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Super Smash Bros. Wii U Tips (Non-Exhaustive)

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  1. Smash Bros. Wii U Game Tips
  2. Note: This is not an exhaustive collection.
  3.  
  4. CHARACTERS
  5. Bowser
  6. Tough Guy: Bowser's a real tough guy. When he's only lightly damaged, weaker attacks won't make him flinch.
  7. Fire Breath: You can change the angle of Bowser's flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks.
  8. Fire Breath: Once Bowser's used up his fire once, he needs time to recharge. Give him 10 seconds, and he'll be ready to roast!
  9. Flying Slam: Bowser's target has a bit of control over their direction in the air, too. The lower their damage, the more influence they have (but still not much).
  10. Whirling Fortress: Try using this right after shielding an enemy attack. Cancel the shield and whirl toward the enemy to counterattack!
  11. Whirling Fortress: Repeatedly pressing the button while using this move in midair will give you a small boost in how high you fly.
  12. Bowser Bomb: If you land this on a shielding enemy, you can break their shield in one hit. Just make sure you capitalize afterward with a dropkick!
  13. Bowser Bomb: You can grab on to an edge while bombing, but only if you're really close to it. It's a quick albeit risky way to descend quickly.
  14.  
  15. Bowser Jr.
  16. Clown Kart Dash: The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
  17. Clown Kart Dash: Input a jump while performing this, and you'll cancel the dash. This can be handy for recovery, as a lead-in to other moves, or as a feint.
  18. Abandon Ship: After leaping out of the Junior Clown Car, Bowser Jr. can swing a hammer with the standard attack button. This attack is great for launching.
  19.  
  20. Captain Falcon
  21. Strong Up Attack: If Falcon's heel hits an airborne enemy during this attack, it will dunk them. Try using it on an opponent after they've pulled themselves up from an edge.
  22. Falcon Punch: After pressing the attack button, quickly turn around to make Captain Falcon unleash an even more powerful attack as he turns.
  23. Raptor Boost: Used in midair, his hand has a meteor effect on the downswing. The trick is to hit the foe when they're below Captain Falcon.
  24. Falcon Dive: Press left or right the moment Captain Falcon crouches to adjust the angle of the attack. If you were already facing that way, you can even grab opponents.
  25.  
  26. Charizard
  27. Strong Up Attack: Charizard's wings won't take damage, making this attack good for overpowering foes who are attacking from above.
  28. Flare Blitz: There's a big explosion when Charizard hits a fighter or an obstacle. This can hit other nearby fighters too!
  29. Rock Smash: Right before smashing a rock, Charizard gets super armor, meaning it won't flinch even whena attacked!
  30. Mega Evolution: Mega Charizard X takes less damage than usual and won't flinch from attacks. However, taking damage reduces the time it can stay transformed.
  31.  
  32. Dark Pit
  33. Pit vs. Dark Pit: Pit and Dark Pit are similar in some ways, but they both summon different weapons and both celebrate victory to a different tune.
  34. Silver Bow: Compared to those from Pit's Palutena Bow, these arrows disappear more quickly and can't be steered as much. But they deal more damage in return.
  35. Electroshock Arm: Dark Pit charges forward and launches foes upward at a lower angle than Pit's Upperdash Arm. This move also deals electrical damage.
  36.  
  37. Diddy Kong
  38. Peanut Popgun: The peanuts you fire can be caught by enemies if they time it right. Charge the move to make the peanuts harder to catch.
  39. Peanut Popgun: Overcharging the Peanut Popgun makes it backfire, but it'll do a ton of damage to foes that it hits!
  40. Peanut Popgun: While charging, watch for when Diddy grabs his hat! That's the sign that the Peanut Popgun's about to backfire.
  41. Monkey Flip: You can use this move again in the air after jumping off the first enemy you attack. Useful for when you're fighting a lot of enemies...
  42. Monkey Flip: If you grab foes in the air, you'll release them more quickly than if you grab them on the ground. Be ready to use a speedy follow-up attack.
