just turn to the left and right. If you're right in front of it, it'll swing its scythe.
- Enemies: Reapette – These Reaper minions can pass right through walls. They'll disappear in one hit, so it's easy to clear them out with some careful aim.
- Enemies: ReDead – Fighters on the ground will be left shaking if a ReDead's screech hits them, but airborne fighters will keep their wits about them.
- Enemies: ReDead – These shambling creatures made from magically animated clay will let out a hideous screech if you come near, leaving you shaking.
- Enemies: Reo – These enemies swoop down from above to tackle fighters. However, they can't actually hit you if you're directly below them. Give it a try!
- Enemies: Roturret – Roturrets hang in the air and fire three shots from each of their two cannons. The last pair of shots has extra launching power.
- Enemies: Shotzo – Depending on the type, these indestructible cannons will either fire three shots in a fixed direction or one shot aimed at you.
- Enemies: Shy Guy – Red Shy Guys have more attack power than other Shy Guys. They tend to drop Attack stat boosts.
- Enemies: Skuttler Cannoneer – The color of the cannon shows which type it is. Blue = beam, green = bazooka, and red = missile.
- Enemies: Skuttler Mage – These one-eyed enemies use magic to lower your stats. They're tough, but that only means a greater bounty of stat boosts once you defeat them.
- Enemies: Sneaky Spirits – These rhythmic spooks pop up at regular intervals. Defeat one of these bonus enemies to get great rewards, like stat boosts for all stats.
- Enemies: Souflee – These cake-shaped enemies like to run away from the player. In typical bonus-enemy fashion, they drop excellent stat boosts if you catch them.
- Enemies: Spike Top – Projectiles have no effect on Spike Tops, and these shelled beasts don't flinch easily either. Give them a toss instead.
- Enemies: Spike Top – Hitting Spike Tops can flip them over. That's the only time projectiles can hurt them.
- Enemies: Starman – Starmen are aliens that move by teleporting and unleash PK Beam attacks. These beams will briefly paralyze you if they hit, so watch out!
- Enemies: Starman – Reflect a PK Beam back at a Starman to defeat it in one satisfying hit. However, this trick won't work on a Starman summoned as an Assist Trophy.
- Enemies: Tac – Tac will fire his hand at you to try and steal your stat boosts. If he gets them, defeat him before he runs away or they'll be gone for good!/to get them back!
- Enemies: Tiki Buzz – From time to time, one of these drumlike enemies will swoop down to attack you. Jump on its head midswoop to take it out in one hit.
- Enemies: Tiki Buzz – Bounce off one of these for a big jump. It might even let you reach places you couldn't get to before!
- Enemies: Types of Shy Guys – Shy Guys come in four colors: red, blue, yellow, and green. They have different abilities and tend to drop different stat boosts.
- Enemies: Yellow Shy Guy – Yellow Shy Guys jump slightly higher than other Shy Guys. They tend to drop Jump boosts.
- Enemies: Zuree – These ghosts with big claws are impossible to hit before they take physical form. When they attack, that's your chance to strike back.
- Event: Bonus Time – During this event, enemies will drop more stat boosts. This is a good chance to really raise those numbers!
- Event: Fast Learner – One stat will be easier to upgrade for a while. Stat boosts for it will appear more frequently, and it'll upgrade more quickly from play, too.
- Event: Heavenly Light – A light engulfs the fighters, causing damage to nearby enemies. The effect is just like the Power of the same name.
- Event: Treasure Trove – This event unlocks a treasure trove full of...you guessed it...treasure! Check your map to see where it is.
- Events: Amped Up! – For a short time, your Speed and Jump stats will be maxed out. This lets you reach all kinds of places—but be careful not to go too far!
- Events: Fests – Loads of a single enemy will appear. The name of the fest tells you which one. A Souflee Fest is a chance to get tons of stat boosts!
- Glunders, Glices, and Glires – They all roll along the ground, but they're based on different elements. Glire is red, Glice is blue, and Glunder is yellow.
- Launching Foes Off-Screen – Launching enemies off the screen will defeat them even if they haven't taken much damage. However, you won't get as many stat boosts.
