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FAQ/Strategy Guide by Amazing Ampharos
Version: 1.0 | Updated: 04/28/08
Super Smash Brothers Brawl FAQ By: Chris "Amazing Ampharos" Immele I. Table of Contents I. Table of Contents II. Introduction III. Character Bios IV. Classic Mode V. All Star Mode VI. Event Battles VII. Target Smash VIII. Home-Run Contest IX. Multi-Man Brawl X. Boss Battles XI. Subspace Emissary XII. Challenge Board XIII. Trophy List XIV. Sticker List XV. Other Unlockables XVI. Speed Unlocking XVII. Credits and Conclusion II. Introduction Welcome to my FAQ on Super Smash Brothers Brawl. Super Smash Brothers Brawl is, as of the writing of this FAQ, the latest entry into Nintendo's wonderful Smash Bros fighting series, and the game is a complete joy to play. However, it's also a completionist's nightmare; there is a very large amount of unlockable content that is sure to drive anyone looking for that "perfect file" mad. The game also features a very diverse cast that is sure to prove daunting for all but the most dedicated of fans. That's where I come in. This FAQ is meant to walk players through unlocking everything in the game. If you just want a rundown of the characters and some basic tips on how to use them and unlock them, look to section III. If you want a thorough walkthrough on how to do everything, sections IV through XI and section XV are for you. If you are looking for a list of what there is to get without so many of the details, sections XII through XV are ideal. If you just want to get everything you'll need to play serious matches with your friends as quickly as possible and don't care about any of the smaller things, section XVI is where you'll want to head. If you want to read an overly obligatory section with little real content, well, sections II and XVII are pretty cool. III. Character Bios In this section, I'll be covering the entire cast and giving a summary of how I see them. I'm going to be candid about which characters I believe to be good or bad; I'd be doing readers a disservice if I tried to give a positive impression of the entire cast to avoid offending anyone. I'll also discuss generally how I believe each character should be used. I'm not doing character guides, but I hope I can provide enough to help players get started with everyone. Also, I must give an obligatory disclaimer. I don't play the whole cast nor am I necessarily the best player out there. I have studied the game in great depth, and I have really done my best to fairly show how each character works, but if I made mistakes or glaring omissions, don't get upset. Also, the part where I discuss character match ups is pretty iffy. I mostly just guessed there, and I'm probably frequently wrong. Rather than looking at the characters I name, it would be better to look at the reasons I suggest some things might be problems as potential holes in that character's style. Mario In theory, Mario is supposed to be a balanced character without significant strengths or weaknesses. Unfortunately for Mario, theory doesn't always hold. Mario definitely has below average range and power, and coupled with his average speed and lack of special properties, this puts him in a bad position. As things stand, he seems to be one of the worst characters in the game. This is not to say that Mario is without merit. Mario has a decent set of smash attacks that he should be quick to rely on. Of special note is his powerful forward smash; this will be his main source of kills. His forward and down tilts are mostly just sources of quick damage with little notable about them, but his up tilt is a handy move for popping enemies up into the air so keep it in mind. His running attack is a decent sliding kick which you should use for surprise damage once in a while, but despite the ease of use, it's not good to overuse as it gets very predictable. His jab combo is just a typical safety move. In the air, Mario's biggest problem is his slow forward aerial. It has a weak hit early in the swing and a nice spike late in the swing, but it's really too slow to be practical for general use. If approaching the enemy head on in the air, it's generally wise to instead rely on his weak but quick neutral aerial. Mario is at least blessed with fast and decently powerful up and back aerials, but neither are likely to be getting a whole lot of kills. His down aerial might seem appealing at first, but it's generally too slow to be one of his most relied upon moves. Mario's grab game pretty much revolves entirely around his powerful back throw. This throw is his second and last reliable source of kills; be sure to exploit it heavily. Mario has pretty short arms so getting grabs is generally difficult; using his up smash out of a shield will be generally more useful until the enemy is near killing percentages. In terms of his special moves, Mario's only real gem comes in the form of the Cape. This move is far worse than it was in Super Smash Brothers Melee, but it's still a solid move that new Mario players should try their best to integrate into their games. It turns around all attacks that hit it, completely reversing the attack's trajectory or the enemy's momentum. It causes enemy projectiles to become dangerous to them as well so it can be used to send things such as Samus's missiles right back at her. If it hits a standing opponent, it will turn them around, but it does not turn around shielded opponents which means that it's not a safe option against opponents waiting for you to attack. A major use is to ruin recoveries by turning them around and causing the momentum to fling the foe away from the stage, but Mario players will now have to jump out over the ledge to take full advantage of this as clever opponents will be sure to still be within ledge grab range if you do it from the ground. The last use of the Cape is for recovery. Using it in the air causes Mario to stall and push forward very slightly. Using it consecutively is a sure way to die, but using it just once right before the triple jump can be useful. Mario's other three specials are pretty lackluster. His Fireballs are weak with poor range so they aren't of use for projectile spamming. The main use of Fireballs is to do a short hop, throw one Fireball, and then chase after it. This helps Mario approach the enemy as they have to deal with the Fireball right as Mario is about to attack them. Mario's Super Jump Punch does poor damage and leaves him very vulnerable; only use it to recover. Fludd is generally useless, but the one scenario I have found it handy is to ruin Ness's and Lucas's recovery. If you blast them with water as they steer Pk Thunder, they will be pushed away but not interrupted which almost always leads to their death. Mario is capable of wall jumping but not crawling or wall clinging. Mario can only jump once in the air. His roll is fairly slow but covers a lot of ground so it can be of use sparingly, and his spot dodge is a very ordinary one. All in all, Mario doesn't really stack up to the other fighters, but don't take that as a sign that he's useless. Mario still has a wide array of tools and can be used highly competently to pose a serious threat. His Cape especially is a unique tool that in the hands of the right player can cause extreme frustration to opponents; it's the main gameplay reason Mario should be considered over other characters. It's especially pivotal when battling Marth, Ike, or other characters with great range advantages on Mario; he can turn them around even if he only hits the tip of their attacks with his cape. However, other than his Cape, Mario has few options against such great range characters; they will likely be his hardest opponents. Luigi How to unlock: -Play 22 brawls. -Have Luigi join your party in The Subspace Emissary. -Clear Classic mode without continuing. Luigi is Mario's oddball brother, and the way he plays makes that very clear. His voice, animations, and general style all feel just a bit odd. Specifically, Luigi is a really upward oriented character; he has an uncanny number of moves that are designed to knock the opponent up into the air. The fact that he compliments this with a really solid set of aerials makes him a coherent and effective character. I wouldn't call Luigi one of the best characters in the game at all, but he's definitely a solid contender. Luigi's main goal with his grounded attacks is to get the enemy up into the air. All three of his smashes do this well, but you should primarily rely on his quick and wide-ranged down smash. If you need a really quick move to pop them up, his up tilt is a great option as well. His forward tilt sends them at a horizontal angle you won't find useful, and his down tilt is a very weak close range move with a high likelihood to trip them though it can pop them up very usefully if they are at a high percentage. I'm sure many of you find his running attack enthralling, but hold off on it. It's not as ridiculously unsafe as it was in Super Smash Brothers Melee, but it's still a weak move that doesn't lead into anything better. In the air, Luigi's pride and joy is his great forward aerial. He does a very quick and fairly powerful chop that can be a source of kills and a great way to rack damage. His up, back, and down aerials are also all fast and decently strong so he can throw a good aerial out no matter what his orientation to his opponent. His neutral aerial is interesting insofar as it sends the enemy straight up with a lot of power; it can be an effective tool to get surprise star KOs. Luigi's grab game is pretty similar to Mario's insofar as he's really concerned with his very powerful back throw. However, if Luigi is unable to kill after a grab, he should instead use his up throw as that puts opponents up in the air which is right where Luigi wants them. Luigi should also occasionally use his Super Jump Punch out of his shield for the chance to land a Fire Jump Punch, but only do that when the opponent puts himself in just the wrong position. Luigi's specials are a mixed bag. His Fireball is a pretty horrible projectile; it has very poor reach and generally doesn't flow with the rest of his game. Throw them out if the opponent tries to stay just out of arm's reach of Luigi, but generally Luigi should look to his other moves in combat. The Green Missile is a pretty horrible move outside of recovery. It does poor damage unless charged up, and while Luigi can charge it as long as he wants, it's super predictable and easy to avoid. It will do good damage if he gets a misfire which is a 1/8 chance on each use, but Luigi is too good to need to rely on something like that. However, in the narrow context of recovery, it is useful to Luigi as he gets good horizontal distance from it and can continue doing any moves in the air he wants after using it. Luigi's Super Jump Punch is fairly mediocre for recovery and completely pathetic with the weak hit, but if you are right inside of them when you use it, Luigi will do a Fire Jump Punch which will deal massive damage. This is one of Luigi's most treasured sources of kills; he should always be looking to sneak one in once the opponent is hurt enough to succumb. A good trick is to do one or two hits of his jab combo and to interrupt it by throwing out the Super Jump Punch. This is very hard to impossible for them to avoid once you get the hits from the jab, and it's a really easy chance at a Fire Jump Punch. Luigi similarly gets a lot of utility out of his Luigi Cyclone. On the ground, he can use it to cover distance very quickly; it is a very good way to both get surprise attacks and approach enemies. If Luigi has not used Luigi Cyclone since the last time he has touched the ground, he is able to rise if the player presses B rapidly which makes it a very handy tool in ensuring Luigi always makes it back to the ledge. Luigi cannot wall jump or wall cling, but he can crawl. This is useful as he can crawl under Pit's arrows, but he is too tall to crawl under any of the projectiles from the Star Fox characters. Luigi only has one midair jump. Luigi's roll and spot dodge are pretty much identical to Mario's; his roll is slightly slow but covers good ground, and his spot dodge is very ordinary. Luigi can get a fixed knock back straight up hit with his down taunt, but it's too slow and low range to be useful. It can even spike if it hits a recovering opponent, but unless a truly golden opportunity comes along, it's just an obscure detail. Additionally, Luigi has unusually low traction which isn't very important but should be kept in mind. Since Luigi's game revolves so much around the air, Luigi's matches revolve around how his opponents fare there. Since characters like Kirby, Meta Knight, and Jigglypuff frequently enter the air voluntarily, Luigi should be a great choice against them. Otherwise his matches don't tend to be particularly notable though I would watch out for Marth and Ike whose range will give him significant trouble. Luigi is a solid, balanced choice with an interesting and unique play style; he's definitely worth considering. Peach Peach is a very interesting character mostly because of her ability to float. If she holds the jump button in the air she will float once she reaches the peak of that jump, and if she holds down she will automatically float without needing to reach the peak of her jump or perform her double jump if it is still unused. Her floating opens a lot of options for her in the air; she can be either stationary or sliding directly horizontally while doing her aerial attacks. This mechanic is her main appeal as a character, but all in all, she's still probably a bit below average. Peach's ground game isn't terribly noteworthy, but she does have some good stuff. Her up smash is a great killing move if she hits with the sweet spot, and her down smash of Super Smash Brothers Melee fame is still useful to quickly score a few hits to rack up damage though it has pretty much no hope of ever killing anyone. Her forward smash is an odd move that randomly uses either a good knock back tennis racket, a weaker knock back but better range golf club, or a straight up hitting frying pan. The move as a whole is a decent kill move, but the randomness makes it hard to use it for anything else. Her down tilt and forward tilt both are handy for knocking the opponent up into the air, but her down tilt is generally better. Her up tilt hits with a super explosion of hearts and love that knocks the opponent pretty far but doesn't kill until higher percentages; it's still good to use frequently. Her running attack is above average as well; mix it in. Peach will usually want to be floating when she does her aerials, and all five are useful. Her neutral aerial is her most valued one as it throws out a quick and powerful attack that hits on both sides of Peach. Her forward aerial packs quite a punch; she should use it mostly as a finisher. Her up aerial sends them up further so she can continue juggles and score KOs off the top. Her down aerial, on the other hand, is a damage racking move. If the opponent is at low percentage and grounded, it's a very handy tool to do a lot of damage to them. Her back aerial is a quick smack from her rear end to anyone behind her; use it if someone dares go there. With all five of them, remember that you can do them while floating very close to the ground, chase them with your float while the aerial finishes, and then immediately land and do a move on the ground. This is the core of Peach; use it and abuse it. Peach's grab game is pretty much unremarkable as none of them can kill and she has typical grab range, but if she does score a grab, she should use her down throw with aspiration to lead into something more potent as it pops them up right behind her. Since she gets fairly little out of grabs, she might want to consider using her up smash out of a shield, but the extremely vertical orientation of the hit on it makes that frequently unsafe. Peach's specials are mostly pretty average. Well, Toad is excluded there; he's just plain useless. If you were curious what he does as it's not immediately obvious, he counters attacks, but even for a counter move he's unbelievably slow and easy to punish. Her Peach Bomber is a pretty cool move that extremely bad Peach players are known to use dozens of times in a row without using any other attacks. She winds back for a bit and then hurls herself nearly straightly horizontal a little more than a third of the length of Final Destination. When it hits, it releases an explosion of hearts and love and does solid if not particularly noteworthy damage and knock back. It's fairly powerful and mobile if predictable and easy to punish; be sure to mix it in once in a while but not too often. Her Parasol is her nominal recovery move though in practice she usually doesn't need it. She shoots up a small distance and begins floating down, and the Parasol can be put away by pressing down. The really novel thing is that she can bring it out again by tapping up so she can make her return to the stage very unpredictable by varying her falling speed; it is the main reason she's such a pain to kill. Her Turnips are handy to use to interrupt opponents by tossing one at an opponent right before attacking, but their poor range makes them bad spam. They can be caught easily as well which can make throwing them counterproductive from time to time. Peach also cannot throw them while floating unless the player inputs down + B, but this will only do the shorter ranged throw. Occasionally, she gets a very powerful turnip that has a face like that of an old man; use floating aerials and other special moves to knock them off guard so you can kill with it. She also can pull bombs (which aren't actually Bob-ombs as she can hold them indefinitely) which are even more powerful, Beam Swords which turn her into a huge range machine of death, and Mr. Saturn which when thrown with a smash throw devastates shields. Peach cannot wall jump, wall cling, or crawl and has only one midair jump. She has a somewhat fast roll and spot dodge, but her real special property is floating which has already been covered in depth. One last trick with it though is that she can cancel her dash with a jump into a float very low to the ground which she can automatically end to land and be in a neutral position on the ground. It's tricky to do; you need to basically hit forward to do a dash and do a quarter circle motion toward down as you hit jump and then release them all just as the float starts. This lets her vary the length of her dash however she wants and do just about anything she wants out of it; take advantage of it if you can get the timing down. Peach's ability to float lets her glide right over projectile spammers so she will match up fairly well against someone like Pit, Falco, or Snake. Characters such as Wario, Jigglypuff, and Squirtle who can outmaneuver her in the air will prove problematic, and characters with especially high speed or power such as Bowser or Fox could be pretty successful at rushing or plowing past her shenanigans. In general she will probably find herself having to work a bit harder than most other characters to win matches, but she has enough tricks that she should still remain on the lower end of viable. Bowser Bowser is advertised as the game's biggest and heaviest character, and he fits the bill nicely on both counts. Unfortunately, he has the single worst flaw a character can have; he is quite slow. Still, Bowser has a combination of solid reach, great power, and surprisingly decent mobility that make him a decent if flawed character. He doesn't really rise above the problems heavy characters tend to have, but he puts up a decent showing. Bowser's ground game has great power all around so he will mostly be looking for speed and safety in his attack selection. His forward tilt is a good attack to look to for a starter; it has huge range and is fairly quick so he can feel confident in general throwing it out. His up tilt pops them up nicely and has the added bonus of hitting behind Bowser as well as above him; it's a great move to throw out with your back turned. His down tilt still has a good deal of power for how quick it is, but it will be difficult to land hits with it. All three of his smashes are beastly. His up smash is only useful as an answer to opponents coming straight down on him or on a platform above him, but the damage makes it worth it. His down smash is a wonderful way to punish opponents for rolling about you rapidly or otherwise staying in your face and playing evasively; it racks up really huge damage. His forward smash is the only one you should be reserved about; it isn't particularly more powerful than his other smashes, and while the way he recoils his head is very useful, it's slower and more punishable than his other smashes. If Bowser needs to get an opponent away from himself quickly, his jab combo is really his only option. Bowser's aerial game will mostly revolve around his quick forward aerial, but his others still have use. His up aerial does massive damage if he can connect with it, but that's easier said than done. His back aerial is generally very easy to hit with and pretty powerful, but it's a very unsafe move due to the absurdly long landing lag. The best way to use it is to either use it really high in the air where it will recover before landing or to hit the edge after using it. His neutral and down aerials are just not very good and should only be used in obscure circumstances where they seem like they can hit where other things cannot. Bowser's grab game is easily forgotten because he has a special move that is basically a better grab, but he still has a few things he can do with them. His general best bet is his back throw to try to get the opponent over the ledge, but if the opponent is very hurt, his up throw will be more beneficial. His down throw seems appealing, but he is so slow after it that he really can't follow it up with anything. He may very well want to mostly use Whirling Fortress out of his shield; it's a solid option for him. Bowser's specials are split half and half between great and terrible. Let's start with terrible. His Fire Breath really isn't very good. The fire dies down relatively quickly, it is difficult to connect, and the damage is all around poor. The main use for this will be to use it near the ledge angled downward to force the opponent to take many hits from it before they can make it back. His Bowser Bomb is also pretty poor; it's incredibly unsafe upon landing so he can only plausibly use it if he's going to hit the ledge. Of course, in that context, it is handy. His Whirling Fortress is a wonderful move. It's not only useful for recovery; it really shines when used on the ground. Bowser can slide along the ground at a good and dangerous pace while using this move; it helps him out for approaches and generally scoring quick damage, two things that would be quite difficult for him otherwise. The fact that as an up special he can use it directly out of a shield only makes it sweeter. Of course, most players are simply enamored with his Flying Slam and with good reason. Bowser does a quick grab motion and then slams the opponent down. Bowser and his opponent both can direct where they land, and being at higher percentage causes either side to have a lesser influence. This is a very safe and quick move, it is an aerial grab, and it is a wonderful suicide attack should you choose to use it that way. Just be smart about suicide; only do it when you are gaining an advantage by dying at a higher percentage or are up in stock. Also, if this move doesn't hit the opponent and finishes its animation in midair right above the ground, Bowser gets his second jump back. He can exploit this to effectively levitate over the stage which may throw some opponents off, but it's not a terribly big part of Bowser's game. Bowser cannot wall jump or wall cling which is no surprise at all, but he can crawl for some mild humor but no actual gain. He has one midair jump and a typical spot dodge, but his roll is fairly quick and should be used a bit more than most characters would. His ledge attack at under 100% is also a surprisingly good move; be sure to take full advantage of it. Bowser's great strength will let him get early kills in all matches, but it is usually counter balanced by the fact that faster characters will be getting more hits. Bowser can definitely handle a character like Jigglypuff who is extremely affected by his strength and doesn't have particularly great speed, but characters like Sheik and Fox will probably prove too much for Bowser. Bowser's massive size also makes him a prime target for projectile spamming from characters such as Pit or chain throws from King Dedede or Wario; those will be hard matches. At the very least, his great weight can be a boon against the lighter power characters so he can approach foes such as Zelda, Lucas, and Pikachu with a bit of confidence. Donkey Kong Donkey Kong has never been a popular character, but he's the original Smash Bros. heavy character. He's generally a bit faster than Bowser, but he isn't quite as powerful. Donkey Kong is a bit better in the air than Bowser whereas Bowser is more of a grounded character. DK's range is also a bit better overall. Still, fans of one character will probably find a kindred character in the other even if they don't really play alike. Also, much like Bowser, Donkey Kong is quite playable but still clocks in at below par. On the ground, Donkey Kong will want to rely on his greater reach moves which also happen to be his generally quicker ones. He has an excellent forward tilt that covers a lot of distance in front of him and is quick; it should be heavily relied on. His up tilt covers a wide arc over his head and behind him; it too should be used frequently. His down tilt is also quick, but it is really only useful for occasionally tripping opponents as the knock back on it is incredibly unuseful at all percentages. His forward smash is his best smash in terms of speed, range, and power; you should rely on it heavily. His up smash is good for hitting opponents above him, and his down smash is good for sweeping out rolling characters, but neither are particularly good. In the air, Donkey Kong's main weapons will be his excellent back and up aerials. His back aerial is extremely quick and powerful; he can string together series of these in rapid short hop approaches for great profit. His up aerial hits a large area as he slams with his huge head and is effective at scoring kills off the top of the screen and should be used whenever DK managed to get beneath an opponent. His biggest problem up here is his horrible forward aerial; it's so slow you will never hit anyone with it. When approaching from the front, use his neutral aerial instead. His down aerial is a somewhat handy spike; mix it in as it's worth the effort. Donkey Kong's grab game is really defined by his unique cargo carry mechanic. When he grabs an opponent, he can hit forward to lift them on his back from which he can carry them around. Other than the obvious use for suicides, this can let him set up attacks by carrying them to more favorable places. DK should usually cargo to up throw to attempt to follow up with an up aerial, but he can really mix it up a lot depending on circumstance. He can also use his Spinning Kong out of a shield which is generally a good choice. Donkey Kong's specials are all close range hits and have mixed usefulness. His Ground Pound can rack up damage decently if it hits just right, but it is incredibly unsafe and pretty hard to hit with so it really should be used very seldom if at all. His Headbutt is similarly an interesting move that isn't very good. Hitting with it is like hitting with a damaging Pitfall item, but the move's range is poor as is its speed so it is mostly just asking to be punished. The Giant Punch is a high quality move. It's a really great killing move, and it has super armor that Donkey Kong should exploit to ensure he delivers his powerful attacks. However, throwing the punch in midair leaves Donkey Kong helpless until he lands so it should mostly be used from the ground. His Spinning Kong is a very quick move coming out that deals decent damage; he should whip it out from the ground from time to time for easy damage. It is also his main recovery move, but it has incredible landing lag when used from the air so he should really try to hit the ledge with it. Donkey Kong cannot wall jump, wall cling, or crawl, and he has only one midair jump. He has a typical roll and spot dodge as well; his only really special property is his cargo throw. Donkey Kong's matches are mostly in the same vein as Bowser's with the difference being that his generally greater speed lets him do much better against speedy characters like Fox. Of course, his lower power similarly isn't doing him a lot of favors against a character like Jigglypuff or Kirby; it's a trade off that Donkey Kong probably wins by a small margin. Donkey Kong may not be flashy or popular, but he has his monkey business, and that makes him somewhat viable. Diddy Kong Diddy Kong was always everyone's favorite when playing the Donkey Kong Country games, and he's a favorite here too. He's an all around speedy character in both mobility and attacking, and that's an excellent thing to be. He has a lot of quirky moves that serve him very well; he's an excellent character all around. On the ground, Diddy Kong really needs to know his good moves from his bad ones. The general rule is that tilts are good and smashes are bad. His forward smash is weak and fairly easy to punish, but his forward tilt comes out faster and with better damage. His up tilt is a good upward hitting move, but it's much easier to punish than his up tilt which does the same job but better. The big exception is in the downward direction as Diddy Kong has a fast and effective down smash while his down tilt is one directional with unuseful knock back. Diddy Kong also has an incredible running attack. It's very fast and ends so quickly that Diddy Kong can follow it up with other attacks without being punished. This means that Diddy Kong should frequently rely on his running attack for approaches as he can often flow into another move before a shield grab would interrupt him. This is a great contrast to his jab combo which is one of the worst in the game; never use his jab combo. In the air, Diddy Kong's two big assets are his quick and powerful forward and back aerials. He can approach from either direction and rely on a quick hit that is decently powerful up in the air; his back aerial is the one with a little more speed while his forward aerial is the one that packs the power. His up and neutral aerials are very weak, but they are quick so he can use them to rack damage when the enemy is very near. His down aerial is tricky to use, but it's a wonderful spike so try to sneak it in if the opportunity arises. Diddy's grab game leaves something to be desired, but given that his other options out of a shield are also lackluster, he must rely on it. In general he should go for his up throw to try to lead into aerials; his back throw sends them too far away to do anything, and his other two throws are just generally bad. Diddy's specials aren't great, but he has some cool stuff here. His Peanut Popgun is a rather lousy projectile that is extremely slow and easy to avoid; only pull it out if the opponent is giving you an ideal chance to projectile spam. Even then, be cautious as the peanuts can actually be caught and then thrown back at Diddy as items. His Monkey Flip and Rocketbarrel Boost are both quality recovery options that make it easy for him to get back to the stage, but neither is that great otherwise. His Monkey Flip will spike them if he gets the grab hit from it in the air, but it's tricky. Rocketbarrel Boost needs practice to recover well with it, and if he gets hit during it, the barrels might fly off rendering him helpless. If you want to use Diddy, spend some time in training mode getting the timing on this move down. His one really high quality special is his ability to summon banana peels. He can only have two at a time, but he cannot trip on his own banana peels. He can toss them at opponents to trip them up, but the main use is to plant them in clever places that will severely restrict the foe's movement. When they trip, Diddy can move in and punish while his bananas on the ground keep them locked down. It's really hard to explain just how to plant them efficiently; the general rule is that you should try to put one between you and the opponent and the other in the place you figure the opponent most wants to go. Diddy Kong can wall jump, wall cling, and crawl. He is short enough to crawl under Pit's arrows but not any of the Star Fox characters' lasers. He has one midair jump, a fairly quick roll, and an unfortunately slow spot dodge which he should generally avoid. Diddy's speed gives him advantage over the big and slow characters such as Bowser, but he will find faster powerhouses such as Pikachu, Lucas, and Zelda a real problem. Mr. Game & Watch and Marth's combination of speed and priority could also be a big worry. Otherwise Diddy should expect generally even to slightly favorable matches as he's not particularly extreme; he can expect to perform well in a wide variety of situations. Yoshi Everyone is divided over who is good and bad, but few are divided over Yoshi's standing. Yoshi is just obviously a pretty bad character, but he's really not completely without merit. Yoshi has a slippery control in the air that, combined with his very fast running speed, can make him somewhat unpredictable, and he has surprising reach on several attacks. He's also surprisingly heavy. Even if he isn't very good, he can at least be full of surprises. A good general rule with Yoshi's ground attacks is to watch whether they use his tail. All of his tail based attacks are good whereas his head and feet based ones are lackluster. All three of his tilts are good and will be his primary attacks on the ground. His up tilt pops them up into the air which is fairly useful for Yoshi; use it whenever you have an opening. His forward tilt and down tilt serve similar purposes; both are great moves to get the opponent away and score a little damage. Yoshi also uses his down smash like a "fourth tilt" since it covers a wide area quickly so it's great for racking up damage. Unfortunately, he has to rely on his slow, poorly ranged forward and up smashes for kills; Yoshi has trouble in this department. In the air, Yoshi's two best moves are his up and back aerials. His back aerial covers a huge range and racks up damage very nicely; use this move as often as possible as it's one of Yoshi's best. Yoshi's up aerial will probably be his most important killing move as it comes out quickly and hits opponents straight up. Don't allow this move to be worn down by stale move negation as Yoshi has very few other good killing options. Yoshi's neutral aerial is a decent option for a quick hit, but it's very weak so it should be used sparingly. Speaking of using moves sparingly, only use his forward aerial when you're sure you can hit the spike as it is extremely slow and easy to punish. His down aerial is a very difficult move to hit with, but it should be used anyways due to its great ability to rack up damage on a clean hit. Yoshi's out of shield game is just pathetic. His grab has big range, but it is incredibly slow which makes it hard to use effectively. His up and down throws both pop opponents up nicely and can be good options to attempt to follow up with an up aerial, but he lacks direct killing power in grabs. His saddest problem, however, is that he cannot jump out of his shield. This means that he must roll, grab, or drop his shield after blocking an attack; he cannot do an aerial or an up smash or special. His roll is also a very slow roll so it really leaves him pretty helpless after blocking. Yoshi's specials are mostly bad. His Egg Roll leaves him very open if your opponent has a decent sense of timing; only use it for quick retreats and surprise attacks. His Ground Pound is generally a bad move due to how unsafe on landing it is; it should mostly just be used when Yoshi will hit the ledge after using it. It is also somewhat useful if you can hit the opponent on the way up as it forms a small combo, but given the risk, it usually isn't worth it. Yoshi's Egg Lay is handy; he can use it to somewhat replace his slow grab with the bonus of being able to use it in the air. He really can't follow up turning an opponent into an egg with anything; just try to get a back or down aerial on them quickly before they break out. Yoshi's Egg Toss is his primary special. With careful aim, Yoshi can bombard opponents anywhere from right next to him to about two thirds of Final Destination away; good Yoshi players absolutely must master subtle aiming with this move as solid projectile spam is one of the few things Yoshi can really do well. In the air, it gains Yoshi a bit of height, but the returns diminish so much after each use that it should only be used once. It's the closest thing to a triple jump Yoshi has by the way; his recovery is pretty easy to mess up. Additionally, this move can be used for a pretty clever edge stall. Yoshi can let go of a ledge by hitting back and then immediately throw an egg. The height he gains should be just right to grab the ledge again if done right. With practice, Yoshi can snipe at the opponent with eggs while enjoying a lot of invincibility from constant ledge grabbing. Yoshi cannot wall jump or wall cling, but he can crawl. Yoshi is short enough to duck under Pit's arrows, but while crawling he gains a bit of height so he gets hit which means he can only use crawling to very slowly approach Pit. Of course, he cannot duck under any of the team Star Fox projectiles at all. Yoshi has a very slow roll which he should seldom use, and his spot dodge seems slightly slower than average. Yoshi's inability to jump out of a shield is a huge handicap which severely limits his game, but he does have the minor benefit of having a shield that never shrinks. It will break like every other character's shield, but it changes colors instead of growing smaller and always covers his whole body. Yoshi also has a tremendous weight gain when he is starting his double jump which allows him to take many attacks without flinching, but this only helps him in recovery. Yoshi can continue following the path of his double jump while attacking as well which allows him to very quickly gain height during an attack; I suggest using up aerials out of his double jump to catch opponents coming down. All in all, Yoshi is just a character with a lot of problems. He has a lot of special properties which are good, but then his inability to jump out of a shield takes it all away. His shield game as a whole turns out to just be awful as he is cursed with a bad grab and roll; he really doesn't have much he can do after blocking. Yoshi also is a poor character at racking up kills which just does him no favors. I really can't say much about specific matches as Yoshi will have trouble with most characters for the same reasons, but he should have a somewhat palatable match with Wario due to his ability to outrange Wario and control space. He also can have a generally good time against characters such as Bowser and Ganondorf with very poor mobility thanks mostly to eggs, but I'm really just struggling to find anything to help out poor Yoshi. Wario Wario is from the start an obviously unusual character, but his play style is even more off the wall than you would at first expect. While he does have high weight, he doesn't play like the heavy characters at all; he is actually most similar to Jigglypuff! Wario uses his amazing aerial mobility and an array of attacks with surprising speed and power to make himself into a large threat on the battlefield, but his absolutely horrible range really limits him. He seems above average, but his inability to threaten from afar seems like it keeps him from the upper echelons of play. On the ground, Wario should definitely mostly rely on his tilts. Wario has a powerful and medium speed forward tilt that will be his main source of grounded kills. His forward smash is a more powerful option, but it has a range so awful that it is usually really impractical to connect with. Still, it's actually quick so he can be tricky by comboing into it after a weak aerial such as his forward aerial. His upward attacks are similar except his up smash is just a damage racking move; it's a move to generally refrain from using. Wario's down tilt is a fairly slow option, but it is still a better choice than his super slow down smash. In the air is where Wario really shines. Wario's forward aerial will be his most used and relied upon move as he can jump in, attack with it, and weave back out to land out of range of retaliation. This is the central Wario strategy so be sure to use it frequently. Wario's neutral aerial and up aerial can be difficult to connect with, but they are his two main killing options in the air. His up aerial kills off the top pretty easily, and his neutral aerial sends them much farther away. His down aerial is just a damage dealer, but it's pretty potent with little landing lag so use it whenever the chance arises. His one aerial to generally avoid is his back aerial since it has so much landing lag when he hits the ground during it. It's pretty powerful though so you can mix it in; just be sure to use it after full hops or from higher up in general so Wario completes the move before landing. Wario's grab game is as quirky as you have come to expect from this character. His main killing throw is his forward throw while his back throw generally gets poor distance which is the exact opposite of nearly every other character. However, when you aren't going for a kill, you should look to his up and down throws. Wario's up throw sets the opponent up for aerials, but Wario has a chain grab out of his down throw against Bowser and Donkey Kong. After the throw, the opponent is knocked right behind Wario so he can turn around and grab again. While those two are the only ones against which he can pull off long forced grab combos, he can frequently get several in a row with the others. If they don't directionally influence, he doesn't even have to move to continue against Ganondorf, Captain Falcon, Wolf, or Falco. Pick whatever throws best suit the situation to make sure Wario is maintaining maximum pressure. Wario's special moves are pretty odd and for the most part pretty limited. His Bite is a very short range move, but it can be used as an aerial grab and can interrupt many low priority attacks, especially from Sonic. For the most part this move shouldn't be used much, but it can be viable defensively. If the opponent gets into Wario's mouth, the Wario player should press B rapidly to do as much damage as possible. Wario can also eat various projectiles, but explosives still hurt him so this is pretty limited. The useful things he can eat are R.O.B.'s gyro, Peach's turnips, Wario's bike and bike fragments, Diddy Kong's peanuts and banana peels, and Zero Suit Samus's suit parts. He can also eat King Dedede's Waddle Dees while they walk around on the ground, but he can't eat them as they are being thrown. Speaking of Wario's bike, it's a pretty poor attack in general since he is very vulnerable unless he is doing a wheelie which makes him very slow, but he can use it in the air and then leap from it for recovery. Only one bike can be out at a time so Wario players should try to keep the bike ready to use for this purpose. Wario's Corkscrew is a pretty bad recovery move and has such poor range that it can seldom be used as an attack, but, if the opponent is caught in the entire thing, it will do good damage. It should be used very sparingly save when the height is truly needed to make a recovery, but it can be a good surprise attack if a golden opportunity arises. Wario's Wario Waft has some use for recovery if it is really needed, but the best use of the move is to wait for it to fully charge and then use it as a finishing blow. It takes approximately 1 minute and 51 seconds for the move to fully charge, but the charge is retained between stock. Wario cannot wall jump or wall cling, but he can crawl for little practical benefit. Wario has but one midair jump, and he is unfortunate to have both a slow roll and a slow spot dodge. Wario's only big handicap in most matches is his horrible range so characters with huge range are going to make this problem most apparent. Marth and Ike just completely outdistance Wario, and even characters like Olimar and Mr. Game & Watch could prove problematic. However, Wario's superb aerial control means that characters such as Jigglypuff and Squirtle who were relying on superior aerial control to win could be in trouble. Wario also tends to do well against very low priority characters such as Sonic and characters who try to attack from very close range such as Captain Falcon. Link This is another case where being candid won't earn me many friends, but it must be done. Link is really bad in this game for the sole reason that Toon Link exists and is way better at using what's essentially the same move set. The only real reason to use Link is to be stubborn; those who want to use Link and win should just pick Toon Link. Okay, that's out of the way. I'm going to assume everyone from this point on is stubborn and wants to use Link to his potential even if he's an obviously inferior character. Link has some good stuff; he can play a solid keep away game with his three projectiles, and his melee attacks have solid range and power thanks to his sword. Link has a lot of good moves on the ground so he'll be spending a lot of time here. His forward and up tilts both swing over his head and hit in front of him, but they hit in different directions. His up tilt hits up, and his forward tilt hits forward. Use whichever one fits your specific needs, but both are great, quick, high range moves Link should use a lot. His down tilt is a bit slower, but it tends to poke under shields and is nice for popping the enemy into the air. Link's down smash is a typical one that clears out opponents rolling around too much, and his up smash is a great damage dealer that tends to set the opponents up in the air nicely. However, Link's real gem on the ground is his forward smash. He does one fairly low knock back but decently damaging swing, and if A or any direction on the c-stick is pressed somewhat within the timing of the attack, he'll do a very powerful follow up swing. He can vary the timing to be very unpredictable which makes this move very dangerous. If you just want to do a double attack as quickly as possible, simply mashing A will make it happen. Link's jab combo and running attack are also both decent, but neither is anything special. Link in the air is also pretty solid as he has six pretty good aerials. Yes, I meant six. His forward aerial is a nice range and speed double sword hit; he should be sure to throw it out at every opportunity. His back aerial is a double quick kick of pretty average strength that he should also use a lot. His neutral aerial is also a kick, but it is so weak that it's less useful by comparison to the back version. His up aerial is pretty slow and has a lot of landing lag, but it has very high priority and decent power so Link can throw it out with confidence to approach enemies coming at him from below. Link's down aerial is a fan favorite for its great power, but the move is very slow thanks to huge landing lag. Only use it when you are sure to hit. If it hits twice, all landing lag is canceled so it's a somewhat more viable move against the Ice Climbers than normal. Link also has a sixth aerial he can use by hitting Z in midair to fire his Clawshot. This move has literally no landing lag, and despite how weak it is, it has solid range. Short hop approaching with the Clawshot is a great tactic that Link should be sure to exploit, but this move has a very long recovery time in the air so when Link is not able to quickly land during the move he should only use it to tether the ledge as per the move's original purpose. Link's grab game is pretty hampered by his relatively slow grab, but for his absolutely huge range, it's at least of a tolerable speed. None of his throws are particularly good unfortunately, but his down throw does leave them close enough to follow up with a quick attack if they are at low percentages. His up smash out of a shield will be useful, but his Spin Attack should generally not be used like that. Link's special moves mostly revolve around the concept of spamming projectiles. If he needs to quickly apply pressure in a nearly straight line in front of him, he should shoot his Bow. His Gale Boomerang can be angled to hit at a wide variety of locations, and it should be used to control space and force the opponent to not go where he most wants to go. Unfortunately, the gale effect is really bad; pulling the enemy in if the enemy is prepared is actually to Link's disadvantage as he was using his projectiles to keep them out in the first place. Be ready for it to happen, but in general, don't try to hit with the returning Gale Boomerang. Link's last fun tool is his ability to throw bombs. Link should always try to be tossing these just where the opponent wants to go, and given their high power, they will be very effective at keeping the enemy at bay. Link will especially profit from throwing a bomb right as he's running at an opponent to force the opponent to answer the bomb just moments before Link's attack. If the opponent gets clever and starts catching many bombs, delay tossing them so they explode as they reach their target. It's an easy mistake for Link players to make to not use enough projectiles, but they are really what make Link the character he is. At almost all times in a match, Link should either have at least one projectile out or should be following up on the immediate advantage gained from his projectiles that were there shortly before. Link's Spin Attack is his recovery option, and this is getting its own paragraph so I can make it a very clear point. The Spin Attack should only be used for recovery. On the ground, it is slow, predictable, and fairly weak. Charging it only makes Link even more slow and predictable, and it really can't be used to spike like it could in Super Smash Brothers Melee. The "combo" down throw to Spin Attack does not work. Seriously, only use this move for recovery, and you'll be a much better Link player. Link cannot crawl, wall jump, or wall cling, and he has only one midair jump. His roll is a little on the slow side which limits its use, but he does have a pretty typical spot dodge. Link can use his Clawshot as a tether in the air both as an attack and as a way to automatically grab ledges if he is within range. Link's shield (the one he is holding, not the one he gets by pressing a shield button) can also be used to block projectiles. If Link is in an idle or crouching pose and a projectile hits his shield, Link will be pushed slightly back and take no damage. If he hasn't moved at all for a while, he sometimes moves his shield slightly to his side which leaves him open, but crouching prevents this from happening. Also, just in case you were wondering, Link's shield does not block the recoil from the main cannons on the Great Fox at Corneria. Due to the whole outclassed factor, Link will obviously not enjoy a match against Toon Link. His shield and wide array of versatile projectiles makes him a great choice against other projectile abusers such as Pit, but against the faster and stronger swordsmanship of Marth, he'll be in trouble. Small characters that can hurt him very badly once they get inside such as Olimar and Ness could also be issues. However, in general, Link shouldn't expect too extreme of advantages or disadvantages in battle. He has a wide array of decent but not spectacular options that should keep his head just above water against most foes. Zelda Before talking about Zelda or Sheik, I'm going to spend a bit of time talking about their ability to transform back and forth with their down special. In general, this is a really bad strategy. The transformation is very slow, and the opponent can usually hit them with a powerful attack when it ends. They are fully invincible while changing, and since the change time lasts the duration of the time it takes for the game to load the data on the other character, it is not a consistent duration which makes predicting when to smash them difficult. The transformation will happen faster if your opponent is the character you are turning into, and pausing in the middle of the transformation can also speed it up. However, unless you are really having trouble in the match and feel like you could use a new character to turn things around, you should start as the one you want to use and stick it out until the end. Anyway, Zelda is pretty much just a powerhouse of a character. She's light and has some speed issues, but her ability to consistently score low percent kills is second to none. That's right, even such powerhouses as Ike and Bowser can't kill as easily as Zelda can. Zelda is definitely an above average character who can compete with the best though she's not really one of the best herself, and she's a great choice if you are looking for someone with power. On the ground, Zelda has a lot of decent, high damage options. Her forward smash is a good move to hit opponents approaching from the front as the magical burst is far out in front of her, and the move hits hard. Her up smash is of similar use against aerial foes as it catches them in the magic ring doing big damage. Her down smash has no magic and only a small hit area; reserve it for those who like to roll too much. Of her tilts, her best is easily her forward tilt as it pops the enemy right above her in a really useful way. At low percentages, she can lead into an up smash for massive damage, and at higher percentages, she can attempt an up aerial for a finisher. Her up tilt covers a huge area so it's a nice safety move; use it when you just want to get the enemy away. Her down tilt is just a