  43. Monkey Flip: If you don't jump when you're finished attacking, you can use another move immediately. That's a good time to escape with Rocketbarrel Boost.
  44. Monkey Flip: While performing this move, you can press the attack button to launch a flying kick that deals considerable damage and has good launching power.
  45. Rocketbarrel Boost: If you fly up through a platform and land on it, the Rocketbarrel Pack will explode on contact with the platform, blasting nearby enemies.
  46. Rocketbarrel Boost: If some attacks Diddy Kong when he's wearing his Rocketbarrel Pack, it'll break free and fly off on its own.
  47. Banana Peel: You can't whip out another banana peel if one of yours is still in play, but each one will vanish after being thrown twice.
  48. Banana Peel: If you're holding an item when you throw the peel, you'll throw both at the same time. However, if it's a two-handed item, you won't throw it.
  49.  
  50. Donkey Kong
  51. Shield Break: Donkey Kong can use his side special Headbutt and his down special Hand Slap to damage or even shatter his foes' shields...and spirits.
  52.  
  53. Dr. Mario
  54. Front Air Attack: Unlike Mario's similar move, this will never have a meteor effect regardless of your timing, but it is strongest when his fist is directly in front of him.
  55. Downward Throw: Unlike Mario's down throw, Dr. Mario's always sends the foe bouncing upward, so you can follow it up more easily with an air attack.
  56. Capsules: The capsules bounce higher than Mario's fireballs. Also, since they're physical projectiles, energy-absorbing specails won't work on them.
  57. Super Sheet: This move doesn't have as much horizontal range as Mario's Cape, but it has more range vertically, so lure your foes in and then strike!
  58. Dr. Tornado: Press the button repeatedly midattack to rise into the air. However, after it ends you are vulnerable, so be careful using it to recover.
  59.  
  60. Duck Hunt
  61. Trick Shot: Even while grabbing opponents, being grabbed, or using Duck Jump, you can keep shooting the can.
  62. Trick Shot: If the Duck Hunt dog and duck are near the can when it's shot, the duo will crouch down and cover their ears, leaving them vulnerable for a moment.
  63. Clay Shooting: If the clay pidgeon from this move and the can from Trick Shot are on-screen at the same time, the shooter will aim for the clay pidgeon.
  64. Duck Jump: The duck grabs the dog and carries him through the air. Once started, this move can't be stopped.
  65. Wild Gunman: The gunmen's order is random, but all five will take a turn before cycling. Remember the first four, and you can predict the last one!
  66. Wild Gunman: The gunmen from fastest to slowest: the cool leader (erning that title!), the one in a suit, the one in a sombrero, the lanky one, and then the beardy one.
  67. Wild Gunman: The gunmen's firepower, from best to worst: the sombrero guy, the cool leader, the guy in a suit, and then a tie between the lanky and beardy ones.
  68. Wild Gunman: The lanky gunman has a longer range than any of the others, and the one in the sombrero has the shortest range. The others are pretty much equal.
  69. Wild Gunman: The gunmen can be defeated if they take enough damage. For a surprise, hit the one in a black suit near the top or hit the lanky one near the bottom!
  70.  
  71. Falco
  72. Strong Down Attack: This move can launch the enemy off the stage with one hit if their damage is high enough. You're not left vulnerable, so it's a low-risk way to KO foes.
  73. Standard Air Attack: If you land just before the final attack in Falco's midair combo, you can move straight into a standard combo on the ground.
  74. Fire Bird: Inertia makes this move slower than Fox's Fire Fox. If you use it while moving horizontally in midair, you'll slide along in midair for a moment.
  75. Falco Phantasm: Falco Phantasm can send an airborne enemy straight down--use it to dunk them into the abyss.
  76. Low Air Phantasm: You can use Falco Phantasm at low altitude by jumping while running and immediately pressing the special-move button. I hear he prefers the air, anyway.
  77.  
  78. Fox
  79. Front Air Attack: Try timing the fifth strike to hit your opponent just before you hit the ground. When your opponent bounces, that's your chance for a follow-up attack.