- Powerful Enemies – Strong enemies like Reapers drop lots of items. These can include rare rewards.
- Powers and Speed – Slower fighters can carry more Powers. Putting on equipment that makes you faster or slower will affect this, too!
- Rare Items – Looking for cool stuff like trophies and custom parts? Try defeating bonus enemies and opening treasure chests.
- Smash Run: Edge of the Stage – There are a lot of challenge doors and treasure chests around the edges of the labyrinth—but lots of strong enemies, too.
- Star-Shaped Stat Boosts – These star-shaped stat boosts will improve all six stats. You'll get them from treasure chests or by defeating special enemies.
- Stat Boosts – Just running and attacking will slowly boost your speed and attack stats.
- Stat Boosts: Arms – Arms stat boosts will improve throwing moves and attacks using items. They also make healing items more effective.
- Stat Boosts: Arms – One effect of Arms stat boosts is to increase your grabbing range. They also make you less likely to drop items when attacked.
- Stat Boosts: Defense – Improving your Defense means you'll take less damage and your shield will be more durable. It'll also be easier to achieve a perfect shield.
- Stat Boosts: Special – Some special moves won't just deal more damage—they'll also take less time to charge or have an expanded range.
- Stat Megaboost – These items will double the effectiveness of stat boosts for a short time. You'll power up twice as fast while moving around, too!
- Using Powers – Using Powers aggressively at the start will let you beat enemies easily for some early stat boosts. That'll make later foes easier too.
- Using Powers – If you get KO'd in Smash Run, your stats will go down. Try to keep some good Powers in reserve to help you stay in the game!
Other
- Bonus Effects – You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger.
- Breaking Your Fall – When you hit the wall, floor, or ceiling after being launched, press the shield button to break your fall and avoid follow-up attacks.
- Catching Items – You can catch items thrown at you by pressing the attack button at just the right time.
- Clinging to Walls – Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though...
- Crouch Walking – Some fighters can move while crouched if you input diagonally down to the left or right.
- Custom Special Moves – Each of the custom special moves have different attributes. Choose carefully to create the perfect fighter for your play style!
- Easy Final Smash – Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd.
- Eating While Prone – Press the attack button while you're prone to eat a food item that's fallen nearby.
- Equipment – Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter!
- Footstool Jump – You can jump on an opponent's head and use them as a springboard. If they're airborne, they'll fall down, too.
- Grab – You have to wait at least a second between letting go of an opponent and grabbing them again, so be patient!
- Grab an Item While Airborne – You can grab an item in midair by dodging or attacking at just the right time.
- Grabbing Edges – If you grab an edge that someone else is grabbing, you'll steal it from them. So much for first come, first served!
- Hitstun Shuffling – Input in a direction while taking damage, and you'll shift slightly in that direction.
- Interacting with Equipment – Using equipment that raises attack will lower defense at the same time. You know what they say—the best defense is a good offense!
- Letting Go of Items – Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage.
- Low Jump – Press the jump button very briefly and you'll jump lower than usual, letting you use air attacks against ground-level foes.
- Magnifying-Glass Damage – When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger!
- Meteor Smash – Launching an opponent straight downward is known as a Meteor Smash. Doing this when there isn't a platform below is a good one-hit KO method.
- Mii Fighters' Physiques – The physique of the Mii your Mii Fighter was based on will affect it! A big Mii is stronger, while a smaller Mii is faster.
- Perfect Shield – Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding.
- Shield Break – While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
- Shieldstun Shuffling – Angling to one side or the other while blocking with your shield will move it very slightly in that direction.
- Shifting Your Shield – You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
- Smash Throw – When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way.
- Stale Moves – Using the same attack constantly will decrease its power. Add a little variety to your fighting, and spice up your game!
- Strong Equipment – Taking on higher intensity levels in Classic mode or achieving high scores in minigames can hugely affect the power of the equipment you pick up.
- Super Armor – This is a state where you won't flinch even while taking damage. Some specials will trigger this.
- Throwing Items – Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.
- Turning and Grabbing – If you turn around while running and then grab, your grabbing range will be longer than usual.
- Types of Equipment – Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type.
- Wall Jumping – Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.