tripping move at lower percentages that should only be used to get a quick hit and maybe stab under a shield, but at higher percentages, it pops the enemy up and can lead into an up smash the same way the forward tilt could at lower percentages. Her jab and running attack aren't particularly special, but both are good ways to push an enemy away due to the magic burst in front of them. In the air is where Zelda makes it clear that she is absolutely deadly. Her forward and back aerials are pretty much identical in all but direction, and both are ridiculously dangerous. If she hits with the tip of her foot where there's the magic burst, the game will pause for a bit to let everyone see that a big hit has just been landed, and then the foe will be electrocuted and fly away with incredible knock back. This kills ridiculously early, and since Zelda has two moves here, she doesn't have to worry about stale move negation very much. This is how she gets kills; abuse this very heavily. Her up aerial isn't quite as notable of a killer, but it is still great. On a weaker character, it would probably be a main kill move. She creates an explosion above her with good knock back; you can use this to easily score star KOs on opponents who dare try to approach from above. Her neutral aerial isn't strong like the others, but it hits over a wide area so it's a good option if you need a safe move in the air. Her down aerial is a third lightning kick, but it sends foes straight down. Use it for spikes, but the small hit area means you will probably use it the least of Zelda's aerials. Zelda has some prospects of killing with her back throw so it should be her option if the opponent is very hurt, but her best trick with grabs in general is to do a down throw followed up by a lightning kick. Her up throw is a good choice for those middling percentages where the down throw isn't as effective but the back can't kill; she can put them up in the air and try to threaten them with her up aerial. You probably could have guessed that up smash out of shield is useful for Zelda; it's a great way to rack damage against foes that try to land behind you to avoid a shield grab. Zelda only has three real special moves due to her transformation, but they do their jobs. Farore's Wind is a wonderful recovery with hits in just the right places to make it hard to punish. It should be used mostly for recovery, but Zelda should try to be unpredictable with it and end in unexpected places. She's covering a huge distance with it so the question is really more one of where you want to recover to instead of one of if you can recover at all. If she's in an unfavorable position on the course, Farore's Wind can also be an effective way to relocate. Be sure to practice this move and the nuances of positioning if you are serious about Zelda; it's important. Nayru's Love can act as a reflector, but it has too much delay between uses to be effective at that. In general, it's a pretty bad move; Zelda should only use it if she needs a quick hit all around her body which is pretty seldom. Zelda's really important special move is Din's Fire. She can direct this to a large extent, and she can choose when to detonate it so she can effectively use it to harass opponents over a huge area in front of her. It is an effective keep away move and at higher percentages can be used to lead opponents off the top of the screen; abuse this frequently and force opponents to come to you. However, watch out as if she uses it in the air, she'll be helpless until she lands. This is a bad move to use in the air in general; use it from the ground when you think you have found a good defensive position. Zelda cannot wall jump, wall cling, or crawl, and she has only one midair jump. Her roll is somewhat above average speed wise, but her spot dodge seems a little slow. Both are still within the range at which she can use them like most characters do. Zelda's power in the air means that the lightweights who try to approach her from the air are going to have a hard time. That means Jigglypuff, Kirby, and Meta Knight mostly. She can even do pretty well against such characters as Toon Link and Mr. Game & Watch thanks to her ability to so easily score kills, but it might be unfair to say she has an advantage. Against the heavier slow characters, she might struggle a bit since they can actually kill her easier than she can kill them, but in general, she shouldn't expect to find any foes terrible problems. Ness and Lucas can answer her projectile better than she can answer theirs and also kill really easily; she'll have some of her more intense fights against them. Sheik Sheik is what happens when Zelda wonders what it would be like to be a ninja. Much unlike Zelda, Sheik is a pure speed character. Be it attacking or just running around, everything Sheik does is very, very fast. However, in just as much of a contrast to Zelda, Sheik is weak and has trouble getting kills. Sheik is overall probably a worse character than Zelda, but Sheik is not without merit and appeals to an entirely different sort of player. If you're a big fan of a character who is proficient at rush downs and has a surprisingly good edge guarding game, Sheik just might be your character. On the ground, Sheiks will mostly be relying on her very quick tilts. Her forward tilt is easily her best; it is ridiculously fast, covers a large area, and moves Sheik slightly forward. She can oftentimes string several of these together on opponents to rack up solid damage. Her up tilt hits over a narrow area but hits very high up making a great move to answer opponents from above, and her down tilt is a quick way to poke under a shield and leads into aerials at higher percentages. Her running attack is also very quick and pops opponents right up into the air; it's a good choice. Her forward smash is really limited since it has pretty much no killing potential and has a long animation, but she should go for it when she is fairly sure she can hit since it racks damage nicely. Her down smash is not only great for clearing out those who roll too much but is also her best option to do right after landing from an aerial; it just lets her keep up her constant string of attacks. Her up smash is hard to hit with, but it's her only move from the ground that has any hope of killing so go for it if the chance arises or a shield should break. In the air, Sheik has a few killing options and a few damage dealers, but most of her stuff is still quick. Her forward aerial is a quick swat that is handy for racking up damage, but it has almost no killing potential. Her back and up aerials can kill in their respective directions at higher percentages, and both also come out very quickly. Her neutral aerial is just a standard weak but quick neutral aerial that she won't be using too much, but it's not a bad move so there's no harm in mixing it in. Her down aerial plunges her downward in a predictable fashion with more landing lag than Sheik usually has; use this move when you want to be generally ineffective and give your opponent a free grab. Other than her down aerial, you will notice that none of Sheik's aerials have noticeable landing lag; abuse this and flow from air to ground in a constant flurry of attacks. Sheik's grabs don't give her any kill options, but her down throw is a wonderful throw to lead into other attacks. Depending on how the opponent directionally influences, she will get different aerials out of it, but she can usually hit with an aerial after a down throw. At lower percentages, she sometimes will want to up throw to follow up with an up aerial, but that's a nice case. If she is being shield pressured and is looking to turn things around with a kill, she could always up smash out of a shield. It will surely catch the opponent off guard. Sheik's three special moves are not particularly noteworthy but are worth some attention. Her Chain is more or less entirely useless as an attack, but it can be used as a tether recovery over the ledge. Vanish is a teleport she can recover with much like Zelda can, but she has a small hop before she disappears and doesn't get a second hit after she appears again. Master teleporting around with Sheik to make recoveries as unpredictable as possible. Her last special, Needle Storm, is easily her most useful. Pressing B causes her to begin charging needles, and pressing it again causes her to release. The more she has charged, the more needles she shoots. In general, she should just double tap B to throw one needle quickly. From the ground, it's a great way to interrupt an opponent before rushing in to attack, and in the air, it goes at a downward angle that can really mess with opponents trying to recover. Sheik can wall jump, wall cling, and crawl. She is short enough to crawl under both Pit's arrows and Fox and Falco's lasers, but Wolf's laser will still nail her. She can even crawl under Samus's Super Missiles and Charge Shot as long as it is not near to a full charge. Sheik has a quick roll and a typical spot dodge as well. Sheik's blinding speed makes her more than a match for the big slow characters such as Bowser or King Dedede, but the characters who are not so slow but have a lot of power and priority could be concerns. This means Olimar, Marth, and Mr. Game & Watch could be hard matches for her. She will also do well against characters like Pit and Snake as her speed lets her maneuver around projectiles better than most, and she is so much faster than them up close that she can do great damage. Ganondorf How to unlock: -Play 200 brawls. -Have Ganondorf join your party in The Subspace Emissary. -Clear Classic on Hard or greater with Link or Zelda. Well, here comes Ganondorf. Ganondorf, like all characters from the Zelda series, has a lot of fans, but he is just a catastrophe of a character. The idea is that he's slow but has enough strength to make up for it. Ganondorf certainly does have absolutely phenomenal strength, but slow only begins to describe. Ganondorf is so slow that he has pretty much no ability to follow up any attacks with any other attacks and gets punished time and time again every time he misses anything. Ganondorf has easily the game's worst attack speed and mobility so everyone can just take turns abusing his flagrant and nearly insurmountable weaknesses. Ganondorf does still have a few high points that dedicated players can focus on, but only use him if you are willing to accept being at a disadvantage from the word go in pretty much every match. Ganondorf has no trouble doing damage if he can hit so his main goal on the ground is to find attacks with which he can hit. It's a pretty hopeless goal, but let's see what he has. Ganondorf's fastest attack is unsurprisingly his jab. He has no jab combo; it's just a single quick sucker punch. Use it to keep enemies on their toes and to score easy damage. Ganondorf also has a pretty quick running attack, but it leaves him open to shield grab so watch out. Of his tilts and smashes, his somewhat decent forward tilt should be what he primarily falls back on, but his down tilt, despite the poor hit and only average speed, is still useful. Never, ever use his up tilt; even with the vacuum effect that pulls them into the huge hit, it is way too slow to ever be useful. All three of his smashes are slow but very strong; use them when the opponent gives you a golden opportunity and is in the appropriate direction (rolling around in the case of the down one). In the air, Ganondorf's best bet by far is his quick and fairly powerful up aerial. This move does a flip all around him, and it has very little landing lag. Abuse it heavily. Ganondorf also has a good option in his back aerial as it is quick and has almost no landing lag as well, but the hit area is very small. Try in general to rack up damage with the up aerial and finish with the back aerial. The forward aerial is very strong, but it's very easy to punish if you miss so only use it occasionally. The neutral aerial is a just plain bad move, and the down aerial is a very interesting choice. It sends the enemy straight down and have a very nice bounce when they hit the ground. The move is really slow with somewhat poor and awkward range, but it's often a good idea for Ganondorf to try to position himself for this move. If he gets really lucky, a hit from this might even lead into his up aerial, but you shouldn't expect one move to lead into another in general with Ganondorf. Since Ganondorf can't follow up on anything, his best option out of a grab is to just throw them up so he can try to hit with an up aerial as they come down. Grabbing is pretty much all he should do out of a shield as his grab is actually a pretty quick one. Ganondorf has exactly one good special, but let's cover the other three first. His Wizard's Punch is exceedingly strong, but it's so laughably slow that he should never expect to hit with it. He can tap and hold the opposite direction while starting it up to reverse it, but that's a rare trick he should only try to pull if he really needs to land a huge hit to come back from the opponent's lead. Dark Dive is a below average recovery, but due to the awkward way he throws himself up, it's very hard to hit as an attack and leaves him very open to punishment. It's quite hilarious when he hits someone with the grab portion of this move, but the move should really be saved for just recovery. His Wizard's Foot seems like a fast option at first, but it is very predictable and easy to punish even more so than most of Ganondorf's other moves. Due to the relatively great speed at which Ganondorf flies across the course, it can be good as a surprise attack, but leave it at that. In the air, it is a somewhat reasonable option to get down quickly though it has enormous landing lag. Use it just once in a while just like on the ground. Especially don't use it over the edge; it's a suicide move all the way. Ganondorf's one real point of pride is his excellent "Flame Choke" which is his forward special. This move lets him cover ground quickly, but it has enough lag afterward that he can't immediately follow up with an attack. However, if he can hit with it which isn't that hard, he'll do some damage and plant the enemy right on the ground. He really has nothing to follow this up with, but it's a good way to deal damage. Your best bet is probably to try to predict the enemy's movement and time well to follow up with this move again, but don't expect to pull off long strings. Used in the air, this move slams opponents to the ground and leaves them there so it's pretty much the same thing and handy to escape juggles. If you slam them down over a pit, the predictable happens and Ganondorf does a "suicide throw" to both of your demises. However, if you miss, Ganondorf is left in a helpless state and will probably die alone so only use this over a pit if you're sure to hit. Speaking of pits, watch out as Ganondorf can kill himself if he goes over the edge with this move. Ganondorf cannot wall jump, wall cling, or crawl, and he has only one midair jump. His roll is just a tiny bit slow, and his spot dodge is very ordinary. Ganondorf really has trouble against the entire rest of the cast, but due to the extreme nature of the differences, his greatest problems will come from speed characters such as Fox and Sonic. Ganondorf is at his best against very light and floaty characters such as Jigglypuff and Kirby who he can kill with a very small number of attacks and against whom he can more easily exploit his few quick aerials. Toon Link How to unlock: -Play 400 brawls. -Have Toon Link join your party in The Subspace Emissary. -Clear Classic mode after clearing The Subspace Emissary. Those unfamiliar with Toon Link might not be sure about what makes him better than Link. The main thing is speed; Toon Link is ridiculously fast. He has one of the highest running speeds in the game, all of his attacks are quick, and he has a combination of floatiness and solid aerial control that lets him do what he needs to do in the air. Factor in the fact that his projectile game is even better than Link's and you have what is rightly considered by many to be one of the best characters in the game. Toon Link's ground game is essentially just a faster, lower range version of Link's. Toon Link's forward and up tilts both swing overhead and in front of him, and each one sends the enemy in the direction its name indicates. Toon Link has a down tilt that just sends the enemy away weakly, but his down tilt is very quick so he can easily use it to get the enemy away if he gets in trouble. Toon Link's down smash is a really great move; it can not only clear out rolling foes but generally does big damage to everyone it hits. He hits enemies toward him instead of away with his down smash so he can frequently hit with both hits, and the knock back on it is pretty high. Toon Link's up smash is a quite powerful single hit that not only hits above him but in front of him; he should use this to go for kills off the top as it is quite effective. Toon Link has the same double forward smash Link has, but due to his small size, it's far more deceptive. Toon Link should delay the second hit as long as possible to sucker opponents into trying to approach, and then he can use it to hit way out in front of him with an exceedingly powerful strike. Toon Link also has fast and useable options in his running attack and jab combo; nothing he has on the ground is bad. Much like Link, Toon Link also has six solid aerials. However, Toon Link mostly gets single sword strikes instead of multiple hits. Toon Link's forward and back aerials are both quick slashes in the appropriate direction, and he should use both to generally attack foes on either side. His neutral aerial is weak but hits all around him so it's a good defensive move, and his up aerial, much like Link's, is a high priority option to hit above him. However, unlike with Link, Toon Link doesn't have a terribly large amount of landing lag on his up aerial so he can use it more frequently with confidence. Toon Link's down aerial is a very interesting move; he plunges down on his opponent with great speed, but if he hits, he bounces upward. After a second hit, the move automatically ends and he can do another move. With good timing and spacing, Toon Link can bounce from opponents many times in a row to rapidly rack up large damage, but watch out as the move has a substantial recovery time upon landing. Toon Link can also use his Hookshot as a decent attack in the air by pressing Z to try to exploit a move with literally zero landing lag, but the range is a bit too short to rely on it very often. However, it recovers much faster than Link's in the air so he can use it from higher up without as much risk. Toon Link's grab game mostly comes down to his down throw while being mindful of his slower than average grab. None of his throws are likely to kill, but his down throw puts opponents in the best position for Toon Link to follow up with his powerful arsenal of dangerous attacks. Toon Link should also use his up smash out of a shield somewhat often; it's a powerful option that lets him do big damage all around himself. Toon Link's projectile game is essentially the same thing as Link's so I'm going to save the repetition and only point out how it is different. Toon Link's Boomerang has a weak hit on the return instead of a gale effect so he can use it to control space much more effectively. The hit on the way back is weak, but it stuns the enemy. Toon Link can approach from the front and his Boomerang comes back to hit them from behind, and the combined attack will be very hard to answer. Toon Link's bombs are also slightly weaker but with a much better blast radius; he can use this fact to control space even better with them. His arrows are also a bit slower, but due to his better Boomerang, he doesn't lose out on his ability to control the space in a line right in front of him. The arrows are still useful if the Boomerang is out on another mission; be sure not to neglect them. His Spin Attack is still a strictly recovery move. He gets a ton of air from it much unlike Link, but on the ground, it sucks the opponent in to rack up damage instead of knocking them away. The damage really isn't that great, and the move is dangerous. Seriously, I repeat again, only use the Spin Attack to recover. Toon Link can wall jump, but he cannot wall cling or crawl. He has only one midair jump, a slightly slow roll, and a slightly quick spot dodge. His shield has the same properties Link's does right down to the trouble during idle animations; read Link's section for more information. Toon Link doesn't have trouble against any characters really. He's just a ridiculously powerful character who has an answer for everything. Marth can give him some trouble if he gets past the wall of projectiles, and characters who are very quick in the air such as Meta Knight or Jigglypuff have more hope than most of getting past the flurry of projectiles and then catching the speedy Toon Link behind them. Toon Link is clearly one of the game's best characters so he can go into any match with confidence that he has the tools he needs to win. Play Toon Link like the champ that he is and strike fear into your enemies' hearts. Samus Samus has historically been a big projectile spammer, but she's less effective at it in this game. She's actually just a not very effective character all around. She's slow and overly floaty with a move set that doesn't really benefit from her floatiness, and despite being a 6'6" tall woman in a giant robotic suit of armor, she frequently has trouble getting kills. Samus's ground game is largely a lead in to her air game; her down tilt is a quick blast to knock opponents into the air, and her up tilt is a slow but wide range kick that does the same thing. Her down smash also sends opponents up and is fast so she can use it for that as well as the usual punishment of overly zealous roll abusers. Her forward tilt is quick but has poor and unuseful knock back so it's just a move to get opponents away, but her forward smash is one of her main killing moves. Her up smash creates several blasts over her head that are great for racking up damage on an opponent coming down on her; perhaps this move would work well with another that knocks the opponent into the air? She also has a pretty standard fare jab combo and running attack that she can mix in. In the air, Samus has a few quality options. Her back aerial is very quick with just enough knock back so it can be quite dangerous if she attempts to chase with it. Her up aerial has very poor knock back, but if she can catch an opponent in it, it racks up damage nicely. Her forward aerial works on the same principle but hits over a pretty huge area; she should use it when she needs to just cause damage. Her neutral aerial is pretty standard fare with a quick but weak hit, but the knock back is enough so that she could throw it out, land, turn around, and then edge guard with the back aerial in hope of a kill. Her down aerial is actually a pretty good move. It hits over a small area, but it's a high damage spike. Don't use it a whole lot since it's not a move you can expect to hit with often, but it will always be rewarding when it does hit. Samus also has her great "sixth aerial" in her Grapple Beam. By pressing Z in the air, Samus shoot out her very long Grapple Beam which has absolutely no lag upon landing. She mostly will make approaches by doing this move after a short hop over and over again to rack up damage from a very safe distance. Samus is a character with very few options out of a shield as her roll is awful, and her grab is very slow. If she does get a grab, her two main choices are to either do a down throw followed up by a forward aerial or an up throw followed up by an up aerial. Her up smash probably won't be very handy out of a shield, but she can use the Screw Attack out of her shield for some decent results. Samus's special moves are all useful to her. Her Charge Shot and Missiles should both be used to constantly harass opponents. She should rain Super Missiles on opponents to rack up damage and even kill the more weakened ones and use free moments to charge up the Charge Shot which is a great finisher for when an opening arises. If the opponent has made himself difficult to approach, standard homing Missiles can be used to make the position indefensible. For the unaware, she does a "smash" motion to fire a Super Missile while a "tilt" motion fires a standard Missile. Additionally, Samus cancels her Missile firing animation if she hits the ground while doing it so firing one just at the right height so it will come out as she lands is a great way to shoot a bit more quickly or to do any attack or even rush at the opponent right after a shot. Samus's Bombs are useful to let her get down without opponents harassing her from above, and she can lay a bomb between herself and her opponent to effectively control space for a short period of time. In the air, she can bomb jump by laying a bomb, not pressing anything else, and then laying a second bomb to stall her in the air just as the first bomb would hit her. This is handy in recovery; serious Samus players should definitely practice it. Her Screw Attack is a handy recovery move and also is effective at racking up damage. It leaves Samus pretty open if she misses, but it's a good move to mix in every once in a while. Samus can wall jump but not wall cling or crawl. Samus has the single slowest roll in the game that she should almost never use, but her spot dodge is decent. If a Samus user inputs up taunt, down taunt, up taunt extremely quickly, Samus will do a one way transformation into Zero Suit Samus. Samus won't like Snake as he accomplishes what she does with her projectiles with his much better. Pretty much all other characters with solid projectile games such as Link, Pit, or Falco will cause her trouble. Very fast characters such as Fox, Sonic, or the mildly ironic Zero Suit Samus can rush her down pretty effectively as well. Being a projectile user, she will like fighting slower targets such as Bowser, and she should be able to handle herself against even quicker power characters such as Lucas and Zelda. Zero Suit Samus Zero Suit Samus may be a fan favorite for all the wrong reasons, but as an actual character, she's pretty interesting. She's very fast with good range and a few moves that have a handy "stun" effect. She generally lacks power and has what is probably the single worst grab in the game, but otherwise she's a solid contender worth serious consideration. On the ground, Zero Suit Samus has fast tilts and wide range smashes that compliment each other nicely. Her forward tilts and jab combo both have very little knock back but great speed and are essentially just tools to knock the opponent away. Her up and down tilts both pop opponents into the air, and her down tilt sends low percent opponents low enough that she can sometimes follow up with a running attack. Her running attack is actually pretty decent; she can use it once in a while. Her forward smash isn't very powerful, but it hits an absolutely huge range in front of her and is decently quick so she should be sure to use it. Her up smash racks up decent damage and sends the opponent back up into the air so it's a great move for juggles. Her down smash is her most interesting move; it stuns the opponent which gives her time to do whatever she wants. She can go for loops with her Plasma Wire or try for a finisher with the Plasma Whip; she has choices. Yes, her down smash does suspend aerial foes in midair; it's quite cool. In the air, Zero Suit Samus has a bit of an odd problem. She has a delay after jumping during which she cannot attack that means she can't do aerials until the peak of her jumps. That makes her aerials far less useful to her than they would be to other characters. Her forward aerial is a weak double kick in front of her that is only good for damage racking, and her neutral aerial causes her to spin her whip around her for weak but safe damage. Her up aerial starts off with horrible knock back, but the damage scaling is nice so it can be a source of off the top kills for her. Her back aerial also has some decent power and speed so it's useful. Her down aerial is a horrible diving move that just leaves her open; I suggest against ever using it. Despite having her prominently featured whip, she actually doesn't have a "z" aerial attack so this is all she has to work with. Her grab game has a lot of problems. Her only good throw is her down throw which she can lead into a Plasma Wire which is generally a pretty productive choice; if the opponent really messes up, she can do loops like this. However, getting that grab will be hard. She has what you will notice is the slowest grab in the game so despite its bad reach it's pretty bad. However, that's only the beginning of her woes. If the opponent is too far away and sufficiently short, he can duck under her grab! Even big opponents like Charizard can duck under it at the right ranges so in effect it's just very unreliable. She might consider using her up smash and Plasma Wire out of a shield instead, but both only hit right on top of her and above her. Zero Suit Samus has some interesting specials. Her most useful one is her forward special, Plasma Whip. This move has one and only one use, and that is as a fantastic kill move. It hits far in front of her and has great knock back. She could also use it to tether ledges, but that's not really practical. Her Paralyzer is also an interesting move since it's a ranged stun attack, but the way she has to charge it to get any respectable distance or stun time makes it very limited so she should not use it very often. Her Flip Jump has no attacking properties when used normally, but if she hits a wall during it, she will automatically do a wall jump. It's useful for recovery. She can press B after using it to do a kick that is surprisingly powerful, but it's not an attack that can be used very often due to the way this move repositions her. Her Plasma Wire is a very interesting move. It hits above her like her up smash racking up good damage, but the hit at the tip is a spike. She can use this on opponents near a ledge for great profit, but more commonly she uses it to plant the opponent right back on the ground in front of her. This can set them up for a down smash which lets her try to make this into a loop. She really can't keep that up for very long since they can use directional influence to escape, but it's a nice attempt that she should go for. This is also her main recovery move, but watch out when dangling from the tether and not grabbing the ledge as this does not restore her double jump. If she has used three tethers within range of a ledge since actually standing on solid ground, this move won't come out quite right so be careful. Zero Suit Samus can wall jump and crawl but not wall cling. While crouching she gets hit by Pit's arrows, but while crawling she moves lower to the ground and can avoid them. She is even low enough to the ground while crawling to avoid the lasers of Fox and Falco as well as Samus's Super Missiles and uncharged Charge Shot. Just remember to keep moving if using this tactic. Zero Suit Samus has a fairly ordinary roll and spot dodge she uses like most characters can use them. If you were wondering how to start a match as her, you just hold a shield button during the transition to the character select screen. Assuming you picked Samus as your character, you will start as Zero Suit Samus. When she enters battle, Zero Suit Samus drops several armor fragments she or other characters can pick up and throw as weapons. They stick around for quite a while and are pretty dangerous; take advantage of them at the start of a match. Zero Suit Samus's speed makes her more than a match for the slowest of characters, and her range could make her a problem for the very poor range Wario and Sonic. Her difficulties in the air, however, will make her easy prey for characters such as Jigglypuff, Kirby, and Meta Knight, and the great priority Olimar, Marth, and Mr. Game & Watch have little to fear from her. Pit Despite being from an almost literally unknown game from well over a decade ago, Pit has quickly become a fan favorite in brawl. Pit has multiple jumps, an up special that lets him literally fly, a weapon which causes most of his attacks to have disjointed hit boxes, a very spammable projectile, and two different moves that reflect projectiles. However, I'm going to burst some bubbles. Pit is wildly overrated. He's definitely a good character, but he's not really one of the best. Pit is surprisingly slow, and that means his game largely degenerates into arrow spamming. He's still potent, and there's still a lot to learn, but don't see his list of strengths at a glance and assume too much of him. Pit's better moves for the most part are actually on the ground; he has some good stuff here. His forward smash comes out and goes away quickly, but the hitting part of it sticks around for a long time in front of Pit which makes it a wonderful move to use if the opponent has broken through your wall of arrows. The best part is that it knocks them away in just such a way that you could resume shooting arrows! His up smash is like a faster version of Link's and is a solid option to nail opponents coming down on him, and his down smash is mostly just a punishment for those who like to roll around him which is pretty common if they've started using rolling to get past arrow spam. His forward tilt is really horrible; don't use it. His down tilt is a really good move to knock opponents in the air which is not something you typically want to do, but if you find it something you suddenly need to do, remember the move. His up tilt is a double flip kick that is used in pretty much the same circumstances as the up smash but only when you need a bit of a faster move. It won't see much play, but it's not a bad move. Pit's jab combo is also good for knocking opponents away, but his running attack is poor and should be avoided. Pit's aerials are shockingly disappointing. His best one is probably his down aerial which is a wide slash beneath him. The move is fairly slow, but it hits a wide area. Pit's forward and back aerials are quick, and his back aerial has decent power, but they both have pretty horrible range so they are of limited use. Pit's neutral aerial is extremely weak, but it hits all around him so it's a good move to throw out when you need to get them away from you. His up aerial has some power and damage racking potential, but it's very slow and hits over an awkward area so it won't see a lot of use. Also, Pit may have multiple jumps, but his aerial mobility is surprisingly poor. He really can't chase opponents in the air nearly as well as one would think. Pit's grab game is fairly poor, but if he does get them grabbed, he'll mostly just be using it to throw them forward or backward so he can continue with the arrows. If they are at a very high percentage, his up throw will be the first throw to kill. Pit's up smash hits to his sides so up smash out of shield is also a viable option for him. Pit has some interesting and very useful special moves that Pit players should learn well. Let's start with the most important one in his arrow. Pit can press B to shoot an arrow in a straight line. If he presses up or down while it is in flight, he can arc it. He can vary this quite a bit so he can really hit over a much bigger area than it would at first seem. If he holds B instead of just tapping, he can charge the arrows to do more damage, and he can aim the bow up or behind him. When he fires up, he obviously hits left or right to arc it instead of up or down. Pit can fire arrows in rapid succession so he can really use them to shut people down. I'm not going to beat around the bush; the best way to play Pit is to stay away from them and rain arrows. A few characters have easy ways to reflect or absorb them, but those few aside, Pit can just abuse arrows all day. If they jump in at you to interrupt the arrows, just use a smash to knock them away and continue. Eventually the smash will just kill. Pit also uses these while recovering as he can fire one after each jump without really losing recovery ability, and it makes attacking him while recovering much more difficult. Pit's Wings of Icarus are his recovery move, and they literally let him fly. After bringing them out, simply direct Pit with the control stick to fly wherever you want. These last for a super long time; Pit can use them to fly underneath a lot of stages. Stalling by constantly flying under the stage will be banned in any reasonable rule set, but Pit can still exploit this to recover to the opposite ledge to get past an opponent or other such nonsense. For the record, yes, you can fly under Final Destination. Pit can interrupt this by attacking, but watch out as if Pit for whatever reason terminates using this move, he cannot use it again until he touches the ground. That includes being hit; make sure using this is the last thing you do before hitting the ground or the ledge. Pit's forward special is a spinning blade attack that is nearly useless, but it does reflect projectiles at least. The main use for it is to use it while on ice to slide forward very quickly while having a constant whirl of death before you. Pit's last special is his Mirror Shield which is actually very useful to him. It's an unbreakable shield in one direction that he can keep out as long as he wants, and in practice, it works similarly to Mario's Cape. If they attack it, they will just be pushed back, but moves such as Fox and Falco's Illusion or Meta Knight's Drill Rush will be reflected causing them to fly in the opposite direction. This also reflects projectiles so Pit is sure to always have an answer to obnoxious projectile spammers other than himself. A lot of Pit players neglect this move, and it's a huge mistake as it's a very valuable part of Pit's arsenal that he needs to integrate into his game for maximum effectiveness. Pit cannot wall jump, wall cling, or crawl, but he can glide and has three midair jumps. Pit's roll and spot dodge are both decently quick and will be of good use to him. Pit's matches pretty much go by how well he can spam arrows. Ness, Lucas, Fox, Falco, and Mr. Game & Watch instantly say no to his arrows so they will be big problems. Characters like Jigglypuff and Meta Knight who can easily float over the spam and then outperform Pit up close will be hard matches, and Snake will be a very hard match as he can not only do far more damage than Pit with the stuff he's tossing out, but Snake can easily duck and crawl under Pit's arrows. Pit should expect to do very well against all the big and heavy characters, especially Ganondorf with his poor mobility. Ice Climbers The Ice Climbers are not a very popular character, but given how exceedingly good they are, they sure should be. Having two characters at once is a huge advantage, and the fact that they are both very strong with disjointed hit boxes from many attacks thanks to the hammers only helps. Due to the difficulties of using two characters in unison, the Ice Climbers are the hardest character to master, but the rewards are well worth it. I must caution that, more than with most characters, I will only be scratching the surface of the Ice Climbers here. They are too deep of a character for me to do adequate justice, and either way, I'm not an especially skilled user of them. The Ice Climbers more than any other character really like to keep their feet on the ground, and this is largely due to their great ground based attacks. All three of their smashes are quick and powerful, especially if they both hit. Their up smash hits both in front of them and above them, and it is effective at scoring kills off the top. Their forward smash delivers good knock back to anyone in its way in front of them, and it has solid speed and range. Their real pride is their amazing down smash. It's very fast, deals loads of damage, and has great knock back. It even sweeps all around them to not only punish roll abusers but generally anyone near them. They can seriously use this move over and over again as it does everything a smash should ever be expected to do. Their jab combo, forward tilt, and down tilt are all slightly different ways of simply knocking the opponent away weakly, and each can be used in the subtly different circumstances that would call for them. The up tilt is a hammer spin that does great damage; mix it and the up smash up to deal with enemies from above. Their running attack pops enemies up into the air, and it's their quickest way to do that. In the air, they have four decent options and one horrible option. Their back aerial is really quit and does a lot of damage if both climbers hit; use it frequently. Their up aerial is somewhat powerful and quick; it's a good way to kill very weakened foes off the top. The forward aerial is slow, but unlike most slow forward aerials, the speed makes up for it. Additionally, this move has the odd quirk that Popo's hits horizontally while Nana's hits straight down. The neutral aerial is a standard weak knock the foe away attack that's good for some breathing move, and the down aerial is a standard down plunging move that's really horrible and really shouldn't be used. Grabs are definitely what define higher level Ice Climbers play. I'll start easy and get more complicated. The simplest thing to try with the Ice Climbers is to abuse Nana's ability to attack independently out of a grab. Try tapping different directions on the c-stick while the opponent is grabbed (don't hold Z). Popo will do his grab attack, and Nana will hit them with smashes! Next try hitting down and B. Popo will do a down throw while Nana hits them with Blizzard if you do it right, and this is a very nice way to rack up some damage. The extra bit of delay from Blizzard also makes it easier for the Ice Climbers to follow up with other attacks. With subtle motions, you can easily make Nana do a Hammer Squall or forward tilt to a grabbed opponent, but notice that the second attack Nana hits with always launches the opponent. This is to prevent the infinites from Super Smash Brothers Melee from existing again, but you can exploit this to have Nana hit with a forward tilt and then a forward smash. You can also press X or Y to jump with Nana while you have an opponent grabbed; this is handy to do a powerful down throw to forward aerial combo. The Ice Climbers can chain grab with their down throw, and in fact Popo alone can do it. Just do a down throw and then do a running grab forward. You should be able to get another grab. This only works at lower percentages, and some characters break out sooner than others. It's still a great trick you should learn. The last trick I have to share is the forward throw infinite. I cannot do this consistently, but the general premise is to do a forward throw and then as Popo is throwing input a dash grab. If you do it just right, Nana will run up and grab the opponent. You can repeat this alternating between Popo and Nana for an infinite combo. It may seem like this was a huge section on grabs, but this is really only the surface. If you're serious about the Ice Climbers, you will find that what I've written here is a minimal introduction to their grab game. The Ice Climbers have some really handy specials as well. Their Ice Block is a rather handy projectile that accelerates logically based on the slant of the ground it is on. They can use this to harass foes at a distance, and if they can desynchronize, they can fire these in an alternating pattern that makes them very difficult to deal with. Their Hammer Squall is useful for recovery and grab combos, but otherwise it shouldn't be used much. Do note that mashing B very quickly while recovering with it improves the air you can get. Belay is their other recovery move, and it's pretty handy. They jump up connected by a rope, and if Nana grabs the ledge, she will pull Popo to it. A lone Ice Climber can still get a little air from using this move so it's still worth trying right below the edge even without Nana. Their Blizzard is a handy damage racking move. It hits on both sides if used on the ground, but if used in the air, both Ice Climbers shoot forward. That being said, the best use is to do a short hop before using Blizzard. It is also very useful in grab combos, but then again, everything is. The Ice Climbers cannot wall jump, wall cling, or crawl, and they have only one midair jump. Their roll and spot dodge are very average as well. They only count as dead if Popo dies, but Nana has her own invisible damage counter. Nana's shield also depletes separately, and I believe but am not sure that they have independent stale move negation. They can be desynchronized, but both still accept inputs which can have different impacts on them. The two easiest ways to do this are to either get a grab which leaves the other one free to do whatever or to hit a shield button and a direction simultaneously. For some odd reason, Nana will roll the wrong direction which puts them out of synch. The Ice Climbers are able to share a ledge which is very handy, but either climber occupying the ledge will prevent any enemy from grabbing it. Lastly, the Ice Climbers ignore the slippery effect of icy surfaces. They don't slide on them, and they don't trip more often on them. The Ice Climbers tend to do well against most characters, but their greatest fear are light characters who can make safe attacks on them from the air. Light characters break out of grab combos easier, and the Ice Climbers are less powerful in an aerial contest so that's no good. Mr. Game & Watch and Meta Knight are two characters that come quickly to mind, but even someone like Jigglypuff or Kirby could do somewhat well against the Ice Climbers. Bowser and Donkey Kong in particular can expect a very hard match as their combination of size, weight, and falling speed makes them the easiest characters for anyone to do grab combos against. Being that the Ice Climbers are grabbing experts, that's no good for them. R.O.B. How to unlock: -Play 160 brawls. -Have R.O.B. join your party in The Subspace Emissary. -Collect 250 different trophies. R.O.B. is a character that seems to have few fans; being an obscure NES accessory probably isn't helping him. However, being unpopular does not make him bad. R.O.B.'s ability to fly even better than Pit, solid projectile game, array of surprisingly quick and powerful attacks, and unique momentum based attacks make him a solid contender. He has in some respects inherited the spirit of Peach from Super Smash Brothers Melee, but that comparison breaks down if analyzed too deeply. On the ground, R.O.B.'s game mostly revolves around his down smash. This is a very fast and very powerful move with almost no delay after it finishes so R.O.B. can just throw out another one. R.O.B. should be using his down smash at every opportunity as it really is his best choice in most grounded circumstances. It's especially effective against rolling opponents or right after R.O.B. lands from an aerial, but don't hesitate to use it in a variety of situations. His forward smash is also a solid choice, and it has more killing power than his down smash. It's slow enough that he has to show some degree of caution using it, but it's a solid move to throw out as a finisher thanks to its incredible range. His up smash is probably his single best killing move, but he should use it seldom as the hit area on it is very small. If you can get a clean hit, it's a pretty likely star KO, but recognize that isn't terribly likely. R.O.B.'s up tilt is a great move to pop enemies up in the air, and his forward tilt and trip inclined down tilt are both great ways to knock enemies away. All three tilts are very quick so R.O.B. shouldn't hesitate to throw them out. His tilts largely obsolete his jab combo, but it's not bad, and he has a good enough running attack that he should mix it in. In the air, the general rule with R.O.B. is to mostly try to attack with his arms. His forward aerial is not a move that will get many kills unless he can string several of them together, but it's very fast and safe. It should be R.O.B.'s main option for approaching opponents. His up aerial is a wonderful damage racking move that's also very safe, and it gives R.O.B. great incentive to try to put enemies up in the air. R.O.B.'s other three aerials utilize his jets which makes them pretty interesting but difficult to use. His neutral aerial is quite hard to hit with due to the slow way R.O.B. spins, but it is actually quite powerful so it is R.O.B.'s main way to look for KOs in the air. The back aerial is a jet burst that pushes R.O.B. forward which requires a lot of practice to be able to integrate. The momentum shenanigan makes R.O.B. very hard to punish after this move, but it also makes it easy to dodge. The plus side is that the hit area on this move is deceptive; it covers R.O.B.'s whole body. Try to mix it in against opponents you have under pressure; used well it can make their situation far worse. His down aerial is a jet burst that knocks him upward, and it's a great spike. This move should can be used while falling to make R.O.B.'s decent unpredictable, and over pits it's a great way to get easy kills. Those are about the only two contexts in which it is useful; refrain from using it otherwise. R.O.B. has a very speedy grab with a solid array of throws. His up and down throws both pop opponents up nicely, and both his forward and back throws have quite a bit of power. His forward and back throws also have very quick animations so they can be effective to keep enemies off base; they will be flying before they realize they were even grabbed. Use whichever one fits the specific need. R.O.B. has two good projectiles, the ability to fly, and a totally useless move as the sum of his specials. Arm Rotor is the useless one; never use it. Seriously, this move has absolutely no redeeming qualities and only leaves R.O.B. open; it's a candidate for least useful attack in the game. His laser and gyro are his two main projectile options, and he mixes both up to apply great pressure. His laser is constantly charging, and the current degree of charge is indicated by the LED on R.O.B.'s head. In general this move should be fired at full charge when the enemy is off guard to score a quick amount of solid damage after which R.O.B. can charge in, but don't hesitate to use a weaker version at need. However, since his laser has charging issues, his main weapon is his gyro. He can press down + B to begin charging and again to fire prematurely. If he has a full charge, he'll blink and can fire by pressing down + B just once. Once fired, the gyro flies along a low arc until it skids to a halt on the ground. It then spins on the ground hurting everyone except R.O.B. who comes in contact with it. Anyone can grab it and toss it around as well; R.O.B.'s ability to run up to it without getting hurt makes that easier for him. It flies farther if it is more charged, does more damage, and also lasts longer on the ground. The uses for this move are nearly infinite. R.O.B. should be charging his gyro if he has free time during which he would do nothing else, and he can fire it safely as most grounded opponents. If they shield, the gyro just disappears which is no loss. If it hits, it knocks them off base and lands on the ground to control valuable space. He can fire this from the air for great surprise attacks, and the threat of him doing this really multiplies the amount of space he can control at any time. It's a great anti-recovery move even as it falls along a nice path that can be an unstoppable wall that prevents an opponent's ascent. The only downside is that only one gyro can be on the screen at once; be sure if one is out that you are somehow using its presence to your advantage. If it is not being helpful, just toss it off screen to destroy it. R.O.B.'s recovery option comes in the form of his incredible jet engines. By pressing up + B, R.O.B. can literally fly around. He will be firing the jet if he holds up or B, and otherwise after using this move he will be in a "ready to fly" state that limits his options. He can attack right out of it with any aerial, but he cannot air dodge or use special moves. After attacking, he leaves the flying state. He can use this move infinitely in the air, but he has a fixed time for which his jets can be firing. Once it is exhausted, he must stand on the ground to recharge it over time. The recharge time is actually very quick, but be careful as clinging to a ledge does not count. He not only can use this move to make pretty much any recovery he wants, but he can chase opponents way over ledges with confidence that he'll make it back. He can also jet to reach opponents super high in the air to follow up with up aerials for star KOs. If he finds himself needing to cancel his flight mode to air dodge or fire a projectile, his quickest option is to use his forward aerial due to the very fast animation though his down aerial's ability to stall him in the air makes it sometimes a better choice. R.O.B. cannot wall jump, wall cling, or crawl, and he has only one midair jump. He has a fast roll with tons of invincibility frames that may be the best roll in the game so he should abuse it heavily, but his spot dodge is a bit slow. R.O.B. also has a very rigid body that doesn't change size much when he crouches or performs attacks so watch out for that. R.O.B.'s combination of keep away tactics, a clear out down smash, and unique aerial options give him odd matches. He tends to struggle against very fast characters who can dance around his game and harass him; Sonic is an unusually hard match for R.O.B.. However, his supreme over the edge abilities make him very dangerous to characters such as Ike, Captain Falcon, Olimar, Ganondorf, and Ivysaur who have few options to alter their trajectories in the air. R.O.B.'s great down smash and projectile game also mean that characters who have a lot of difficulty approaching from the air will have some trouble with him; this mostly applies to the Ice Climbers. Kirby Kirby used to be a fan favorite back in the days of the first Super