  80. Fox Illusion: When you use this move on the ground, Fox will always stop if he reaches an edge. When used in the air, you need to be a little more careful.
  81. Reflector: Using Reflector in midair slows down Fox's fall back to the ground. Using this when an enemy is about to attack from below can throw off their timing.
  82.  
  83. Ganondorf
  84. Strong Up Attack: It's a slow attack, but it can do more damage than a smash attack. Even if defended against, the attack can break all but a perfect shield.
  85. Warlock Punch: This attack is more powerful when used in the air. However, you'll have to use a Bunny Hood or high platforms to find enough time to pull it off.
  86. Flame Choke: After being grabbed by this move, it's possible to recover just before being slammed into the ground.
  87. Flame Choke: An enemy hit by this in the air will be slammed into the ground and can't recover quickly. It's also slightly more powerful than when used on the ground.
  88. Flame Choke: You can use this to grab an enemy and drag them offstage with you. However, the point will go to the last person to strike that enemy before your grab.
  89.  
  90. Greninja
  91. Water Shuriken: The longer this attack is charged, the shorter its range is. The uncharged version can be more useful for keeping a foe from approaching.
  92. Substitute: After successfully countering with this, input a direction and you'll appear in that direction and attack.
  93.  
  94. Ike
  95. Down Smash Attack: The backward strike of Ike's down smash deals more damage and launches farther than the forward strike.
  96. Quick Draw: You'll be left defenseless after using this move in midair, but you'll be good to go if you use it right before you hit the ground.
  97. Aether: Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
  98. Aether: During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well!
  99.  
  100. Jigglypuff
  101. Shield: If its shield is shattered, Jigglypuff will get launched and KO'd no matter its damage.
  102. Down Smash Attack: This move attacks in front of you and behind you at the same time, and your legs are invincible as they kick. It launches foes perfectly horizontally.
  103. Rollout: While rolling on the ground, press in the opposite direction to make a quick turn. It won't work if you're airborne, but it'll slow you down.
  104. Rollout: When you hit a foe with this, you'll bounce up and then be unable to do anything until you land. Try to avoid hitting foes with it if you're trying to recover!
  105. Pound: A simple punch that travels horizontally. You can use it repeatedly in midair--combine it with jumps to stay aloft for a very long time.
  106. Pound: This move can lay waste to opponents' shields. You can adjust the direction slightly by inputting up or down in the air right before attacking.
  107.  
  108. King Dedede
  109. Gordo Throw: Choose up, middle, or down right after starting this move to hit the Gordo in three different ways, changing how it bounces.
  110. Gordo Throw: Gordos will stick to any walls they hit. Try doing this on walls close to edges to cause serious trouble to enemies trying to climb up.
  111. Gordo Throw: With the right timing, an opponent can hit a Gordo back at you. You can then hit it back again, quickly turning a fierce battle into a game of Gordo tennis.
  112. Super Dedede Jump: After leaping up high, Dedede crashes down to attack. This move can be canceled partway through by pressing up.
  113. Jet Hammer: If King Dedede's damage goes over 100%, he can keep charging this move past maximum without taking damage.
  114.  
  115. Kirby
  116. Copy Copying: Kirby can steal a copy ability from another Kirby who's already copied someone else's ability. Confused yet?
  117. Inhale: In addition to enemies, Kirby can Inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!
  118. Hammer Flip: When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing.
  119.  
  120. Link
  121. Hylian Shield: Link's Hylian Shield blocks all projectiles, no matter how powerful. Link won't take any damage at all.
  122. Dash Attack: Link's dash attack strikes with almost as much force as a smash attack. The point of his sword is especially painful.
  123. Midair Clawshot: When you fire the Clawshot by using a grab in midair, it extends a long way, making it useful against tall foes or those approaching from below.
  124. Hero's Bow: The longer Link charges his bow, the farther the arrows will fly and the more powerful they'll be. At maximum charge, they'll fly perfectly straight.