Smash Brothers, but ever since his atrocious showing in the sequel Super Smash Brothers Melee, Kirby has been a character few are willing to use. In this game, Kirby is a somewhat decent character, but he lives in the shadow of his fellow Dreamland denizen Meta Knight. Kirby actually has some decent priority on his attacks, and he has generally more power than Meta Knight. In some ways Kirby manages to be a middle ground between Meta Knight's hyper fast version of floaty and Jigglypuff's slow but strong version so pick Kirby if you want a floaty character but the others just aren't working for you. Kirby's ground game is mostly a source of KOs and lead ins to aerials as you would expect from a floaty character. His up tilt, down smash, and up smash all knock opponents into the air, and all three have somewhat different uses. His up tilt is an extremely fast close range move that Kirby should go for if he wants to try to lead into something else. His up smash is a slower and more powerful and widely ranged option that is also an occasional source of star KOs. His down smash is fairly unreliable for popping them into the air since it only does that near the base of Kirby's feet whereas the tips send them horizontally, but the move is quick and sweeps around Kirby so it can both punish those who roll too much and generally sweep out if Kirby does not know where they will be. Kirby also has an excellent forward smash that is quick and powerful; it will be one of his main KO moves. His down and forward tilts are mostly just safety moves with his down tilt having the added bonus of being the natural move from his very safe crouching position; use them as such. Kirby's jab combo is rather bad unless he can pin an enemy against a wall, but his running attack can be a decent damage dealer and will tend to poke through weakened shields. Kirby's aerials give him a wide array of good options in all directions, but his best is probably his simple back aerial. It's just a quick kick to his rear that he can frequently hit with and then chase to apply pressure. His forward aerial is also good and racks up damage quickly, but it's slow enough so that it should mostly be used when you know it's the last hit you are going to get before letting them away. His up aerial is a quick flip that knocks the enemy right back up. Kirby can also chase with this move, and it keeps the enemy in the air where Kirby wants them. Kirby's down aerial is a solid air to ground attack as it racks up damage nicely if all the hits connect, but it also has a spike at the end so Kirby can use it over the ledge for great profit. Unfortunately, Kirby's neutral aerial is just too weak and slow to be worth it; only mix it in when you absolutely need to get them away in the air. Kirby's grab game is mostly about down throws against low percent foes and up throws against more injured ones. The down throw pops the enemy up fairly near Kirby so Kirby can keep up the pressure, and the up throw does the same with a bit more height and the added bonus of ending with Kirby actually in the air. Kirby's up smash out of a shield is also handy so be sure to use it once in a while. Kirby has an array of interesting but mostly bad specials. His Hammer is quite strong but also very slow; only use it once in a while to keep opponents guessing. It's somewhat safer in the air and gives Kirby KO power in the air where he otherwise would have lacked it and cancels somewhat quickly when hitting the ground, but it's still a very slow move. Kirby can exploit a glitch with this move actually; if the move ends in the air right above the ground, Kirby will regain all of his midair jumps. It's seldom useful, but if Kirby masters the timing, he could theoretically never actually touch the ground. However, if Kirby wants to hit the ground very quickly, the Rock is a good option. Actually, descending quickly to outrace an opponent is about all the Rock is good for, and it should usually be canceled before actually hitting the ground as the move is pretty much begging to be grabbed. Kirby's Final Cutter is handy for recovery if you somehow need help there, and it can be a generally good surprise move once in a great while. The shockwave it sends out is a projectile that is sometimes useful, but it's more of a novelty than a serious combat weapon. Kirby's Inhale is certainly very cool, but don't overlook the move's use when not eating foes. Once a foe is in Kirby's mouth, he can press down or B to eat the foe while pressing A or Z will spit the foe out. If the foe is someone like Peach who has a very bad power, spitting for some damage is usually better. Kirby can also walk around with them in his mouth and jump from the ground, and this is the source of his great suicide game. Kirby uses Inhale either over or very close to a pit and falls into the abyss with them. Kirby can even sometimes spit opponents out very low and toward the stage from which they cannot recover, but Kirby can. However, in terms of stealing powers, Kirby just has to look at what's useful. Taking the great projectiles from the Star Fox characters, Pit, or Snake will certainly be a great choice, and the powers he gets from Mario, Donkey Kong, Ice Climbers, Samus, R.O.B., Ivysaur, Lucario, and Ike can be handy from time to time. Otherwise, stealing powers is probably not worth the effort, but you might want to note anyway that Kirby has somewhat different properties on several moves. Don't worry though; he can still do reverse Falcon Punch! Also, if you have a change of heart about a power, Kirby can taunt to drop them. Kirby's down taunt is the quickest choice by a large margin. Kirby cannot wall jump, wall cling, or crawl, but he has five midair jumps. Kirby has a nice, quick roll but a somewhat slow spot dodge. Kirby's crouch is also super low so he can use it to duck under a lot of attacks. Kirby does well where floatiest usually do well and poorly where they usually do poorly. He can float above the problems that projectile spammers bring, but powerful opponents such as Ike or Bowser could be an issue. Kirby's poor range could make Marth a concern as well, and his general trouble scoring kills in the air will make Jigglypuff a hard match. Meta Knight Everyone loves Meta Knight, and it's not just because he looks cool. Meta Knight's attack speed is unparalleled, and his floatiness lets him pressure foes in a way that most other characters can only dream of. He does have serious issues with securing kills, but all in all, he's still a very dangerous character who can hold his own against the best. On the ground, Meta Knight will either be looking for kills or looking to send the opponent into the air. His forward tilt is actually a three move combo that pops enemies up, but his main tool will be his up tilt which is very quick move that sends the target straight up. His down tilt isn't useful knock back wise, but it's so ridiculously fast that he can use it to poke under shields very safely. All three of his smashes have killing potential and are quick enough to be relatively safe, but they slow down Meta Knight's pressure game so he should only use them for finishers. Obviously his up smash goes for off the top kills which his forward smash aims for the side. His down smash is a kill move mostly for foes to the back and that are rolling; the back swing seems generally more powerful. His jab combo is fun, but it shouldn't be used in a serious match, and his running attack is mediocre. In the air, the general plan is to just do an aerial in whatever direction the enemy is. All of them are quick damage dealers with little KO power so they're pretty interchangeable. The forward and back aerials are multi-hit attacks that should be used when the enemy is already in trouble more than the up and down aerials which are single hits that cover a wide area. For approaching the down aerial is a generally solid option due to the wide hit and the general ease with which Meta Knight can maneuver to the high ground. The neutral aerial, however, is simply bad. Don't use it often. Meta Knight doesn't get a lot out of his grab game, but his best seems to be his forward throw. This pops them into a perfect position to chase with a forward aerial. His down throw can somewhat accomplish the same thing as well, and his back throw scales up to be somewhat powerful against high percent foes so remember them. His Shuttle Loop out of shield is a big thing he can do; expect to get many kills this way. Meta Knight's specials all have utility in recovery, but most are pretty limited otherwise. The Tornado is a surprisingly hard move to punish, but the damage is weak on it so Meta Knight shouldn't use it much for his pressure game. Drill Rush can rack up damage very nicely with a clean hit, but it often leaves Meta Knight vulnerable so use it sparingly. His Dimension Cape lets him do a short range teleport to get out of trouble, and he can hold B to do a weak attack right afterward. It's another one of those moves that you should use sparingly, but it's a great move to keep in mind for a tight spot. His main special is his Shuttle Loop. This move does a slicing loop and then puts Meta Knight into a glide which robs him of all of his jumps once complete. The initial swing from it is very powerful; it's Meta Knight's main kill move. Use it and abuse it, especially out of a shield which allows Meta Knight to score kills when he seems to be at a disadvantage. Meta Knight cannot wall jump, wall cling, or crawl, but he has five midair jumps and can glide. His roll and spot dodge are very typical ones that he can use like most characters would. Meta Knight's aggressive swordsmanship and floatiness put together make him the worst nightmare of characters like Pit and Snake that like to keep enemies at bay. Speed characters such as the Star Fox characters will also likely find Meta Knight difficult as his attack speed is every bit as good as their and he has a sort of aerial movement they can only envy. Of course, powerhouses like Ness and Donkey Kong will relish Meta Knight's relative difficulty scoring kills, and characters like Ike, Marth, and Mr. Game & Watch will give him a run for his money by outranging and out prioritizing him. King Dedede King Dedede is a very silly character. He's not only silly in the sense that he's a floating self proclaimed penguin king with a giant hammer either. King Dedede is big, heavy, and slow, but he has multiple jumps and a generally great recovery along with a solid projectile. That's a very non-traditional combination, and it is pretty effective. I would hardly put King Dedede as a top class character, but he's solid and very useable. King Dedede has quick, useful tilts and very powerful smashes that form the core of his ground game. His down tilt is very quick so even if the knock back is bad, he can use it as a nice safety move. His forward tilt, on the other hand, just has huge range for its speed. He can use it to harass foes from safety, and due to the range he can easily form a combo with it out of his down throw. His up tilt pops foes up nicely with solid damage scaling that actually lets it kill at very high percentages. His up smash is another great source of star KOs, and for the speed, it's generally a great move. His forward smash is actually very slow, but it does massive damage. King Dedede should use it seldom, but when he finds an opening, it's the perfect move to punish an unwary opponent. His down smash also sends opponents upward which lets him lead into aerials, and it clears out pesky rolling foes as an added bonus. King Dedede also has a quick and damaging jab combo, but don't use his slow running attack even if you really love the Kirby nostalgia. In the air, King Dedede's main claim to fame is his amazing back aerial. It's quick with good enough knock back to eventually kill but not enough so that he couldn't chain them together. King Dedede's multiple jumps also move him fairly little in the air so he can use them with the back aerial in rapid succession to lead opponents across stages; it's wonderful. His forward aerial is somewhat outclassed because of this, but it's still useful due to the large hit area and the way it scales up to pretty high power as the opponent takes damage. Dedede's up and down aerials have no real killing power, but both are great at racking up damage so they should be used against lower percent foes. His neutral aerial is just a typical "knock them away" move so use it as such. King Dedede's grab game revolves almost entirely around his chain grabbing down throw though it should be noted that his back throw has some KO potential. In general, King Dedede should do a down throw and then do a running grab to regrab his opponent. This isn't really forced very often, but it's a pretty powerful tactic anyway. Do note that it won't work at all against lighter characters such as Mr. Game & Watch and Jigglypuff. Against Donkey Kong, Mario, Luigi, and Samus, he can quickly regrab them before they complete bouncing away, but he must use his grab attack to slow the stale move negation if he wants to continue indefinitely. Bowser can almost be caught in an infinite combo the same way, but King Dedede must move forward slightly if he wants to do that. King Dedede really only has one good special so let's cover the others first. His Inhale is pretty much the same thing as Kirby's except it's slower, stronger, and can't take powers. Of course, since it can't steal powers, pressing down does nothing and either A or B eject the foe. Read Kirby's section for more in depth about this move, but it's generally not that great. His Jet Hammer seems cool and does big damage, but it's just too slow to be practical. If his opponent has a broken shield, he can use it by charging to the point where he starts taking damage by holding the charge too long as a great KO move, but it's really not even better there than King Dedede's forward smash. His Super Dedede Jump is pretty interesting; he can direct which way he moves as he begins his ascent and then follows a set path until he crashes into the ground, creating stars like Yoshi does with his ground pound. King Dedede cannot grab a ledge during this either, but he can cancel the move by hitting down on either the control stick or the c-stick which lets him directionally influence and grab ledges. If he cancels too low to the ground, he'll suffer a funny but highly disadvantageous animation as he struggles to get up. Waddle Dee Toss is really King Dedede's main and best special attack. He randomly throws Waddle Dees, Waddle Doos, and Gordos with a ratio of 35:10:4 respectively. Waddle Dees are a quick projectile that can be used to harass opponents well; they're like a better version of Peach's turnips as they can't be caught even if they are attackable. Waddle Doos are pretty much the same as Waddle Dees, but when they wander on the ground, they occasionally shoot lasers. Gordos simply fly off the screen after being thrown, but they do much better damage and knock back than the other two. King Dedede can only have two minions on the screen at once, and they can be eaten by his or Kirby's Inhale or Wario's Bite. He can rethrow ones on the ground even if they once belonged to an enemy as well. Generally, they are just a wonderful space controlling projectile; use them as such. King Dedede cannot wall jump, wall cling, or crawl, but he has four midair jumps. His roll is quick and useful, but his spot dodge is simply average. King Dedede largely does well against other heavy characters due to his ability to more easily grab combo and projectile spam them as well as survive to high percentages with his great weight and recovery. On the other end of the spectrum, characters with serious priority problems like Sonic may find Dedede a bit tough to handle. However, most very quick characters and characters with great aerial control such as Wario will be able to outmaneuver King Dedede and generally make the game hard for him. Olimar Olimar is a very misunderstood character. Notably, he's far less unusual and hard to master than everyone thinks. His big claim to fame is that he uses his Pikmin to do all of his smashes, grabs, and special moves as well as his aerials other than the neutral air. Olimar can have up to six Pikmin following him at once, and each color has different properties. Red Pikmin are fire Pikmin, and yellow Pikmin are electric Pikmin. Each have some resistance to attacks of those elements but are mostly normal. White Pikmin are poison and do more damage when they are latched onto foes, but they have poor vitality. Blue Pikmin tend to have greater range on attacks and are the only Pikmin not automatically killed when submerged in water. Purple Pikmin do more damage and knock back with worse range. This may seem bizarre, but the fact of the matter is that Olimar can pluck Pikmin so quickly that he should never, ever run out. Adding to the nature of this is the fact that Pikmin are invincible when closely following Olimar and not being used in attacks. Of course, mastering the Pikmin and carefully selecting colors will be of great use to a master Olimar player, but it isn't really that big of a deal if Olimar players don't worry about which Pikmin they are using and just take advantage of Olimar's small size combined with his incredible range and power that make him such a potent character. Olimar's tilts are all quick but weak attacks that don't utilize the Pikmin. His down tilt is a short range quick move that very nicely pops opponents up into the air. Olimar is very powerful in the air so this move should be used frequently to work with that. His forward tilt is a quick move to knock opponents away, but due to Olimar's wide range of better options, it shouldn't see much play. His up tilt is a somewhat decent damage racking move that pops opponents up into the air; Olimar can exploit this for decent profit though his excellent up smash tends to outshine it. His jab combo and running attack also don't use Pikmin and both are pretty average, but his running attack at least pops opponents up into the air. However, his smashes do use Pikmin, and that's where things get interesting. His forward smash just causes him to hurl a Pikmin a set distance ahead of him depending on color. It's not particularly powerful and is pretty slow, but the ridiculously huge range makes it a viable and useful move for Olimar, especially when used with blue Pikmin. His up smash is a quick Pikmin toss upward which does good damage, sets up for aerials, and can kill at higher percentages. Use the up smash frequently. His down smash sends his next Pikmin in line forward along the ground and the one after that behind him; it's a useful move if the opponent is unpredictably moving around and has good power; also use it frequently. However, with the down and forward smashes, take caution. These can cause Pikmin to be hurled to an early end if used near a pit. Olimar's power on the ground was nice, but his aerials are just top notch. His neutral aerial is a fairly decent damage racking move that hits all around him, but it's not a Pikmin using move so it has poor range and generally isn't all that great. Olimar's forward aerial, on the other hand, is a quick swing with a Pikmin that does great damage with really good priority. His back aerial is also a quick swing with a Pikmin that does great damage with really good priority. Both swings are about a Pikmin's length wide regardless of color so they are especially effective with the powerful purple Pikmin. His down aerial is also a short range swing like his forward and back aerials, but it swings straight down and is a very effective spike; it's a great way to abuse opponents over ledges. His up aerial is more of a damage racking move with less KO power than his other aerials even when used with a purple Pikmin, but being a Pikmin move, it still has pretty good range and great priority. It's not one of his better aerials, but when chasing opponents upward, sometimes it is the only viable option, and the damage return is nothing to snuff at. Olimar's grab game is incredible. His throws aren't anything special, but his grab is just a Pikmin toss that pulls them in. It has the speed of a standard grab with the range of a tether grab; it's all around spectacular and gives Olimar a great out of shield game. The range is especially good with blue Pikmin, and with those long range grabs he can use his down throw to set up for aerials. Blue Pikmin also do more damage than other Pikmin with throws; they're really a great choice even at high percentages when you are looking for a kill with a back throw. I really can't stress enough how much this helps Olimar and opens doors to him. He should use his shield more liberally than other characters, and even if his opponents try to pull back after hitting his shield with an aerial, he can still get a grab in. Even if his grab misses, it is fast so it's safe. Olimar can and should use his up smash out of his shield as well; given the way most opponents tower over him, he'll have a pretty easy time hitting with it. Olimar's specials all revolve around utilizing the Pikmin in unique ways. His Pikmin Pluck is his source of new Pikmin and should generally be used at any safe moment on the ground to get him right back up to six Pikmin. His Pikmin Throw is a somewhat useful projectile that causes his next Pikmin in line to be thrown. If it is a color other than purple, it will latch onto opponents upon contact and cause residual damage until killed or knocked off. The damage is much greater if the Pikmin is white; white Pikmin should be thrown liberally. Purple Pikmin simply do fairly poor knock back when thrown, but they are the only ones that cause the opponent to stagger on hit so this is still useful to clear off ledges as Olimar goes for his dangerous recovery. Olimar's Pikmin Order simply summons his Pikmin to him. The first time it is used in a match, it arranges his Pikmin in the order red, yellow, blue, white, and purple. Each subsequent use it queues the type of Pikmin that was last in front to the back while retaining the previous order otherwise. If Olimar does not have any of the type of Pikmin that are next to be in front when he uses it, the next color in the new queue is taken as the front color and he can skip ahead in the rotation. Dying or using Pikmin Order when Olimar has no Pikmin does not affect the order. This causes all Pikmin to leap in line, grants short invincibility, and can be used in the air so it's very handy while recovering to summon your allies together. Olimar's Pikmin Chain is his unfortunately poor recovery move. It's a tether recovery which strings all of his closely following Pikmin together to reach for the ledge, but even though it's just a tether, it leaves Olimar helpless after use. If the opponent is on the ledge when he uses this move, he can knock them off but won't be able to grab the ledge anyway which causes Olimar to die in most cases. The danger here means that Olimar should quickly attempt to recover before his opponent can prepare any defense; if he rushes for the ledge, he can frequently save himself from a horrible death. If he is being edge hogged and can't make it to solid ground, he shouldn't give up hope. He can use Pikmin Order to cycle Pikmin until a purple is next and then should use Pikmin Throw to knock opponents off the ledge, allowing him to latch on with his remaining five Pikmin in Pikmin Chain. If he does not have any purple Pikmin, he will be forced to rely on his forward aerial which probably will not work as he very well may not be able to reach, but he should at least try something. Pikmin Chain does not alter the order of Olimar's Pikmin following him since it uses every Pikmin. It can also be used as an attack on the ground for its great reach, but it's slow and weak so it should be used sparingly. Olimar cannot wall jump, wall cling, or crawl, and he has only one midair jump. His roll is fairly slow, but he has an average spot dodge. Olimar spawns with three random Pikmin on his first stock or in Sudden Death, but after respawning from a death, he will have no Pikmin. Each Pikmin has its own properties as described in fair detail earlier and a short independent amount of HP which determines how long it can survive. Blue and purple have the most, red and yellow have a medium amount, and white have the least. Overall, blue Pikmin are probably the best Pikmin, but all of them are useful. Olimar does well against most characters, but he does especially well against characters who typically rely on being able to avoid shield grabs such as Mr. Game & Watch, Wario, and Jigglypuff. On the other hand, he will have the most trouble against characters with great reach such as Marth or characters like Pikachu who can take the fight up into the air and quickly murder most of his Pikmin. Unfortunately, despite what that scene in The Subspace Emissary would suggest, Captain Falcon has no special Pikmin murdering skills and is actually one of the easiest opponents for Olimar. Fox Fox is the character who has always insisted upon being good. Notably, of the twelve characters who originally appeared in the original Super Smash Brothers, Fox is the only one who has been clearly above average in all three games. Super Smash Brothers Melee fans will especially recognize the overwhelming dominance of Fox as he was the best character in the game there. He's not the best character in the game anymore, but he's still very good as he has high speed in both attacking and mobility, a projectile reflecting move that's also one of the fastest techniques in the game, a good projectile in his laser, and really great vertical killing power. If it sounds like Fox doesn't really have any downsides, it sounds right. He's pretty much just all around good. He is one of the game's lighter characters, but that is seriously almost completely unimportant. Fox's attacks on the ground are all around solid. His up tilt is his best tilt as it pops enemies nicely up into the air close to Fox. The down tilt also knocks enemies into the air, but it also sends enemies away from Fox a bit too much to be useful. His forward tilt is a pretty standard quick knock away move that he won't be using much at all thanks to his great reflector. His smashes, on the other hand, are all great kill moves. His up smash in particular is just beastly; it's both quick and extremely powerful and will score Fox many, many star KOs. His forward smash is also a good quick killer, and his down smash not only clears foes out but has KO potential. He has a fairly quick running attack and jab combo, but given his other great options, he shouldn't use either very much. Fox is one of those characters who is blessed with five good aerials. His forward air is a multiple hitting combo that is really incredible for racking up damage; against low percent foes, it's Fox's best option for transforming them into high percent foes. Fox's back aerial, on the other hand, is insanely fast with good knock back. Fox can do a short hop back aerial, land, and then follow up with another short hop back aerial in quick succession to apply really great pressure. His up aerial is a great move for star KOs; a clean hit has incredible knock back. The move, like pretty much everything Fox has, is also quick so it's even a safe move to throw out. Fox's down aerial seems bad at first as just a weak drill, but like his forward aerial, it's a very quick move. It is easier to hit grounded opponents with than the forward aerial so it's the damage racking move of choice there. It's also a classic Fox tactic to follow up his drill with his Reflector to keep up a constant flurry of pressure. This isn't as effective in Brawl as it was in past games, but it's still a good trick to try. The drill also weakly sends opponents downward in the air so it can be used to get surprise kills off the bottom, but it's not particularly good for that. Fox's neutral aerial is a pretty average safety move at first glance, but it has classic Fox speed and especially low landing lag even for Fox. This is the aerial of choice if Fox wishes to leap in with an aerial and immediately follow up with an attack after he lands. That's a very dangerous game to be playing, and Fox is very good at it. Fox's grab game is merely average with him not having anything particularly great out of it, but his up throw is probably his generally best attempt as it sends enemies straight up to be ready to take a hit from Fox's up aerial. Fox should also be up smashing out of his shield a lot; his up smash is too good to waste. Fox gains a lot from his specials in both recovery options, melee combat options, and projectile spamming options. The Fox Illusion is a fairly quick recovery option for straight horizontal recoveries which makes it adequate for most scenarios. Fox can even press B partway through the move to prematurely terminate it to fake out opponents. It may be tempting to try to use this move frequently as an offensive option, but it has a clear auditory telegraph that makes it easy to predict and counter. It's great once in a while (as in once or twice a match) as a surprise, but in general, this move should be used mostly for recovery. The Fire Fox, on the other hand, should be used pretty much entirely for recovery and even then fairly rarely. It's a solid recovery move even if a bit slow, but the fact that the Fox Illusion exists means Fire Fox is limited to the cases in which Fox finds himself below the stage or needs to slow down his recovery to elude an edge guard. On the stage, Fire Fox is slow and predictable so it shouldn't be used offensively, but if you must, the best plan is to use it in the air and slam into the ground which gives Fox a large bounce effect that can make him somewhat difficult to punish. Fox's Blaster is just a quick move that is a source of free damage. He can use it in either the air or the ground, and he only has to mash B quickly to keep up a stream of continual linear damage. It has no stun so it should only be used from a range, but whenever the foe gives you a free shot, take it. Fox uses this to force the opponent to stay on the offense as sitting back and playing defensively will only result in Fox firing hundreds of lasers. Fox's Reflector is his pride and joy of a special, and it's so beloved by the competitive community that it has a special nickname, the shine. His Reflector can reflect projectiles, and if the opponent dares spam projectiles at Fox, he can use it to counter them very efficiently. While his Reflector is in the reflecting animation, he can even do anything he can do out of a shield. That means he can instantly cancel his Reflector for no lag into a grab, roll, spot dodge, or jump as long as he times it just as a projectile hits. The Reflector can also be used in the air to greatly slow Fox's descent which makes him highly unpredictable and can be a stalling tactic against a foe with a dangerous temporary advantage or just a trick to turn Fox around as he can turn freely as long as the Reflector is up. It's also a great attack that comes out very, very quickly (it was 4 frames in Super Smash Brothers Melee, and I think but am not sure that it's the same in this game) and knocks opponents at a downward angle which means he can use it to spike opponents. Do note that the move recovers faster in the air than on the ground; try to use this move after a short hop. Really, this is probably Fox's most important offensive move. Abuse it constantly. Fox can wall jump, but he cannot wall cling or crawl. He has only one midair jump, a slightly below average roll, and a good spot dodge. Fox's myriad advantages make him a dangerous foe to any opponent, and his lack of real weaknesses means that he can only find himself at a disadvantage against opponents who simply have more advantages. Marth, Mr. Game & Watch, and Olimar have a combination of range and priority that could cause Fox some issues, but he has his own tools to deal with them so they are at worst soft counters. Fox can look forward to having strong advantages against the slower characters such as Bowser as well as the projectile abusing characters such as Pit, and even if his opponent is someone like Luigi against whom he has no special favor, he's still a scary and dangerous foe as he has some many great, threatening options. Fox is here to stay, and he's likely to continue to be a force for the rest of the history of the Smash Brothers franchise. Falco How to unlock: -Play 50 brawls. -Have Falco join your party in The Subspace Emissary. -Clear 100-Man Brawl. Falco will remind many of you of Fox, but he's quite different from Fox. He has a lot of spinning moves, and generally his average move is less potent. However, he makes up for it by having a few moves which are way better than Fox's versions. So, while Fox is the character with something good in everything, Falco is the character with a few very good things and then mainly average things. Falco will especially appeal to you if you like abusing a linear projectile like your life depended on it; Falco is very good at that. Falco's tilts are pretty similar to Fox's function wise but with different practicality. His up tilt pops enemies up still, but it's slower so it's less useful. He makes up for this with his down tilt not sending enemies at as extreme of an angle; he can use his down tilt to pop the enemy up for an aerial. Since his Reflector isn't as quick as Fox's at all, he will actually find the quick, safe nature of the forward tilt to be handy though it still is far from one of his staple moves. His up smash is mostly just a weaker version of Fox's move, and his down smash has pretty much no killing potential. His forward smash is somewhat unwieldy, but it's a good killing move so Falco will be making extensive use of it. His running attack is also a decent move to pop enemies up, but his jab combo is awful and should be avoided. In the air, Falco has the best of times and the worst of times thanks to his huge jump off the ground. Falco can chase opponents up better than just about anyone, but he has trouble applying pressure to the ground because of it. He can still be technical with low short hops; it just takes effort. His big moves over Fox are his forward and down aerials. His forward aerial is a spinning attack that is similar to Sonic's forward aerial. It's a generally harder way to rack up damage than Fox's forward aerial, but the way it turns Falco himself into a spinning attack gives it some utility and maneuverability that Fox's version didn't have. His down aerial racks damage a little worse than Fox's, but a clean hit from it delivers a very powerful spike. Falco will be using this a whole lot, especially near ledges, to claim kills. Falco also has a back aerial that is very quick and can be chained together just like Fox's, and his up aerial is like Fox's except missing the clean hit requirement in exchange for a good deal of power. His neutral aerial is actually a big improvement. It's a spinning attack that racks damage nicely, but it has almost no landing lag just like Fox's so he can still follow it up with a grounded move just as he lands. Falco's grab came has one basic premise, and that's the fact that he has a chain grab with his down throw. He just does a down throw, runs forward, and grabs the opponent before he can recover. It won't work on light and floaty or heavily damaged characters, but it's one of Falco's main big advantages that he should really be exploiting. Do be sure to mix in grab attacks while chain throwing since you're limited by the length of the stage. Milk that combo for every percent it is worth. Falco's recovery options are overall arguably better than Fox's, but they're a bit different. His Falco Phantasm is impossible to cancel with B in midair, but it spikes opponents. This really makes Falco dangerous to edge guard as chasing him out could very well end with the attacker becoming the fallen. Falco can even use this to edge guard his foes by jumping out after them and just using the Falco Phantasm to a ledge. Much like the Fox Illusion, Falco Phantasm is fairly predictable so don't use it much at all as a standard attack over the platform. Fire Falco gets much less distance than Fire Fox did so it's even less useful. It deals more damage with less knock back on contact with enemies, and the bounce effect when he slams into the ground with it is a bit better. It's still not worth using save when really needed for recovery. Falco's Reflector is a thrown object almost like a projectile, but it's not really a projectile as it can't be reflected. He can't use it to reflect projectiles well himself since it has that long cool down time, but he can use it effective as an attack. It comes out quickly and pushes the enemy nicely away; Falco uses that to keep foes out of his face. Down throw to Reflector is also a combo against many characters so he has that utility as well. Of course, keeping foes out is very handy for Falco because of his last special move, the Blaster. Falco's version of this move is just too good. It fires slower than Fox's, though still very fast, and it travels such a large distance that it might as well be infinite. It also stuns enemies, and it does a fine job of it. Falco should be shooting his Blaster constantly as though it were going out of style. He can do a short hop and fire two of them to retard aerial approaches, and on the ground he can just make a wall of interruption that many characters will be hard pressed to get past. In the air, he can also use his Blaster to turn around by tapping the control stick slightly right before he fires or by tapping it more strongly at the very moment he's shooting. That means he can run away, jump immediately, and then send some fire back to where he used to be. I'm sure some people think the idea of centering a game style around constant interruption from a projectile is lame. I might even be one of them. However, if you are one of those people, don't look for alternate tactics here. Just don't use Falco. Falco can wall jump, but he cannot wall cling or crawl. He has one midair jump and very nice and quick options in both his roll and spot dodge that will let him play as defensively as possible to keep firing that lovely Blaster. Being one of the heavy duty projectile characters, Falco will naturally not like to see Fox, Wolf, Ness, Lucas, or Mr. Game & Watch and will naturally tear Bowser and friends apart. That aside, Falco is fairly diverse and should do well against most of the cast, but R.O.B. and Pit are two notable points of possible trouble as both can recover from Falco's spikes easily, have their own spam options that can cause Falco trouble, and each have one extra thing that gives Falco problems. R.O.B.'s down smash will be a real pain for Falco to overcome, and Pit's Mirror Shield is just a further refutation of Falco's Blaster strategy. Wolf How to unlock: -Play 450 brawls. -Have Wolf join your party in The Subspace Emissary. -Clear Boss Battles with Fox or Falco. Wolf is quite the unusual character in how he moves. He tends to lunge around a lot which makes him quite unpredictable. If you like Fox and Falco's vague feel but want a character with far less rigid movements, Wolf is the character for you. He is also quite good with an excellent blend of speed and power that keeps him a notch above the competition. Wolf's style is showed nicely by his jab combo which is not just a standard move to knock the foe away as it also moves Wolf forward a good amount. He has a fairly good forward tilt that knocks the opponent pretty far, but it doesn't scale up in damage very well so it is relegated mostly to a pressure move to force the opponent over the ledge. His up tilt, on the other hand, is a nice quick move to pop opponents up that he will use frequently. His down tilt probably won't see a lot of play as it's pretty much just a worse range but lower hitting version of his forward tilt, but he can use it to poke under shields. Wolf's forward smash is one of his greatest points of pride; it has good power and throws him forward to a large degree. Use this move frequently to punish unsuspecting foes. Wolf's up smash is like a stronger version of his up tilt. It is slower, but it does more damage and knock back so use it when you need to pop more vulnerable opponents up. Wolf also has a quick, powerful down smash that is good for sweeping out rolling opponents or generally anyone near him. Wolf also has a really interesting and useful running attack; it stops him and pops the opponents right up so he can run in, send his foes into the air, and then immediately chase with an aerial of his own. Much like Fox and Falco, Wolf has a very quick back aerial he should use frequently. He can do a short hop, attack with his back aerial, and then land in time to be able to jump right back up and continue. Wolf's forward and up aerial both send the opponents straight up fairly weakly, but both are good to quickly keep the opponent up so Wolf can juggle them. At over 150%, the forward aerial also gets some KO power so that's handy. Wolf's neutral aerial is a quick safety move that doubles as a solid damage dealer; Wolf can use it when he's being chased into the air to turn the tides quickly. Wolf's down aerial is a fairly slow spike that he won't be using very much, but if he catches the foe unaware over a pit, he has this tool to end it quickly. Wolf's main two throws are his up and down throws, and both are pretty handy. His up throw simply sends the opponent straight up; it should be used to set up for Wolf's generally good juggling game. Wolf's down throw is an odd move that pushes the opponents into the ground; he can really exploit this near ledges to place opponents in a dangerous position, and he can try to follow up a down throw with a running grab for a semi-chain throw that will probably only last for a few tosses but is a good thing to try. Wolf also has a very quick attack against grabbed opponents; be sure to use it frequently to score that little bit of extra damage. Wolf's up smash is also a solid choice out of his shield; it allows him to continue working toward his excellent juggle game. Wolf's specials are very similar to Fox and Falco's, but the differences are important. His Wolf Flash is his main recovery tool, but it has even less utility on the ground than the Fox Illusion and Falco Phantasm due to the upward angle. It does have a spike in it just like Falco's move so he should try to exploit that, and much as with Falco's move, he can only cancel it with B from the ground. His Fire Wolf, which amazingly has no fire effect, is actually a nice improvement over team Star Fox's version as it comes out much faster, gets good distance, and has a very quick bounce when it hits the ground. Don't feel bad about using this frequently as a recovery option over the Wolf Flash; it's a solid choice. His Reflector is very similar to Fox's, and he has most of the same tricks out of it. The only differences are that it has a bigger hit area, does not knock foes downward, and does not stall Wolf in the air. He should still use it frequently for quick damage. Wolf's Blaster is used in much the same was as Falco's Blaster; it's an excellent move to keep opponents locked down, to control space, and to generally force the opponent to come to you. However, Wolf's Blaster has limited range and does more damage closer to him so Wolf will want to position himself closer to his foe. It even has a hit as he swings the actual gun. While Falco used his Blaster mostly to stall, Wolf uses his to move in, force approaches, and then punish mistakes with his forward smash or juggling abilities. Wolf can wall jump but not wall cling or crawl. Wolf has but one midair jump, an average roll, and a very quick spot dodge that he should abuse frequently. Wolf's matches are largely similar to Fox's in terms of who he does well against, but the way he lunges forward and can stun with projectiles will make him a better match against a well ranged foe such as Marth. At the same time, the generally greater commitment his attacks entail will give him trouble against Fox himself no matter how much he can't let Star Fox do that. Other very quick attackers such as Meta Knight and Sonic will also likely be proficient at messing up Wolf's game. Captain Falcon How to unlock: -Play 70 brawls. -Have Captain Falcon join your party in The Subspace Emissary. -Clear Classic on Normal or higher in under 12 minutes. Before the fight has even started, Captain Falcon has already won the contest to be the most awesome and manly character not only in Super Smash Brothers Brawl but most likely in the entire world. Being contented with his victory there, he must not have concerned himself too much with actually winning standard fights as he is quite bad at that. Captain Falcon's super fast movements are canceled by long delays after his attacks, and the extreme tightness of his motions just doesn't work very well for him in the floaty world that is Super Smash Brothers Brawl. He's really a very weak character who will require extreme dedication to play decently, but at the very least, he's still super cool. Captain Falcon has nice tilts; he can get a lot of use out of them. His up tilt is a fairly slow kick that sweeps over his head and has a good deal of power; it's a quick way to score kills on highly wounded foes and generally sends opponents far. His forward tilt knocks opponents away in a generally uninteresting way, but his down tilt is a very weak move that pops the opponents upward. This is actually just what Captain Falcon needs; he can leap after his opponents and attempt to connect with his knee. Captain Falcon has powerful but fairly standard options in all of his smashes as well. His forward smash is slow but a good kill move, his up smash is slow but a good damage dealer and way to knock foes into the air, and his down smash is almost quick but mostly just useful to sweep out rolling opponents. He also has a really terrible jab combo and a fairly average running attack; don't use either very often. Captain Falcon's air game is largely centered around his knee. The knee is his forward aerial, and it stands out for having a very powerful sweet spot. It's very hard to hit with, but Captain Falcon players absolutely must be adept at hitting with it. He should do this out of a short hop at opponents who he has knocked upward a small distance in the air, and it serves as one of his primary sources of kills. After scoring a fatal hit with this move, it is imperative that Captain Falcon do his down taunt. It may seem useless, but it helps him establish his manly aura on the battlefield. Captain Falcon also has a very good back aerial that he can throw out. It's quick and strong and can transform into his main aerial attack if the knee isn't working out which it often will not. Captain Falcon also has a good up aerial that hits all around him and can score star KOs at higher percentages; use it whenever you find yourself beneath an opponent. His neutral aerial really isn't very good, and his down aerial is pretty much just a standard slow spike with limited use. Captain Falcon should pretty much always down throw out of a grab so he can attempt to follow it up with a knee. That's about all there is to say for his out of shield game. Captain Falcon's specials look amazing, but they aren't really very good for the most part. His Falcon Punch is very powerful and can be reversed by tapping and holding the opposite direction as he uses it, but it's not very useful in general. If he does manage to get a hit, it's absolutely mandatory that he use his down taunt afterward, but that's about all there is to say about it. Falcon Kick is pretty much useless save as a rare surprise attack on the ground; it's nothing but a suicide attack in the air. Falcon Dive causes Captain Falcon to latch onto foes, explode, and proclaim "Yes!". Interpreting this is an exercise left up to the reader, but as per using it, it's a very unsafe move so it's pretty much strictly limited to recovery. Raptor Boost pops opponents up nicely and can be a pretty nice way to move in and get some action going, but it should not be used all that often since it's fairly predictable. It's also a bad option near ledges; Captain Falcon will happily lunge out to his own death. Captain Falcon can wall jump but not wall cling or crawl. He has only one midair jump, a somewhat quick roll, and a somewhat slow spot dodge. His amazingly awesome down taunt finishes faster and can be used more frequently if he is facing to the left while doing it. Captain Falcon will find most opponents difficult, but small targets who can quickly harass him such as Pikachu and Olimar will especially decimate him. On the other side of the coin, big slow opponents such as Bowser and Donkey Kong are just big knee targets; Captain Falcon should do well there. Captain Falcon may be a generally poor fighter, but he at least looks awesome doing it. Pikachu Pikachu has had a rough ride through the series. He was the best character in the game in the first Super Smash Brothers, but he was pretty awful in the sequel Super Smash Brothers Melee. So where does that leave him in this game? Well, he gained a lot back he lost and has some more cool stuff to boot. He can't hope to claim the title of best character in this game by any means, but he has a desirable combination of quick movements, small size, and great power that make him a great force. Pikachu has three very good and powerful smashes. His up smash has decent power and sets up nicely for Thunder, his forward smash is an amazing and long range killer, and his down smash is just crazy. His down smash racks up massive damage, can kill, tends to hit through shields, and sets up for Thunder. It's even quick so he can do it soon after landing from an aerial to cause massive damage. Pikachu also has a nice and quick up tilt which pops the enemy up into the air and sets them up for Thunder. The forward tilt and down tilt just knock the enemies away and aren't too useful, but his jab combo is ridiculously fast and racks up damage very nicely. His running attack is bad; don't use it. Pikachu has a pretty nice array of aerials he mostly uses to rack up damage; it compliments his very fatal ground game nicely. His back aerial just racks up damage very nicely; he should use it to say no to opponents that dare approach from behind. His forward aerial doesn't rack damage quite as well, but it has a bit more priority and some knock back so it's a safer option. His down aerial isn't quite as useful, but if he hits the ground during it, he sends out a second shock wave so it's a great way to rack up damage on grounded opponents. Pikachu's up aerial is just a very quick but safe move that should only be used when you need the safety, and his neutral aerial is a slower but more reliable version of the same concept. Pikachu's grab game mostly centers around hitting opponents into Thunder, and to that end, his up throw is king. His ability to up smash out of his shield will also set up for Thunder. His down throw on low percent opponents can also sometimes become a chain throw so it might be worth the effort to try that. His back throw is also an easy killer on stages with walk off ledges, but otherwise stick to the up and down throws. Pikachu has some pretty useful specials that really help him out. Well, his Headbutt is useless; don't use it ever. Thunder Jolt is a decent projectile that Pikachu should throw out to control space along the ground and force opponents to approach from the air. Pikachu can also use this like Mario uses his fireballs by throwing it out and chasing it to make his approaches more powerful. Quick Attack is a great recovery move that Pikachu players must practice with. Pikachu can tap another direction after the first jump to do a second one, but he must move at a sufficiently far angle from his first movement to get the boost. The minimum is 38 degrees if you were curious. Thunder is also amazing; it's powerful and fairly safe due to how it protects Pikachu. It can hit opponents above him with ease, and he can jump out of the way by using it while moving to create barriers in front of him. He can combo into it with a number of things, and this is one of his most important tactics, but the specifics have already been covered in great detail. Pikachu can wall jump and crawl but not wall cling. He is sufficiently short to duck under Pit's arrows and Samus's stuff easily, but he can only duck under Falco's lasers while not moving which makes crawling under them tricky but possible. Pikachu has only one midair jump and very average options in his roll and spot dodge. Pikachu's comboing ability makes him very dangerous in general, but speed characters will especially find their main edge stolen away. Expect Pikachu to do well against team Star Fox and Sonic. Pikachu's electric attacks fry most colors of Pikmin very easily so he's a dangerous match for Olimar as well. However, Pikachu has really serious issues against Ness, Lucas, and Mr. Game & Watch due to their total ability to absorb Thunder and Thunder Jolt. They rob Pikachu of a lot of his most important options, and that's just a big problem for him. Pokemon Trainer Pokemon Trainer is interesting insofar as he is simultaneously three characters and one. By clicking on the portraits, a player can choose to start with any of the three Pokemon or can choose Pokemon Trainer himself to start with a random Pokemon. Pokemon Trainer can use Pokemon Switch at any time to cycle to his next Pokemon in the order Squirtle then Ivysaur then Charizard. If a Pokemon falls in battle, he will automatically switch to the next Pokemon on respawn. Each Pokemon comes out with two minutes of "stamina" which depletes constantly while the Pokemon is out. An additional second is removed every time a Pokemon does an attack other than a grab. Once a Pokemon is out of stamina, it does significantly less damage and knock back but will continue to move at the same speed. It will droop down low during idle animations to indicate its exhaustion, and if it is swapped out, it will recover stamina at a rate of two seconds recovered for every one second out of battle. Since switching Pokemon forces the game to load the next Pokemon, the time it takes depends on the loading times and will be shortened if your opponent is using the Pokemon you are switching to. The general best strategy to take advantage of this is to decide ahead of time if you want to use two or three Pokemon. If you want to use just two, lead with the one that comes right after the one you aren't using in the rotation. For instance, if you aren't using Charizard, lead with Squirtle. If you are using all three, you should pick the Pokemon Trainer himself to be unpredictable. Don't switch during battle in general; let the switches after death take care of you unless you have a good opportunity. Do try to switch ASAP if you find yourself in battle with a Pokemon you have decided not to use, but be sure to do it at the safest possible time. Squirtle Squirtle is the speedy member of Pokemon Trainer's team, and analyzed as an independent character, he is probably the best. Squirtle has a high attack speed and incredible aerial mobility that allow him to press grand offensives, but he has poor range and priority coupled with what is easily the worst set of special moves in the entire cast. Still, he's a solid option that almost all Pokemon Trainer players will want to be using. Squirtle's ground game pretty much revolves around his upward options. His up tilt is a quick move that pops opponents up into the air which is very handy for Squirtle, and his up smash is just a really good kill move that hits all around him. It isn't terribly fast so it can't be overly abused, but it's still a really key move to Squirtle that should be always kept in mind. That being the case, his down smash is nearly useless since his up smash has the clear out properties to punish rolling foes. His down tilt is a solid damage dealer to hit under shields, but given the poor range, Squirtle won't be using it much. His forward tilt is a standard safe move to knock opponents away which is just occasionally useful like all moves like it, and his forward smash is a somewhat decent kill move he won't be using much just because of how amazing his up smash is. His jab combo lunges him forward a decent amount so it's a good surprise move, and he has a highly abuseable running attack that ends with him behind a shielding opponent and pops foes into the air. Use the running attack frequently. Squirtle's real claim to fame comes in the air. The primary tactic is to short hop at the opponent, do a forward or back aerial, and then pull back. Squirtle has the aerial mobility to do this and harass shielding foes. If he gets a hit, he should press toward them instead of pulling back, land, and leap up to repeat the assault. Squirtle also has a good up aerial that knocks the opponents straight up. It won't be scoring any kills until quite high percentages, but if you can't get in a forward or back aerial, it's a good option to send the opponent upward to keep them up in the air. Squirtle's neutral aerial is a good safety move to knock opponents away in the air, but his down aerial is just mostly bad. It could be useful to try to hit through a shield if you have committed too much to an attack to pull back, but that's about it. Squirtle's most useful throw is his up throw since it pops opponents straight up, but his down throw can sometimes have the same sort of utility. At higher percentages his down throw is actually a kill move as well; keep that in mind. His up smash out of a shield will be ridiculously useful as up smash is his only real kill move; he should abuse that whenever appropriate. Squirtle's special moves are nearly useless. His Water Gun is just like Mario's Fludd, and it's about as useful. He can charge it whenever he has a spare moment, but even fully charged, it won't be doing much of anything except occasionally ruining a Ness or Lucas recovery. Withdraw seems handy at first since it has surprisingly high priority, but it does almost no damage even on hit so Squirtle should use the move very seldom. Waterfall is his recovery option and his best special, but the set path makes it awkward. The long landing lag also makes it unsafe. Only use Waterfall as an attack if the opponent makes the mistake of jumping right into the set path; it does rack up damage nicely. Squirtle can crawl and wall cling but not wall jump. Of course, he might as well be able to wall jump since he merely has to cling to the wall for a moment to be able to leap off of it. Either way, Squirtle sticks very low to the ground while crawling and can easily crawl under every projectile but a nearly fully charged Charge Shot from Fox, Falco, Pit, and Samus. Squirtle has only one midair jump, a quick roll, and a quick spot dodge. Squirtle's poor range and priority are his biggest problem, and they will prove a substantial handicap as he attempts to take on foes such as Marth, Mr. Game & Watch, and Olimar. However, his great aerial control allows him to easily harass slower foes such as Ganondorf or Donkey Kong. His size and speed combined also make him more than a match for the projectile spammers such as Pit and Falco. Ivysaur Ivysaur's main use on the Pokemon Trainer's team is to be the Pokemon with good range, and he does that well. Ivysaur also is decently fast and has great power. He is in many ways similar to Olimar, and this includes his abysmal recovery. Ivysaur relies on a bad tether move for his triple jump, and that tends to leave him doomed over the ledge. Ivysaur is still a really good Pokemon who is probably Pokemon Trainer's second best Pokemon, but those who can't resolve themselves to his recovery might prefer Charizard. Ivysaur's ground options have the nice benefit of all having great range. His forward tilt is a spinning leaf attack that is quite safe and racks up good damage if the enemy is in Ivysaur's face so it's a good move to use if the enemy has managed to penetrate your range. His up tilt sends him up a decent amount and pops enemies up into the air; he can frequently follow it up with his great up aerial. His down tilt is a very long range move that knocks enemies away and pokes under shields; use it for general harassment. His down smash hits with the range of his down tilt on both sides with a little more sloth; use it to give a pretty absolute no to anyone daring to roll around you. His forward smash has some KO potential, but it runs into the same problems Squirtle's forward smash did. Ivysaur has a ridiculously powerful up smash that will be his main kill move; abuse it heavily. His running attack also pops enemies up and can lead into his up aerial, but it has poor range and is easy to punish so don't use it often. His jab combo is bad due to the commitment, but the first hit of it is a nice way to get in a quick hit at a range. Ivysaur is really incredible in the air; he has both amazing killing power and range depending on his choice of aerials. His back aerial hits over a huge area behind him, is fast, and has little landing lag. Ivysaur can easily and safely approach by just doing short hop back aerials over and over. He doesn't even need to get too close and move in for real attacks; he can just sit at the tip of his back aerial's range and use it over and over again. His forward aerial is also a nice range move, but it is slow and awkward so it should only be used if the opponent has gotten right in front of Ivysaur in the air. The up and down aerials both have ridiculous power that rivals the up smash and are incredible KO moves. They hit in their respective directions and should be used for KOing in the air depending on the orientation of the opponent, but watch out as they are about as slow as the up smash with substantial landing lag. Still, both come out a bit faster than the up smash so a short hopped up aerial can be a substitute option for a KO in the proper circumstance. His neutral aerial is a safety move that is usually pointless thanks to his great back aerial, but at very close range and very low to the ground, it can lead into an air to ground combo. Ivysaur's grab is slow, but he has really solid range. Both his up and down throws can lead into his up aerial, and his back throw has KO power. Ivysaur also has the perpetual threat of up smash out of his shield; a shielding Ivysaur is at no want for dangerous options. Ivysaur's special moves of use are essentially projectiles. His Razor Leaf is a handy projectile that controls space in front of him nicely and will travel through destructible terrain. He should use it frequently to generally lock opponents down; it's a wonderful move. Bullet Seed is nearly impossible to hit with, but it is worth remembering anyway. If Ivysaur can catch the opponent in Bullet Seed, it does insane damage. The best way to exploit it is to not try to combo opponents into it but instead just wait. See if you can run under them as they fall, and if they are foolish enough to come straight down, let loose with Bullet Seed. Against a skilled opponent this will pretty much never work, but the mere threat that it could happen means that Ivysaur will never, ever be attacked from straight above. Vine Whip is useless as an attack and should be strictly used for recovery though it can be ruined just like Olimar's Pikmin Chain. Do your best to get onto that ledge ASAP as if the opponent gets on first, you have no hope of recovery save the remote hope of knocking them off with a Razor Leaf with time left to recover. Ivysaur cannot wall jump or wall cling but can crawl. He has the odd property of being short enough to crouch under Pit's arrows but might sometimes get hit while crawling due to the way he bobs upward slightly. He can't avoid any other notable projectiles by crawling. Ivysaur has one midair jump and pretty ordinary options in his roll and spot dodge. Ivysaur's range will allow him to easily harass opponents such as Wario and Sonic, but speedy attackers with more priority such as the Star Fox characters or Meta Knight will be able to dance around him and punish him more heavily. Otherwise Ivysaur has generally neutral looking match ups, but it should be noted that the stage Castle Siege is excellent for him due to the relatively low ceiling and especially the second area which not only negates his problems with tether recovery but also lets him abuse his projectile when no other character can. Charizard Squirtle is the aerial specialist for Pokemon Trainer, and Ivysaur is the ranged specialist? Where does that leave Charizard? Well, he's supposed to be the team tank. He is much bigger and heavier than the other Pokemon, and his average power is bigger. However, he doesn't quite measure up in several areas he seems like he should. He actually has less KO scoring ability than Ivysaur, and his recovery, while the best of Pokemon Trainer's Pokemon, is so slow that it is below average among the whole cast. Charizard is not really a bad Pokemon; he has several quick, useful moves as well as a general heavyweight feel that some players will find desirable. He's probably the most ignorable of Pokemon Trainer's Pokemon, but he's not really a bad character. Charizard's one nice thing on the ground is that he has pretty good tilts that should form the core of his ground game. His up tilt pops the enemy up in a very quick and useful way; Charizard will rely on this move a lot. His forward tilt is not terribly strong or dangerous, but it's a very quick and safe move so he will want to use it a lot anyway. His down tilt is similar to his forward tilt in application, but it's a bit slower with a chance to hit below a shield. Charizard's forward smash is as slow as a typical heavyweight smash attack, but it has great KO power so he can rely on it fairly frequently. His up smash is more of a damage dealing move, but it hits over a large area so he can use it to generally deflect enemies that try to approach him from any upward direction. His down smash is his best smash easily; it is quick and powerful with a penchant for sending the opponent straight up. His jab combo is a very ordinary one, and his running attack is yet another move of his that sends the opponents straight up. Charizard's aerials are very important to him just because he has so many moves that send the opponents upward, but he doesn't really have a whole lot of great stuff here. His best aerial is easily his forward aerial; it's very safe and quick and generally great for racking up damage. His back aerial is a double hit move that has a fiery sweet spot on the second hit. It's generally poorly ranged and weak even when it hits the sweet spot, but be aware that the sweet spot is there. In general when Charizard needs to protect his back, his sweeping neutral aerial will be best. It's not exactly quick, but due to the way he swings in a circle, it's pretty safe. His up aerial is also a quick move, but like his back aerial, it has poor range and little KO power. It is what Charizard is forced to rely on as a follow up to a lot of his juggles, but it's really somewhat lacking which holds Charizard back a lot. His one aerial with some power is his somewhat slow down aerial. It's a solid spiking move that, much like Ganondorf's spike, is very handy for popping opponents right up off the ground. It also has a bit of KO potential, but expect to have to rack up a lot of damage first. Charizard doesn't really have much of anything notable in his grab game. His up throw is yet another option to send opponents upward which is good if you have nothing else to do, and his short range back throw is a good option if he wants to dash in and keep up pressure. Don't expect to get a chain grab or anything, but it's worth a try. Charizard can also kill with his down throw at high percentages, but don't expect it to come into play often. Charizard's poor grab game might make up smash out of a shield seem really tantalizing, but it's less rewarding than it might seem. Charizard has a set of three special moves of limited but worthwhile merit. His Flamethrower is a generally poor move, but he can angle it downward near ledges to cause some trouble. It's pretty much exactly identical to Bowser's move so that might make its extremely limited merit a bit more apparent. Fly is his disappointing recovery move, but it actually deals solid damage when it connects as an attack. Since Charizard has so many options to get the opponent into the air, he can use Fly to rack up damage up there. However, this should only be done sparingly and at that in really sure hit situations as Fly is a very unsafe move. Rock Smash is his best special by far; it is slow but deals obscene damage with a clean hit. It also has KO power so it's really a suitable move for opponents at all percentages. The way it works is that it has one big strong hit in the middle with several weaker hits that fly out in all directions. A good hit connects with the middle hit and several of the fringe hits, but at higher percentages, only the middle hit will connect which is a good thing as it might KO. Charizard cannot wall jump, wall cling, or crawl, but he can glide. Charizard has two midair jumps, a somewhat slow roll, and a quick spot dodge. Also, despite what logic would indicate, Charizard has the fastest running speed of the Pokemon. Charizard will do well against other big and slow characters due to Rock Smash's added utility and his added ability to abuse his forward aerial; King Dedede and Bowser need to be careful. His multitude of fire based attacks make him more dangerous than most characters to Olimar as well. Quick characters who can easily outmaneuver him in the air will prove devastating; Meta Knight will probably be his hardest match. Lucario How to unlock: -Play 100 brawls. -Have Lucario join your party in The Subspace Emissary. -Clear every level of Target Smash. Lucario can be a hard character to pin down. He seems to have quick attacks, but he also seems to have trouble approaching. His aura based attacks seem to hit way out in front of him, but sometimes they seem like they aren't able to hit things they should be able to. Sometimes he seems able to get nice, low percent KOs, but other times he seems to really struggle for kills. Lucario ultimately plays more like one would expect Regigigas to. He can be really devastating once he gets it going, but he can have trouble doing that. Lucario also has the unique position of being the "spiritual successor" to Mewtwo from Super Smash Brothers Melee; he inherited Mewtwo's solid mobility and generally awkward feel, but he is, much unlike Mewtwo, able to be somewhat effective. He's probably just about average as a character, but he has enough good stuff to be very interesting. Lucario has a decent array of grounded moves for both combo and KO potential. His up tilt is a really fantastic move that quickly hits all around his body while popping the opponent straight up. Use this move very liberally, and keep in mind that if the opponent is very uninjured, it sometimes combos into itself. His forward tilt is also a pretty fast move, but it trades useful knock back and sweeping range for a bit more potential in racking up damage due to the double hit it has. His down tilt also knocks opponents away quickly, but it's at a less useful upward angle that Lucario will struggle to use effectively. His forward smash is a powerful killing move that hits way out in front of him, but it's somewhat slow and has a very distinctive animation that makes it quite predictable. His up smash has some KO potential, but it has really awful range and is generally not a good choice. His down smash is his safest power option as it sweeps out all around Lucario; rely on it heavily. Lucario also has a nice dash attack that knocks the opponents upward and a surprisingly well ranged jab combo. Lucario's real claim to fame in the air is his unique and dangerous down aerial. It stalls Lucario in the air as he hits all around his lower side with it. It racks up damage very well and can send opponents flying in different directions with fairly decent knock back depending on their orientation with Lucario. Master using this move for great profit. His up aerial is just a quick juggling move which he should throw out if he can't get off a better hit on an opponent he has up in the air, and his neutral aerial is a very laggy "safety" move he should only throw out if he really needs to knock the opponent away from him. His forward and back aerials are both fairly quick with decent range so he can chain them together well while chasing opponents with short hops across the stage. His back aerial is quicker with a sweet spot right below his arm, but his forward aerial hits over a bit wider of an area. Lucario's grab game mostly centers around his amazing up throw. It places the opponents in the air right above Lucario which makes it all too easy for him to leap up and follow up with an aerial. His forward and back aerials are also decent options if you want to get the opponent over the ledge, but both scale pretty poorly so he can't get kills as easily with them as he would like. Lucario has pretty much just one good special, and that's Aura Sphere. Aura Sphere is a very abuseable projectile that gets way stronger as Lucario's damage increases. He can charge Aura Sphere by simply pressing B, and he can release it again by pressing B. The sphere is damaging while charging, and he can cancel the charge partway by shielding, air dodging, or rolling. He doesn't even need to throw up his shield to roll out of the charge; it is very nice. Generally Lucario should be trying to send large numbers of Aura Spheres at the enemy to tie them down and restrict them, and this move will become his staple tactic if he can't make an approach otherwise. Force Palm is generally just an awful move; it's very slow and punishable. He does have a somewhat decent grab attack if he uses it very close to the enemy, but it's mostly not worth it. Extremespeed does no damage and pretty much is just a non-dangerous but better range version of Fox's Fire Fox which makes it a mediocre recovery move. It does have the quirk of causing him to automatically wall cling if he hits a wall while doing it, but he cannot do another Extremespeed after leaping from the wall. Double Team is a pretty generic countering move that has surprising range but otherwise is pretty awful as it's very, very slow and easy to punish. Use it very sparingly just to keep the enemy guessing. Lucario can wall jump, wall cling, and crawl. He can crawl under Pit's arrows, but he cannot crawl under Falco's laser. He has one midair jump, a quick spot dodge, and a ridiculously large range, high invincibility, fast roll that he should be abusing very heavily. Lucario's continual problems with approaches are going to make characters like Marth and Mr. Game & Watch who were pretty good at keeping foes at bay already really hard matches for Lucario, and it also means that Lucario is going to be one of Snake's dream opponents. However, seeing as Lucario can be so effective once his attack begins, characters who need to get up close and personal to fight him such as Wario, Jigglypuff, or Sheik might find Lucario a difficult match. Jigglypuff How to unlock: -Play 350 brawls. -Have Jigglypuff join your party in The Subspace Emissary. -Clear 20 single player events after clearing The Subspace Emissary. Jigglypuff is an often misunderstood character. She seems like a joke character to a lot of new players who are quite apt to make statements about how she's obviously the worst character in the game. This is simply a wrong outlook; Jigglypuff is a serious character who is far from the worst character in the game. She has far more power than it initially seems, and her superb aerial mobility combined with her five midair jumps lets her apply pressure with a barrage of aerials in a way no other character can. She does have several problems that will ultimately doom her to being below average, but she's less far below than one would think. Jigglypuff's ground game has two purposes: KOs and set up. Her only really useful tilt is her up tilt as it pops enemies upward in a nice and quick way; she can quickly follow this up with up aerials or even Rest if she's bold. Her forward smash is a great kill move, but it's not a very safe move. Jigglypuff needs to use her aerial mobility to confound opponents into making incorrect responses such that Jigglypuff will get an opening to use this smash as a finisher. Her up smash is like the middle ground between her up tilt and forward smash. It has some of the safety and upward set up potential of the up tilt, and it has some of the KO power of the forward smash. Use it when that middle ground is desirable. She also has a decent running attack that should be mixed in once in a while as a surprise move. Jigglypuff's constant jumping tends to set a baseline expectation about what she will do next so just running right at the foe with an attack can be very surprising and effective. None of her other ground attacks are really worth mentioning; all of them are just "safety" moves she uses to knock opponents away and earn some breathing room. Jigglypuff's aerial game is really the only reason anyone should use her. Her forward and back aerials are the jewels of her aerial game; they have both solid power and great speed. Jigglypuff has two main tactics that stem from these moves; she can "push" forward to lead opponents off the edge or "pull" backward to make the attacks ridiculously safe. The "push" tactic stems from hitting the opponent with either aerial, jumping again immediately after the hit, and then moving straight at the opponent to hit with another aerial. If she is quick and precise, Jigglypuff can connect with many aerials in a row and potentially even combo the opponent right into the blast zone. However, this can be risky as, if the opponent blocks Jigglypuff's assault, she can be punished. Her "pull" tactic is just throwing out one of these two aerials, most likely hitting a shield, and then jumping again while immediately moving directly away from the opponent. She should usually land after doing this right before she repeats it again so she can retain all five jumps. This lets her easily wear down shields, and it ensures that she will at all times have control over the match. It does require solid timing and spacing to make Jigglypuff truly unpunishable, but it's still a great tactic. As per Jigglypuff's other aerials, her up aerial is great for juggling opponents straight above her and should be used heavily, but her other two are more limited. Her neutral aerial has a lot of recovery time when used in the air so it's really only good as a move to knock opponents away as quickly as possible without concern about being able to follow up. Her down aerial is just all around poor; it racks up some damage but leaves Jigglypuff vulnerable. Jigglypuff's grab game centers around her down throw and back throw. Her back throw is a high percent killer and can also be useful to put opponents over the ledge which is exactly where Jigglypuff wants them. Her down throw is pretty similar to her up throw which could be used as a substitute, but the down throw is slightly weaker knock back wise so it is preferred. Jigglypuff is just knocking the enemy up into the air where she can harass them with up aerials. Jigglypuff only has one good special, but new Jigglypuff players sometimes think otherwise. Rollout is flashy and fun, but it really is a pretty bad move. Jigglypuff can charge it a bit to make it a powerful attack, but it leaves her ridiculously vulnerable. It can occasionally be useful when the opponent has so few options that Jigglypuff can pull this off, but for the most part, Jigglypuff can just forget this move. Speaking of forgetting moves, Jigglypuff players should just forget Sing. It is just about the least safe move in the game, and it doesn't even offer a huge reward for a hit. The only nice part is that Jigglypuff can cancel Sing by hitting a ledge. Rest is an improvement over these two as, if Jigglypuff's body is directly on top of the opponent's body as she uses Rest, she will plant a flower on the enemy's head and send him straight up with great force. It tends to kill at around 50% which is a little too high for how dangerous the move is, but if Jigglypuff has a chance to hit with a fatal Rest, she should definitely take it. That just leaves Pound which is easily Jigglypuff's least inspiring special move. I guess it's fitting that a move so uninspiring would be a staple move in Jigglypuff's game. Pound just smacks opponents straight up a fairly weak distance with a hit, but Jigglypuff's way of reeling back and then quickly pushing forward makes it unusually hard to punish and a great mix up with her forward and back aerials due to the different timing needed to counter it. Pound can also be used repeatedly for recovery, and Jigglypuff can even influence the direction of Pound by shifting the control stick up or down during the initial animation of the move. Doing the more useful upward input lets her perform a rising Pound which, when alternated with her regular jumps, lets her make spectacular vertical recoveries. Be sure to master this move; it's an important one. Jigglypuff cannot wall jump, wall cling, or crawl, but she does have five midair jumps. Jigglypuff has fairly quick options in both her roll and spot dodge as well. If Jigglypuff's shield gets broken in battle, she will be propelled upward helplessly. This is almost always fatal to Jigglypuff, but, if she hits a ceiling on her way up, she can survive. It should also be noted that Jigglypuff's statistics are very extreme. She is the game's slowest runner, lightest character, and slowest faller in terms of both regular and fast falling speed. Jigglypuff's extreme lightness combined with her reliance on fairly short ranged aerials means that she won't like fighting powerhouses such as Ike or Bowser. On the other hand, her ridiculous floatiness lets her easily bypass any volume of projectiles, and her amazing aerial control makes her a formidable opponent to any who would challenge her in the skies. Pit will certainly meet his match in Jigglypuff, and characters such as Wario, Snake, and Meta Knight won't like her either. Marth How to unlock: -Play 10 brawls. -Have Marth join your party in The Subspace Emissary. -Clear Classic mode. Marth is a character that everyone should come to understand well for the sole reason that he's obviously one of the best character in the game. Marth has speed, range, and power in a pretty much perfect combination; it's easy to predict that Marth is going to be one of the characters that everyone will have to be ready to defeat if there is to be any hope of long term victory. A Marth player should certainly feel great confidence in his choice for a character; Marth more than almost all the rest of the characters is a guarantee to experience many situations of strength and few of weakness. Also, in the interest of not having to repeat this constantly, I am going to point out now that almost all of Marth's attacks have a sweet spot right at the tip of his sword that deals great damage. Always be sure to hit with the tip of his sword; learning that spacing is pivotal to Marth. Marth's ground game is mostly centered around his moves that hit over a huge area. His famous forward smash swings in a huge arc from slightly behind his head to down to his feet. This move is slow enough to be punished, but, when it connects with the sweet spot, it kills very easily. Given the huge area this move hits over, Marth can easily rely on it to score many kills. Marth also has a sweeping up tilt that covers the entire top half of his body. It usually pops opponents straight up so it's a great set up for aerials. Marth's down smash also sweeps around him, but it is more like a typical down smash and just sweeps around his feet. It's quite quick and dangerous; it will easily prevent opponents from abusing rolls against Marth. Marth's forward tilt sweeps in the opposite direction of most of his moves as it travels from his feet up to his head, but it has the benefit of being very safe and hitting over a large area. Marth can use this to frustrate opposing approaches very well; abuse it. His jab combo is mostly just a worse version of his forward tilt, but given that it is slightly faster than the forward tilt, it still has some use. His down tilt is just a poke, but it also has great speed. Marth should throw out his down tilt from time to time to poke under shields. His up smash is mostly outclassed by his up tilt and up aerial, but a clean hit from it is quite powerful so it should be used sparingly. His running attack is actually pretty fast too, but since Marth has all these other great moves, he really shouldn't use it. Marth may be good on the ground, but he's even better in the air. Marth's forward aerial is ridiculously fast, cover a large area, has somewhat decent power, and is quite safe. Marth can do a short hop and follow up with two forward aerials before landing; Marth will want to abuse this frequently to rack up large amounts of damage and to chase opponents off the ledge. Marth's back aerial is slower, but it also has substantial killing power with a sweet spotted hit so Marth can rely on it as a finisher. Marth's down aerial hits over his entire lower body, and it is a spike. Marth should use this liberally when over the ledge for spikes on top of his already great usage just to punish everyone below him. Marth's up aerial is pretty much the opposite as hit hits all over Marth's upper body and knocks opponents straight up. Marth can chase opponents into the skies and get easy juggles with this great move. Lastly, Marth's neutral aerial is a wonderful safety move that hits on both sides of him quickly. Marth can't really use it aggressively, but if the opponent gets too close, this move will send them away and do great damage to boot. Marth cannot do a whole lot out of his grabs, but his general best attempt is to do an up throw and follow up with aerials. Marth does have one other very odd trick that works on Ness and Lucas very well but can be generally effective on the whole cast. Do a grab and beat up on the opponent until an escape. Regrab immediately and repeat. He will have to very quickly do a dashing grab for most character, but he can snag Ness and Lucas without moving so he can just hold shield and mash attack to do a very long combo on them. It can be escaped if they use a jump to break out of the grab, but Marth gets a free aerial out of that which is definitely to his advantage. Marth's specials mostly just serve to give him even more great sword based attacks. His Shield Breaker is the ultimate shield punishment move as even uncharged it will take a full shield down to nearly empty. Marth should throw this out once in a while to greatly soften the enemy defenses; it's a solid move. Fully charged it can also be used for recovery, but due to the long charging time, it is not useful at all in that context. His Dolphin Slash is his recovery move first, but it's also a good attacking option second. Marth flies up very quickly and does good damage with Dolphin Slash; use it against high percentage opponents to get kills or just generally as a surprise move. Dancing Blade is just a ridiculously good move as it racks up damage very well and can be used to kill. Marth can hold up or down once the move has started to do variations on the combo. The first hit is always a red slash, the second hit can either be an upward blue slash or a red slash, and the third hit can be a red slash, an upward blue slash, or a downward green thrust. The final hit is the big one as it's either a potent upward blue slash, a quick red slash, or a very damaging rain of green downward thrusts. Marth should pretty much always use the red attacks for his first two moves, and he can mix up between the slightly faster red third move and the low hitting green third move depending on situation. The real choice comes with the fourth move. The blue hit should be used as a finisher, the red hit should be used if Marth needs to terminate the combo quickly, and the green hit should be used to rack up great damage. This move also stalls Marth in the air which can be useful and make him unpredictable; learn to love the Dancing Blade. Marth also has a Counter which is fairly useful as a surprise move to force the opponent to be more cautious in attacking, but it's generally not very good. Marth cannot wall jump, wall cling, or crawl, and he has only one midair jump. Marth's roll and spot dodge are completely ordinary as well. Marth can expect to do well in almost every match for the most part, but he can expect to be especially potent against opponents with range problems such as Mario, Wario, or Captain Falcon. Marth does have to fear Toon Link to some extent; Toon Link is only a slightly less potent swordsman, and Toon Link's projectiles will give Marth a lot of trouble. It probably seems after this description that Marth is just ridiculously overpowered and can use nearly his entire move set to create fluid styles that have the potential to tear apart nearly any opponent. It seems that way for a very good reason; Marth is just like that. Ike Ike is supposed to be the super slow character with huge power and range, and he accomplishes that wonderfully. Of course, being an extreme character, Ike will find himself at extreme advantages and disadvantages more often than most characters so aspiring Ike players should be ready for a roller coaster ride. All in all, Ike is probably slightly above average, but due to his skewed nature, he is going to have uneven matches across the board. On the ground, Ike's main tool is his really nice jab combo. Simply tapping A three times causes Ike to send out a nice punch, kick, and slash combination that racks up damage very well and is surprisingly quick. However, Ike won't be killing with this so he needs other tools. All of Ike's tilts and smashes have killing potential so I suggest relying primarily on the two fastest options in his up tilt and forward tilt. His down tilt can pop them into the air, but it is too slow to be one of his important moves. In terms of smashes, his up smash should be the move he generally goes for when he sees an opening as it kills at ridiculously low percentages and hits over a huge area like all of Ike's smashes, but it leaves him less vulnerable than the others. His forward smash should only be used when you see the opponent making a big mistake; it's way too slow and risky. Seriously, I know the move is cool, but good Ike players should not use their forward smash very often. As per the down smash, it can answer those who try to roll around Ike nicely but is quite risky against those who know what to expect from it so only use it often enough to keep the enemy on guard for it. In the air, Ike really boils down to his neutral and back aerials. Ike's neutral aerial hits in a huge arc covering nearly his entire body which makes it a very safe option to get them away from you while doing good damage if they try to come at you from any angle in the air. Ike's back aerial should be his main aggressive option as it's his fastest move and has solid killing power. The other three aerials are very strong, but they should be used sparingly as they are very easy to punish due to a combination of extreme sloth and awkward swing patterns. Ike's best throw is easily his down throw. At low percentages it pops the enemy up into the air which gives Ike a few options to follow up on an attack, and as the enemy takes damage, it transforms into Ike's best killing throw. Ike's huge arms make getting grabs easy so use them frequently as tools to rack up damage, but if you shield a really slow attack, Ike can really profit from using his beastly up smash out of the shield. In terms of specials, Ike has a set of four useful but niche moves. Eruption seems pretty bad at first, and it is bad on the ground save for its general effectiveness in stopping opponents coming off the ledge. However, in the air, it shines. The reason is that it has super armor while Ike is doing the downward swing so Ike can jump at or fall on opponents while doing this move with complete impunity. This move also hits extremely hard so the opponent really can't afford to gamble on hitting the narrow timing windows outside of the super armor; it puts Ike at a complete advantage while above an opponent which is a situation only Ike is likely to find himself in. Ike's Counter, on the other hand, is not so handy. Counter can occasionally be used to force an opponent to prematurely end an attack, but the problem is that it has a somewhat lengthy animation, and Ike only is actually able to counter-attack during the middle of it. That means if they attack too quickly Ike can't retaliate, and they can punish Ike if he misses. Aether is a favorite move of many new Ike players and with good reason. This move has super armor for nearly the entire attack which makes Ike nearly uninterruptible as he recovers. It also allows Ike to fairly safely leap up and get some free damage on opponents who put themselves in range. However, outside of recovery, Aether should be used sparingly. It is very hard to interrupt, but it has a long cool down time after Ike slams into the ground which leaves him wide open. If they shield Aether, they have a very easy free grab. One last note about Aether which can be either fun or annoying is that it makes a great ledge stall. If Ike hits down to drop from the ledge and immediately uses Aether, his sword will hit all those too close to the ledge, and then he'll leap up and grab the ledge. If they pull off a well timed edge hog, Ike is dead, but if Ike finds himself in trouble, this can be a good tactic to fall back on to give them a chance to mess things up. Quick Draw is a great move as well, but Ike uses it in an odd way. Quick Draw lunges Ike forward and, if the enemy is in range, Ike does a fairly slow strike at them. The secret is to not be in range but just barely outside of range; Ike uses this to cover ground quickly and can attack immediately out of it with a move such as his jab combo. Three uncharged Quick Draws cover most of the length of Final Destination, and charging Quick Draw approximately doubles the distance it gains. When separated from the foe with Ike, try to carefully position yourself so Quick Draw can close the distance just right. Quick Draw is also of some use in recovery, but it leaves Ike helpless so only use it when you need pure horizontal distance at all costs. One last note is that Quick Draw stops at the edges of platforms when used on the ground; Ike need not fear killing himself with this move. Ike cannot wall jump, wall cling, or crawl, and Ike can only jump once in the air. Ike has a quick roll that covers a fairly large amount of distance so he can rely on it relatively frequently, and his spot dodge is nothing out of the ordinary. All in all, Ike has a lot of interesting tools that give him some unique advantages. Other characters that rely on range and priority tend to find Ike a very difficult match; Ike can approach such foes as Mr. Game & Watch, Olimar, and Marth with confidence. Ike should also find himself in a favorable situation against other characters who primarily focus on power so Ike would be a great choice against an opponent such as Donkey Kong, Pikachu, or Ness. However, Ike has serious trouble with very fast characters such as Sonic or the Star Fox characters. Ike also has huge problems dealing with characters with quick, spammable projectiles such as Pit and the Star Fox characters. Notice the repetition here; Ike will have a very hard match against the Star Fox team. Ness How to unlock: -Play 5 brawls. -Have Ness join your party in The Subspace Emissary. -Reflect 10 projectiles in brawls. Ness is treated by smash fans much like Earthbound is treated by video game fans in general. He has a cult following that really loves him, and everyone else has a great aversity to him. Many players also believe Ness to be totally outclassed by Lucas, but this is quite false as Ness and Lucas play very differently from each other. While Lucas is about little more than power, Ness focuses more on racking up damage and general aerial control though, like Lucas, he is also very strong. At the end of the day, it's hard to say just how good Ness is. He seems pretty average, but he has several unique tools that let him compete with the best. Ness's ground game is mostly just a lead in to his aerial game. His up tilt is very quick and effective at popping opponents into the air, and his sweeping up smash can fulfill a similar role. His down smash is just a rather poor clear out move around Ness's feet that is nearly totally outclassed his up smash, but I mention it now as it shares a unique property with the up smash. Both yoyos can hit opponents while Ness is charging the smash. The up smash starts in front of Ness, and the down smash starts behind him so by cleverly charging either of them, Ness can create a barrier between himself and his opponent. Ness also has a great running attack that racks up damage easily and pops opponents up into the air; use it frequently while watching out for shield grabs. Ness's forward smash is a very powerful baseball bat that reflects projectiles if it strikes them, has deceptively huge range, and has a sweet spot at the tip. Ness should use this move to secure kills, but it is quite slow and punishable so Ness must be prudent with it. Ness's down tilt is ridiculously weak, but it is also ridiculously fast so he can throw out a large number of down tilts quickly to get in some easy damage. Ness just has to be careful to stop doing it before he gets punished, but given how fast the move is, that's solely an issue of player timing. Ness's forward tilt is surprisingly powerful and fairly quick; Ness can use this to kill very high percentage foes and otherwise as a safe option to knock the enemy away. Ness's jab is mostly standard, but Ness has a trick. If his opponent misses a tech, Ness can jab once, step forward, jab again, and repeat. If executed with perfect time, this is an inescapable combo that only ends when Ness has led the opponent off the edge of the stage. Ness's true power is in the air; he is one of the most dangerous characters up there. His main finisher in the air and in general is his amazingly powerful back aerial. This hits all over Ness's body, but will score a very weak hit if the opponent is not somewhere on the horizontal line with Ness's feet. Ness also has a great damage dealing forward aerial. It creates fun sparkles in front of Ness that often entrap opponents, rack up damage, and then push them just far enough way so that they can't do anything to Ness in retaliation. Ness uses this to control the space in front of him very effectively, and it has some use for approaching grounded opponents due to the multiple hits being able to stab through shields. Just be careful as connecting with the edge of the range of this move will only hit once or twice weakly and will leave Ness open to be punished. Ness's up aerial is also pretty powerful, and in general it's just a great move to use for juggles. Combined with Pk Thunder, Ness can use his up aerial to keep foes up in the air and taking constant hits for quite a long time. Ness also has a quick and safe neutral aerial to knock opponents away, and he has a somewhat slow spike in his down aerial. The hit on this is exceedingly powerful so it's nearly a sure thing kill over a pit, and the hit on it sticks out for quite a while after Ness uses it which makes it fairly dangerous. Still, the move is quite slow so Ness players need to be careful to regulate the use of it. Ness's grab game mostly comes down to the fact that his back throw is overall the best killing throw in the game. Ness should always be mindful of his ability to score kills this way, but if the opponent is not in killing range, he should use his other throws to avoid weakening his back throw. His down throw is best at very low percentages to set the opponent up for a forward aerial, and his up aerial works better at the middling percentages where he can try to go for juggles. Ness's specials give him both great projectile options and great defensive options. His Pk Fire is slow and punishable, but it racks up damage very well when it hits and controls space in front of him very well. If should ideally be used when the opponent is right at the tip of the range of Pk Fire as a pressure move; the only real response to Pk Fire is to jump at Ness so Ness can use Pk Fire and then follow up with his forward aerial. Ness can also gain great profit by shooting Pk Fire at course obstacles or Olimar's Pikmin to create pillars of fire that inhibit the enemy's movement but not Ness's. Pk Flash is another move that Ness mostly uses to control space. If the enemy is approaching from above, Ness can actually profit from throwing out a completely uncharged Pk Flash to protect his upper body and then rushing to attack wherever the opponent chose to flee to. Fully charged it can have some use as a ledge guard, but it is generally pretty ineffective. Ness's Pk Magnet is a staple defensive move. It can absorb "energy" projectiles which means that when they hit Ness will heal for the damage they would have done. The full list of energy projectiles that can happen in a match without items is as follows: Mario and Luigi's Fireballs, Bowser's Fire Breath, Yoshi's stars from the Ground Pound, Zelda's Din's Fire, Samus's Charge Shot, Zero Suit Samus's Paralyzer, Pit's Arrows, Ice Climbers' Blizzard, R.O.B.'s Laser, Kirby's energy blast from Final Cutter, King Dedede's stars from Super Dedede Jump, the laser from Waddle Doos thrown by King Dedede, the lasers from Fox, Falco, and Wolf, Pikachu's Thunder Jolt and Thunder, Charizard's Fire Breath, Lucario's Aura Sphere and non-grab version of Force Palm, Ness's and Lucas's Pk Fire, Pk Flash, and projectile version of Pk Thunder, and the lasers fired from the ships on Corneria, including the main cannons from the Great Fox but not the recoil they create when they are stood on. If Ness acts while the absorbing animation is active while he is on the ground, he can do anything he can do out of a shield out of Pk Magnet. This means he can instantly roll, spot dodge, or jump which makes it a great move to use while approaching foes such as Pit and Falco. A final minor note is that Ness's Pk Magnet weakly pushes opponents when he puts it away. This has no real strategic use but is good to know. Pk Thunder is Ness's final special, and it is probably the most interesting. It creates a steerable projectile that Ness can direct wherever he wants. Ness is helpless while using this for the most part, but opponents who get very close to Ness will be shocked. The hit from Pk Thunder is mostly weak, but it knocks opponents upward so Ness can attempt to juggle with it. If it is avoided, sometimes the tail from the move will hit and do weak damage while not canceling the Pk Thunder itself. It ends after being out for a set time or hitting any object, including an opponent. If Ness is in trouble while using this move, ramming it into the ground is frequently wise. Ness can also hit himself with this move as a recovery technique and a very powerful killing move that is roughly equivalent to Jigglypuff's Rest. Using it as an attack can be very predictable and easy to punish, but fooling the opponent into thinking you will use the projectile and then striking yourself can be effective. If Ness wishes to move directly horizontal on the ground, the easiest way is to steer forward briefly before hooking back behind Ness. Mastering this move is essential to playing Ness; it is simultaneously his main recovery move, a great projectile, and a potential KO move. Ness cannot wall jump, wall cling or crawl, and he has but one midair jump. The jump follows an unusual path that hooks Ness backward a bit; he can use his in conjunction with aerial attacks to control space in unusual ways. Ness also has a very average roll and a quick spot dodge. Being a light power character, Ness could have some trouble against heavy power characters such as Ike. On the other hand, Ness's Pk Magnet makes him a ridiculously good answer to energy projectile spammers such as Pit and Falco. Ness can also use his generally solid ability to control space to greatly harass Olimar and to frustrate the quick actions of speed characters such as Fox and Sonic. Ness, however, needs to really watch out for Marth. Marth can consistently outrange Ness, dance around Ness's projectiles, and has a really nasty grab combo on him. Toon Link can be a similar problem. He may not have the grab combo Marth has, but his projectiles are very difficult to handle and are not absorbed by Pk Magnet. Lucas Lucas stole Ness's thunder when he was thrust into the smash scene, but he really shouldn't be considered in the same vein as Ness. While Ness chains hits together with clever aerials to deal potent damage, Lucas is more apt to keep his feet on the ground and generally centers his game around powerful single hits. Lucas also has a ton of shenanigans that evolve from his substantially different version of Pk Fire; he really should be looked at as a completely separate character who is potent in his own right though probably about equivalent to Ness in overall ability. Lucas has some extremely powerful moves on the ground that will be the core of his game. His up smash is a very slow, ridiculously powerful psychic explosion that hits a huge area over Lucas's head. This is one of the most powerful attacks in the game and kills absurdly easily, but Lucas is very easy to punish if he misses it. His forward smash is also very powerful and can reflect projectiles like Ness's, but it's far less easy to punish than either Ness's forward smash or Lucas's up smash so it should be Lucas's main source of KOs. Lucas's down smash, on the other hand, is slow and one directional with less KO power than his other smashes; it should be avoided. Lucas has an up tilt that has a nice double hit and pops the opponent up right above him, and his forward tilt is a very quick "safety" move that has surprising KO power at higher percentages. His down tilt is just silly; it has almost no knock back but is one of the fastest ground attacks in the game so he can spam it until right before he will be punished at which point he can shield. Lucas also has a pretty typical jab combo and a rather unsafe running attack whose only virtue is popping opponents up into the air. Lucas has some interesting options in the air for racking up damage, but he has some trouble getting kills up here. His down aerial is a devastating barrage of psychic blasts beneath Lucas that will probably be his main option for fighting in the air at close range. His forward aerial is his closest thing to a kill move in the air; it's a quick single hit that has some decent knock back. Lucas can use this while approaching and attempt to pursue damaged opponents with strings of these to secure kills. Lucas's back aerial is, despite how it looks, a spike. It's really not very good, but if the opponent gets caught over a pit, it's nice to have. Lucas's neutral aerial is a somewhat slow but rather potent damage racking move. The range is pretty awful, but if the opponent makes the mistake of getting too close to Lucas in the air, this is the move to use. Lucas's up aerial is a fairly powerful upward smack that's great for juggles; this is what Lucas follows moves like his up tilt up with. Lucas's grab game is hampered by his slow grab, but once he has ensnared a foe, he can follow up with either his down throw to attempt to set up a juggle or his back throw to try to get a kill. Lucas might also consider doing his up smash out of a shield. It's going to be too slow to punish most things he will shield, but the surprise factor could let him score some unexpected KOs. Lucas's specials are pretty easy to compare to Ness's so Ness's section will be heavily referenced. Pk Freeze is just an awful move that shouldn't be used; it is very risky and has a very low reward if it hits. Pk Thunder is similar to Ness's in mechanics, but it does not stop when it hits other players, travels more slowly, and is able to make sharper turns. Lucas also scores multiple weak hits when he rams