  125. Bomb: Your bombs are special ones--the explosion from hitting an enemy won't hurt you.
  126. Bomb: While holding a bomb, press the grab button just before landing to drop it at your feet without going off. Leave this present for your foes!
  127.  
  128. Little Mac
  129. Unique Traits: At high damage levels, bruises and a bandage appear on Little Mac's face. Also, since he's a boxer, he never attacks using his legs.
  130. Side Smash Attack: If you press up when performing Little Mac's side smash, it will change into an uppercut that sends enemies flying upward.
  131. Straight Lunge: This attack gives you super armor while charging up and while dashing forward. This is especially prominent when it's fully charged.
  132. Jolt Haymaker: You get a window of invincibility if you start this move on the ground, but not in the air. So be careful!
  133. Jolt Haymaker: Press the button during the jump, and you can deliver the punch more quickly. You won't move as far though, so consider that before using it.
  134. Rising Uppercut: Little Mac zoomes upward with a powerful uppercut. He travels farther when used on the ground than when used in the air.
  135. Slip Counter: Just when you think you've got him, Little Mac socks you with a nasty counter. He's invincible during the attack, so there's no stopping him!
  136. Giga Mac: As Giga Mac, Little Mac has more power and speed than usual. He also won't flinch from attacks, but he'll still take damage as usual.
  137.  
  138. Lucario
  139. Aura: Lucario's Aura power increases as it takes damage. At 190%, Lucario's attacks are 2.5 times normal strength, but it's possible to grow even stronger...
  140. Grab Attack: If Lucario has taken a lot of damage, it can pull off this move and do a lot of damage thanks to Aura.
  141. Force Palm: Force Palm deals more damage and has a greater range if Lucario's Aura is stronger.
  142. Extreme Speed: This move will send Lucario flying in the direction you indicate. The more damage Lucario has taken, the farther it will fly.
  143. Extreme Speed: The end of this move launches nearby foes. With enough Aura, you can dash in and attack from far away, but try not to zoom right off the screen!
  144.  
  145. Lucina
  146. Lucina vs. Marth: Marth's sword deals more damage at the tip, but Lucina's is the same all the way along. That aside, their moves are fundamentally pretty similar.
  147. Strong Up Attack: Lucina cuts an arc through the air with her sword. THis does the most damage at the back, so try using it on foes standing close behind you!
  148.  
  149. Luigi
  150. Shield: When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times.
  151. Up Smash Attack: Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that!
  152. Standard Air Attack: This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again.
  153. Down Taunt: If you're foe's clinging to an edge for dear life, try using Luigi's down taunt. That meteor smash will be VERY satisfying!
  154. Fireball: Luigi's green fireballs don't travel as far as his brother's, but they don't lose power the farther they move away from Luigi.
  155. Green Missile: If you charge this for too long, he'll get worn out and give up. Let him catch his breath, and then try again.
  156. Green Missile: This move has a 1-in-10 chance to hit REALLY hard and fly REALLY far. Too far, in some cases.
  157. Green Missile: This move can end with Luigi's head stuck in a wall. That leaves him vulnerable, so be careful!
  158. Luigi Cyclone: Press the button repeatedly while using this attack to move upward. This effect is stronger in midair, so use it to chase people for recovery.
  159. Luigi Cyclone: If you land during Luigi Cyclone after using it in midair, you can slide left or right, leaving you much less vulnerable to attack.
  160.  
  161. Mario
  162. Up Smash Attack: A powerful upward headbutt. Mario's head is invulnerable while performing it. Useful against opponents moving in to attack from above.
  163. Cape: Use this in midair to slow down Mario's falling speed for a moment. In particular, the first time you use it, he'll float up a bit--great for dodging!
  164. F.L.U.D.D.: F.L.U.D.D.'s water is great for stopping fighters like Ness and Ike from recovering with their up specials. Try to keep it charged and ready!
  165. F.L.U.D.D.: F.L.U.D.D. isn't just for pushing fighters--it can also push some items, like capsules and crates, and even deflect incoming Bob-ombs.
  166.  
  167. Marth
  168. Lucina vs. Marth: Marth's sword deals more damage at the tip, but Lucina's is the same all the way along. That aside, their moves are fundamentally pretty similar.
  169. Shield Breaker: This move leaves you wide open, but if you charge it to maximum, it can break an enemy's shield in a single hit.
  170. Dancing Blade: Use Dancing Blade midjump to make Marth rise slightly in the air. Even during low jumps, you'll be able to use the attack multiple times with this method.
  171. Counter: The counter depends on the attack it is countering. A countered smash attack may KO an opponent!
  172.  
  173. Mega Man
  174. Down Air Attack: After Mega Man's fist flies a little away from his body, it has a meteor effect. To send foes flying down, you'll want to leave a little distance.
  175. Metal Blade: The Metal Blade will deal more damage if you let it get stuck in a wall and then pick it up and use it as an item. Your foes can pick it up too, though!
  176. Crash Bomber: This bomb is incredibly clingy, latching on to walls, floors, and even fighters! It can be given to other fighters by bumping into them.
  177. Rush Coil: When Rush is standing there after you use this move, he'll bounce you higher than when you first use it. Other players can jump on him too!
  178. Leaf Shield: If you grab someone while the Leaf Shield's up, you can do a combo attack: a throw plus the damage from the leaves.
  179. Mega Legends: The Black Hole Bomb will explode when it hits a foe, or you can blow it up by pressing the special button. Use that method to draw in nearby foes.
  180.  
  181. Meta Knight
  182. Strong Side Attack: The third strike of Meta Knight's strong side attack is powerful enough to launch opponents.
  183. Downward Throw: Your enemy will fly diagonally upward after this, so that's a good time to use a combo. If their damage is low, try a dash attack and then a front air attack.
  184. Mach Tornado: The tornado created around Meta Knight can destroy any weak projectiles it hits.
  185. Drill Rush: If you direct Meta Knight toward the ground, he'll cancel the move and do a little hop. Use that to avoid an enemy who is about to counter you.
  186. Shuttle Loop: You can use the attack slightly more quickly in the air. However, the first strike is more powerful when executed from the ground.
  187.  
  188. Mii Brawler
  189. Mii Fighters' Physiques: Your Mii Fighter's stats are affected by the size of the original Mii it's based on. Bigger fighters will be more powerful, while smaller fighters will be faster.
  190. Up Smash Attack: An upward-kicking backflip. Your legs are invulnerable while you perform it, so it's perfect for countering enemy attacks from above.
  191. Head-On Assault: If you're facing an edge, you can grab it in the middle of this move--but it won't work if you're facing away from the edge. Careful, kiddo.
  192. Feint Jump: A long leap forward while turning upside down. If you hit the attack button on the way down, you'll perform a jump kick.
  193.  
  194. Mii Swordfighter
  195. Mii Fighters' Physiques: Your Mii Fighter's stats are affected by the size of the original Mii it's based on. Bigger fighters will be more powerful, while smaller fighters will be faster.
  196. Gale Strike: The tornado will become weaker as time passes, but the force of the wind will still push opponents even after it stops dealing damage.
  197. Shuriken of Light: The farther the shurikens travel, the more damage they deal. Throwing them at nearby foes won't even make them flinch.
  198. Chakram: Throws a ring-shaped projectile. If it hits the stage, it'll stick there. You can adjust the angle of the throw by pressing up or down.
  199. Chakram: Perform this move like a smash attack to throw stronger and farther. If you perform it normally, the chakram will hover and hit multiple times.
  200. Stone Scabbard: At the end of this move, the sword sticks right through the ground. You can use it to attack unsuspecting enemies below the platform.
  201. Airborne Assault: The Mii performs a somersault leap forward in a large arc. If it strikes foes, they will be blasted back and the user will jump forward.
  202. Power Thrust: This dashing thrust will travel sideways on the ground but diagonally down in the air. The sword's tip is especially powerful.
  203.  
  204. Mii Gunner
  205. Mii Fighters' Physiques: Your Mii Fighter's stats are affected by the size of the original Mii it's based on. Bigger fighters will be more powerful, while smaller fighters will be faster.