himself into an opponent with Pk Thunder. All in all, Lucas's version is worse since he cannot use it as a kill move or as an effective projectile, but as a recovery he can at least benefit from it being harder for him to die by his Pk Thunder being blocked. Lucas's Pk Magnet, despite what it might seem, is just a larger version of Ness's and hence completely superior. It also has a damaging hit when put away as opposed to just a push effect, but that's again a strict advantage. Lucas's Pk Fire is where things get interesting for him. It's a single hit that sends him back a good amount. Lucas can spam this move as an effective projectile, and he should use it to control space, lock down the opponent, and generally rack up damage. It can even kill near the edge of walk off ledges. However, Lucas also has more tricks with Pk Fire. If he does his double jump and Pk Fire on the exact same frame, he will fly up a huge distance which is very good for recovery; Lucas actually has the best vertical recovery in the game if this technique, commonly called "zap jumping", is mastered. Lucas can also assign special moves to the c-stick and hit back on the c-stick while holding forward on the control stick to launch himself backward very far while using this move. Actually any character can do this with any of their specials that alter their momentum, but with most specials, the effect is so small that it doesn't matter. Lucas flies ridiculously far so he can use this both to recover and to attack with complete impunity. Throwing up Pk Magnet in the air after doing this also extends the distance he gets, but it can be dangerous if he won't make it back to the ledge. Lucas cannot wall jump, wall cling, or crawl, and he has one midair jump that follows the same odd arc that Ness's does. He has a very ordinary roll and spot dodge as well. Lucas, much like Ness, will find the heavier slow characters such as Ike and Bowser to be problems. Ness himself will also be a problem as Lucas's Pk Fire assaults get negated, and Ness can generally cause him great trouble with the higher speed. Lucas like Ness can use Pk Magnet to just say no to energy projectile spam, especially from Pit and Falco. His lack of aerial control means he has less solid, though still decent, matches against characters such as Wario and Meta Knight, but at the same time, his power gives him more of an answer to Toon Link. Marth's nonsense still completely destroys him just like it destroys Ness, of course. Mr. Game & Watch How to unlock: -Play 250 brawls. -Have Mr. Game & Watch join your party in The Subspace Emissary. -Clear Target Smash on any difficulty level with 30 characters. Mr. Game & Watch is a character who has been slow to get attention. He is pretty obscure, and he was pretty awful in Super Smash Brothers Melee. However, as time goes on, he's causing some heads to turn. The reason is obvious; Mr. Game & Watch is a shoe in for top tier and, if not the best character in the game, is in close contention for best. Mr. Game & Watch is very fast and very powerful, has great range, can easily counter most projectiles, has an amazing recovery, and has a move that can easily devastate shields. His only semblance of a weakness is his very light weight, but that really doesn't matter much at all. Mr. Game & Watch has a wide array of extremely effective attacks on the ground. His down smash is the greatest gem here; it is probably the single best killing move in the game. Mr. Game & Watch hits on both sides of himself very quickly so this move is very safe and can be used multiple times in quick succession just in case Mr. Game & Watch misses. It has great reach as Mr. Game & Watch stretches his arms far for the hammers. If it hits, it either gets a sweet spotted hit which tends to kill off the top at below 100% or a sideways hit that is still a really good kill move itself. Don't let this move get worn down by stale move negation, but rely on it for kills as it's very good at securing them. His forward smash is also a great killing move even if somewhat less powerful and safe. The great attribute it has is that it sticks around for a very long time so opponents who attempt to spot dodge or shield grab it frequently get hit anyway. His up smash is actually more powerful than even his down smash, but the hit area is small. It's not something he should use often, but if the opportunity comes along, he should throw it out. His down tilt is a faster ground option; he can throw out barrages of this move to poke under shields and get quick hits. It is especially effective at shutting down the approaches of the speed characters; Sonic has very few moves that can get past this. His forward tilt is also a fairly quick hit, but it has substantial lag after it is used to balance the fact that it has solid knock back. His running attack is also good as a follow up to his down throw but is otherwise a bit risky. His up tilt hits all over his head and is good but hard to find a good use for just because he has so many other good moves. His jab combo is his only really bad move here; it's completely terrible. Mr. Game & Watch is actually even better in the air than he is on the ground. His turtle he calls forth with his back aerial could very well be the single best move in the game. This is quick and safe, does massive damage, and plows through shields. It's almost a sure thing to hit through a shield; Mr. Game & Watch can use this move to approach with utter impunity if his spacing is good. Use it and abuse it. His forward aerial has substantial lag upon landing so it must be used carefully, but it's a fairly powerful kill move if it hits right as it comes out. His down aerial is a very handy key plunge. He hurls himself downward while stabbing with the key. This move has very high priority so it's pretty safe if your opponent is attacking from beneath, and Mr. Game & Watch can directionally influence himself as he plunges. He can land behind shielding foes with this technique to avoid shield grabs and generally be unpredictable. This move does have substantial landing lag so be sure to not overuse it. His neutral aerial is a quick fishbowl that racks up damage above him very well and should be his go to move when juggling foes. His last aerial is his up aerial which has a very small hit area with somewhat decent knock back, but the best thing about it is that it has a push effect upward over a rather huge area above Mr. Game & Watch. This means he can throw this out to keep enemies in the air, and since it's not actually hitting, it doesn't grant their jumps back. It's a great way to reposition them for a more favorable attack later. Mr. Game & Watch's only remotely good throw is his down throw. With this move he plants the opponent on the ground right in front of himself. The opponent can directionally influence the planting to end up behind Mr. Game & Watch, and the actual planting can be teched. If the opponent tech rolls away from Mr. Game & Watch and then spot dodges immediately, Mr. Game & Watch gets nothing out of this throw. However, the timing on this is very hard, and even many skilled opponents don't see to realize that all of this is possible yet. If the opponent doesn't tech at all and lands in front of Mr. Game & Watch, he can follow up with a lot of different moves. The easiest to hit with move here is his down tilt, but as slow of a move as Oil Panic's release can work. If the opponent doesn't tech but does roll immediately after being planted on the ground, Mr. Game & Watch can chase and follow up with another grab. He could also do this for opponents who just stand right up or do get up attacks, but it's somewhat harder in that case. If the opponent actually does tech, the best option is usually to do a running attack or a running grab. If they shield, they will be grabbed again. If they do literally any non-shielding option that is not a spot dodge, the running attack will hit them. Mr. Game & Watch can also use his up smash out of a shield when the opponent is pressing too close for a nice chance at a low percent kill; it's a useful tactic Mr. Game & Watch players need to master. Mr. Game & Watch's specials are a mixed bag. Judgment Hammer is in the bottom five specials in the game easily; it's truly a worthless move. It seems good because one of the nine possible numbers is a nearly instant kill move, but consider the risk reward. Hammers 2-6 are very weak hits that accomplish very little. The number 7 hammer is also weak, but it spawns some food which seems handy until you realize that the opponent could grab it almost as easily as Mr. Game & Watch. The number 8 hammer is more powerful than 2-7, but it is still very weak compared to how slow Judgment Hammer is. The worst part by far though is the number 1 hammer. It does 12% damage to Mr. Game & Watch even if he does not connect with the move, and if he does hit, it does only 1% and fails to stun which is pretty much a guarantee that the opponent will hit with a very powerful attack. Judgment Hammer is also a very slow move with mediocre range; it's very easy to punish Mr. Game & Watch for attempting it. Given that Mr. Game & Watch has some of the best kill moves in the game in his smashes, why would a Mr. Game & Watch player ever use this worthless, unreliable move? Chef is also pretty bad; it's a completely mediocre projectile that should only be used if the opponent is simply refusing to come near you. Oil Panic is the first move that makes things interesting. Mr. Game & Watch can store up to three energy projectiles with this and then return them powered up to a maximum of 60% in a slow bucket dumping move. Two things make this a really good move. The first is that the absorb area around Mr. Game & Watch is ridiculously huge; if a projectile hits anywhere near him while the bucket is out, he will get it. That means he can really use it to shut down all forms of energy projectile spam as it is completely reliable. Secondly, the move is ridiculously strong. Stuff like Zelda's Din's Fire or Ness's Pk Thunder can actually fully charge the bucket, and when at that power, it kills even at 0%. Even slightly weaker things such as Pit's arrows produce great power; the only energy projectiles that aren't going to produce great results are the fire breaths of Bowser and Charizard. Mr. Game & Watch can even quickly turn around while the absorption part of this move is out; rely on it heavily in the appropriate matches to just say no to energy projectiles. Fire is Mr. Game & Watch's recovery move, and it is truly incredible. It's invincible on most of its very quick journey up, and then at the peak, Mr. Game & Watch deploys a parachute which lets him drift slowly downward. He can drift left and right, and he can cancel the parachute with any aerial attack or special move. He can also simply tap up or down to put the parachute away. He cannot air dodge or jump directly out of the parachute, and doing a grab input will result in an attack. After he has used this move in the air, he cannot do it again without landing, but he can do anything else he could ordinarily do in the air, even use his double jump if he still has it. This is a safe move to use as an attack in nearly all contexts and is especially great to chase opponents upward. When coming down with the parachute. Mr. Game & Watch should cleverly vary doing back aerials and down aerials at various points in his descent to keep his opponent guessing about just when he is going to come down. Mr. Game & Watch cannot wall jump, wall cling, or crawl, and he has only one midair jump. He has a fairly slow roll and fairly quick spot dodge, is the second lightest character in the game, and has a very low crouch despite being such a human looking character. Mr. Game & Watch can mostly expect to do well in all matches; the only opponents to which he must give pause are Marth, Ike, Olimar, and Toon Link with somewhat of an honorable mention to Link. Marth and Ike are dangerous because they actually have the range to compete with Mr. Game & Watch, but in either case, the match is pretty close to even as Mr. Game & Watch also has huge range and even better priority. Toon Link and his worse version Link are just obnoxious because really well spaced attacks from the Bow and Boomerang are really difficult for Mr. Game & Watch to answer due to the way they prevent his favorite turtle approach. Olimar is probably the worst as his small size makes hitting him difficult, and his ridiculous range and priority, especially on grabs, just matches up in all the wrong ways with Mr. Game & Watch. Mr. Game & Watch still can put up a great fight; his spacing on the turtle just has to be nearly perfect. He really doesn't need to worry about anyone else, but Mr. Game & Watch especially enjoys fighting Pit and Sonic. Between Oil Panic and Mr. Game & Watch's great priority, he totally shuts the two of them down. Snake How to unlock: -Play 130 brawls. -Have Snake join your party in The Subspace Emissary. -Play 15 brawls on the Shadow Moses Island stage. Snake is a character that doesn't really seem to fit in with the smash universe, and he exemplifies that in his completely novel fighting style. Snake has a lot of explosive attacks that are universally very powerful but often slow and that generally enable him to create the most deadly form of projectile spam this game has to offer. Snake all around is a ridiculously powerful character, but his aerial abilities manage to out snail even Ike and Bowser. He counters this by having tilts with such speed, range, and priority that you might almost confuse him for Marth. Snake even has multiple advanced techniques that either only apply to him or matter for him more than they matter for every other character. Snake's actual quality as a character is somewhat hard to evaluate. Many see him as a shoe in for top tier, but in some ways he seems like he might be just awful. The real answer is that it's just too early to say anything remotely sure about him. Snake's ground game revolves around his jab combo and tilts. If the opponent deigns get anywhere near Snake's front, he should unleash his jab combo. This is fast and has good range, and most of all it racks up loads of damage. If the opponent ends up in front of Snake at higher percentages, he should instead do his two hit forward tilt. This is a kill move, and it has just about as much speed as the jab combo. It also has really ridiculous range that hits way out in front of Snake's actual animations so don't be discouraged by how uninspiring the move looks when it doesn't hit. Snake's up tilt is another move that has a hit area that looks nothing like the actual animation. He hits way above and in front of himself, and this move also has solid KO potential and speed. His down tilt is less exceptional, but it's still a handy move to throw out to poke under shields and pop opponents into the air. Snake's forward smash is an insanely powerful but slow killing move. It should only be used sparingly, but it's so dangerous that it's always the best option if it can connect. Snake also has a great, quick running attack that will end with him on the other side of the opponent even if his foe shields. He can also cancel it into his up smash which causes him to do a sliding version of the up smash that can be quite dangerous and generally hard to punish. His up smash is a mortar shot upward that can be charged to vary the height and is generally a great option to control space above Snake; combining it with the dash attack cancel lets Snake control huge amounts of space. The easiest input to cancel the dash attack is to use down on the c-stick to do the attack and then up + grab to do the up smash, but anything works so long as it is early in the dash attack animation. Be sure to master it as it is quite important. Snake's aerial game can only be described as lackluster. He has some serious power up here, but his sloth is pretty unbelievable. His back and up aerials are quick attacks in those directions that he should mostly rely on in the air, but the landing lag on the back aerial is pretty large so be sure to be hitting with the tip of Snake's feet if you are going to have to land while doing it. His neutral aerial is very powerful with the multiple kicks, but it takes an eternity to finish in the air so it is a move Snake should use lower to the ground with the intent of landing during it. It racks up great damage so it's a good option for Snake to use to mix things up with some short hop aerials. Snake's down aerial also racks up great damage but has a little more landing lag; it's best used over the neutral aerial in situations where hitting is nearly guaranteed. The forward aerial does have a nice spiking sweet spot at the tip of the foot, but it's pretty ridiculously slow and unsafe so it should be used very seldom. Snake's grab game mostly centers around his unique down throw. He simply sets the opponent on the ground in front of him, and unlike Mr. Game & Watch's ground planting move, this action cannot be teched or directionally influenced. The opponent can only do a get up attack, stand up normally, roll left, or roll right. Snake should do a dashing grab to regrab in the case of either roll, and he should shield grab in the case of a get up attack or simple standing. Snake must predict the opponent, but if he is accurate, he can chain his down throw together many times in a row. Snake also has a solid up throw that can lead into his up tilt easily so he should use that against very low percent opponents. Snake's special moves are all about controlling space. His Nikita missile is a pretty bad projectile in most cases as it is very slow and easy to punish, but his ability to steer it gives it niche use. The main trick is to use it to edge guard or to dislodge extremely well fortified opponents. Be sure when steering it to try to go in straight lines as much as possible as it flies faster that way, and remember that it can be canceled at any time by shielding. This also causes the missile to drop straight down and explode on contact with the ground. Snake also has mines he can plant with his down smash and down special. The down smash version is a proximity mine that can be charged to be powered up. It is pretty slow to plant so Snake can't use it often, but if he's given a chance, he should plant one just out of range of his forward tilt and jab combo in front of himself. That will make his opponent's job of doing well spaced attacks much harder. The down special version is a remote mine that can be planted very quickly so Snake can try to always have one on the ground, and it can even be used in the air to create a dropping remote explosive. Snake should keep these a little farther away than the down smash mines so he will have time to detonate them, but the same principle applies. They are tools for controlling space. In the air, Snake can use them to recover by dropping one and then blasting himself with it; this will give him back his Cipher. Snake can even stick these on his opponents by using the move very close to them; that's pretty much a guaranteed solid hit that Snake can easily follow up on by positioning himself just right before detonating. Snake's Cipher is his recovery technique, and it's really not too great. Snake very predictably and slowly ascends a good distance, but the good news is that he can attack after it. That lets him do a neutral aerial as he is landing for defensive purposes, and it lets him alternate the Cipher with his down special mine to make ridiculous recoveries. Snake also can use grenades, and they give him a lot of options. By either tapping forward, nothing, or back while throwing a grenade, Snake can vary the distance he throws it, but this is not a useful way to use them. A better trick is to hit shield while holding a grenade to drop it on the ground from which it can be picked up as a standard item. Snake should try to time the throws so they arrive at his opponents just before they are about to explode, but even if he is too early, he can force flying grenades to instantly drop to the ground by using his shield to drop a second grenade. This will knock grenades out of enemy hands even; it's very useful. Snake should generally always be sending a volley of grenades at the enemy if he is not being forced to fight in close quarters; they are a solid projectile that can actually kill. Snake cannot wall jump or wall cling, but he can crawl. He ducks extremely low while crawling and can pass under Pit's arrows, Fox and Falco's Blasters, and Samus's Super Missiles and uncharged Charge Shot. Snake has one midair jump and completely ordinary options in his roll and spot dodge. All three of Snake's taunts summon a box that he can stop hiding under early by tapping A, Z, or the c-stick. As Snake removes the box, it becomes a very weak attack. The opponent can also strip the box from Snake while he is under it and throw it as a projectile. This has little practical use, but it exists. Snake's matches are as hard to predict as his overall quality, but his ability to create explosions right on top of opponents does have the positive result of letting him not worry about Fox, Falco, and Wolf's Reflectors like other characters must. Big and slow characters such as King Dedede and Ike who cannot easily avoid Snake's nonsense will find him difficult, and characters such as Wario who must get very close to Snake to attack him will find his close range game extremely difficult to handle. Snake's only true fear is of characters who have both the speed to evade him and the range to not be punished by his close range game. That pretty much means just Toon Link, Olimar, Marth, and Mr. Game & Watch. Sonic How to unlock: -Play 300 brawls. -Have Sonic join your party in The Subspace Emissary. -Accumulate 10 hours of total time in brawls. -Clear Classic with 10 characters. Sonic is pretty easy to sum up as he pretty much has only one real strength. Sonic has insanely high mobility which makes him all around very fast. Everything else about him is pretty mediocre. He has low power, and his range and priority can only be described as awful. Even his attacking speed isn't really all that great, but it's at least average which is good enough to work with his mobility. All around, Sonic is not really terrible, but his extreme nature means that his matchups are extreme. Against some characters he can do really well, but against others there is just about nothing he can do. All around he seems somewhat average, but expect a rollercoaster ride with him either way. Also, I will mention this now since this is far more important of a technique to Sonic than to any other character. The fastest way to end a run so that a standard attack can be used is to crouch. Sonic should spend most of the match with his feet glued to the ground so he can take advantage of his ridiculous running speed. Luckily his running attack is quick and ends with him behind the opponent. That makes it hard to punish and generally a good option to mix in while running all over the place to rack up minor damage. His up smash is the other easy move he can do out of a dash, and it is a bit more punishing as it racks up nice damage and pops the opponent up. Unfortunately this leaves Sonic open to a shield grab so only use it when you are sure to hit. Sonic's forward smash is his only real kill move on the ground, but it requires him to stop moving, is somewhat slow, and only has nominally better range than Sonic's other options. It should be used sparingly as a surprise KO move, but in general it's not a safe bet. Sonic's down smash is a great clear out move that will stop anyone who tries to counter his running with rolling, but like most moves, it requires Sonic to stop moving to use. Still, it's a good attempt and usually pretty safe. Sonic actually has a great up tilt as it is fairly quick, racks up damage nicely, and pops the opponent straight up. His down tilt also pops opponents straight up, and it has the added benefit of hitting low under shields so it's a good move to use to set up juggles as well. Sonic's jab combo is a nice safety move in a tight spot, and his forward tilt is pretty much just a worse version of his jab combo. Sonic has some good options in the air, but he has to be careful as he is not anywhere near as mobile in the air as he is on the ground. In general the best option is to hit the opponent up into the air and use an aerial as a chase for some damage and maybe a KO but to otherwise let your opponents come down to you. Sonic's up aerial will see a lot of play given this strategy, and it is pretty quick and safe. Unfortunately, it has almost no KO power so Sonic needs to look for other options. Sonic's back aerial is the closest thing he'll get to a KO move in the air, but unfortunately, it's still not strong and has a very small hit area. Sonic will have to aim carefully, but it's worth the effort. Sonic's forward aerial is a solid damage dealer that has a reasonably powerful hit at the end, but it's not really useful when the opponent is coming down. If Sonic finds himself wanting to do short hop aerial approaches, the forward aerial is his best bet, but he should only do this as a secondary approach plan to his running game. The neutral aerial is generally pretty awful given the total lack of range, but it does at least have knock back that is good for Sonic. The down aerial is a favorite of new players, but it's really a bad move due to how unsafe it is. Sonic can use it to stall on his spring on the ground or once in a great while as a surprise, but in general, this move should be avoided. Sonic gets a lot out of his grab game as running grabs are one of the main things he can do while approaching. Unfortunately, his grabs don't really help him get kills with the exception of his back throw's silly efficiency on walk off ledges, but they are all useful for repositioning opponents. His back throw sends opponents at a very horizontal trajectory which makes Sonic's pursuit really easy so it should be a staple, and as a mix up, the down throw can be a worse version of the same plan. The forward and up throws both send the opponents up into the air so if Sonic feels like mixing in some juggles, they are good choices. Sonic also has a pretty good up smash so if he's caught shielding, up smash out of the shield is a good choice. Sonic's Spring Jump out of a shield is also a solid choice if he just needs to get out of there. Sonic's specials mostly look the same at first, but they're quite different. In any case, Sonic players should be smart about how much they abuse their spinning attacks as all of them are somewhat easy to punish. His Homing Attack is a great move to edge guard and to generally make aerial approaches that would otherwise not be possible, but if this move is used more than once in a while, it becomes extremely predictable. Do be sure to always mash B while using it to make it execute as quickly as possible; Sonic cannot afford any delays. The Spin Dash is nearly useless; only use it for rare recoveries. The Spin Charge is probably Sonic's best spinning move as the mechanics are nearly identical to Sonic's classic Genesis technique. Just mash B very quickly for a short time after beginning the charge and then release down to spin at the opponent pretty quickly. It has poor knock back and can be punished if overused, but it's a great thing to mix in to other running attack styles as it moves as quickly as Sonic's run and can be leapt out of at any time. The Spring Jump is Sonic's recovery move, and it's pretty useful to him on a lot of levels. Sonic can attack right out of it so he can easily make great and safe recoveries. The extremely quick vertical ascent also allows Sonic to chase foes up into the air with this move, and it is something he should do frequently to keep up pressure. If Sonic uses this move in the air, the spring itself falls beneath him; this can be used as a very effective edge guarding trick. On the other hand, if he uses the spring on the ground, the spring will stick around on the ground for a while and will be a standard course hazard. Sonic can stall on this with his down aerial, and in general, he should be quick to use his down aerial to land on the spring which will cancel all the landing lag. One last note is that Sonic's height gain is greatly altered by the gravity setting at the time. During the Flying form of Pokemon Stadium 2 or the sliding portion of the Summit, Sonic will gain great height, but during the ascending portion of the Summit, Sonic will get almost no height. Sonic can wall jump, but he cannot wall cling or crawl. Sonic has but one midair jump and quick options in his roll and spot dodge. He will still seldom want to roll as his ridiculously fast run should be used for pretty much all movement. Sonic's biggest problem in the long run is his horrible priority so characters that have tricks to exploit it will be huge problems. Mr. Game & Watch's down tilt shuts down nearly all of Sonic's moves on the ground, and Marth's sword in general will prove the end of Sonic. Wario's Bite beats out nearly all of Sonic's moves which makes Wario a hard counter, and foes such as Link, Toon Link, Olimar, Meta Knight, Ivysaur, and Jigglypuff all have ways of changing the nature of the fight to one in which Sonic will not do well. However, Sonic's great speed makes him ridiculously efficient at taking down slow characters; Bowser, Donkey Kong, King Dedede, and Ike have much to fear. Even the slower projectile spammers such as Pit and Samus really don't have much on Sonic; he can run up to them before they can start to keep him out. Sonic will also like fighting R.O.B. and the Ice Climbers. The former just finds Sonic a little too fast to handle, and the latter have issues with Sonic picking on Nana. IV. Classic Mode In this mode, you must defeat much of the cast in a series of variously gimmicked battles. In the first ten battles, you might have to randomly fight a single opponent, metal opponent, giant opponent (sometimes with an ally or two on your side), team of two opponents (sometimes with an ally on your side), or a team of ten of the same character with that character being very weak. You always fight on stages affiliated with the characters, never on melee stages, and R.O.B. steals the Mario Bros stage from the Mario series. There are two target tests you do as minigames in the middle. The first corresponds to the difficulty level of Classic you are playing, and the second is the next difficulty step up. If you are playing on Intense, you play the fifth target test twice. On the eleventh battle, you just fight against a team of three opponents with team attack on, and for the final battle, you fight Master Hand. If you got that far on hard or higher fairly quickly without continuing, Master Hand will be accompanied by Crazy Hand. Which characters you battle depends on the stage number; random characters from the options for that stage are picked, but you'll never see teams of characters from different series against you. The progression is as follows: Stage 1: Zelda series Stage 2: Donkey Kong and Yoshi series Stage 3: Pokemon series Stage 4: Mother and Fire Emblem series Break the Targets 1 Stage 5: Kirby series Stage 6: Pikmin and Metroid series Stage 7: Star Fox and F-Zero series Stage 8: Mario series Stage 9: Kid Icarus, Game and Watch, and Ice Climber series and R.O.B. Stage 10: Metal Gear, Wario, and Sonic series Break the Targets 2 Stage 11: Three random characters not in previous levels Stage 12: Master Hand As per tips, well, just fight normally. Use Multi-Man Brawl style strategies against teams of ten characters, try to keep metal characters over edges as they frequently fail to recover, and have fun pummeling the very easy giant opponents. Tips for the hands can be found in the Boss Battles section, but be warned that they have a few combination attacks that aren't in boss battles. Also, if you game over against the hands, Crazy Hand will be gone when you continue. You are healed between every match, but your stock count carries over. Just don't die, and it's pretty simple. V. All Star Mode All Star mode is pretty cool. You fight against the enemies in order of their series release. If a series has multiple characters, you fight against all of those characters on a team two at a time with substitutions whenever you defeat one of them. The game randomly decides between Zelda and Sheik and Samus and Zero Suit Samus, but you must fight all three of Pokemon Trainer's Pokemon. You fight on a random stage from the series the characters are from, but no melee stages will appear. Additionally, R.O.B. steals the Mario Bros. stage from the Mario series to have his own stage; he always appears there, and team Mario never appears there. And for the curious, yes, Final Destination, Battlefield, Smashville, Pictochat, and Hanenbow never appear in All Star mode. After each match, you go to a waiting area where there are three hearts you can use to heal at any time. Since you don't restore health between matches, you have to use these wisely. For those who don't know the order of the series, it is this: Game and Watch -> Mario -> Donkey Kong -> Ice Climber -> R.O.B. -> Zelda -> Metroid -> Kid Icarus -> Metal Gear -> Mother -> Fire Emblem -> Yoshi -> F-Zero -> Sonic -> Kirby -> Star Fox -> Wario -> Pokemon -> Pikmin Completing this mode scores you the final smash trophy for the character you are using. You must beat it separately with Sheik and Zero Suit Samus for their trophies, but you only have to beat it once with the Pokemon Trainer. If you play with a teammate, you have five hearts instead of three and get both final smash trophies. However, you must defeat two Olimar at the end instead of just one, and the run does not count toward the challenges that require you to beat All Star with a certain number of characters. You also get a game over if either of you dies. In terms of tactics, All Star mode is pretty simple. It's normal fighting so just do that. You are allowed to continue if you fall so beating it even on Intense isn't that difficult. As per when to use hearts, your needs will vary, but I find good target places to use them are before the Mother team, before the Kirby team, and before the Pokemon team. It gets harder as it goes on so using them mostly toward the end makes sense. However, do use them as you need them. It would be foolish to enter team Zelda with over 100% and die because of it. VI. Event Battles Event Battles are a series of gimmick battles in which you must participate to unlock a few CDs and stages and to generally get completion. Each event has three difficulty settings; this FAQ will only be concerned with the hard mode which really isn't that hard on most of them. If you do find it hard, just play on a lower setting and odds are it will not matter. CD prizes are listed in the challenge board section if you're curious, but I'll be sure to mention unlocked stages alongside the events. There are also co-op events which are overall more difficult than the single player events, but they have no reward. You're going to have to unlock the secret characters first if you want to play single events 21 and higher or cooperative events 9 or higher. Single Events Event 1: Two Trouble Kings Character: Mario Strategy: Just kill them both; this is really easy. If you have no idea how to use Mario, well, try spamming his running attack, neutral aerial, forward smash, and back throw. Things should go smoothly. Event 2: Landmaster Ignition Character: Fox Strategy: Hit B to use your final smash which you always have access to. Have fun with the Landmaster, and don't commit suicide. This is a freebie. Event 3: Pink Ball Repulsion Character: Meta Knight Strategy: You have to kill Kirby before the platform lands on the Halberd which isn't too hard. Just rush him down with a barrage of aerials, and use either your forward smash or up special as a finisher. Event 4: Cleaning House in Skyworld Character: Pit Strategy: You just have to break all of the terrain, and it doesn't respawn. Just don't get killed by Wario (kill him if he gets in the way) and abuse Pit's down smash to quickly shatter all of the terrain. No, that occasional platform way near the bottom doesn't count. Event 5: Become the Champion Character: Pokemon Trainer Strategy: This is just a standard three stock match against another Pokemon Trainer. The battle is really easy if you're proficient with any one of Pokemon Trainer's Pokemon, and they're diverse so you should be able to find one that can easily let you win this. Event 6: Super Bowser Bros. Character: Bowser Strategy: Haha, this is an awesome event. You have to keep up with a very quickly scrolling Mushroomy Kingdom 1-1 as three AI Mario attack you. Just run away; there's no reason to ever attack here. Stay near the front of the scrolling to avoid the Mario, and you should be through with this pretty easily. Event 7: Diddy Kong Panic Character: Donkey Kong Strategy: Hmm, it's an event against a large number of weak characters, and they were so generous as to give you Donkey Kong. Well, use your down special to kill them all easily, and be sure to thank the game makers for giving you the character who can most easily do this. Be sure to stay under the side platforms for maximum safety, and mix in some up aerials if they give you a chance. Event 8: Go! Triple Finish! Character: Pikachu Strategy: It's a three versus one, but you have two stocks so it’s not so bad. They are pretty weak and low leveled AI so you can just get away with spamming Thunder and his down smash (as well as any good items that come your way) to easily clear this. Event 9: The Monster beneath the Earth Character: Ike Strategy: You start off fighting two Diddy Kong, and once the fight progresses to the underground portion of Castle Siege, a giant Donkey Kong appears. The easiest way to win is to just rush down and kill the two Diddy Kong before Donkey Kong arrives, ending the event, but if you can't manage that, just be sure to fight Donkey Kong with Ike's safer moves. Those would be Aether and his neutral A combo; this shouldn't be too bad. Event 10: All-Star Battle Regulars Character: Choose Strategy: Just have to beat the eight starting characters from smash 64 who appear in the picture if you forgot who they were. Pick whoever your best character is and just go all out fighting; you only fight two at any given time so it's not too bad. Be warned; the events start getting a lot harder after this one. Event 11: Yoshi's Rainbow Character: Ice Climbers Strategy: Okay, this is a very obnoxious event. You have to kill all the Yoshi in rainbow order. If they kill themselves out of order which is pretty common given that you're fighting on Rainbow Cruise, you lose. They also seem to avoid attacking you if they're next in order for some reason. Either way, the strategy is to rush them as quickly as possible to avoid the suicide possibility. The Ice Climbers have three powerful smashes and a solid back air to help you out; good luck. Event 12: Sleeping in the Eggs Character: Yoshi Strategy: This is a very easy event. Just use your neutral B to turn both of them into eggs. If you find it too hard to get the second one quickly, rack up some damage so they'll stay in the eggs longer. Event 13: Dragoon Strike Character: Kirby Strategy: The goal here is to kill all three Wario with the Dragoon. This can be tricky. Basically, you want to spam Kirby's down special rock move to rack up a lot of damage on them so they drop Dragoon parts easily, and then only go for "safe" Dragoon parts. Don't worry; you can recollect the Dragoon if you don't kill all of them on the first pass. Event 14: Sproutage of the Flower Pikmin Character: Olimar Strategy: Pull six Pikmin and then just spend the whole match running away. Eventually they'll all bloom and you'll win. Always be sure to have six Pikmin out, and don't sacrifice them. You win when all six of your Pikmin have flowers so just play conservatively. Event 15: The Hammer of the King Character: King Dedede Strategy: Okay, you have to kill the giant metal Dedede, but at least you have two allies. First and foremost, stay on the ground. His up smash will kill you instantly, and he likes to use it if you are above him. Secondly, just play conservatively, Throw Waddle Dees frequently, rely on items, and generally only go for the safe hits as you rack up damage on him. Eventually you'll get him over the ledge where, like all metal AI, he'll kill himself. Event 16: Power Suit ON! Character: Zero Suit Samus Strategy: Just get a Smash Ball that appears and use your final smash. That's all there is to it. Event 17: Super Waterfall Climb Character: Zelda Strategy: Ugh, this event is hard. Just rush upward as quickly as you can, and ignore the Ice Climbers. If you get ahead of the screen a good amount, switch to Sheik for an easy win. The reason this is hard is because Zelda falls very slowly; be sure to aim every jump so you are not far above the ground as you come to each platform. That way you get another chance to jump again. Event 18: Dark Link Duel Character: Link Strategy: You have two choices. You can either try to wear down his stamina or try to kill him. If you want to try the former, just abuse Link's projectiles to do 200 HP of damage fairly easily. If you want to do the latter, go near the edge and try to grab and back throw him off the edge of the screen. Either way, this is a pretty easy event. Event 19: Wario Bros. Character: Wario Strategy: Okay, this event is the one in which you unlock the Mario Bros. stage so it's worth your hassle. This is actually a pretty easy 2v1 against Mario and Luigi. If you are having trouble, just hit the various creates roaming the stage from underneath and throw them at your opponents. They're pretty effective, and they make winning this pretty simple. Event 20: All-Star Battle x 1 Character: Choose Strategy: It's just like the last All Star battle except with all the characters new to brawl and initially available except Ike and King Dedede. Go about it the exact same way too. Event 21: Visit to Onett Character: Lucas Strategy: It's just a 1v1 against Ness on Onett. It's a straight up and simple fight, and if you're having trouble, I recommend sticking near the middle of the stage and relying on Lucas's excellent up smash for kills. In that area, only very vertical attacks tend to kill which puts you at a solid advantage over Ness. Event 22: Monkeys Unite Character: Diddy Kong Strategy: Hey, Donkey Kong isn't a monkey; he's an ape! Anyway, this is just a straight up 2v2 fight on Rumble Falls, and your ally Donkey Kong is huge. He's actually mostly just a distraction, but you can win this event pretty easily by focusing on using back throws to kill Lucario and Sheik off the side of the stage and outrunning the stage so they get killed by the scrolling. Event 23: Molten Norfair Character: Samus Strategy: This is really just a survival test until the capsule arrives. Focus on using Samus's missiles and bombs to keep them at bay until it does, and then get in and abuse down smashes to keep them out. You automatically win if you are inside the capsule as the lava wave passes. One more tip is to stay in the respawn bubble after losing your first stock to stall for as long as possible waiting for the capsule to appear. Event 24: Come On, Blue Falcon Character: Captain Falcon Strategy: You have to kill the two R.O.B. before the track crosses the finish line, and you must do it with your final smash. Just focus on racking up damage until a smash ball appears, and then when you get your Final Smash, use it remotely close to them to get the cool cut scene of Captain Falcon running them down with his car. Event 25: The Aura Is With Me Character: Lucario Strategy: You unlock Spear Pillar from clearing this event so stay sharp. You must beat Sheik and Ness in a 2v1, and you start at 182%. The bad news is that you are at a massive disadvantage. The good news is that Lucario hits very hard when he's that injured. Abuse your Aura Sphere to keep them at bay and if necessary just run circles around the course thanks to that lovely lower area. Spear Pillar is such a silly stage that it will kill them if you can just last long enough. Event 26: The Slow and Easy Life Character: Ness Strategy: You have two minutes and fourteen seconds to kill the three tiny Olimar; this is really easy. Just abuse Ness's running attack and forward smash for an easy win. Event 27: Three-Beast Carnage Character: R.O.B. Strategy: Just run away; you have no hope of winning in a straight up fight. There are two factors that make this event possible. First of all, they can and frequently do attack each other. The longer you run, the more likely one of them is to die to the random fury of his allies. Second, the Ultimate Chimera will instantly kill anyone who is foolish enough to get hit by him, and they are foolish enough to get hit by him. When he appears, rush toward him to lure them nearby and then move to the other side of the Ultimate Chimera. More often than you would think, they'll just kill themselves by jumping into the Ultimate Chimera. In the worst case scenario, you can just abuse items to win. Event 28: Flower Blooms in the Echoes Character: Peach Strategy: Okay, you unlock Hanenbow for beating this event. This is also a very obnoxious event. You just have to turn the six leaves on the right plant red. For starters, feel free to kill Olimar if he's annoying you; he just gets in the way for the most part. For two, the only move you really should be using to do this is Peach's down smash. This quickly racks up "damage" on the leaves and moves them toward their most red color. On the upper two layers, if you stand close the edge of the leaves facing the middle of the plant, you can hit two at once with your down smash to make this go much more smoothly. Event 29: All-Star Semifinal Regulars Character: Choose Strategy: It's just like the last two All-Star matches except you only have to beat half as many characters (the unlockables from Smash 64 this time), and you do it on Yoshi's Island (melee). This isn't too bad; just fight as hard as you can, and you should win easily. Abuse back throws off the right ledge if you can't win any other way. Event 30: Sonic Boom Character: Sonic Strategy: Just abuse Sonic's down aerial to quickly kill the fifteen other Sonic. Event 31: The Ultimate Bodyguard Character: Marth Strategy: You can't let Zelda die, but all she does is sit there crouching. Luckily, you only have to win a Marth versus two Ganondorf who each have two stock fight in the process so that's not too bad. Really, this fight is pretty much won by the fact that Marth is too good. Just abuse your forward B and try to keep the Ganondorf coming at you instead of at Zelda by staying in between them. It should be a pretty easy win. Event 32: Bird in Darkest Night Character: Falco Strategy: You just have to win a two stock match against Mr. Game & Watch on Brinstar. The stage randomly goes dark, but you can still see both characters so it ends up still being really easy. The acid will kill him for you if you can't so just play defensively if you can't fight with Falco at all. Event 33: Advent of the Evil King Character: Ganondorf Strategy: You have to win a 3v1 against Pit, Link, and Zelda on everyone's favorite level, Hyrule Temple. This level actually does help you out quite a bit; just go to the little island in the lower area and abuse throws and Ganondorf's powerful up and forward smashes as well as his quick neutral A jab to win without too much trouble. If you get to a high percentage, go to the passage that leads to the lower part of the course and hang out there; you live to absurd percentages if you stay in there. This really shouldn't be hard even as a 3v1; just fight it out! Event 34: All-Star Battle Melee Character: Choose Strategy: It's another All-Star match, this time against the characters who debuted in Super Smash Brothers Melee, and this time it's on Pokemon Stadium. Like the others, just fight as hard as you can. I personally just used Mr. Game & Watch and abused his powerful down smash and aerials, but this will be easiest with whoever your personal best character is. Event 35: The Visitor to Flat Zone Character: Mr. Game & Watch Strategy: You have to win a 3v1 against Toon Link, Peach, and Jigglypuff, but all three of them look like Game and Watch characters which is incredibly cool. I only wish those were alternate costumes available in the multiplayer. Anyway, this is pretty easy as long as you have some level of skill with Mr. Game & Watch, but maybe you don't. The only thing you really need to do is abuse his aerials and down smash; the AI will walk right into all of it and die really easily. Event 36: High-Tech Special Forces Character: Snake Strategy: This could either be easy or hard depending on whether you have any aptitude with Snake at all. You have to win a 3v1 against Samus, Captain Falcon, and Wolf which is hard for those new to Snake even if you do get two stocks to do it with. Really, just abuse his neutral A combo and his tilts to rack up damage at first, and when their damage is high, destroy a wall and finish them off with either his forward smash or his back throw. Event 37: The Pirate Airship Character: Toon Link Strategy: You have to win a 2v1 against two Yoshi, but the catch is that they will come back unless you kill them while the ship is in the clouds. Ugh, that makes things harder. You should start off by just trying to rack up damage; Toon Link's projectiles and spin attack should help with this. Once you are up in the clouds, rely on Toon Link's great smashes as well as any helpful killing items that come your way to score those needed kills. Event 38: The Wolf Hunts the Fox Character: Wolf Strategy: It's just a 2v1 against Fox and Falco. If you are new to Wolf, this might be difficult, but you should be able to win just by abusing items and his wonderful reflector. If you just stand in one place and hit down + B as quickly as possible, you tend to rack up good damage on them. Use any of Wolf's smashes as finishers. Event 39: All-Star Battle x 2 Character: Choose Strategy: It's the last one of these, and you fight all the characters you hadn't already fought. This really is the exact same as all of the others with the rather unimportant fact that they're slightly harder and use different characters so I'll leave the tactics up to you. Event 40: The Final Battle Character: Choose Strategy: This is just a 3v1 against Bowser, King Dedede, and Ganondorf, and you get two stock. It's actually pretty easy since all three of them are very slow; just pick a character who can move or attack quickly and rush them down. I prefer Mr. Game & Watch, but any of the Star Fox characters, Sheik, Captain Falcon, Sonic, Diddy Kong, Pikachu, or anyone else you feel like you can fight effectively with could work great. Event 41: The FINAL Final Battle Character: Choose Strategy: It's the same thing as the last one except against Snake, Sonic, and giant Mario, and they have two stocks just like you do which makes it much harder. If you can't win through ordinary tactics, just pick Ike and keep dropping from either ledge and using Aether to grab it again. Sometimes they'll kill themselves going after you, and you should rack up great damage either way. If you just need to finish an injured one of them as Ike, jump at them and use his neutral B for a pretty reliable finisher on them. Co-op Events Note: Player 1 is always the first character listed, and Player 2 is always the second character listed. Event 1: Two Trouble Kings Characters: Mario and Kirby Strategy: Just kill them; this event is really easy. Event 2: Master the Pokemon Tag Battle Characters: Pokemon Trainer and Pikachu Strategy: Okay, Pikachu gets only one stock while the Pokemon Trainer gets three. Focus first on the enemy Pikachu to make it into a 2v1, and if your Pikachu dies, he can use A + B to borrow a stock from Pokemon Trainer to maintain your advantage. Event 3: Fastest, Shortest, Sudden Death Characters: Yoshi and King Dedede Strategy: You only have to survive for ten seconds with kills being a bonus. Just put one of you under each platform and abuse up smashes until the time ends. Event 4: The DK Tag Calamity Characters: Donkey Kong and Diddy Kong Strategy: Okay, this event is hard. Both of you need to play defensively until you can get lightning at which point you are safe to move in and attack if it shrinks them down to your size or smaller. Try to kill the enemy Donkey Kong first as he's better at getting kills than the Diddy Kong, and try to abuse your Diddy's banana peels to keep tripping them so you can have many easy chances to get hits. Their AI is really low leveled so you can just stand between two banana peels and be fairly safe. Event 5: The Yoshi Team of 50 Characters: Meta Knight and Pit Strategy: This event is nearly impossible on hard. Both of you should be abusing your up tilts to kill them as quickly as possible, but even if you perform absolutely perfectly, you barely have time to kill them all before Rainbow Cruise completes one cycle. Don't feel bad about turning the difficulty down if you have to; this event is just stupid. Event 6: Unwanted Suitors Characters: Zelda and Zero Suit Samus Strategy: The invisible enemies are Luigi and Captain Falcon is you were curious. Even though you can't see them, they aren't too hard to fight. Zero Suit Samus should abuse her forward smash and forward B to attack from a safe distance, and Zelda can just around abusing her forward and back aerials for very quick kills. You can see where they are every time they move by the dust they kick up; this shouldn't be too bad. In the worst case scenario, you can play defensively until the cars on Port Town Aero Dive kill them for you. Event 7: Battle of the Dark Sides Characters: Link and Samus Strategy: This is very similar to a single event, and the same strategies apply. If you want to run them out of stamina, just abuse projectiles. If you want to quickly kill them, go near the edges and try to back throw them. Event 8: ALL MINE! Characters: Wario and Bowser Strategy: This is a really each coin battle; you could just abuse running attacks back and forth and easily win. Event 9: Those Who Wait in Onett Characters: Lucas and Ness Strategy: It's just a standard 2v2 against Luigi and Yoshi. Just like with the similar single event, stick to the middle on the ground to have a defensively solid position from which Lucas can easily kill with his up smash. Ness can try to get similar gains from his up aerial, but he would be better just attacking them normally to build up damage so Lucas can finish. Event 10: The R.O.B.'s of Tomorrow Characters: Lucario and Ice Climbers Strategy: Just kill all of the R.O.B. as they appear. They get progressively bigger, but that doesn't really make it harder. The Ice Climbers will probably lead the way here with their superb down smash, but Lucario's Aura Sphere can really be handy too. Event 11: The Great Remodeling Battle Characters: Luigi and Peach Strategy: Okay, stick to either the lower center of the stage or the roof. You absolutely cannot let the battle drift toward the upper two pillars or else they'll break them. That will make you lose. Just collect coins as quickly as possible while keeping them away from the two upper pillars and this should be pretty easy. Event 12: Come Back, Falcon Flyer! Characters: Captain Falcon and Olimar Strategy: You need to just rush down the two Samus. Pretty much all of Olimar's moves are effective at dealing quick damage, and when you need to finish, Olimar can just grab them while Captain Falcon delivers an epic Falcon Punch. This shouldn't be too bad. Event 13: Blades of the Quick and Mighty Characters: Marth and Ike Strategy: Much like all battles on the Temple against the AI, you can easily win by going to the lower right island and abusing throws and smashes. Marth and Ike have it especially easy as both of them have great range and power so they can make that little island an island of death. Event 14: The Dark Guardians Characters: Ganondorf and Wolf Strategy: Just run away and play defensively until the Ultimate Chimera shows up. Lure Donkey Kong and Charizard into it for easy kills and an easy win. Event 15: Four Swords Brawl Characters: Toon Link and Toon Link Strategy: It's just a basic coin battle; it should be pretty easy. Just keep moving and abusing running attacks to easily win. Event 16: Jigglypuff's Great Comeback Characters: Jigglypuff and Mr. Game & Watch Strategy: Just stall at first with Mr. Game & Watch trying to keep them distracted; you will find it very hard to win as the event starts. However, each time Castle Siege transforms, Ness and Lucas shrink while Jigglypuff grows. If you can only last, you can win easily. Event 17: Sonic & Mario Characters: Sonic and Mario Strategy: Just stay near the edges and abuse back throws to easily clear this event. Event 18: The New Weapon of Shadow Moses Characters: Snake and R.O.B. Strategy: You just have to kill the enemy R.O.B., but each of them has two stocks to your one. If you aren't good with these characters, just try to abuse projectiles to rack up damage. If they get close in, Snake's tilts and neutral A combo are effective, and R.O.B. has an incredible down smash you should heavily rely on. When you need kills, either use up smashes or destroy a wall to abuse back throws. Event 19: Shadow of Andross Characters: Fox and Falco Strategy: This is a 2v1 against Wolf, but the downside is that he has a permanent Andross assist trophy. Andross shoots at you so if you just keep moving, he will not do much damage, and you can gang up on Wolf easily. Event 20: The Final Battle for Two Characters: Choose Strategy: You just have to kill six enemies; it's not too bad. Pick whoever your best characters are and go to town. If you're having a lot of trouble, both of you should pick R.O.B. and abuse his down smash and projectiles for an easy win. Event 21: The True All-Star Battle Characters: Choose Strategy: This might be hard or interesting, but there's an easy gimmick strategy to win. Have one player pick Pikachu and the other one pick Ice Climbers. Have Pikachu stand right in the middle of the stage on the main platform while the Ice Climbers should stand directly above Pikachu on the platform. Have Pikachu constantly use Thunder while the Ice Climbers do the same with their up smash. This will instantly kill most of them, but occasionally one will get through. If that happens, have the Ice Climbers chase them down and quickly hit the escapee with a powerful smash and then resume the strategy. This should be simple and quick. VII. Target Smash The goal of Target Smash is simple; you need to break 10 targets as quickly as possible. This is by far the most fun event in the Stadium though it gets tedious as you must clear all five courses with all 35 characters to complete all the challenges. Just beating the courses at all is really easy so I'll leave that strategy up to you, but getting the "target times" which are required to clear five specific challenges is interesting enough to write about and also use to give a general overview of how to approach each course. Lastly, one note, you play two rounds of Target Smash in Classic mode so, if you are going to beat Classic mode with the entire cast on easy, you can use those runs to avoid doing the runs of Target Smash for the first two courses. Target Smash level 1 Target time: 15 seconds Recommended character: Fox Strategy: This is really easy. From the start, turn around and jump, firing your laser at the peak of your jump. This will hit the only hard to reach target. From there run to the right and then back to the left on the bottom breaking all the targets as quickly as you can with any of Fox's many quick aerials and his laser. My time was 12.5 seconds; you have a huge margin of error if you hit the first target without a hitch. Target Smash level 2 Target time: 19 seconds Recommended character: Sonic Strategy: This is another easy one as long as you know the right sequence. Start by turning around and hitting the visible target with your up aerial, and then use your double jump and up special to make a great leap upward on the left side of the block. You should be able to hit another target and land on a platform to your left. Run over and jump to the platform with the box, smacking a third target on the way with an aerial. Hit the box; this will knock it down into the lower area where it will slide through two targets. Jump up to the platform with the bat and throw it upward to hit another target, and then run to the right and use quick aerials (or the Cracker Launcher, if you have good aim) to take out the remaining four targets. Target Smash level 3 Target time: 20 seconds Recommended character: Jigglypuff Strategy: This one is a good deal harder than the previous two. Start by jumping off the initial platform to the left and floating under it to hit the target. Then use your remaining jumps to move far to the left and hit the two targets that are close to each other with quick aerials. Now head left a bit more where you'll see a way down with two targets in plain sight. Hit the upper one and then the lower one with aerials and continue to fall to the left to hit a third target off to the side. Now jump upward to hit a target at the top of a tall, narrow sliver of land with an aerial and fall on the right side o the land, carefully avoiding the spikes, to hit another target over a pit (be sure not to run out of jumps!). Now jump up and hit the closest remaining target and then quickly move to the lower right corner to smack the last target. Target Smash level 4 Target time: 32 seconds Recommended character: Fox Strategy: This is pretty easy if you don't get messed up by the ice. Start off by running right and hitting the visible target with an upward aerial. Then run left and hit the moving target with a laser, jump down, and run left and smack the third target with a quick aerial of your choice. Now run back where you dropped, and in short order, a moving target should come up here (on that note, don't worry about how fast you do the previous three targets as long as you are here to hit this one). Hit it and then run to the right and down and use Fox's forward tilt to hit another moving target through the wall. Now run left and hit the two moving targets quickly with aerials, continue left and down and then head to the right. Use the Fire Fox as crossing the gap with the target in it to easily break that target, and then run to the right and jump up through the opening. You'll need to get a feel for the timing here, but there's a moving target that moves through that hole in the ice to the up-right of you. Hit it however you can most quickly and then drop back to the bottom level, jump out over the void, and use a Fire Fox to hit the last target. Target Smash level 5 Target time: 30 seconds Recommended character: Ness Strategy: Ness may seem like an odd choice for a great target run, but Pk Thunder is a huge help here. Lucas is not a good substitute; Ness's thunder stops when it hits a target. Start off by jumping up and hitting the target above you, and then use Pk Thunder to hit the target out to the left (it will be off screen so you'll have to memorize where it is). Next jump over to the platform with the Cracker Launcher on it, and grab the launcher. Shoot the target to the up-right, jump down to the next lowest platform, and hit Z to discard the Cracker Launcher. This will make Ness toss it over his shoulder, hitting the target between the two platforms. Now jump down to the even lower area, grab the beam sword, and jump up and hit the highly elevated target with Pk Thunder. Land from this on that small platform in the lower right. Throw the beam sword at the two targets you can see to your left; it will bounce nicely and break both. Now jump up and hit the target to your right through the wall with an aerial. Quickly make your way over to the left side toward the target in that upper nook. Don't bother actually getting to it; get to where you can land on the ground to the left of the spikes and just break the upper target with Pk Thunder. Once you land, use Pk Thunder to break the last target out over the pit. If you do it right, you should shatter the target time. VIII. Home-Run Contest I am not a professional Home-Run Contest player. I won't be able to help you hit the Sandbag tens of thousands of feet, but I can help you clear all the challenges related to Home-Run Contest. You need 45000 feet total and at least 1500 with one character. If you get 1500 with one character, you need an average of about 1280 feet with every other character. I suggest using Yoshi to get the 1500 feet easily, though every character with a good strategy could do it. The basic premise with everyone the whole time is to rack up damage on Sandbag and then hit with either the Home-Run Bat or an exceedingly powerful attack at the last possible moment. I'll give my strategies with the whole cast to clear the challenges, but be warned these aren't very competitive strategies. They'll just get you through this mode, but you could try omitting attacks if you find some of them too difficult. I will greatly exceed the requirements in my strategies. Mario: Turn around and grab the bat and then just spam up smashes on sandbag until the last moment when you hit him with the bat. You should be able to get over 1300 this way. Luigi: Grab the bat and immediately do a running attack at the Sandbag. Then move to the right side of the platform and hit it with a slightly charged up smash. Nail him on the back side of the platform with another running attack, and then walk forward a few steps to hit him with a forward tilt. Up smash sandbag one more time and then walk to the front of the platform and swing the bat. I was able to exceed 1500 feet with this strategy. Peach: Grab the bat, run over the Sandbag, and start spamming up smashes. Charge a new one as he's on his way down from the last one. Hit with the bat at the last moment. You should be able to easily get over 1300 ft with this method. Bowser: Grab the bat and hit Sandbag with the down smash followed by a down tilt and then two more down smashes ending with the bat. You can just barely squeak over 1500 ft with this strategy. Donkey Kong: Grab the bat and then up smash to up air to up smash to up air to charged up smash to a bat smash. This should exceed 1400 ft. Diddy Kong: Grab the bat and then hit the Sandbag with a series of up smashes. As time runs low, throw in a quick up air and then smash with the bat. You can get just about 1400 ft with this method. Yoshi: Hit the sandbag with four down aerials and then smash with the bat. You will have to pull back from one of the down aerials early to avoid running out of time. Pulled off just right, you should be able to get 1800 ft. Even played sloppily, over 1500 is easy. Wario: Grab the bat and then hit with a barrage of alternating up smashes and up aerials until time is low and then smash with the bat. You should be able to get well over 1300 ft this way. Link: Use an up smash to up air to up smash to up air to bat smash to get between 1200 and 1300 ft. Sheik: Yes, use Sheik and not Zelda. Grab the bat and use up smashes until near the end when you can get off a tipper with the bat. Sheik's bat hit is just crazy and you can pass 1600 ft. Ganondorf: Ignore the bat, run up, spam down aerials, and then use your neutral special to smack the bat a good distance. Toon Link: Spam up smashes with an up air thrown in if you can get away with it. You can get over 1400 ft if it goes just right. Zero Suit Samus: Hold R to start as her; he's far better than her clothed counterpart. Just grab the bat, move up to the sandbag, and spam her up special until time is rather low. Then smash with the bat to get over 1300 ft. Pit: Grab the bat and then use an up smash followed by an up aerial and then a series of up smashes until the end where you end with a bat smash. You should be able to pass 1200 ft, and yes, Pit is very bad at Home-Run Contest. Ice Climbers: Grab the bat with Popo, up smash once, and then use up tilts to rack up damage until a smash with the bat. You should be able to pass 1500 ft easily. R.O.B.: Grab the bat and use up tilts and up aerials in alteration until the final moment when you can finish it with a bat smash to get over 1400 ft. Kirby: Grab the bat and use a series of down aerials on the sandbag. This might smack him around if you hit with the last hit, but throwing in a quick down smash might let the sandbag slide into a good position. Kirby is pretty bad at this, but you should be able to get over 1200 ft. Meta Knight: He is easily the single worst character at this. Start with an up smash and then leap up for an up air. Continue a barrage of up smashes and up airs to try to rack damage however sandbag flies, and finish it off with a bat swing. If you pull it off just right, you can exceed 1100 ft. King Dedede: Grab the bat and then use a down aerial on sandbag. Follow up with a series of these with maybe a back aerial for some cheap damage thrown in if you're bold. You can get nearly 1400 ft with this strategy. Olimar: For some reason, only purple Pikmin are allowed here. That really hurts Olimar. I suggest grabbing the bat and spamming neutral aerials until you get in a bat swing to break 1200 ft. Fox: Grab the bat and use a rapid series of down aerials to rack up massive damage and then bat smash. If you don't like that, just use the laser. In either case, you should handily break 1400 ft. Falco: Grab the bat and smash up smashes and then the bat swing for an easy time to break 1400 ft. Wolf: Grab the bat and alternate up smashes and up aerials until a bat smash for a chance to break 1400 ft. Captain Falcon: Grab the bat and spam up smashes to finish with a bat smash for over 1400 ft. Pikachu: Use a barrage of up smashes and up aerials to end with a bat swing for around 1300 ft. Pokemon Trainer: Pick Ivysaur, grab the bat, and then walk into sandbag to use Bullet Seed. After knocking him into the air with it, let off a bit so he'll fall right on top of you at which point you should use Bullet Seed again to rack up massive damage. Desist right before time ends and smash with the bat for an easy time exceeding 1500 ft. Lucario: Grab the bat and then start pinging the sandbag off the walls with your down air. You should knock him right beneath you so you can use another down air. Smash with the bat at the end to exceed 1200 ft. Jigglypuff: Grab the bat and use drill kicks (down aerials) to rack up damage before a bat swing. It's hard to avoid breaking the glass while you do this, but if you do it just right you can break 1400 ft. Marth: Grab the bat and start with a running attack followed by a barrage of up smashes and then a bat smash. If you hit the sandbag as often as possible, you can break 1600 ft. Ike: Start with a running attack and spam up smashes. Ending with a bat smash lets you break 1300 ft. Ness: Open with a down air followed up an up air and then a lot of back airs until the last moment in which you hit with the bat. Breaking 1300 ft is pretty easy. Lucas: Grab the bat and then hit with four down aerials followed by a bat smash. If every hit of every down aerial connects, you should be able to get over 1500 ft. Mr. Game & Watch: Open with a running attack with the bat followed up with an up smash and then a fishbowl. Try to link in another iteration of this combo before swinging with the bat. You should be able to break 1400 ft. Snake: Grab the bat and then do a down tilt followed by an up tilt and then an up aerial. Try to link in a few more up tilts and up aerials before swinging with the bat. If things go just right, you can break 1300 ft. Sonic: Grab the bat and then do an up smash followed by a series of up tilts and more up smashes with some up aerials if you can manage them. You should be able to break 1200 ft with a good run. My total high score after all of that was 49337 ft which is a safe margin above the required 45000 ft. These, I repeat, are hardly champion strategies, but they'll be enough for you to get all the challenges in Home-Run Contest clear. IX. Multi-Man Brawl Welcome to the least fun section of Super Smash Brothers Brawl. I really have no idea why this awful mode returned from the previous game; it's absolutely zero fun. The premise is that you must kill a large number of weak enemies in an endurance style competition. In theory you want to kill a lot of them really quickly, but really, the only reason anyone plays this mode is to complete the challenges associated with it. There are six game types within this mode, and I'll cover how to complete each challenge associated with each one. First of all, I should run down the types of enemies you'll see. There are red, blue, green, and yellow alloys. Each one of these is a carbon copy of a playable character minus the special moves. They match up pretty easily. Red: Captain Falcon Blue: Zelda Green: Kirby Yellow: Mario It's that easy. Additionally, every 25 kills, a normal character will appear. He dies as easily as an alloy, but he's dangerous because unlike the alloys, he can and will grab items. It's also possible to star KO the characters whereas the alloys simply instantly die when they go off the top of the screen. Be sure to kill characters as quickly as possible. In the modes with a limited number of enemies, the last enemy is always your character, but that's not a big deal. 10 Man Brawl: There are no challenges associated with this given that its short length might have made it fun. I wouldn't even bother playing it. 100 Man Brawl: There are three challenges here. You must clear it in under 4 minutes, under 3 minutes 30 seconds, and with the whole cast. The last one is just plain lame so let's start with the time challenges. Those familiar with Super Smash Brothers Melee will naturally see the wisdom in this plan; the best character choice is Donkey Kong. The time requirement is possible with every character and perhaps Donkey Kong isn't even optimal. However, he's by far the easiest character to use. His ground pound down special kills all enemies in one hit. Just stand under the platforms on either side and use his ground pound until you have killed all 100 alloys. They're stupid and will walk right into it. If they aren't coming to you, don't be shy about running over and smacking them with Donkey Kong's up air attack; that should also kill them in one hit. You will often fail when explosives spawn inside of you, and near the end, the alloys get smart enough to start knocking you out of it. Either way, this basic strategy is best, and with some patience, you'll get both rewards for beating this quickly. Beating it with the whole cast is a bigger problem. It's not really hard, but boy is it boring. It's also just difficult enough so that you might fail, requiring more attempts. I'm not going to go through strategies for every character because they're all the same. Spam quick smash attacks, killing up tilts, and quick, powerful aerials. If you are using someone like Ganondorf who isn't cut out for this at all, you can just rely on items such as a Beam Sword. Good luck. 3 Minute Brawl: There are no rewards for this so save 3 minutes of your life and don't bother. 15 Minute Brawl: In theory, the goal is to see how many you can kill in 15 minutes. Forget that. The alloys get more aggressive as more die, and you only get a reward for surviving. All good strategies for beating this are entirely about avoiding the alloys and have nothing to do with fighting them. I am of the opinion that the best choice for this is Pit. Several other characters can do this, but with Pit it is easiest. Your basic strategy is to spend 15 minutes flying under the stage. If there are only one or two alloys, you can save yourself some trouble by going up on the platform and spamming arrows at them. The arrows won't kill them until well over 100% so you can use this as a nice stalling tactic. Since Pit can die if he is knocked out of his upward special, you might think R.O.B. is a better choice. However, this is a bad train of thought. R.O.B. has trouble quickly changing his momentum in the air, and he must recharge his jets by standing on the ground. Holding onto the ledge does not count. This is really boring, and it's easy to get careless and accidentally do Pit's forward special or make other such mistakes. Take a break by pausing every five minutes if you are having trouble focusing; you do not want to have to repeat this after failing with only a minute or two left. I'd say have fun, but I know you won't. Good luck. Endless Brawl: You only need to get 100 kills here. Just use Donkey Kong and the same tactics used for 100 Man Brawl. Cruel Brawl: Okay, they alloys aren't weak any more. In fact, they frequently kill you in one hit and are incredibly aggressive. Now there are always five at once. Luckily you only need ten kills. Of course, it's not immediately obvious how to get even one kill. Several characters can do this, but Pit has the easiest time. You can last indefinitely by flying under the stage to the opposite ledge (don't actually stand on the stage; it's suicide). It may seem like this isn't productive, but remember, the alloys are stupid. If you hover out near the ledge for a bit, they will jump out at you. You can then retreat under the stage to the other side. They sometimes kill themselves chasing you; it's quite common if you space yourself just right. The green ones are less likely to kill themselves so you sometimes get a large concentration of green alloys, but with luck they get stuck under the ledge. You also only need ten kills so odds are the match won't last long enough for this to be a factor. Beating this is probably possible with many other characters, but it is by far easiest with Pit. This isn't fun so why not just do it once with the easiest character and then never play it again? X. Boss Battles Okay, I'm going to take a wild guess and speculate that at least 90% of the people reading this right now came to this section looking for help beating this mode on the intense difficulty to unlock the Galleom (tank form) trophy. Yes, in terms of challenges that require skill as opposed to pure patience, that's probably the single hardest one on the board, and golden hammers don't work on it. It wouldn't be so bad if you could continue after failing like you can in most other one player modes, but for some odd reason, you aren't allowed continues here. The most important choice you have to make for Boss Battles is character selection. Some characters are excellent boss killers while others are very bad against the bosses. Yes, you have to beat Boss Battles with the entire cast, but you can just play on the rightfully named easy difficulty setting with everyone to clear that challenge. For the higher difficulties, I strongly believe the best character choice is Pokemon Trainer, specifically Charizard. Other than his fantastic running speed he may be slow which is very bad, but Rock Smash deals incredible damage to every boss but Rayquaza which ultimately matters more than anything else. You can literally avoid most bosses all day, but people make mistakes, and bosses hit hard. The best plan remains to kill them as quickly as possible so long term strategies won't be required, and Charizard is excellent at that far beyond the way any other character is. If you simply can't make Charizard work, your next best options are the characters with four or five jumps. Jigglypuff's powerful forward and back aerials combined with her excellent aerial mobility make her a natural choice, but the fact that she is not only super light but instantly dies if her shield gets broken is going to be very frustrating. You might find Kirby, Meta Knight, King Dedede, or Pit better, but you might not. Fox is also an excellent choice; his reflector helps against a few bosses, his laser is a great tool, and his general great speed and power allow an experienced player to effectively kill bosses. If you are very brave, Lucas can steer Pk Thunder in circles inside of bosses to rack up massive damage even exceeding what Charizard can do, but it doesn't work against all bosses, and it is pretty much asking for the boss to smack you with its most fatal attack. In terms of who to especially avoid, I'd like to say avoid anyone I haven't already mentioned, but to be more neutral, no one is especially awful at boss battles. I'll just say though that I'll be very impressed if anyone clears Boss Battles on Intense with Mario, Ganondorf, Ike, Ness, or Snake. If you have a friend who is decently good at the game, you are in great luck. You can beat Boss Battles on higher difficulties with two players and have it count for the challenge. Do be warned that you fail if either of you die so bringing along someone who always dies to Tabuu's instant death attack is a really bad idea; you both have to be good players for a team strategy to be effective. That being said, the damage output from a second player is completely worth the hassle, and don't worry, you get five hearts instead of three if you have a friend. As per characters, there's really no dispute when there are two of you. The only really viable choice is for you both to use Charizard; two constant Rock Smash machines end battles too quickly to justify anything else. As per hearts, be conservative but smart with them. Sometimes you will want to go into boss fights at dangerous percentages just to save on hearts. A few good rules to remember are that you should generally allow yourself a heart every three battles, but you will almost always need a heart before Rayquaza and after Duon. On a team game, you have one fewer heart than you might otherwise so one of you will have to play a bit better than the other to make up for that. Your biggest goal with heart planning is that you really want to enter the Tabuu fight with full health; Tabuu is a stupidly random boss that is more likely than not to ruin your almost complete run if you enter in poor health. Of course, this means that all that remains is the actual boss strategies. The bosses break into three groups. The super easy bosses are Master Hand, Crazy Hand, Petey Piranha, and Ridley. The medium difficulty bosses are Meta Ridley and Galleom. The dangerous bosses are Rayquaza, Porky, Duon, and Tabuu. Keep that in mind as a general rule of thumb. In terms of order, you really, really want to fight Rayquaza early. If Rayquaza is the last boss and at his highest possible difficulty, you have almost no hope of winning. You also should really hope to see Porky early, but it's okay if Duon shows up pretty late. Duon is mostly just a damage dealer, and he doesn't really get harder when you fight him later. In fact, it's almost ideal for him to be the ninth boss; that means you won't have any regrets using hearts after him. Master Hand: I really shouldn't even write a strategy for Master Hand; he hasn't changed a whole lot since the Nintendo 64 era. Either way, Master Hand is pretty much a freebie. All of his attacks have obvious telegraphs that let you easily dodge with either an air dodge, a roll, or a spot dodge. Even just shielding works against many of them. If you want to be extra sure to not take any damage against Master Hand, try to hover slightly behind him as you attack. This means his laser finger attack will never surprise you, and you can easily go out over the edge to avoid his surprisingly dangerous spinning fingers attack. If you are not using a character with multiple jumps, a well timed roll is your better bet to avoid the spinning fingers. Really, if you can't consistently beat Master Hand without taking damage, you're in trouble. Even so, the few quick attacks he has that might sometimes catch you don't tend to kill so even if you're a bit careless, he's still not dangerous even to a very highly damaged character. Crazy Hand: Evidently being on the left side of the stage makes him crazy. Actually, this boss is pretty awful as the way he twitches around makes it seem like he might have a very serious disease, but evidently we have to kill him regardless. He's actually pretty much just a very slightly faster version of Master Hand, but he has a few new moves that actually make him easier. That is because he has more total moves than Master Hand so on any given action he's less likely to do something dangerous. Yeah, wrap your mind around that. He can't shoot bullets out of his fingers like Master Hand can, but he still has the lasers which were more likely to hit you. Sometimes he'll point at you, and if you've seen the attack more than once, you can easily avoid it by just moving away right before he starts attacking. He can rain bombs on the field; just sit and wait it out if he does. Any attempt to attack him while he's doing this will end badly; don't bother. His one big surprise is that he sometimes lies down on the field and starts flopping around doing good damage. This attack is quite rare, and it's a Crazy Hand exclusive. It's not dangerous and easily avoided, but I mention it because it's pretty likely to catch an unsuspecting player. Much like Master Hand, he's a freebie. You had better be able to consistently beat him without taking damage if you hope to clear Boss Battles. Petey Piranha: Some might argue that he's even easier than the hands, but he takes a bit of practice. You start off inside of him. Don't attack; instead jump up and avoid the first cage swing. Now turn and hit one of the cages with a nice Rock Smash (or whatever else does good damage if you aren't using Charizard). Only attack once at each opportunity; don't try to get greedy. Keep jumping over cage swings and counter attacking. If he leaps into the air and is about to come down where you are, jump up and do an air dodge to avoid it. You can get in a hit in the time he reels after landing even. If he jumps away from you, run up to him after he lands and sneak in an attack if the cage of choice is easy to hit. When his health gets low, he'll roar and start using more jumps and fewer cage swings. This really isn't a big deal. Much as with the hands, you should be able to beat him without taking a hit consistently. He actually is dangerous if you don't play conservatively, but he gives you so many free attacking opportunities and has no moves that are actually difficult to dodge. In fact, he only has slight variations on two simple moves. Don't mess up this easy win. Ridley: Ridley is the most dangerous of the four easy bosses. He has very little chance of actually killing you unless you are careless, but he is pretty good at sneaking in a quick hit when you weren't expecting it. He spends most of the fight hovering on either the left or the right side of the stage waiting to take a nice big hit; don't disappoint him. Sometimes he'll do a quick somersault and hit those right in front of him, and he's fairly likely to do this as his first move. Try to be ready to air dodge this as quickly as possible. Other times he'll fly to the other side of the stage low to the ground in a quick attack; an air dodge is also the correct way to avoid this. If he's in a generous mood, he'll drag his tail along the ground. At high health he'll drag a short distance across the stage and return to where he started. At low health, he'll go back and forth across the stage and end on the opposite side of the stage. This is easy to avoid with a simple jump over the tail (none of the rest of his body is dangerous while he's doing this), and you can even sneak in a free hit or two. Sometimes he leaps onto the stage and then up off the top of the screen. When he does this, you should generally go over the pit as he's about to either slam down onto the stage hard (which obviously won't hit you if you aren't on the stage) or fly in from the background in a very slow but potentially dangerous attack. You can just air dodge the latter or land and spot dodge it. If you aren't confident over the edge, you can spot dodge everything he does out of this even. His last possibility is the least common but also the most dangerous. Sometimes he'll turn around and fly off the left or right side of the stage. When he does this, he's about to quickly fly across the screen. Your best bet is to jump into the air and fast fall right before he comes. That will cause him to miss you by flying too high. If you find this hard or otherwise fail to get into the air, a well timed spot dodge is your best bet. At worst, a failed attempt at that usually just means a broken shield which isn't usually fatal against Ridley. Be sure to get this boss's patterns down; he's one of your easy wins. Meta Ridley: Meta Ridley is what I would call a medium difficulty boss. He's generally pretty easy, but he is sometimes uncooperative and can make himself a real pain. There is also a very small wind effect slowly pushing you toward the left edge of the screen which, while usually not that important, is quite obnoxious. He also has an instant kill attack which is always frustrating if you mess up and get hit. In general, the big strategy with Meta Ridley is to stay in the air on the back of the Falcon Flier. He sometimes slams the Falcon Flier, damaging everyone on it (often as his first move in fact), and this will easily avoid it. This also easily avoids his move where he drags along the surface of the Falcon Flier damaging everyone in his path. If he starts shooting small fireballs, try to hover right behind him. Even when he aims at a slight backward angle, he still won't be able to hit you if you space it correctly, and you can even sneak in a free hit. If he begins to fly high above the stage, get in the air absolutely. He is about to slam down on the stage and drag the whole platform below the lower blast line, instantly killing you. One move you're pretty likely to see just once in the fight is when he latches onto the back of the ship. He's about to shoot two or three fireballs diagonally upward while dragging the ship down. As he's shooting the third, the ship goes below the lower blast line which will kill you if you're standing on it so you do have to jump. You can back off and dodge this move easily, but the better plan is to just land right in front of him and cause as much damage as possible. If he takes too much damage, he backs off from this attack. You can usually make that happen before he shoots even one fireball so this move is pretty much just free damage for you. Very rarely, he'll fly toward the stage with his mouth glowing red. He's about to shoot one strong fireball at you. Just jump and air dodge if needed, but you don't have to worry too much because I wasn't kidding when I said this move is rare. In my many, many battles against Meta Ridley, I've only seen this move a handful of times. Also, sometimes he flies farther over the stage than usual. This isn't an attack; he's just being nice and giving you free damage (this is also almost always the second action he takes in the battle). Take full advantage of it. Meta Ridley takes some practice, but you generally should be able to beat him pretty easily. Just be careful and stay in the air! Galleom: Galleom is pretty much entirely random in how he works out. Sometimes he's even easier than the hands. Other times, he's a really stupid boss. Just like Rock Smash seems to do less damage to Rayquaza, it seems to do more damage to Galleom. He dies very quickly so he's really not too big of a worry. That being said, he has a lot of stuff he can do that will kill you. Most of his attacks target the upper part of his body so staying closer to his feet while attacking is best. One move to really watch out for is when he reels back and begins a very slow swing. He's doing an uppercut that is quite powerful and hits quite low; try to dodge it if you can. Sometimes you'll see his body get entirely stiff; he's about to flop down onto the ground which will probably kill you if you don't air dodge it. By far his most annoying move is when he moves both of his arms really high up and outward; he's about to do a spin attack which will rack up a good amount of damage. He also sometimes converts into his tank form and either drives toward you in a rush or begins to shoot missiles. If he shoots missiles, stay low and pound on him. If he drives at you, jump over him. Watch out if he does his driving attack at low health; he ends it by slamming down at you from above which is pretty fatal. I didn't mention several of his moves, but I did mention all of the dangerous ones. He's pretty evenly split between moves that can hurt you and moves that are very easy to avoid and let you quickly deplete his weak life bar. Sometimes you get unlucky with him, but in general, Galleom shouldn't be ending too many of your runs. Duon: Duon's whole purpose in life is to rack up as much damage on you as possible. He seldom kills until a good bit over 100%, but he has a whole lot of moves that are very hard to avoid and do a lot of damage. When the blue side is facing you, he does "swinging" attacks that are very hard to avoid if you're up close, but he has no dangerous things to hit you at a distance so someone like Fox can just abuse his laser. When his pink side is facing you, he shoots a wide array of projectiles at you. Jumping and air dodging is the strategy to avoid most of them (though that's frequently easier said than done), but if he shoots seeking missiles at you, jump over him and try to lead them into him. They do a lot of damage to him and are your best hope to escape this fight with little damage. He also frequently does a spinning attack that is very hard to avoid and does a ton of damage. If he starts hitting you with this, try to shield and roll away. Actually shielding the move is pretty much a guaranteed shield break, but a few random perfect shields along with a roll away if you get lucky will substantially reduce the damage you take. If you're using someone like Jigglypuff and are very precise, a conservative strategy can work out here, but with Charizard and most characters in general, you really should be very offensive against Duon. You really won't be very successful at avoiding damage for prolonged periods of time, and Duon is at least an easy target. Just hope for the best and try to rack damage; this boss is lame no matter how you look at it. One last note about him though. You can get on top of him or behind him, and it might seem like a good idea. It's not. While he does have more trouble hitting you when you do that, when he does hit you, he's way more likely to kill you and he's harder to damage from those positions. Don't risk it. Porky: As happy as I am that Earthbound gets some representation in the bosses, I really could have done without this guy. I also could have done without the random name change; dedicated Earthbound fans all know this guy as the wonderfully obnoxious Pokey Minch. Just walking slowly back and forth lets him hit you near his bottom; avoiding damage from him is nearly impossible. Right at the start, he frequently likes to do this super lame rapid pincer jab attack. This will do over 50% to you most of the time, but if you get caught in it and aren't pretty much right on top of Porky, directionally influence away from him. That will make it pretty unlikely to actually kill you. If you have an ally, the best strategy right at the start is for one of you to jump over him while the other stays back. If he does his rapid attack, he won't be able to reach the one who stayed back while the other can rack up a ton of damage from his other side. Porky frequently begins to charge a laser above his head. This move is a really stupid move that's nearly impossible to avoid. He sweeps it around quickly, and he carefully targets you. If you have a friend along, he'll randomly switch which one of you he's targeting in midshot. If you can't finish him off before he gets the attack off, your best bet is to run far away from him, jump, and try to air dodge through it. It will probably still hit you, but you can usually reduce it to just one hit instead of four or five hits. He'll also sometimes charge at you quickly; just leap over him. Don't try to do anything stupid; he'll drag you right off the side of the arena if you let him. He also likes to deploy small robots in his image; these run around wildly and explode. Try to stay away from them and jump and air dodge if you can't keep away. Like all of his moves, they're hard to avoid. His last attack is when he flies up and moves back and forth slowly shooting a laser down onto the stage. Just run back and forth and roll out of the way if you have to; this is actually really easy to dodge. The bad news is that you have very little opportunity to damage him while he's doing this, but at least you can avoid taking damage. As with Duon, you should mostly try to kill him quickly. You will take a lot of damage if the fight drags on; he's just a stupid boss. And, on an even less fun note, Porky is somewhat buggy. If he dies right as he's about to fire his laser, it will "shoot" anyway with no graphic but itself dragging on the ground for a bit, and it can still hit you. If his little robots are deployed when he dies, they don't disappear. They keep running around and can still hurt you. Yeah, it's no fair. Then again, that's pretty much the status quo with this boss. Rayquaza: Much unlike Mewtwo in Super Smash Brothers Melee, Rayquaza fights about like you would expect a Pokemon with 670 total base stats. Rayquaza might not rack up the damage quite as effectively as Porky and Duon, but Rayquaza is still highly unpredictable and unlike them is fairly effective at actually killing you. Rayquaza also takes a ton of damage; his durability is really what pushes him over the edge and makes him the single hardest boss on Intense even above Tabuu. His most common attack is a quick spin with which he smacks a wide radius around his lower body with his tail. He's pretty much entirely unpredictable with this move, and it lasts too long to spot dodge reliably. Characters like Jigglypuff can stay in the air to avoid this, but most characters, including Charizard, either attack too slowly or fall too quickly to be able to spend the entire fight high enough up to avoid this. Rayquaza also sometimes quickly darts to the other side of the field, and this too is pretty hard to avoid. You can jump over it if you know it is coming, but you frequently don't have time. He will sometimes fly up and off the screen. If he left the screen off the top, he's about to dive into the ground and will follow that up with an "emerging from the ground" attack that hits a small area and is easy to avoid with a simple roll. If he leaves off the side of the screen, he's about to dart across the lower portion of the screen quickly. Only his head can hurt you while he's doing this so a spot dodge or well timed roll can get around it. All leaving the screen attacks get repeated three times when he's at low health. Emerging from the ground is no big deal, but avoiding three darts across the screen is quite difficult. Rayquaza has an attack where he begins charging a big blue ball of electricity in his mouth and shoots it along the ground. Jumping over it avoids it fairly easy, but be warned that while charging it is still deadly. Fox and friends can reflect this for good damage as well so if you have the option, exploit it. Sometimes, his eyes will glow. That means he's about to make an explosion appear out of nowhere, and this is pretty powerful. Quickly moving around so you won't be where it appears is best, but an air dodge can sometimes avoid it as well. His last possibility is flying up in the air and spinning in a circle to summon lightning to strike you. This does a ton of damage and is very hard to avoid, but at least it has almost not potential to kill you. If you see this move coming, running quickly to avoid it can really help. A roll is another option, but your timing will need to be really good. The good news is that the lightning is his least common move; you will only see it every few Rayquaza fights. The short version of all of this is that Rayquaza is an overly powerful, unfair boss. Keeping up a steady stream of Rock Smashes or whatever your favorite character loves to abuse eventually brings him down, but it takes too long, and he hits too hard. A lot of practice will eventually let you overcome him, but even once you are very good at Boss Battles, expect him to remain the biggest hurdle. Tabuu: Tabuu is just a really random boss in terms of how he goes; he's even more random than Galleom. The big premise of the Tabuu fight is that he teleports around randomly and then does well telegraphed but very dangerous attacks. Sometimes a red explosion appears after each teleport in a series of warps; that means you will be hurt fairly badly if you are near him when he teleports so watch out. If he chooses to stay low to the ground and chooses to give you decently prolonged chances to hit him, he can be really easy. Of course, if you actually managed to reach him on Intense, he's probably going to be extremely uncooperative and spend a lot of the fight too high for you to score clean hits. Anyway, he likes to open the fight with a quick sweep attack with a little blade. He flies back next to the stage and then sweeps down over the ground. You can easily jump over this; it is his least dangerous attack. He has one other move with that weapon in which he throws the blade attached to a chain at you, ensnares you, whips you around a bit, and then launches you. This is quite hard to avoid and quite possibly fatal, but quickly changing vertical position while air dodging can get you out of it. If you have a partner and get snagged, the good news is that your friend can score a free hit or two while Tabuu hurts you. Of course, Tabuu's most infamous attack is his "red ring of death" attack. He flies into the background, spreads his wings, and launches three red rings that, on higher difficulties, automatically kill you if they hit. I suggest not getting hit. The easiest way to avoid them is to do three quick spot dodges. I find them easiest to time from the center of the stage, and you get into a bit of a rhythm with two max speed dodges followed by one ever so slightly delayed one. Rolls can also avoid them, and if you are super bold, you might even be able to get away with air dodging or Marth or Ike's counters. Just forget all of that and spot dodge. You absolutely, positively must be able to avoid this move if you want to win. If you are doing this with a teammate, you both must absolutely, positively be able to avoid this move. I don't mean be able to avoid once in a while. You must be able to reliably avoid it. Practice in Subspace Emissary if you must, but being able to avoid this move is not optional. He will almost always use it at least once during the fight. Anyway, speaking of one hit kills, his "golden cage" move is similarly dangerous. He turns himself into this golden box and flies quickly at you. If he hits you, he grabs you and slams you which is fatal at all but very low percentages. This is tricky to avoid; your best chance is to jump over it or fast fall if it comes at you in the air. When he's sitting in place, sometimes he will start smacking his hands into the air which traps you and causes massive damage. You can usually see when he's starting this up by how he bends, but it requires quick action to avoid taking a thorough beating. Don't be too excited about hitting him from behind while he's doing this either; the hit range on those smacks is much bigger than it seems. Similarly, he sometimes starts shooting out sparks. He covers his whole body while doing it, and you get rather hurt if you stay close. Once he starts this move, just get away. When Tabuu's health is low, I believe this move is replaced by his "body" attack. He begins to shoot images of himself out in all directions. They can cross the entire stage, they move quickly, and they do a lot of damage and knock back. Get as far away as you can and keep moving and dodging when he does this. Tabuu can also shoot a massive number of pellets at you. He'll start spraying around with them for a pretty large amount of damage if you get caught in it, and he finishes it with a big shot that is very likely to kill you. Be sure to directionally influence away from him when you get hit by this unless you are very close to him; this move is super dangerous. If he flies up off the side of the stage and summons a large black mouth beneath him, get up in the air and stay there as long as you can. That mouth shoots a very fatal laser. His last move is one in which he makes a line of sparkles across the stage which explode for big damage a short time later. This move is quite rare, but it's easy to dodge. Just put yourself somewhere the sparkles didn't appear which is probably up in the air. Wow, that's a whole lot of moves, but I think I covered everything Tabuu can do. I know he's daunting, but just learn his patterns and respond accordingly. It's luck how long the fight takes and how dangerous he is, but every single one of his moves can be reliably dodged if you know the telegraphs. Good luck. If you manage to beat Boss Battle on Intense, give yourself a big pat on the back as you've beaten something that even veteran players usually find very difficult. Just keep focused, and if playing with a friend, be sure to work together and not get mad at each other. Oh, and speaking of team play, I have one last obscure caution. While you can't hurt each other directly, you can footstool jump on each other. This usually doesn't matter, but it can be surprisingly easy to use a footstool jump to knock your ally into the teleporter while you both are going to get hearts. Don't do that. XI. Subspace Emissary This is the main one player mode; it's a platforming adventure game. You spend most of the game running to the right killing various generic enemies, watching stylish cut scenes that are theoretically supposed to tell a story but really don't, and fighting a few interesting but not particularly special bosses. You can also play with a second player who can warp to the first player by pressing start whenever the camera isn't locked and the second player isn't in hit stun from an enemy attack. I'll be listing where to find everything in each stage and which enemies are in each stage; this information should help you collect everything out of this mode. As per difficulty, I really think Hard is the best choice for a first run- through as it is difficult from time to time but never unreasonable. The choice is really up to you, but as I write, that's the difficulty I assume. Sometimes a stock ball or a healing item might be a little different mode to mode so if you're not playing on Hard, don't freak out if things aren't exactly the same as what I've said. Also, when I separate levels into parts, I do that because between parts you are given a new choice of characters and have your stock reset. Stage 1: Midair Stadium Characters available: Mario, Kirby, Peach, Zelda Enemies: Primid, Boom Primid, Spaak, Sword Primid, Petey Piranha Part 1: Pick a character and defeat the other in a 1v1 battle. I prefer Kirby, but it really doesn't matter or have any effect on future events. You do get a slightly different cut scene depending on who you pick though so be sure to pick differently on a second file. Seriously, you get three lives; there's no reason to fail. Part 2: Oh no, it's some mysterious villains! This time you can choose to use the two princesses as well, but don't get too used to them. The fighting is really easy here whoever you pick so don't feel too concerned. I think Zelda does the best at fighting these sorts of creatures, but it really doesn't matter. Just kill them all to proceed. Part 3: It's boss time, and you only get to use Kirby. The big question here is how those princesses got in those cages; they must have climbed in willingly for some reason or another. Anyway, Petey Piranha only has two attacks. He'll swing a cage or jump and slam the ground. You can just jump over his cage swing and retaliate by smacking either cage. Just jump and do an air dodge to avoid his ground slamming attack. Anyway, you kill him by destroying either cage, and you can only rescue whichever princess is in the cage you break. This affects several cut scenes and which one you have access to in one level, but it's really not terribly important. Just like the first choice here, just pick whichever you like more and be sure to get the other on a second file. Personally, I'd take Zelda. If you are coming back here later looking to use a Trophy Stand on Petey Piranha, things should be easy. Since he has only two attacks, you can avoid him forever waiting for one to appear. If you were wondering, yes, you do hit the cage with the trophy stand to capture him. Also for the record, when making this FAQ I beat him without taking a hit. The level is now over; watch as Wario zaps whichever princess you didn't save. Kirby and the princess you did save join your party of characters you can use for replaying levels, and you can go to the next level. Stage 2: Skyworld Characters available: Pit, Mario Enemies: Primid, Spaak, Cymul, Greap, Glunder, Boom Primid, Roturret Part 1: Watch the scene, and then you get to play around with Pit. Pit is a really cool and useful character that you'll be seeing a lot of during this game so get used to him. Just fall down at the start and break the three boxes to get a random item, some stickers, and a trophy, Exit through the door for a scene. Part 2: Oh my, it's a scene, and now there are enemies in this level. Start off by killing all of the enemies nearby, and then run to the right. Climb up the clouds to break a yellow box from which you can plunder some contents (yellow boxes always contain trophies or CDs, rarely stickers). Be sure to do this; the yellow boxes count toward your completion percentage. After running to the right a bit more, you'll discover a Cymul with a box containing a valuable Heart Container in it. Plunder and then head right to face a dangerous Greap. In general, the best way to fight Greaps is to stay behind them and hit them with smashes. This will keep knocking them up in the air where they're pretty harmless. Don't jump at them; they do a dangerous spinning blade attack if you do. Don't get hit by the scythes either; they do big damage and break shields. After felling the foe, head through the door for yet another scene. Part 3: Pick between Mario and Pit and be on your way. If you want this to be much easier, pick Pit. Start by just going down and killing anything in your way. After riding the purple cloud, run to the right for a while past nothing of significance or difficulty. When you see some moving pillars, look closely as one has a door behind it. Enter it and go through a brief auto scrolling section so you can break two boxes and get some stickers and a trophy. Exit the way you came and continue to the right. You'll have some forced fighting, but none of the enemies are terribly challenging. After that, a sunny enemy called a Roturret will appear. This guy will tear you apart if you let him, but if you just jump at him and keep hitting him, he isn't a threat. Pit can reflect his shots with his down special as well, but Roturret is such an awful aim that he can't hit you while you have it out so don't bother. After felling him, continue to the right to go through the golden door to see a scene and end the level. Mario and Pit will join your party. Stage 3: Sea of Clouds Characters available: Kirby and Peach/Zelda (depends on who you saved) Enemies: Boom Primid, Primid, Glunder, Poppant, Feyesh, Towtow, Mite, Greap Part 1: Run right on the Halberd. There are no enemies, and it's generally completely uneventful until the scene that knocks you off it. Part 2: There's a good deal of jumping around here so Kirby is a solid choice, but Sheik is also pretty good (use down + B with Zelda). It really doesn't matter though. Head right from the start and fight your way through some enemies, and then loop around the bottom and head left. At the turning point, be sure to break the blue box for a valuable Stock Ball. You'll run into a rather intimidating looking monster who rushes at you fiercely upon being awoken, but he staggers super easily so just attack him quickly and repeatedly to defeat him. After felling the beast, jump up the blocks to a door in which you will find two blue boxes containing two heart containers and some stickers. Head back out and then continue to the left. You'll loop around and back down to the right a bit and find another door. Enter. Just rush to the right, and when you see a way down, pass it by and jump down at the farthest right point to find a blue box with some stickers or a trophy in it. After collecting, go down the original path down to discover a generator making Mites. Destroy the generator to enable yourself to proceed. When you see another way down, neglect it and stick to the high road to find a blue box with a Starman in it. Grab it and leap down to find another Mite generator and a few Glunders. Destroy them to allow yourself to head right. Just run ahead of the boulder or jump over it if you get nervous to make it most of the way through the rest of this level. You'll find a Greap at the end; kill him and go through the golden door to finish. Stage 4: The Jungle Characters available: Donkey Kong, Diddy Kong Enemies: Goomba, Koopa (green), Paratroopa (green), Paratroopa (red), Hammer Bro, Bullet Bill, Giant Goomba Note: This is the best level in the game to harvest stickers as it is super easy even on Intense and has a nice place in the middle you can abuse. Okay, after that awesome scene, you get to pick your character. Almost everyone really prefers Diddy Kong, and he really is a lot better for this. However, if you really must use Donkey Kong, it will be fine as this is a pretty easy level. Start by squashing a few Goombas by simply jumping on them, and break the blue box to get either a super mushroom or a poison mushroom. Continue to the right, and be sure to smack the Koopas to make them retreat into their shells. You can jump on or hit Paratroopas to make them into Koopas, and this will also count for trophy standing them. That doesn't matter so much for the greens, but walking red Koopa are very rare so this knowledge will come in handy. Either way, continue to the right and into a barrel cannon to be blasted upward where you will find a blue box with a heart container. Ignore the next barrel, but jump in the one after it to blast yourself through the blocks in the floor where you can get a yellow box. Go back up and continue to the right through a barrel blasting section to reach a door. Here you'll discover some pink balls on tracks along with the enemies. Smack the pink balls to make them move along the track, and the harder you hit, the faster they move. They kill enemies along the way as well as breaking open boxes and destructible blocks so be sure to take good advantage of them while fighting. Either way, just run to the right breaking a few boxes and smashing some foes until you reach a ladder. Smack the pink ball to break open some destructible terrain which was masking a yellow box, and then climb the two ladders to find another pink ball that destroys some more blocks to reveal a door. Enter. In this room, you will just find two boxes with some stickers and Maxim Tomatoes. Grab them and exit the way you came and then continue to the right (hit the pink ball to hit that switch to make the platform appear). On that note, the platform that appears when you hit the switch is the key to sticker harvesting. Kill all the Goombas on it and then go back through the earlier door to make them respawn. Repeat as desired for maximum profit. Either way, you get in a forced fight that ends with you getting a Stock Ball and then get to go a little more right to a door. Just ride the platform up in this room, defeating the enemies as they appear. None of them are too hard, and if you just stay low, the Bullet Bills aren't a problem. There's a trophy on a ledge on the way up; be sure to grab it. Exit through the door at the top. In the last room, avoid the launcher and fall as far left as you can when you drop down. You will hit some Jyk; don't worry about it and use an air dodge to keep going right through them. Land on the ledge and enter the door for a yellow box and some healing. Go back the way you came and drop down to fight some Goombas, including a few giant ones that require you to jump on them many times. Slay them all and exit through the door for a tragic scene and to end the level. Diddy Kong will join your party afterward. Stage 5: The Plain Characters available: Pit, Mario Enemies: Borboras, Primid, Boom Primid, Feyesh, Ticken, Poppant, Spaak, Fire Primid, Glunder Again, I really suggest picking Pit over Mario as he has a much easier time getting around and fighting. Anyway, start off by running to the right as per usual to meet a new enemy, Borboras. These guys are pretty easy; they don't attack and just blow wind which slows you down. If you hit them with anything that doesn't kill them, they start singing and dancing and are pretty much open to being finished off. You'll also run into some Ticken which are pretty much nothing but big targets. When you reach a big wall of blocks, break them near the top and keep breaking upward. On top of the rightmost block off screen there's a yellow box with a trophy in it. Be sure to grab it! You will enter a more indoors area where you're supposed to outrun a wall, but it's really easy to stay ahead of so don't worry. You can hit a box for a trophy on the way, and the wall will even push it right to you. Either way, you'll come to a shaft that looks like it's too high to ascend. Mario could wall jump up it, but Pit can just take all of his jumps and then fly with his up special. Do note that you hold B to fly up; that's not immediately obvious but is necessary to make it to the top. Enter the door here. Inside you'll find stickers, a Heart Container, and a yellow box. Plunder them all and go back the way you came. Head to the right a little more and exit through the door. In this last area, you just ride a platform and fight some enemies. After you're done, you will arrive at the end of the level. Enjoy the scene I guess. Stage 6: The Lake Characters available: Diddy Kong, Fox Enemies: Rayquaza, Goomba, Paratroopa (green), Hammer Bro, Auroros, Paratroopa (red), Borboras, Giant Goomba, Towtow, Mite, Bucculus, Bullet Bill, Koopa (green) Part 1: Just kill Rayquaza and move on. Wait, you want advice on how? Well, if I must... Rayquaza has a bunch of moves I cover in detail in his write up in the Boss Battles section so I won't be redundant. For the purpose of this storyline fight, I really suggest picking Fox and just constantly jumping at him using forward aerials. If he starts to shoot a blue ball of electricity, throw up your reflector to bounce it back. If he does tries to swoop in at you from any direction, just rolling around can avoid it. After he is felled, he'll drop a nice harvest of stickers you should be sure to collect. Part 2: I prefer Diddy Kong here, but it's all apples and oranges. Start off by entering the door and going right a bit and then entering the door in plain sight. Head left to find a yellow box, and then go back right and down and through the door. Jump up and hit the block above you to make some light, and then jump up on the left to find a blue box with a Maxim Tomato in it. Climb as far as you can go and go through the door to your left. Proceed right and into a door, and you'll reach a fun little section. Start by heading right and taking the door with the up arrow. Once out, head right to fight some Goombas and break a bomb block. Go back left and through the door with the down arrow and then head right. Jump up at the first opportunity and hit the switch to allow you to go onward, but before that head right a bit to claim a Stock Ball. After that, go back left and enter the normal looking door with no arrow on it and then immediately enter the next door on the ground, kill the Towtow, and enter the door that appears then. The next section just has you riding a raft. Enjoy the ride and kill all who stand before you, etc. When you see a door, jump up and enter. In here, you find another Stock Ball and a yellow box. Grab both and exit as you came to ride the raft some more. Be sure to hit the next yellow box you see floating in the air if you don't want to have to replay this whole level later to get 100%. After the raft ride ends, head right for a bit while being sure to hit the blue box with the two Maxim Tomatoes in it. After a nice blast through a very odd cannon, you will be in a duel with Bowser. Of course, after those two Stock Balls, you would be hard pressed to lose. Given that Diddy and Fox are very fast and Bowser is very slow, this should be easy anyway. Just beat him like you'd fight an everyday character to end this level. After a scene, Fox will join your party. Stage 7: The Ruined Zoo Characters available: Lucas, Ness, Pokemon Trainer (Squirtle only) Enemies: Primid, Buckot, Boom Primid, Auroros, Floow, Bytan, Glunder, Borboras, Ticken, Fire Primid, Part 1: In this part, you only have Lucas and must run from the statue. Do not fight the statue; you cannot damage it. Just keep running until you get to an epic scene and the boss. Part 2: Take your pick between Lucas and Ness. Lucas is strictly better for the boss, but you won't have Ness again for a long time so you should pick him anyway. Porky also has a detailed write up in the Boss Battles section, but for the purposes of the story, you should just not stay too near to him but close enough to tear him apart with your aerials, back with Ness and down with Lucas. Both Lucas and Ness would pretty much be committing suicide on the ground so don't bother. If you feel bold, try jumping on top of him and unloading with your forward smash. Get the stickers, watch the awful scene that not only robs you of one of the coolest characters in the game but causes me to ask some questions about Wario I don't want to be asking. Anyway, I guess we have to move on to the next part. Part 3: I really think Squirtle is better here (Pokemon don't get exhausted in Subspace Emissary), but use Lucas if you feel like it. You have a long area here in which you must fight your way to the right. The only really notable thing is that the Floow enemies make their introduction here; be sure to attack them very aggressively to prevent them from causing big damage to you. Yes they constantly heal if not at full health, but they only attack if at full health so it's a trade off. Enter the building you come across to continue in this increasingly lengthy level. In here, head right and kill a massive number of Bytan to open the path forward. Jump up the platforms to a yellow box continue right after that to a door which you should enter. Head right here, and just as you reach the end of the first building, drop down and enter a door to your left. In here you'll find a yellow box and a blue box with two Maxim Tomatoes. Exit the way you came and go right through some more fighting to the end of the level though you can find a blue box with a trophy if you check under the right side of the platform with the forced fight. After this, Lucas and Pokemon Trainer (Squirtle only) will join your party, and no, you won't unlock Ness by the Subspace Emissary method now. You don't unlock Ness until you see him again much, much later in the story. Stage 8: The Battlefield Fortress Characters available: Marth, Meta Knight, Ike Enemies: Primid, Sword Primid, Armight, Borboras, Roader, Spaak, Scope Primid, Buckot, Greap, Autolance, Poppant, Feyesh, Fire Primid, Towtow, Nagagog Part 1: To start off, this stage is super long. It's the longest stage in the game other than the last one. However, you get to use Marth who is a fantastically powerful character; even those who were awful with him in the previous game should find him a quick and powerful answer to pretty much everything. Start by running to the right and along the linear path until you see a key right next to a door. Do the sensible thing and run into the door with the key to unlock it and continue along that path past the Jyk and into a standard red door. Grab the Heart Container and the yellow box and then exit and continue left and down until you have a choice to go up or down. Go down to claim a Stock Ball and then continue left until you can enter a door. Use any of Marth's long range moves to hit the switch on the other side of the barricade and then continue left past the swarms of enemies until you see a scene. Part 2: I prefer Marth, but feel free to pick Meta Knight if you want. You just have to beat a swarm of enemies while a slight wind pushes you left so do that. Late in the fight you will see a Greap alongside a bunch of enemies; you can simplify fighting the Greap by luring him to the left edge and just knocking him off. Afterward you get to run to the left some more so do that. After a forced fight, you'll come across your first Autolance. Kill it to be rewarded with a Stock Ball. Continue left a bit more to an auto scrolling section. You'll see a trophy, sticker, or CD under a ledge here so be sure to grab that! After loads more of fighting and moving to the left, you'll reach a door you should enter. Drop down, ride the mine cart (it doesn't matter if you jump out before the spikes so don't bother) and enter the door. In here ride yet another mine cart to find a yellow box and a blue box with some stickers. Run back left and go back through the door and then proceed right. After some more fighting and more mine carts (since we all know Fire Emblem was renounced for its mine cart segments), you'll reach a door. Speaking of those mine carts though, do have the good sense to jump out of them before they go careening into a pit. That would be a tragic way to die. Once back outside, run right just a bit to trigger another scene. Part 3: Ike has joined your merry band of swordsmen, and you have yet more fighting to do. I would stick with Marth, but if you crave a new face, feel free to try Ike. I warn you now that he's super slow and generally really awful when used in Subspace Emissary since slow and powerful doesn't help against swarms of weak enemies or in platforming areas. The Nagagog may seem like a serious threat, but it really isn't. Just pound on it for an easy kill. Just run a bit more to the right for yet another scene and to finally end this long, long level. Afterward, Marth, Meta Knight, and Ike join your party, and Marth is unlocked for normal play. You'll see a scene with Luigi and King Dedede too, but don't get too excited as you don't get either of them for a very long time. Stage 9: The Forest Characters available: Link, Yoshi Enemies: Primid, Sword Primid, Puppit, Bucculus, Boom Primid, Trowlon, Auroros, Ticken, Feyesh, Fire Primid, Mite, Shellpod I prefer Link here, but feel free to use Yoshi if you want. Start off by running to the right and then drop down between two trees at the first possible point. Head left to a door, and loot the yellow box and Heart Container. Exit the room and then continue right, grabbing the blue box near the base of the last tree after you reach the ground. More running right and more fighting will get you to a door. In this area, you'll first meet Trowlons who try to drag you off the top of the screen but aren't really dangerous at all except on Intense. This is definitely the best place to go for a Trowlon trophy if post game you don't have one (and you probably won't) so keep it in mind. Either way, fight your way right for quite an uneventful while until you reach some blocks you can detonate. Do so and continue on the lower path to find a yellow box. The last set of exploding blocks reveals a door you should enter. Just head right here. There are some pink balls on tracks you can use to make this really easy, and you can use two in a really obvious ways to pick up a Stock Ball and some stickers. When you get to the end of the road, hit the switch to make some platforms, head up, and then use a projectile to hit the next pink ball to safely break open the path forward. After one more forced fight, you'll see a scene and end the level. Link and Yoshi join the party now. You also see a scene with a box, but it's such a clever disguise that you could never guess that there just might be someone inside. Stage 10: The Research Facility (left) Characters available: Zero Suit Samus, Pikachu Enemies: R.O.B. Sentry, R.O.B Blaster, Roturret, Glunder, Bytan, R.O.B. Launcher, Metal Primid Part 1: Get acquainted with your new character, and then exit through the door to the right. Take the elevator up one level and head right to find a yellow box. Take the elevator to the highest floor and exit via the door to the right for a scene. Part 2: I prefer Pikachu, but it really doesn't matter too much. Just head right to a door to find yourself in a rather large room. The first door in here you want to take is the lower right one. Head right until a fork and head right to find a key. Then go left and up through a locked door and to another fork. The lower path is wrong; go up and right to another key, but ignore it and continue right over a pit to find a yellow box. Make your way back to the key and then back to the locked door at the fork. Go through, hit the switch, and backtrack to the large room. You will probably want to grab the Stock Ball in the upper right corner of the room before you go any farther, but you need to exit via the door on the middle right. Here just ride the moving platform, hit the switch, and then backtrack to the large room. It's pretty simple. Finally exit the large room via the upper left exit. It's pretty linear for a while so just press onward through the enemies and the door. You can wall jump up through the vertical shaft for a Heart Container if you want, but otherwise you should just press right to the exit. Just be sure to use your projectiles to destroy the mines (which aren't enemies and can't be snagged with a Trophy Stand), and don't use projectiles on the Metal Primids who reflect them. They are generally obnoxious enemies, but powerful multi-hit attacks like Pikachu's down smash make quick work of them. After you go through the door, you'll be treated to a scene, and Zero Suit Samus and Pikachu will join your party. Note: Your party will be shaken up quite a bit after the next stage. You will lose whichever princess you had, but Mario, Link, and Kirby's groups will be consolidated. You probably noted that you had seven different groups at this point; consolidation was inevitable. Stage 11: The Lake Shore Characters available: Mario, Pit, Link, Yoshi, Kirby Enemies: Bombed, Mite, Ticken, Greap, Spaak, Bullet Bill, Bucculus, Shaydas, Feyesh, Part 1: Things start off by Kirby doing a fine job of ensuring you lose your princess; I hardly even blame Bowser as Kirby just made it too easy for him. Regardless, before the shadow version of the princess can take out a few characters with the trophy gun, the opposite group interrupts her. That is, Zelda gets interrupted by Pit and Mario, and Peach gets interrupted by Link and Yoshi. Of course, this means a fight. I prefer Pit and Link, but it's just a standard 1v1 brawl so pick whoever your favorite is. You get two stock for this so it's really easy. Also, just to note, in this fight and the next one there is a walk off ledge to the left you can abuse with back throws for easy, quick kills. Part 2: There's been a bit of a misunderstanding here... Anyway, you now have to fight the opposite group, and this scene is way cooler if you just fought Zelda. Seriously, Link's attack on Mario was brutal! It's a 2v2 with the AI taking whoever you don't pick, and the AI can do most of the work for you even if you really suck so don't worry about it. Just win the fight for another scene. Part 3: It amazes me how little Mario is concerned about Luigi; he seems only worried about Peach. Of course, no one but Lucas cares about Ness at all, and Lucas isn't here. Anyway, you have a full group to pick from and then some; you get to omit a character. Pit and Kirby's amazing aerial abilities really do make subspace levels in general much easier so I'd give them top nods, and Link's sword lets him safely tear apart subspace enemies so you should bring him. I think Yoshi is a bit better than Mario, but in either case, that should be the last character you pick. In either case, just fight to the right. Watch out for the Bombed as they can be pretty tricky; projectiles and careful attacks after they throw their heads are best. Either way, after a bunch of fighting and a ride, you'll reach a door you should enter. The next area is an auto scrolling area, but watch out as it has a yellow box. You'll find it shortly after the area with the falling floor; be at the front of the screen when the time comes. Otherwise, just enjoy the simple ride and enter the cave for a scene. Part 3: Again, I'd suggest Pit and Kirby first, Link second, and either Yoshi or Mario last. Just progress along the linear path and through a mine cart to an area with water. Break the obvious blue box for some food you probably don't need, and then go right a bit and straight up to be presented with a fork. Keep going up instead of right and enter the door to your left hidden behind the blocks. You'll find a yellow box in here as well as a blue one with some stickers. Go back the way you came and then go right at the fork. Be careful of the hot pillars as you move right, and when you find a key, use it on the topmost door. There is nothing but unnecessary pain to get another key on the other two paths. When a Shaydas attacks you, be sure to stop and kill it instead of running past as its death will make a door appear. Yes, this is the only place in the entire game a secret is hidden like this. Either way, enter the door to find a room with another yellow box as well as a blue box with a heart container. Exit the way you came and continue right. From here on, the path is linear. Fight your way through to a door, and go in to discover a blue box with some stickers and a yellow box right next to the golden door. After entering, the stage is complete, the parties are consolidated, and you get to see a few scenes. Level 12: The Path to the Ruins Characters available: Lucas, Pokemon Trainer (Squirtle only) Enemies: Shellpod, Boom Primid, Puppit, Primid, Gamyga, Borboras, Fire Primid, Armight, Glire, Nagagog, Scope Primid, Part 1: Both Lucas and Squirtle are great so you really can't go wrong here; I'd prefer Squirtle, but the choice is yours. In either case, progress right along the linear path through some blocks and up an elevator. You'll then encounter two Gamyga who are quite possibly the most dangerous common subspace enemy. You can pound on the bases to break them and lower them and then beat up the head, but a better strategy is to just leap over the one on the right and run onward. Jump down the third pit out of four to find a door; the other three lead to death. This room contains four nooks with items in them (trophies or stickers). Be sure to loot all four and then exit the way you came. Go back up the pit via the platforms and then proceed to the right. There's a yellow box in plain sight here; be sure to grab it. Continue right until you find several things launching fire from the floor. Just carefully jump past them and use the switches to temporarily deactivate them. If you're using Lucas, Pk Thunder helps with this a lot. When you see the Armights and the down arrow, do the only sensible thing and go up to find a yellow box. Head down to a fork, and then head left for a stock ball. From here it's straight linear to the right with plenty of forced fighting and fixed platform riding thrown in but nothing hidden or particularly interesting. After the elevator ride up, head left for a blue box with some stickers and then right for a door, a small amount of extra running to the right, and a scene. Part 2: It's time to beat up Wario for what he did to Ness. I prefer Lucas for the effect, but do whatever you want. You actually get four stock just to fight Wario; it's nearly impossible to lose. Due to the weird level layout, you'll either have to kill off the top with an up smash or lure Wario near the sides to kill him that way. The latter isn't as easy as it sounds as Wario's AI is stubborn. Either way, victory will remove the threat of Wario for the remainder of the game and end the level. Unfortunately, Ness is still gone. This makes Lucas sad, but Pokemon Trainer wants him to cheer up and get ready for his labor to be exploited a bit more. Level 13: The Cave Characters available: Mario, Pit, Link, Yoshi, Kirby Enemies: Goomba, Paratroopa (red), Hammer Bro, Koopa (green), Paratroopa (green), Shellpod, Glire, Bullet Bill, Bucculus, Giant Goomba Evidently digging through the rubble never occurred to anyone; they could have saved Ness, Luigi, and King Dedede right now. Anyway, follow the standard course and pick Pit and Kirby first, Link second, and Mario or Yoshi last. Progress along the linear path while avoiding various fun obstacles such as falling rocks and ceilings until you've just beaten a group of enemies atop a ladder. After this you'll have to outrace a bunch of pillars that are just waiting to give you a crushing death. Right before you get ready to outrun the third one, stop. Bait it to move and back off to the safe area so you can watch it pass. This will reveal a path upward to a door. Inside you'll find closing in walls, a yellow box, and a blue box with stickers. You can always come back in if you can't get both in one pass, but do get that yellow box. Exit the way you came and this time race down against the third moving pillar. Do note that there's a yellow box on the bottommost platform here; be sure to snag that at the safest opportunity. Continue along the linear path for a while. You'll see some stone walls coming at you, but if you just play it safe and jump through the gaps carefully, you'll be fine. This leads to a door which sends you to a lovely room where you just have to get a key a short distance to another door. Pit and Kirby can just fly over, but the other three will have to carefully position themselves to the left of the dropping spike platform so they can cross the room safely. The fog here hurts you so hit the switches to dispel it. Either way, this level is so linear it blows my mind. Just go the only way possible for a ways until you hit a bit of a fork. Just go low, hit the switch, and then rush through the upper path. After a bit more forward progress, you might find yourself stumped by a switch in the middle of a fog. You can just take some damage to run over and hit it, but a safer plan would be to hit it with a projectile. Yes, the beam from Kirby's Final Cutter works. More boring linear progress ensues until you find a switch that opens the path to a door above you. Quickly make your way into that door as it's a side area. In here there is a safe yellow box and a dangerous blue box. Grab the yellow one, and then hit the blue one from the air. Landing on the platform it is on causes it to crumble, but you should be able to collect a few stickers from the air if you're precise. Exit the way you came, head right a bit, and go through the golden door to end this level. The scene here makes a bit more sense if you rescued Zelda in the beginning; Mario stopping his attack for Peach just seems far more reasonable. Level 14: The Ruins Characters available: Lucas, Pokemon Trainer (Squirtle only at first, Ivysaur joins midway) Enemies: Borboras, Floow, Mite, Glire, Roturret, Fire Primid, Metal Primid, Bytan, Autolance, Armight, Shaydas, Towtow Part 1: I prefer Squirtle as usual, but it really doesn't matter too much. This is a super long level so you'll probably be seeing both before it's over. In either case, follow the simple path until you reach an area with expanding and retracting ceilings and floors. Progress through here with caution, and be sure to carefully grab the trophy off the fleeting ledge next to the Jyk. In either case, things are simple and uneventful until you reach a blue box with a Stock Ball in it. Jump onto the platform to the right to ride through an interesting circular area where the Roturret in the middle and the Floow try their hardest to make things hard. Just stay low and fight off the Floow as best you can until you can get off on the right side. Jump down the shaft here, and hit the switch on the right. The floor will drop, and you'll discover a door. The other two switches only lead to danger; don't hit them. The next section is auto scrolling so I needn't say much. However, there is a yellow box here that's quite easy to miss. It's on top of the second set of breakable blocks. Do yourself a favor and break through them near the top to make sure you get to it. Even if you die grabbing whatever drops, it is worth it. Be sure to enter the first door you see as you go down the shaft with the spikes as it's a side area. Grab the two blue boxes for some stickers and a Heart Container and then exit back the way you came, fall down, and head to the right for a scene in which you acquire Ivysaur. If you're using Pokemon Trainer you automatically switch, but you don't get to reselect characters or refresh stock. Continue to the right through more linearity and switch hitting that's actually really simple (just hit all of them and keep running right) until you reach a Roturret. Kill the Roturret first, and then hit just the right switch to reveal a door. Doing this wrong can prevent you from being able to find the door so don't experiment. In here you find a simple room with a Heart Container, a yellow box, and a blue box with some stickers. Exploit all and go back the way you came for some more fun running along a linear path to the right to enter a door. Part 2: You get your stock refreshed, but you don't get to reselect characters. Whatever, just beat Charizard in a 1v1 in which you have four stock. You could be brain dead and still do this one. After this, the level is over, and Pokemon Trainer now has all three of his Pokemon. Level 15: The Wilds (left) Characters available: Marth, Meta Knight, Ike Enemies: Scope Primid, Primid, Buckot, Gamyga, Trowlon, Bytan, Roader, Armank, Auroros, Mite, Towtow, Boom Primid, Big Primid, Bombed, Galleom Part 1: I really prefer Marth due to how he's generally good at everything, but Meta Knight is also solid. Ike's sloth will only make this hard on you, but at least he kills pretty much everything instantly. Either way, the first part is 100% linear fighting so just do that until you exit a cave. Climb the ledges to your left to find a door you should enter. In here, you find a yellow box and a blue box with some stickers. Exit the way you came and just head right through more linearity, being sure to grab the incredibly obvious yellow box on the way. After much fighting, avoiding mines, wind, and auto scrolling, you'll find a door to enter. On the way, you'll find your first Armank. In order to defeat these, you must attack the green ball in the center. When the claw comes out, attack it to force the Armank to reveal the green ball again. I'm sure this will shock you, but the path is completely linear for a while with nothing you haven't seen before until you reach some barrel cannons. If you didn't notice, the level design has been deteriorating for a while. Anyway, once in the barrel cannons, you can go for the green box with a heart container by generally navigating left and down at every opportunity. It's really not hard at all. You need to either make your way to the three barrel junction from which you can launch yourself right to the door or just generally launch yourself high enough to fly there with Meta Knight. Enter the door to discover a yellow box that seems like you need to take a circular path to get to it. Ike and Meta Knight can actually just use their full set of jumps and up specials to get up there, but Marth has to take the long route. Either way, exit the way you came, and avoid the barrel cannons by just hugging the right wall. If you miss the timing, you just need to stick to the lower and right barrel cannons to make it onward. Enter the door, enter the next immediately obvious door, and meet up with a boss. Part 2: I again suggest Marth, Meta Knight, and then Ike, but the choice is less big now since Ike's great power is a real boon here. Marth and Meta Knight should stay relatively low to Galleom's feet and hack away with their aerials. I prefer neutral with Marth and forward with Meta Knight, but any will do fine. Ike should abuse Aether and his aerials in a similar manner (neutral and back are the fast ones), but anything he does will just rack up massive damage. If you want to know more about Galleom's attack patterns, read his section in Boss Battles. He's a pretty easy boss so have fun with him. Level 16: The Ruined Hall Characters Available: Lucas, Pokemon Trainer Enemies: Galleom Yep, you get to fight him again, but he's way easier. Pick Pokemon Trainer; he always leads with Charizard. Jump at Galleom and use Rock Smash (forward + B). Repeat a few times for an easy win. It's your good fortune that Charizard is the game's ultimate boss killer, and they just happened to give him to you in time! This is also the whole level. If you ever want to Trophy Stand Galleom, you know which level to do it in. Also, after this level, Lucas and Pokemon Trainer will join up with Meta Knight's group which is handy to know if you're in the mood to replay some levels. Level 17: The Wilds (right) Characters available: Mario, Pit, Link, Yoshi, Kirby Enemies: Shellpod, Feyesh, Bucculus, Borboras, Mite, Armight, Puppit, Ticken, Nagagog, Trowlon, Scope Primid, Primid, Sword Primid, Greap, Bytan, Spaak, Roader This is a really boring level that really had no reason to be in the game. Anyway, you know what my character suggestions are for this group by now so keep them in mind. Head right and fight for a while until you reach a moving pink ball after a Borboras. Destroy what you will, but be mindful of the second moving shortly thereafter. Destroy the left column of blocks to open the way to a few stickers which you should quickly grab. Continue to the right until you find some elevators. Just move the middle one upward, move off of it, and then leap down where it used to be. Watch out for crushing deaths! Enter the door, grab the yellow box and blue box with a Maxim Tomato, exit the way you came, and take the left elevator this time. Fight right a bit to a door you should enter. Ride a platform and follow a linear path for a while until you are riding a moving platform and see another one. Switch platforms as sticking to the first one is a fatal mistake. Continue along the linearity until you hit a fork (gasp, non-linearity!) and go left to find a yellow box. Then head right to end this very dull level. If you think I was overly minimal in my descriptions, try not getting hit, avoiding the spikes, and not letting the wind mess you up. There are only so many ways I can say "run on one path and don't die". Level 18: The Swamp Characters available: Diddy Kong, Fox, Falco Enemies: Goomba, Koopa (green), Paratroopa (green), Hammer Bro, Puppit, Bullet Bill, Poppant, Floow, Paratroopa (red), Borboras, Feyesh, Boom Primid, Giant Goomba Part 1: Okay, this level is more fun than the last one largely because you get a new character here. I suggest leading with Diddy Kong, but it's not all that important. Anyway, start off with some linear progression to the right. When you see the first leaf in the updraft, jump into the pit and fall to the right to find a yellow box. Break to the right and follow a linear path to a door. Head to the right some more along a linear path until you see a blue box. You have to jump down and use either the forward or up special of your character to get there; in both cases, I find forward easier and more stylish. It contains a Heart Container which you might not need, but will your pride let you pass it up? Continue along the linear path, fight some more, grab the stock ball, continue some more, and enter the first door you see. Grab the two obvious Maxim Tomatoes in the blue box, and then jump up in the wind to find a yellow box in the upper-left corner of the room. Go back the way you came and follow the linear path to a door and a scene. Part 2: The good news is that Falco has joined your merry band. The bad news is that you have a giant shadow Diddy to take down. This thing is HARD. It's probably the single hardest fight in the game, and I'm not even joking. I suggest leading off with Fox, then Diddy, and then Falco. Fox is the best at killing this thing so you'll want him to be the character you use twice. Just stay relatively low to the ground and pound on it with aerials. Rely on your shield as this thing hits super hard and kills you really easily. Spend your first three stock racking up damage, and then when you get Fox back on the last stock, try to take it out with an up smash. It had to be at over 400% for me to be able to kill it off the top this way, seriously. Part 3: I like Diddy Kong more than the space animals, but take who you will as the worst is over. The first room is a long, linear, and super easy area so just plow through it. In the second area, continue right until you find a Borboras and a Paratroopa (red). Use the springs here to launch up high and get a yellow box. The blue box you see soon afterward contains a Stock Ball so be sure to grab it. After you break through some blocks, drop down to find a door with a blue box containing stickers, a Heart Container, and a trophy hidden inside some blocks (there's a bomb block underwater). Loot everything, go back, and follow the linear path to the right to a door. In the last area, you just have to move to the right, and there are no secrets. However, be careful as sometimes nasty barbed plants will shoot out of the water at you. If you watch the water, you can see them coming so avoid them. Exit via the golden door to end the level. Falco not only joins your party now, but he's unlocked for standard play as well. Level 19: The Research Facility (right) Characters available: Zero Suit Samus/Samus, Pikachu Enemies: R.O.B. Sentry, R.O.B. Blaster, Glice, Sword Primid, Roader, Buckot, R.O.B. Launcher, Cymul, Autolance, Roturret, Primid, Scope Primid, Ridley Part 1: This level is nothing special, but at least you get to fight another boss at the end of it. I suggest picking Pikachu, but Zero Suit Samus is fine as well. Anyway, the platforms move away when the lights are off and contract when the lights are on so keep the lights off unless you need to move platforms. Otherwise just progress to the right until you come to a ladder. Here, hit a switch and rush down the ladder to enter a door on your left. If you are too slow, the platforms will be in the way, and you won't see the door. The door leads to a side area where you find another yellow box and a Heart Container. Snag both, leave the way you came, and then take the door to the right to progress. Fight your way through another hallway to a door that leads to a scene. Part 2: Evidently the Shadow Bugs can even copy an empty Power Suit. That's really fair. Anyway, I would take Zero Suit Samus just to suit the mood, but it's just a 2v1 fight so you should be fine either way. You get a whopping four stock so there's no real need to be worried; you can fight like garbage and still win. Either way, after you win, Zero Suit Samus puts her clothes back on, and you get to move on. Part 3: Despite all the effort you went through to get Samus, I still prefer Pikachu. Does that make me a bad person? Anyway, progress along the linear path until you encounter a large number of blocks you need to break. Break downward on the left side to find a trophy hidden in that mess. Either way, other than that little easter egg, this room is just linear progress to the right so follow the set path to the door. If the moving platforms prove hard for you, I suggest you ignore the switches on the side and just jump while they're moving. Stopping them by hitting the switches actually makes this harder. This next room is incredibly obnoxious. Start by hitting the switch and riding the platform to the next ledge. Climb up the ladder, hit another switch, and ride the platform on the right, but be sure to jump off when the screen locks. After winning the fight and claim the Stock Ball, head to the right, jump on the platform, and then jump off again at the first ledge on your left. Destroy the blocks and walk left to a door. Inside you'll find a nasty side room with a yellow box at the far end of it. Use projectiles to stop the blocks and quickly move over them. Expect to take some hits, but the yellow box is worth it. Exit the way you came, climb the ladder to the right, hit the switch, and get ready to jump on that platform again. Read ahead and understand what's about to come well. Jump on the platform to your right, ride it, and jump on the first platform to your left. Now ride it until it starts moving upward and then go to the platform on your left. Almost immediately after hitting that one, you need to jump to the left to yet another platform that will pass under the door you need to enter. If you ever feel the need to replay this level (and if you want the boss trophy, you probably will), I strongly suggest you use Pit or R.O.B. and just abuse their flight here. In the next room, enter the lower warp (which is just a fancy looking door when you get down to it). Win the fight, continue to the right, go up the next room to another warp, and then ride left past the first warp to a second one. Hit the switch, and then backtrack to the warp you passed up and take it. You'll drop down a shaft and land right next to a yellow box you should plunder. Exit via the warp to the left, take the door, grab the Heart Containers from the blue box, and get ready for a boss. Part 4: That was a pretty cool scene, was it not? We can only speculate that Pikachu knows Hidden Power Ice if he's so confident in taking on a draconic foe. Anyway, Ridley is really easy with either character. With Pikachu, you just hover off the ledge to a bit on either end and hit Ridley in the back with aerials, especially the back air which does great damage. With Samus, you can do the same, but it's also plausible to sit back and spam Super Missiles which will make you think you are playing a Metroid game. The Boss Battles section has more tips if you need them, but don't worry, Ridley is a very easy boss. After this level, Samus will "join" the party, but she's really just a transformation for Zero Suit Samus who you had all along. If you want to start levels with Zero Suit Samus, you can use the c-stick while hovering over Samus's icon. The same trick can be used to start with Sheik and the Pokemon Trainer's different Pokemon when applicable. Also, as a public service announcement, I'm going to say that if you have a heart condition or general aversity to awesomeness, you shouldn't watch the cut scene that plays at the start of the next level. Level 20: Outside the Ancient Ruins Characters available: Captain Falcon, Olimar, Donkey Kong, Diddy Kong Enemies: R.O.B. Sentry, R.O.B. Launcher, Shellpod, R.O.B. Blaster, Roader, Gamyga, Auroros, Primid, Scope Primid, Sword Primid, Trowlon, Bombed, Shaydas, Spaak, Metal Primid, Part 1: Okay, after you recover from the sheer joy that scene doubtless brought you, you have to pick a character. I strongly recommend Captain Falcon, and it's not just because he's awesome and manly (though he is). Olimar just isn't any good in Subspace. He has plenty of attacks that are designed to do quick and surprisingly powerful damage, but he really has a hard time pushing dangerous enemies away from him. In a standard brawl, you might try something like a throw, but in Subspace, you need relatively strong, sweeping attacks which Olimar simply doesn't have. Also, Captain Falcon's knee is much easier to sweet spot in Subspace than in regular play due to the size of so many of the enemies so have fun with that. Anyway, run right a bit, drop through the obvious drop through ledge, and enter the door. Grab the falling trophy before it is lost to the pit, but you can always just exit and re-enter the room if you need another chance. Anyway, work your way back up to the ledge you fell through, go to the right, and break the blue box for a trophy that evidently can only be found from that particular blue box. I don't get why it's that way either, but just take it and move on. When you see some breakable blocks, don't break them and instead climb up for a door that leads to a side room with two yellow boxes and a trophy. Either way, get back on track and go right just a little bit more for a odor that leads to a scene. Part 2: This whole circumstance happened because Captain Falcon saw a monkey with a gun flying around shooting stuff and wanted to show us his moves. Anyway, character choice is largely player preference. Captain Falcon is not only awesome, but his speed and knee will let you quickly rack up kills. Diddy Kong should be very familiar to players by now which is a plus, and his all around attack speed outdoes even Captain Falcon's. Donkey Kong's ground pound and general power will also be handy; just don't pick Olimar. Don't worry about killing the Trowlon here either; they are counted as dead so long as you avoid them. this ends the level; if you want a fun challenge, go back and do it only with Falcon Punch. After clearing this level, Donkey Kong, Captain Falcon, and Olimar join your party. As you might have guessed, Captain Falcon is unlocked for standard play as well. As you probably didn't guess, you lose access to Fox and Falco. I really don't get why, but most people probably won't be replaying stages before they get them back so it probably doesn't matter. Level 21: The Glacial Peak Characters available: Meta Knight, Ice Climbers, Lucario Enemies: Primid, Shellpod, Boom Primid, Bucculus, Poppant, Ticken, Floow, Sword Primid, Metal Primid, Glice, Shaydas, Towtow, Spaak Part 1: Thanks for the distraction Fox. Anyway, I suggest Meta Knight here. I know the Ice Climbers are super cool and ridiculously powerful, but they have two big problems in this mode. For one, Nana getting separated from Popo is more likely and more catastrophic when you are fighting large numbers of enemies at once. For two, their triple jump automatically separates them so they move upward at a fairly plodding pace. That's pretty awful considering this entire level is vertical. Oh, did I mention this entire level is vertical? It's pretty cool and refreshing compared to everything before it. Start off by going up and fighting your way through the dangers. You'll notice that at every level with a flag there's a solid line of platform you cannot fall back through so don't leave anything behind. When you see a blue box in an alcove that looks like a nice, free item, watch out. Spikes come out of the wall to the right to crush you when you break the box full of stickers so be ready to grab them quickly and then flee. Otherwise, there's nothing notable until the door. In the second room, you mostly ride up a platform at a constant speed. There's not much to say other than to watch out for a yellow box near the top. You'll see a nook on the right side of the screen that is occasionally crushed by a wall of ice. There's a yellow box inside you won't want to miss! Generally staying near the top makes this easy, and don't stall around once you reach the top with the Metal Primids as a wall of spikes will crush you. In the third area, hop in the barrel cannon and influence to the right. There's a door behind some blocks here with another yellow box. After grabbing that, retreat to the barrel cannon and influence left so you can get on a nice, linear path up. When things get windy, look out for a door on the right. Inside, there's a nice puzzle. You need to get to the right side, but you can't sink that far in the water. The trick is to grab one of the metal boxes, jump in, and use the extra weight to bob under the icicle. You still float when metallic (against all logic) so be quick about it. Also, don't miss the stickers in the nook in the icicle here; they're non-obvious. After snagging the yellow box at the top of this room, get back outside and climb to the summit of the mountain to enter a door for a scene. Part 2: Lucario is supposed to be able to tell who is on his side so why does he want to fight Meta Knight? Anyway, you get to pick which side you are on, and it really doesn't matter too much. However, be warned that this gives you a different scene after you win depending on which you pick so if you're on a second playthrough, pick whoever you didn't pick the first time. It's just another one on one fight in which the game insults your playing ability by giving you many stock. In this case, you have three. Win the fight to end the level. Afterward, Lucario and the Ice Climbers join your party, and Lucario is unlocked for standard play. Also, Meta Knight is a jerk for just abandoning the Ice Climbers. Level 22: The Canyon Characters available: Mario, Pit, Link, Yoshi, Kirby Enemies: Primid, Boom Primid, Armight, Feyesh, Big Primid, Fire Primid, Puppit, Glire, Roturret This level doesn't follow my usual suggestions with this team as this is nothing but a fight against a bunch of enemies. This is the shortest non-boss level in the game so just go to town. I think Link is the best for beating subspace enemies in this group, and I'd really suggest leaving Mario behind. However, it's all up to you; just win the fight. After this fight, Mario's group merges with Marth's group. Level 23: Battleship Halberd Interior Characters available: Snake, Meta Knight, Lucario Enemies: Primid, Scope Primid, Sword Primid, Bytan, Armight, Cymul, Floow, Fire Primid, Glire, Mite, Shaydas, Autolance, Buckot, Roader, Bombed, Nagagog, Metal Primid, Towtow Part 1: Take a moment to get used to Snake as he's a very different character. Notice that you are going to have to fight mostly with tilts instead of smashes which will be new for you. Once you're done with that, head through the door. The next room is linear, but watch out when you see some falling blocks next to a ladder. Hidden behind the leftmost of those blocks is a switch that reveals a hidden door. Within you'll find a blue box with stickers and a yellow box. Get back on track, progress to the right a bit, and go through the door for a scene. Part 2: I guess Lucario is a genius if he saw through Snake's clever disguise. Anyway, I suggest either Lucario or Meta Knight over Snake for their quicker attacks, but do whatever you want. You will find yourself in a huge room with many paths. The goal is to hit switch in all the side areas to open a ladder down below. There are two Maxim Tomatoes in the middle to heal after the fighting in the side areas; use them as you need them. I'll cover the areas clockwise starting from the upper-right. Just head right and destroy the Bytan generator to reveal a switch. Hit it to complete this wing. In the lower-right wing, the generator is a Floow generator but otherwise the same story applies. After hitting that switch, head right instead of back to the center to find a jump through wall behind some breakable blocks that leads to a door. You don't get a switch for destroying the Glire generator in here, but there is a yellow box in the upper-left corner so you'll want that. Return to the main room and go to the lower-left alcove. This time the generator is Mites so destroy them and hit the switch to open the path forward. There's a path off to the left that leads to a blue box with some stickers so go there if you feel like it. Either way, head down the ladder from the main room to discover another yellow box and a door to the next area. The next room is just a fight so win to make the door appear and press forward. The room after is a straight linear path so just push through it to another door. In this fun room, you have to kill all the enemies. There's a Bombed right in front of you when you start so be sure to kill it. The next enemy is a Primid right up the ladder, and you can head down at the fork to discover a Nagagog. Continuing on this lower path leads to a Metal Primid after which you must return to the fork. Heading up from the fork reveals a Cymul and a yellow box in the upper-right. In the upper-left, there's a Towtow which is the last enemy in the room. After killing them all, return near the entrance to discover the path to the door open. The door leads to a scene. Part 3: It's a 2v1 fight with shadow princesses! I guess the game designers figured they'd already made these costumes for the earlier stage so they might as well reuse them. Anyway, since it's just a fight, pick whoever you are most comfortable with. You get four stock so you will easily win. After the fight, the level ends. Snake tells the women to mind their place and stay behind. While he's at it, Snake joins your party. He's even unlocked for standard play. Level 24: Battleship Halberd Exterior Characters available: Peach, Sheik Enemies: Mite, Scope Primid, Primid, Greap, Puppit, Feyesh, Buckot Snake said for Zelda to stay put, but he didn't say anything about Sheik! As per Peach, well, no one ever accused her of being a genius; she probably forgot what Snake said. Anyway, I suggest picking Peach here. Her floating is ridiculously useful for the platforming; she really makes this much easier. The very first room is nothing but floating to the right against the wind; have fun actually timing jumps with Sheik if you picked her (if you want a real challenge, switch to Zelda). The second room has a ton of mines; watch out. I suggest using turnips or needles to break the mines from a safe distance, but don't just go destroying every mine. Heading straight right from the start, the fourth mine you see is very important. Notice right above it there's a crack. This hides a yellow box which is very easy to miss; detonate the mine near the crack to get the prize. If you can't manage to hit it with a projectile up there, just jump at it and take the hit. Anyway, there are a few blue boxes at the peak of the upward path you passed by, but you can just head right though some platforming that floating makes much easier to the door that ends the room. The blue box you run under has a stock ball so you might want to grab that. The room thereafter is just a straight run to the next door. Enjoy seeing non-shadow versions of various enemies, but you can't actually interact with them in any way. The next room is a fight followed by a run to the right. Other than the Greap which is very difficult to avoid taking massive damage from (don't spend any time at all on those ledges above him), there's nothing really notable to say about it. The last room is just like the first room insofar as it's an easy float to the right, but watch out as if you stay high you will see a ledge to the left with a yellow box on it. Be sure not to miss it; the stage ends automatically when you make it to the deck of the Halberd. Peach reveals what an airhead she is in a rather amusing scene, both princesses join your party, and you regain access to Fox. Level 25: Battleship Halberd Bridge Characters available: Peach, Sheik, Fox, Falco, Lucario, Snake Enemies: Duon It's just a boss fight, but Duon is no joke. You will definitely want Fox; he's a great boss fighter all around. I suggest bringing Sheik as well so you can transform into the powerful Zelda; her forward and back aerials do a lot of damage to an easy target like Duon. Likewise, I'd really suggest against Snake; his array of slow attacks really do nothing for him here. Lucario will probably be doing more damage than Peach and Falco so I'd give him a nod, but between the remaining three it's largely preference. With Duon, you really have to be trying to do damage as quickly as possible as he's very difficult to avoid for long periods of time. Try to weave back after striking with aerials so you are less likely to get caught in his spin. For more detailed information about Duon, check out his section in the Boss Battles section. After this level, Mr. Game & Watch joins your party and is unlocked in all modes of play. As an aside, if you read the trophies pertaining to Subspace Emissary, you discover all of the enemies are actually made from the LCD fluid extracted from Mr. Game & Watch. Given the obvious mass of all of them and that this extraction seems to have had a negligible effect on Mr. Game & Watch, we can only wonder why he is so light in battle and why everyone around him doesn't get pulled in by his massive gravitational field. Anyway, in terms of other gameplay related things, Meta Knight's group is united with Peach's group, and you regain access to Falco. Level 26: The Subspace Bomb Factory (top) Characters available: Samus, Pikachu Enemies: R.O.B. Sentry, R.O.B. Blaster, Shaydas, Glunder, Sword Primid, R.O.B. Launcher, Borboras, Roturret, Bombed, Big Primid, Armank, Nagagog This is a really short level if you follow the right path. Of course, I'll tell you where to go to get the yellow boxes and such and otherwise guide you straight to the end. Start by going down three floors and heading left to a door. Enter this door, win the fight, snag the yellow box, and go back to the elevator. Take it to the bottom floor and head right to another elevator. Take this up two levels and head left. Hit the switch behind the boxes to make a door appear. Inside, you'll find an Armank that drops a trophy when beaten. Return to the elevator, go to the top floor, and head left. Kill all the R.O.B. and enter the door. In here, you must wall jump up the right side to reach a yellow box. After that, return to the elevator, go down three floors, and head through the door to the right. After a bit more fighting on the path to the right, the level will end. Level 27: The Subspace Bomb Factory (bottom) Characters available: Donkey Kong, Diddy Kong, Captain Falcon, Olimar, Samus, Pikachu, R.O.B. Enemies: R.O.B. Sentry, Cymul, Autolance, R.O.B. Launcher, Metal Primid, Buckot, Floow, Armight, Mite, Poppant, R.O.B. Blaster, Bytan, Fire Primid, Primid, Auroros, Ticken, Scope Primid, Sword Primid, Nagagog, Armank, Meta Ridley Part 1: First of all I should warn you that there's a secret area in this part that Donkey Kong and Olimar simply can't get to so you should lead with Diddy and Captain Falcon. Both are great so which one is up to you. Of course, if you plan on dying a lot, you might want to lead with the characters who can't reach it... Start by fighting to the right until the screen begins auto scrolling after a forced fight. Now, when you jump to the next set of rotation platforms, watch out. The platform behind the one you jump to on this rotation has a door you need to enter. Inside you'll find two blue boxes with health and stickers, but the real prize is to be had by jumping on the spring and attacking at the peak of the jump. This breaks an off-screen yellow box to reveal its precious contents. Exit the way you came and continue on the auto scrolling ride until you go through another door. In here, proceed to the right until you reach a ladder. If you are finding the dropping spikes difficult, shield them as they come down on top of you and roll to the right for a cheesy way past. There are three ways to go here. Just in case you're running low on stock, I'll cover the one with the character specific secret first. Head down the ladder and go left. Defeat the enemies to make a Stock Ball appear and continue left. Hit the blue switch and pay heed to the shaft to your left. Donkey Kong and Olimar can't do anything, but Captain Falcon and Diddy can use wall jumps and their triple jumps to ascend it to a door. Once inside, use wall jumps to get up to the bomb at the top to break all the blocks. This will reveal a blue box with a trophy and a yellow box. Exit the way you came and return to the ladder, this time heading right. Hit the green switch at the end of this path and then return to the top of the ladder. Go up, hit the red switch, quickly retreat down past the collapsing spike ceiling, and then go through the door you just opened. Head right along the only path until you reach a ladder. Climb it to hit a switch that makes the path forward easy, but don't take it and go left along this top route instead. Up here, you will find another yellow box. After obtaining it, get back to the ground and head right to where you'll see one of those launch pads on the ground. Don't touch it unless you like taking damage; carefully hop over it, hit the switch, and run right to an elevator. Head up to the top, go left to find a bunch of breakable boxes, break the farthest one to unveil a key, and take the key right as far as you can go through a locked door to a scene. Part 2: This would be more tragic if you didn't just get a ridiculously good party member. I might go so far as to say R.O.B. is the best character for the Subspace Emissary. Speaking of R.O.B., I strongly recommend picking him to get acquainted with him and his awesomeness. I like to bring Captain Falcon, Diddy, and Pikachu along for support in this fight, but really it's all about who you like fighting with most. For those unfamiliar with R.O.B., he can literally fly with his up special (limited time obviously) and kills pretty much everything with his amazing down smash. In the air, you can dice up enemies pretty efficiently with his forward air and up air, and yes he can attack out of his up special. Anyway, win the fight for another scene. Part 3: Captain Falcon has a plan evidently. Anyway, you'll mostly be stuck in downward auto scrolling here so falling and running quickly are more valuable than usual. That means that Captain Falcon, Diddy, and Pikachu are best, but R.O.B.'s ability to fly and easily kill everything is still useful. There's really not much to say about the auto scrolling other than the obvious advice that you should stay near the front of the movement so you don't make any dumb mistakes. When freefalling, avoid the purple platforms which will quickly lift you upward and make your way to the door at the bottom. In the next room, try to avoid the platforms to prevent the mines from hitting you. The bottom platform is very difficult to avoid; you probably want to try to roll past that mine or just shield it (R.O.B.'s amazing roll makes it easy to get past; someone like Samus probably wants to shield). Watch out when the auto scrolling continues. After going down the two ladders, there's a trophy on the ground in the right corner. This is very easy to miss given the enemies pouring out of the generator so be quick about snagging it. After that, it's a straight shot to a door which leads to some healing and then a boss. Part 4: Don't you love Captain Falcon? Evidently he can summon his ship by yelling for it. Anyway, time to pick a party for Meta Ridley. R.O.B. is a great choice due to his potent up air, and Captain Falcon can easily land knee after knee on Meta Ridley while simultaneously raising questions about who is piloting the ship. DK and Olimar will do massive damage to Meta Ridley thanks to their power, and Samus and Pikachu have some nice, strong multihitting aerials. Diddy at least has good aerial mobility. I guess I just recommended everyone, but you know who you want to use anyway. Anyway, just stay in the air next to him and hit him over and over again. Don't sit on the ship; that's a foolish choice. Whenever he does anything suspicious at all really, just jump as it's pretty much always safe. If he latches onto the ship, just pummel him to make him let go before he can do anything actually bad. If you need more tips, feel free to check out his section in Boss Battles. After the nice scene that concludes the level, R.O.B. will join your party and be unlocked in standard play, and all groups will unite. Something exciting must be about to happen! If you come back to trophy stand him, you will probably find him a real pain. The trick is to wait until he hovers over the platform for whatever reason (usually his rapid bullet attack) and to throw it then. Don't worry about the time limit at all; dying and having to redo the fight is way better than killing Meta Ridley without turning him into a trophy and having to redo the stage. Level 28: Entrance to Subspace Characters available: 4 from the party Enemies: Primid, Boom Primid, Floow, Metal Primid, Borboras, Spaak, Fire Primid, Armank, Greap, Big Primid This level is pretty much all fighting so pick whoever your favorites are. However, I should mention that just because this is your first chance to use him doesn't mean you should neglect Mr. Game & Watch. He's a great character who can easily massacre hordes of subspaces enemies with his amazing down smash and aerials. I also should iterate that you can use the c-stick to pick Zero Suit Samus, Sheik, and Pokemon Trainer's specific Pokemon if you want to; that could be very handy if you want those characters. If you're a really big fan of my character suggestions, you might want to know that I picked Mr. Game & Watch, R.O.B., Lucas, and Marth. Anyway, this level is just a linear fight to the right; there's really nothing to say about it at all other than to note that there's a trophy in the auto scrolling section after the Borboras. After the level is complete, enjoy the light show that results in you losing your entire party. Level 29: Subspace (left) Characters available: Ness, Luigi, King Dedede Enemies: Bombed, Glice, Feyesh, Towtow, Poppant, Trowlon, Big Primid, Bytan, Mite, Roader, Puppit Part 1: When the A team fails, the B team has to step up. We know this is the B team because Luigi is on it, of course. Anyway, Ness's "sparkle" attacks are really effective here, but really, all three characters are great choices. Pick whoever you feel like exploring and set out to rescue the rest of the party. Start by running to the right until you come to a door with the Samus trophy above it. Grabbing these trophies is how you get characters back into the party so be sure to get them all. Head through the door after reclaiming Samus and progress upward to another door which you should enter. Inside you'll find Pit, Falco, and a yellow box. Get back on the main path and make your way to the top to find Lucas and a door you should enter. Go left at the start of the new room to find the commonly missed Ike and your path upward. Donkey Kong is in plain sight up here so be sure to grab him. Head left, break the blocks, and enter the door. Grab Pokemon Trainer out of plain sight here and head left. You'll see Pikachu in a very precarious position. You need to detonate that block, grab Pikachu, and run very quickly back to the door. You will probably just die grabbing Pikachu, but it's worth it. Take the death if you have to, but get that trophy. Back on the main path, continue along until you see the Marth trophy in plain sight. From getting Marth, drop down and head left to a door. Use projectiles to destroy the absurd number of mines and snag the Olimar and Fox trophies before heading back out of this room. Head right a little more and go through the door. Jump across the falling blocks to another door, but don't go in. Jump down and do a running attack to plow through the blocks to open the way to the Mr. Game & Watch trophy. Go back up to the previous platform and enter the door for an auto scrolling section. Immediately hop up to the platform above you to grab the Diddy Kong trophy, run right to the Captain Falcon trophy, and enter the door. If you miss either trophy, don't worry as the room loops in circles. From here, grab the Mario trophy and continue along the linear path to a door and a scene. Part 2: Whoever would have figured Bowser wouldn't want to join your party? Anyway, it's a 1v1 where you have three stock so this should be easy. Just show him that that false king penguins with giant hammers are better than overgrown fire breathing idiot turtles. After winning this fight, the stage ends. Ness, Luigi, King Dedede, Bowser, and all characters you rescued join your party. Additionally, Ness and Luigi are unlocked for standard play. Level 30: Subspace (right) Characters available: Kirby, Kirby, and more Kirby Enemies: Bombed, Scope Feyesh, Feyesh, Sword Primid, Bucculus, Fire Primid, Spaak, Armight, Autolance, Primid, Shellpod, Glire, Ticken, Auroros, Bytan, Roturret, Gamyga I don't get why there's a Kirby only stage at this point in the game; haven't we had enough of Kirby for one game? Anyway, float up at the start to find the Peach trophy. Use Kirby's Final Cutter to detonate the mines, run forward, and grab the Zelda trophy. Ahead a bit, the Meta Knight trophy is in plain if difficult to get to sight, and down below him is a yellow box. Head right some more to a door and enter. Break through the blocks below you and grab the obvious Link trophy. Break through the blocks on the left, fall through, and grab the Yoshi trophy. Break through on the left to find the Lucario trophy and continue down. Win a fight for a Stock Ball and go through the auto scrolling to the right. After plenty of fighting and moving to the right, you'll find the R.O.B. trophy and the door. Continue to the right along the top path until you come across the Ice Climbers trophy. Smash the blocks, grab the trophy, and drop down to the lower path. Run to the right there to a yellow box, grab the contents, and work your way up to the path forward. Smash the blocks with the ridiculously circular block breaking ball to get the Snake trophy. After a very obnoxious forced fight with a Gamyga, run right to grab the Wario trophy, head right, and go through the door. Assuming you didn't miss Link or Zelda, Ganondorf joins here. Additionally, Kirby and all the characters you rescued join your party, including Wario who was new. That means you've gotten everyone you've seen so far in the game in your party! Level 31: The Great Maze Characters available: the party Before I list enemies, I'm going to tell you how the Great Maze works. The Great Maze is just about what you'd expect from this name. It's a giant maze in which you can actually view a map when you pause. The areas are all just rehashes of previous areas, and you have to find out of this shadow versions of all the characters you have (or don't have if you didn't rescue everyone) as well as all of the bosses over again. There are several save rooms you can use to save and heal at least. A few of the save rooms are alternate entrances to the level as well. I'll be listing enemies by the area they are similar to so if you want to use this place for trophy stands, the list will be of some use to you. Enemies (Skyworld): Goomba, Primid, Koopa (green), Glunder, Scope Primid, Trowlon, Poppant, Giant Goomba, Greap Enemies (Forest): Puppit, Shellpod, Primid, Auroros, Boom Primid, Nagagog, Armight, Buckot, Roader, Borboras, Gamyga Enemies (Battleship Halberd): Scope Primid, Buckot, Primid, Sword Primid, Bytan, Fire Primid Enemies (Zoo): Buckot, Ticken, Fire Primid, Roturret, Primid, Feyesh, Scope Primid, Bytan, Metal Primid, Towtow, Auroros, Gamyga Enemies (Jungle): Mite Enemies (Olimar's level): Ticken, Towtow, Shellpod, Auroros, Gamyga Enemies (Lake): Cymul, Hammer Bro, Paratroopa (green), Bytan, Bucculus Enemies (Research Facility): Sword Primid, Primid, Scope Primid, Fire Primid, Cymul, Big Primid, Bytan, Feyesh, Buckot, Mite, Borboras Enemies (Cave): Glire, Goomba, Hammer Bro, Paratroopa (green), Bullet Bill, Koopa (green), Bytan Enemies (Swamp): Puppit, Feyesh, Shellpod, Cymul, Hammer Bro, Buckot, Poppant, Autolance Enemies (Wilds): Big Primid, Buckot, Auroros, Gamyga, Hammer Bro, Bucculus, Roturret, Trowlon, Sword Primid, Bombed, Nagagog, Scope Primid, Floow, Armight, Borboras Enemies (Ruins): Floow, Roturret, Mite, Borboras, Shaydas, Roader, Scope Primid, Primid Enemies (Lake Shore): Armank Enemies (The Path to the Ruins): Roturret, Puppit, Borboras, Mite, Sword Primid, Primid, Big Primid Enemies (Glacial Peak): Scope Primid, Ticken, Glice, Feyesh, Spaak Enemies (Battlefield Fortress): Mite, Towtow, Fire Primid, Autolance, Borboras, Big Primid, Armight, Metal Primid, Glice Enemies (Center of the Great Maze): Tabuu Part 1: Pick whoever your favorites are by this point, but be sure to bring Charizard along for the bosses if you get into a tight spot. Go through the door at the start to find yourself right in the fight with Petey Piranha. After winning, you can head back and heal if you need to, but otherwise head through the door and go left. Enter the shadow door to find the shadow Pit. Ascend this area to find a yellow box and then go back to the door that leads to the arena. Continue to the right and go through the door. Head right to a door with shadow Kirby and then left and up to a yellow box. Continue up along a purple cloud to a door in which you will fight shadow Link. Head right a bit to a save point which will heal you which you probably need. Head right a bit more to a door, destroy the blocks, and head back the way you came. Grab the yellow box and go back through the door yet again and progress right. Go in the second door you see, break only the right column of blocks, and head back through the door. Head right to another door and enter it. Break through two blocks deep where the blocks are thick, head back through the door, and then head to the right. Break the bomb block, return back through the door, and head right to a shadow door in which you will find shadow Yoshi. After this, backtrack to the normal looking door you saw next to the bomb block you broke earlier and go through it. Head right for a ways until you find a yellow box. Continue right to a door which contains the shadow Diddy and then to a big junction room. The middle is a save point I suggest using. From here, enter the upper right door to fight Duon. Run right here to a door which contains the shadow Meta Knight. Head left here staying low until you find a yellow box. Go all the way to the left here to fight the shadow Ness. Retreat to the right a bit until you find a door under a ledge and enter. Run left and enter the first door for a save point. Continue heading left to a door and then farther left to a shadow door with Porky. Defeating him drops you back in the forest section from which you should run right back to the save point in the junction. Take the top right path again, but this time go down instead of right. Go down here and take the left route down a ladder at the fork to ultimate reach a shadow door with shadow Snake. Go back to the fork and take the right ladder down to an obvious yellow box and a door you need to enter. Head right to a save point and then take the elevator down one level, drop down the shaft, and grab the key to your left. Take the elevator back up, go through the locked door to your left, break some bombable blocks, and enter the shadow door to fight shadow Mr. Game & Watch. After winning, backtrack all the way to the save point at the big junction. This time take the lower right door. Drop all the way down to the bottom of this area to find the door to shadow Captain Falcon. Head all the way to the right here to fight shadow Olimar and then retreat back to the junction room. It's time to head the final direction, down-left. Make your way left and up to a shadow door with shadow Donkey Kong in it. This leads you to Tabuu’s area. Tabuu is the final boss, but you aren't allowed to fight him yet. Go back the way you game and go through the door below you to fight shadow Samus. Go right all the way to a key, and drop down here and enter the door to fight shadow Pikachu. Backtrack left to a locked door you inevitably saw on your way, and continue down the elevator. Head left for a save point, and then head through the door to the right. Hit the red switch and take the left door. Go left all the way here for a key that lets you get to the blue switch. Head back to the sealed shadow door and take the right available door. Go to the lower right corner of this room for a yellow box, and then ascend to find a ladder. There's a yellow box deviously hidden in the nook to the left, go up the ladder, hit the green switch, and enter the door to fight shadow R.O.B.. Backtrack to the previously sealed door and enter to fight Ridley. Head left for a save point, and then hit the switch to dispel the gas so you can take the lower left exit. Immediately check out the area above you to find a yellow box, and make your way to the left to find shadow Bowser. Make you way to the lower right door and take the mine cart to the far side of the room where you get to fight shadow King Dedede. Work your way toward a ledge near the top left corner of the room with a yellow box, and drop straight down and right just a bit to a door with the shadow Falco behind it. This leads to a room with an obvious yellow box and some much needed healing. Just like the exact same room in the real Swamp, you can find a trophy by detonating the floor. Back in the previous room, head left and enter a door. Head right all the way to fight shadow Fox. After that, head left all the way to fight Meta Ridley and end up back by a familiar save point. Head left and enter the upper left door this time to fight shadow Mario. Work to the upper left corner, enter the door, and work left through two consecutive rooms to reach Galleom. After the fight, you will find the final alternate entrance save point, and you should take the lowest exit to the room. Head right here to find the door with shadow Zelda. Head right through another room to reach Peach. Go left now over new ground and old, being sure to grab the trophy in the section with the blocks coming out of the ground that raise and lower, to a door containing shadow Pokemon Trainer who always uses Charizard. Continue right back to the save room, heal if needed, and begin heading up. Take the upper- left door to fight shadow Wario. Head right and take the elevator up. Jump into the third pit just like the last time, but this time it leads to shadow Luigi. Now head to the far left of this room for a door. Stick to the left side as you ascend the room for the last yellow box in the game. Continue ascending to find Rayquaza after which you will be back in the stadium. Heal up and take the lower-left warp in this room to return to the Ruins area. This time take the upper-right exit through which you will fight shadow Lucas. Ascend to the top of this room to find a door which leads to shadow Lucario. You'll find yourself back in the stadium again, but you can just turn around and go back down the mountain to the shadow door you passed up to fight the shadow Ice Climbers. Work your way to the lower-left corner of the new room to fight shadow Ike and then toward the right side. There's a save door near to that leads onward. In the next room, work your way left from the fork and go along the long path to shadow Marth. Work back to the fork and head right this time to the door with shadow Ganondorf. This also leads you to Tabuu's room, and all characters and bosses are beaten (finally!). Take the door in the middle for a scene in which a certain blue hedgehog introduces himself just in time. Part 2: You get six characters for the final boss. I heavily recommend Charizard and would give a good nod to Yoshi for his powerful down aerial, but otherwise, use whoever you are best with (Sonic isn't bad at all if you want to try a new face out). As per the actual fight, Tabuu's main trick is teleporting. He warps rapidly which makes getting clean hits difficult, and other than being patient and watching when he's going to stop moving, you can't do a lot about that. Most of you reading this section for help are probably having trouble with Tabuu's instant kill move where he shoots circles from his wings. The trick is to stand in the middle of the stage (or anywhere, the middle is just easiest to time) and spot dodge with quick timing to avoid all three waves. For those unaware of what that is, it's the technique you do when you hit down while shielding on the ground. Tabuu's number of attacks would be pretty daunting to cover here, but I went through it in great detail in his section in Boss Battles. Otherwise, enjoy the ending. Afterward, Sonic joins your party and is unlocked for standard play. Access to all previous levels is also granted. Post game: You will notice you only have 97% and never got three characters. These are hidden in the three levels that now have flags. The door to Toon Link is extremely early in the Forest. The door for Wolf is in the Ruins at the bottom of the elevator that went past the crystal spikes. Jigglypuff's door is in the Swamp soon after the shadow Diddy fight. You just have to win a 1v1 fight with those characters to unlock them, but if you lose, you have to redo the whole stage to get back to them. Now you should have a 100% file in Subspace Emissary, and I don't have to write about this ever again. XII. Challenge Board This board contains hints about how to unlock many different things in the game. This is how you unlock all the non-random, non-trophy stand trophies, stages, stage building pieces, non-random stickers, non-random CDs, and masterpieces. You get five golden hammers as you progress that you can use to break most boxes if you want, but before you get excited, you can't break the one for Boss Battles on Intense. I'm going to group these by the modes you unlock the items in and then secondarily by the types of items. I'll use a letter number coordinate system where letters represent rows while numbers represent columns. Anyway, onto the list! Multiplayer Mode: 75m stage: D4 Use Donkey Kong 20 times in brawls. Green Greens (Melee) stage: C12 Use Kirby 20 times in brawls. Luigi's Mansion stage: B3 Use Luigi 3 times in brawls. Big Blue (Melee) stage: A5 Use Captain Falcon 10 times in brawls. Jungle Japes (Melee): B19 Play Melee stages 10 times. Pokemon Stadium (Melee): B13 Brawl on the Pokemon Stadium 2 stage 10 times. Edit Parts A: B6 Brawl on custom stages 10 times. Underwater Theme (Super Mario Bros.) CD: C20 Brawl on the Mushroomy Kingdom stage 10 times. Dream Chaser CD: A29 Brawl on the Port Town Aero Dive stage 10 times. Ending (Metroid) CD: C13 Brawl on the Norfair stage 10 times. Multiplayer (Metroid Prime 2) CD: B5 Brawl on the Frigate Orpheon stage 10 times. Frozen Hillside CD: C28 Brawl on the Halberd stage 10 times. Power-Hungry Fool CD: D14 Brawl on the Castle Siege stage 10 times. Snake Eater (Instrumental) CD: B29 Brawl on the Shadow Moses Island stage 15 times. HIS WORLD (Instrumental) CD: A8 Brawl on the Green Hill Zone stage 10 times. Main Theme (Super Mario 64): D29 Play 50 hours of brawls. O2 Battle CD: D23 Collect more than 5,000 coins in Coin matches. Super Mario Bros. 2 masterpiece: B21 Have a human controlled Peach win 5 non- special brawls. Super Mario World masterpiece: D5 Brawl on the Yoshi's Island (Melee) stage 3 times. Zelda: Ocarina of Time masterpiece: A14 Use Toon Link 10 times in brawls. Smash Coins trophy: A19 Play 10 or more Coin matches. Tom Nook trophy: D30 Collect 1,000 coins in Coin matches. Tails trophy: D27 Exceed 30,000 combined walking distance with all characters. Kapp'n trophy: C8 Exceed 300 ft. combined swim distance with all characters. Timer trophy: D20 Play 30 hours of brawls. Ashley Robbins trophy: D10 Play over 100 hours of brawls. Party Ball trophy: C31 Get 500 or more KOs in brawls. Cracker Launcher trophy: C7 Get 1,000 or more KOs in brawls. Gulliver trophy: C1 Get 2,000 or more KOs in brawls. Subspace Emissary: Pokemon Center CD: A13 Get 200 different stickers. Ike's Theme CD: B15 Have Ike join you in The Subspace Emissary. F-Zero masterpiece: B30 Have Captain Falcon join you in The Subspace Emissary. Franklin Badge trophy: B14 Have Ness join you in The Subspace Emissary. Ancient Minister trophy: C17 Clear The Subspace Emissary. Dr. Eggman trophy: C14 Get 500 different stickers. Stickers trophy: D1 Get all 700 stickers. Classic Mode: Icicle Mountain (Melee) CD: B12 Clear Classic on Normal. Credits (Super Smash Bros.) CD: B10 Clear Classic on Hard. Running Chibi-Robo (Chibi-Robo) sticker: B11 Clear Classic on Easy. Striker Mario trophy: C16 Clear Classic on Very Hard. Crazy Hand trophy: D2 Clear Classic on Intense. Master Hand trophy: A31 Clear Classic with 20 characters. Paper Mario trophy: B2 Clear Classic with all characters. Creeping Chrysanthemum trophy: A26 Collect all character trophies. All-Star Mode: Tal Tal Heights: C9 Clear All-Star on Easy difficulty. Phyllis sticker: B17 Clear All-Star on Normal. Birdo trophy: D24 Clear All-Star on Hard. Dyna Blade trophy: A16 Clear All-Star on Very Hard. Mewtwo trophy: C25 Clear All-Star on Intense. Pichu trophy: A12 Clear All-Star with no continues. Gekko trophy: A7 Clear All-Star with 10 characters. Kyle Hyde trophy: D7 Clear All-Star with all characters. Plusle & Minun trophy: D15 Collect Final Smash trophies for all characters. Event Battles: Mario Bros. stage: A11 Clear Event 19 "Wario Bros.". Spear Pillar stage: C30 Clear Event 25 "The Aura Is With Me". Hanenbow stage: A20 Clear Event 28 "Flower Blooms in the Echoes". Road to Viridian City (From Pallet Town / Pewter City): C4 Clear Event 8 "Go! Triple Finish!". The Legendary Air Ride Machine CD: B28 Clear Event 13 "Dragoon Strike". King Dedede's Theme CD: A21 Clear Event 15 "The Hammer of the King". Hidden Mountain & Forest CD: D18 Clear Event 18 "Dark Link Duel" on Hard. Fire Field CD: C22 Clear Event 24 "Come On, Blue Falcon". Great Temple / Temple CD: D11 Clear Event 33 "Advent of the Evil King" on Hard. Song of Storms CD: B18 Clear Event 37 "The Pirate Airship". Star Wolf (Star Fox: Assault) CD: C24 Clear Event 38 "The Wolf Hunts the Fox" on Hard. Halberd trophy: C29 Clear Event 3 "Pink Ball Repulsion". Palutena trophy: D12 Clear Event 4 "Cleaning House in Skyworld". Red Pikmin trophy: B22 Clear Event 14 "Sproutrage of the Flower Pikmin". Target Test: Excite Truck CD: D3 Clear Target Smash level 2 in under 19 seconds. Title (3D Hot Rally) CD: A27 Clear Target Smash level 5. Apples trophy: B20 Clear Target Smash level 1. Stafy trophy: C18 Clear Target Smash level 1 with 10 characters. Super Scope trophy: C19 Clear Target Smash level 1 with all characters. Palutena's Bow trophy: A2 Clear Target Smash level 1 in under 15 seconds. Peanut Popgun trophy: C5 Clear Target Smash level 2. Pellets trophy: C6 Clear Target Smash level 2 with 10 characters. Blast Box trophy: C11 Clear Target Smash level 2 with all characters. Wario Bike trophy: D9 Clear Target Smash level 3. Ashnard trophy: C15 Clear Target Smash level 3 with 10 characters. Silver trophy: B25 Clear Target Smash level 3 with all characters. Ray MK III trophy: A23 Clear Target Smash level 3 in under 20 seconds. Rocketbarrel Pack trophy: C27 Clear Target Smash level 4. Musketeer Daltania trophy: A15 Clear Target Smash level 4 with 10 characters. King K. Rool trophy: D17 Clear Target Smash level 4 with all characters. Cardboard Box trophy: A3 Clear Target Smash level 4 in under 42 seconds. Outset Link trophy: B8 Clear Target Smash level 5 with 10 characters. Gray Fox trophy: D25 Clear Target Smash level 5 with all characters. Combo Cannon trophy: D8 Clear Target Smash level 5 in under 30 seconds. Home-Run Contest: Clu Clu Land CD: A4 Hit 1200 ft. in Home-Run Contest. Ai no Uta (French Version) CD: D31 Hit 37,500 ft. combined with all characters in Home-Run Contest. Boo (Mario Tennis) sticker: B4 Hit 900 ft. with one character in Home-Run Contest. Home-Run Bat trophy: B27 Hit 1,500 ft. with one character in Home-Run Contest. Sandbag trophy: C10 Use every character in Home-Run Contest. Bumper trophy: D19 Hit 15,000 ft. combined with all characters in Home-Run Contest. Xananab trophy: B24 Hit 24,000 ft. combined with all characters in Home-Run Contest. Shy Guy trophy: D22 Hit 30,000 ft. combined with all characters in Home-Run Contest. Golden Hammer trophy: A32 Hit 45,000 ft. combined with all characters in Home- Run Contest. Multi-Man Brawl: Multi-Man Melee 1 (Melee) CD: A25 Clear 100-Man Brawl in under 4 minutes. Mach Rider (Melee) CD: B31 Defeat 50 enemies in Endless Brawl. Ryuta Ippongi (Ouendan 2) sticker: A6 Clear 100-Man Brawl in under 3 minutes, 30 seconds. Liquid Snake (MGS: The Twin Snakes): D16 Defeat 10 enemies in Cruel Brawl. Pitfall trophy: C21 Clear 100-Man Brawl. Blue Alloy trophy: C2 Clear 100-Man Brawl with all characters. Green Alloy trophy: A22 Endure a 15-Minute Brawl. Yellow Alloy trophy: A30 Defeat 100 enemies in Endless Brawl. Red Alloy trophy: A18 Defeat 5 enemies in Cruel Brawl. Boss Battles: Subspace Bomb trophy: A10 Clear Boss Battles on Easy. Shadow Bugs trophy: C23 Clear Boss Battles on Normal. Dark Cannon trophy: D6 Clear Boss Battles on Hard. Porky Statue trophy: D26 Clear Boss Battles on Very Hard. Galleom (Tank Form) trophy: A1 Clear Boss Battles on Intense. Subspace Gunship trophy: B26 Clear Boss Battles with 10 characters. Jyk trophy: B16 Clear Boss Battles with 20 characters. Tabuu (Wings) trophy: D32 Clear Boss Battles with all characters. Unlock Other Things: Flat Zone 2: D13 Unlock Mr. Game & Watch. Green Hill Zone stage: C26 Unlock Sonic. Pirate Ship stage: A9 Unlock Toon Link. Menu 2 CD: A17 Unlock all characters. Princess Peach's Castle (Melee) CD: B7 Unlock all Melee stages. Excitebikes trophy: A24 Collect all Masterpieces. Walky trophy: B23 Unlock 50 or more hidden songs. Ballyhoo & Big Top trophy: B1 Unlock 75 or more hidden songs. K.K. Slider trophy: C32 Unlock all hidden songs. Baby Peach trophy: B32 Get 500 different trophies. Other: Edit Parts B: D28 Make 5 stages in Stage Builder. Edit Parts C: C3 Make 15 stages in Stage Builder. Donkey Kong masterpiece: D21 Exceed 10 hours of powered-on time. Banana Peel trophy: A28 Get 10 max combos in Training. Ouendan trophy: B9 Get 400 combined max combos with all characters in Training. I recommend having Falco or Kirby combo Bowser against the wall in a CD factory stage as described in section XV. Other Unlockables. XIII. Trophy List In this section, I will list every trophy grouped by series. All trophies are obtained either from the challenge board, trophy stands in The Subspace Emissary, completing Classic or All Star mode with a particular character, or randomly. The challenge board in its entirety can be viewed in the above section. All generic enemies and bosses from The Subspace Emissary can be turned into trophies with randomly spawning Trophy Stand items with the exception of Jyk who is invincible and thus is a challenge board trophy. Clearing Classic mode with a particular character will grant that character's trophy, and that is separate for all three of Pokemon Trainer's Pokemon, Sheik, and Zero Suit Samus. Clearing All Star Mode unlocks the Final Smash trophy for that character and is still separate for Sheik and Zero Suit Samus, but Pokemon Trainer must only clear it once as his Pokemon perform a Final Smash in unison. Random trophies constitute trophies that don't fit into the other two groups and may be obtained from the Coin Launcher, boxes in The Suspace Emissary, the rest areas in All Star mode or Boss Battles, the Pokeball Pokemon Celebi, or along the ground in Home-Run Contest. The only trophy that is not like this is the Hocotate Ship trophy which can only be found in the first blue box in Level 20: Outside the Ancient Ruins in The Subspace Emissary. Also, as a final note, there are 544 total trophies in the game. Super Smash Bros. series: Smash Ball Assist Trophy Stickers CDs Rolling Crates Blast Box Sandbag Food Timer Beam Sword Home-Run Bat Fan Ray Gun Cracker Launcher Motion-Sensor Bomb Gooey Bomb Smoke Ball Bumper Team Healer Crates Barrels Capsule Party Ball Smash Coins Red Alloy Blue Alloy Yellow Alloy Green Alloy The Subspace Emissary series: Primid Sword Primid Boom Primid Scope Primid Big Primid Metal Primid Fire Primid Glire Glice Glunder Poppant Bytan Roader Bombed Greap Bucculus Towtow Floow Auroros Buckot Jyk Famyga Feyesh Trowlon Roturret Spaak Puppit Shaydas Mites Shellpod Shellpod (No Armor) Nanagog Cymul Ticken Armight Borboras Autolance Armank R.O.B. Sentry R.O.B. Launcher R.O.B. Blaster Mizzo Galleom Galleom (Tank Form) Duon Tabuu Tabbu (Wings) Master Hand Crazy Hand Dark Cannon Cargo Shadow Bugs Ancient Minister Subspace Gunship Subspace Bomb Trophy Stand Stock Ball Key Super Mario Bros. series: Mario Mario Finale Bowser Giga Bowser Peach Peach Blossom Luigi Negative Zone Striker Mario Striker Daisy Paper Mario Paper Luigi Paper Bowser Paper Peach Wedding Bowser Wedding Peach Goomba Koopa Troopa (Green) Koopa Troopa (Red) Koopa Paratroopa (Green) Koopa Paratroopa (Red) Bullet Bill Giant Goomba Piranha Plant Lakitu & Spinies Hammer Bro Petey Piranha Buzzy Beetle Shy Guy Boo Cheep Cheep Blooper Toad Toadette Toadsworth Goombella Fracktail Wiggler Dry Bones Chain Chomp Perry Bowser Jr. Birdo Kritter (Goalie) Ballyhoo & Big Top F.L.U.D.D. Poltergust 3000 Luigi's Mansion Ghosts Super Mushroom Poison Mushroom Starman Metal Box Lightning Golden Hammer Fire Flower Bob-omb Freezie Hothead Green Shell Banana Peel Soccer Ball Waluigi Shellcreepers Sidesteppers Donkey Kong series: Donkey Kong Konga Beat Diddy Kong Rocketbarrel Barrage Hammer Spring Dixie Kong Funky Kong Candy Kong Lanky Kong Wrinkly Kong Rambi Enguarde Kritter Tiny Kong Cranky Kong Squitter Expresso King K. Rool Kass Kip Kalypso Kludge Helibird Turret Tusk Xananab Peanut Popgun Rocketbarrel Pack The Legend of Zelda series: Link Triforce Slash (Link) Zelda Light Arrow (Zelda) Sheik Light Arrow (Sheik) Ganondorf Beast Ganon Toon Link Triforce Slash (Toon Link) Heart Container Bunny Hood Deku Nuts Tingle Wolf Link Robed Zelda (With Hood) Midna Ilia Malo Zant King Bulblin Agitha Darknut Bulblin Ooccoo & Son Shadow Beast Yeta Ashei Darbus Ralis Goron Zora Sages Outset Link Zelda (Wind Waker) Ganondorf (Wind Waker) Medli Aryll Tetra Helmaroc King Salvatore Link's Grandma Valoo Pigs Great Fairy King of Red Lions Pirate Ship Metroid series: Samus Zero Laser Zero Suit Samus Power Suit Samus Screw Attack Metroid Samus (Fusion Suit) Samus (Power Suit) Samus (Varia Suit) Samus (Gravity Suit) Samus (Dark Suit) Dark Samus Ridley Meta Ridley Kanden Spire Weavel Noxus Trace Sylux Luminoth Sheegoth Space Pirate Parasite Queen Metroid Prime (Core) Metroid Prime (Exo) Gunship Yoshi's Island series: Yoshi Super Dragon Baby Mario Baby Peach Kirby Super Star series: Kirby Cook Kirby Meta Knight Galaxia Darkness King Dedede Waddle Dee Army Maxim Tomato Dragoon Warpstar Superspicy Curry Star Rod Knuckle Joe Beam Kirby Needle Kirby Sword Kirby Sleep Kirby Wing Kirby Fighter Kirby Fire Kirby Ice Kirby Plasma Kirby Tornado Kirby Waddle Dee Waddle Doo Gordo Dyna Blade Blade Knight Bonkers Bronto Burt Cappy Golem Kracko Scarfies Sir Kibble Walky Wheelie Hydra Bomber Bugzzy Combo Cannon Halberd Apples Star Fox series: Fox Landmaster (Fox) Falco Landmaster (Falco) Wolf Landmaster (Wolf) Fox (Assault) Falco (Assault) Falco (Command) Peppy Hare Slippy Toad Krystal Tricky General Pepper ROB 64 Panther Caroso Leon Polwalski Arwing Great Fox Great Fox (Assault) Wolfen Smart Bomb Andross Pokemon series: Pikachu Volt Tackle Pokemon Trainer Triple Finish Charizard Squirtle Ivysaur Lucario Aura Storm Jigglypuff Puff Up Poke Ball Piplup Munchlax Bonsly Weavile Manaphy Torchic Gulpin Metagross Gardevoir Latias & Latios Groudon Kyogre Rayquaza Deoxys Jirachi Meowth Electrode Goldeen Staryu Snorlax Chikorita Togepi Bellossom Wobbuffet Moltres Entei Suicune Ho-Oh Lugia Mew Celebi Turtwig Chimchar Bulbasaur Charmander Cyndaquil Totodile Treecko Mudkip Starly Buneary Glaceon & Leafeon Riolu Gyarados Pichu Plusle & Minun Blaziken Mewtwo Darkrai Dugtrio Cubone Hoppip Skarmory Drifloon Snorunt Snover Magnezone Electivire Uxie Mesprit Azelf Dialga Palkia Cresselia F-Zero series: Captain Falcon Blue Falcon Samurai Goroh Dr. Stewart Pico Jody Summer Mr. EAD The Skull Blood Falcon Black Shadow Zoda Falcon Flyer Earthbound (Mother) series: Lucas Pk Starstorm (Lucas) Ness Pk Starstorm (Ness) Mr. Saturn Franklin Badge Jeff Porky Porky Statue Ice Climber series: Ice Climbers Iceberg Vegetables Fire Emblem series: Ike Great Aether Marth Critical Hit Lyn Ashnard Elincia Black Knight Sothe Kid Icarus series: Pit Palutena's Army Palutena Palutena's Bow WarioWare series: Wario Wario-Man Kat & Ana Wario Bike Pikmin series: Pikmin & Olimar End of Day Red Pikmin Blue Pikmin Yellow Pikmin White Pikmin Purple Pikmin Louie The President Hocotate Ship Onions Creeping Chrysanthemum Red Bulborb Empress Bulblax Careening Dirigibug Fiery Blowhog Burrowing Snagret Iridescent Flint Beetle Wollywog Swooping Snitchbug Pellets Animal Crossing series: Animal Crossing Boy Sable & Mabel Tom Nook Tortimer Blathers & Celeste Polly & Phyllis Pascal Brewstar Dr. Shrunk Katrina Blanca Copper & Booker Joan Saharah K.K. Slider Crazy Redd Tommy & Timmy Nook Katie & Kaitlin Wendell Kapp'n Gulliver Mr. Resetti (Feet) Pitfall Mr. Resetti Game & Watch series: Mr. Game & Watch Octopus Others: R.O.B. Diffusion Beam Lip's Stick Super Scope Unira Nintendog Excitebikes Devil Dr. Wright Stafy Little Mac Infantry & Tanks Helirin Barbara Ray Mk III Isaac Saki Jill Stapy Action Helirins Mokka Pyrite Putty Warrior Mech Gauss HM Mech Rosa Musketeer Daltania Custom Robos Jameson & A.I.R.S. Chibi-Robo Telly Vision Boulder Kyle Hyde Ashley Robbins Ouendan Elite Beat Agents Metal Gear Solid series: Snake Grenade Launcher Gray Fox Iroquois Pliskin Naked Snake Shagohod Metal Gear RAY Metal Gear REX Gekko Cypher Cardboard Box SONIC THE HEDGEHOG series: Sonic Super Sonic Shadow Tails Dr. Eggman Knuckles Amy Blaze Chao Cream Jet Silver XIV. Sticker List This section, sadly, will not be complete in the first release of this FAQ due to the fact that I am still missing two stickers on my file. However, this section was slated to be the least useful section of the FAQ anyway. Any sticker not listed on the challenge board is random. Challenge board stickers can be obtained an infinite number of times so long as the challenge is repeated, and random stickers can be obtained from both enemies and boxes in The Subspace Emissary, as random item spawns in brawls, as rewards for chaining the small objects in Coin Launcher, or as prizes dropped by the Poke Ball Pokemon Jirachi. XV. Other Unlockables This section contains the method for unlocking everything that isn't a character, challenge board object, trophy, or sticker. Events 11-41 and Co-op Events 9-21 are unlocked by completing many events and unlocking characters. Target Test 2-5 can be unlocked by playing on them in Classic Mode. All Star mode is unlocked by unlocking all characters. Boss Battles mode is unlocked by clearing both Classic and The Subspace Emissary. The Additional Rules option is unlocked by scoring 200 KOs in brawls. The Random Stage switch option within this menu is unlocked by unlocking all stages. Playing 100, 200, and 300 brawls unlocks the Custom Robo, Isaac, and Infantry and Tanks assist trophies respectively. The Barbara assist trophy is unlocked by unlocking 25 songs, and the Gray Fox and Shadow the Hedgehog assist trophies are unlocked by unlocking Snake and Sonic respectively. Additional songs may be earned by finding random CDs. More random CDs can be found if more stages are unlocked. The best way to harvest CDs is to build a "CD factory" stage which is a block with a conveyor belt leading into it and a conveyor belt running the opposite direction on top of the block and hanging over half of the first conveyor belt. Several of these constructions may be placed side by side to allow many characters to participate at once, but be sure that all the ground in the level is made of conveyors that flow into a character pit. On these levels, set Sandbag to the only item on High, and use either Yoshi's down tilt or Falco's jab combo repetitively. The Sandbag can only drop Stickers and CDs; this is the most efficient way to get all the random CDs and stickers. A few tracks in Sound Test and for custom stages are unlocked by clearing The Subspace Emissary, All Star, and Classic modes. Once all tracks are unlocked, there are 258 tracks in the Sound Test. XVI. Speed Unlocking This is what I believe is the most efficient way to unlock as much as you can while unlocking the full cast and stage list as quickly as possible. Start off by going into vs. mode and setting it to Stamina Flower. Give the AI 1 HP and yourself more than 1 HP. Pick Donkey Kong and play on Shadow Moses Island for 15 matches. After five matches, you'll unlock Ness, after ten you'll unlock Marth, and after fifteen you'll unlock Snake and the "Snake Eater (Instrumental)" track. Switch the stage to Yoshi's Island (melee) and play 5 more matches. After three more, you'll unlock the Super Mario World demo, and after five more you'll unlock 75m (DK arcade). 20 matches total. Now switch your character to Kirby and play 5 more matches on Yoshi's Island (melee). After two more, you'll unlock Luigi, and after five more you'll unlock Jungle Japes. Sticking with Kirby, play the next ten matches on Pokemon Stadium 2 to unlock Pokemon Stadium. Now switch to the Halberd and play five more matches to unlock Green Greens. 40 matches total. Switch to Luigi and play five more matches still on the Halberd. You'll unlock Luigi's Mansion (3 matches) and the "Frozen Hillside" music (5 matches). Next, switch your character to Peach and the stage to Mushroomy Kingdom for 10 more matches. After 3 matches, you unlock the Super Mario Bros 2 demo, after 5 matches, you unlock Falco, and after 10 matches, you unlock the underwater Mario music. 55 matches total. Play the next 10 matches on those default stage builder stages (character no longer matters) to unlock stage parts A. Play the next five on Frigate Orpheon, and then you'll unlock Captain Falcon. Play five more on Frigate Orpheon, using Captain Falcon this time, to unlock the Multiplayer (Metroid Prime 2) music. Switch to Port Town, and after five matches you'll unlock Big Blue and the Peach's Castle (melee) music. Your character doesn't matter anymore, but play five more matches on Port Town to unlock the music track "Dream Chaser". 85 matches total. Switch to Castle Siege and play 10 matches to unlock the track "Power-Hungry Fool". Then switch the stage to Norfair and play 10 more matches to unlock Lucario after 5 more matches and the track "Ending (Metroid)" after 10 more. 105 matches total. Unfortunately, things slow down a bit here. Character and stage don't matter; just play a bunch more matches. After 55 more, you'll unlock R.O.B., and after 95 more you'll unlock Ganondorf. After unlocking Ganondorf, play 50 more to unlock Mr. Game and Watch and Flat Zone 2 and 100 more to unlock Sonic and Green Hill Zone. 300 matches total. Play the next 10 matches on Green Hill Zone to unlock some Sonic music, and then continue playing matches on any stage until you unlock Jigglypuff (350 matches total) and Toon Link and the Great Sea stage (400 matches total). Play the next 10 as Toon Link to unlock the Ocarina of Time demo and then 40 more with anyone to unlock Wolf, All Star mode, and the Menu 2 music. 450 matches total, and you now have all characters. Now let's get the remaining stages. Head over to the events and beat event 8 to unlock the Route 1 Pokemon music and keep playing event matches until you unlock the next set. In that set, beat Event 19 to unlock the Mario Bros. stage, event 13 for the Legendary Air Ride music, event 15 for King Dedede's Theme, and event 18 on the difficult setting for the Dark World Death Mountain / Dark Woods music. Play a few more events to unlock the third set. Beat events 25 and 28 to unlock Spear Pillar and the Hanenbow stages respectively. Congrats, you have all stages! XVII. Credits and Conclusion Hopefully this FAQ has covered just about everything you could need to know about Super Smash Brothers Brawl. I have done my best to be as thorough and useful as I could with this FAQ. If there are any errors or other problems with this FAQ, I can be contacted at: email@example.com However, please be aware that I'd greatly prefer that address not get flooded so only send an e-mail if there's a real purpose. As per whom to credit, there are relatively few people to mention. Paperlink64 provided the information needed for the Stickers trophy in the Trophy List section, and I have to thank the general Super Smash Brothers community as from them I gleaned a great amount of knowledge of the game that was pivotal in the making of this FAQ. As per the detail of whether you want to use this guide on another site in part or in whole, I'm really pretty liberal. Feel free to use this guide wherever and however you want on three stipulations. You must clearly credit me as the author of all that I have written, and you must continue to include a notice that this work can be freely distributed. You are free to sell this work in any form, but in offering it for sale, you must provide the information that it is hosted for free at http://gamefaqs.com.