  206. Cannon Uppercut: Fires a blast downward, using the recoil to power an uppercut. If you're up close, you can hit your foe with both the uppercut and the blast!
  207. Bomb Drop: This move rolls a bomb forward that will blow up after a set period of time or when it hits a foe. Drop one on an opponent trying to recover!
  208.  
  209. Mr. Game & Watch
  210. Oil Panic: Absorbing a particularly powerful energy blast can fill the gauge in one go. However, even the weakest of attacks will always fill it by one segment.
  211. Oil Panic: You can use this to absorb explosions from Link's bombs or from Bob-ombs. Don't try it with the Bob-ombs that fall during Sudden Death, though.
  212. Oil Panic: The gauge doesn't reset when Mr. Game & Watch is KO'd. Try surprising enemies with a bucket full of boiling-hot oil as soon as you respawn!
  213. Oil Panic: This will only absorb energy-based projectiles. It won't affect physical ones, like Link's arrows.
  214.  
  215. Ness
  216. Side Smash Attack: Ness's bat leaves him open to attack, but it has epic launching power. He can even hit projectiles with it!
  217. Backward Throw: Enemies with a higher damage percentage are much easier to launch with this. You can knock them out completely if they're damaged enough!
  218. PK Flash: The power and radius of the charge grow as you hold down the button. It can do up to 37% damage, but it'll disappear when it touches the ground.
  219. PK Thunder: The lightning won't disappear if an enemy hits its tail. It's also invulnerable for a very brief moment after Ness initially fires it.
  220.  
  221. Olimar
  222. Lead Pikmin: Olimar always attacks with the Pikmin at the front of the line. You can tell which one this is by the arrow pointing to it.
  223. Red Pikmin: Red Pikmin perform attacks that deal 1.2 times the standard damage. They're also immune to fire attacks, but their throw is weak.
  224. Yellow Pikmin: Yellow Pikmin have 1.25 times the reach of the other colors, but they do less damage. These Pikmin can't be killed by electric attacks.
  225. Blue Pikmin: Throws performed with Blue Pikmin do 1.6 times the standard damage. The rest of their abilities are average, with no real weaknesses.
  226. White Pikmin: When attacking a grabbed opponent, White Pikmin deal twice the normal damage. They're also speedy and can jump very high.
  227. Purple Pikmin: Attacks performed using Purple Pikmin deal 1.4 times the standard damage and launch foes farther too! They're lacking in reach and speed, however.
  228. Pikmin Flowers: After being plucked, it takes some time for the flower on a Pikmin's head to bloom. The flower doesn't really affect it's abilities, though...
  229. Smash Attack: All three of Olimar's smash attacks count as projectiles, which can be reflected back by moves like Reflector.
  230. Down Smash Attack: If there are at least two Pikmin with Olimar, they'll attack on both sides of him. If there's only one, it'll attack in front of him.
  231. Pikmin Pluck: Olimar will always pluck the Pikmin in this order: red, yellow, blue, white, purple.
  232. Pikmin Throw: The less damage an opponent has accumulated, the longer the Pikmin can hang on to it.
  233. End of Day: You can adjust the trajectory of the S.S. Dolphin as it comes back down. If you aim it well enough, you can even get it under floating platforms.
  234. Pikmin Order: If they're separated from Olimar for any length of time, the Pikmin will flicker and then disappear. If that happens, call them back with Pikmin Order.
  235.  
  236. PAC-MAN
  237. Bonus Fruit: Cherries fly in a low arc. After hitting the floor, they only bounce once.
  238. Bonus Fruit: PAC-MAN's strawberry flies a little farther than other fruit and bounces twice when it lands.
  239. Bonus Fruit: PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance!
  240. Bonus Fruit: Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them.
  241. Bonus Fruit: PAC-MAN's Melon moves slowly through the air, making it difficult to hit opponents. But when it does hit home, it deals big damage.
  242. Bonus Fruit: Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items.
  243. Power Pellet: If an opponent attacks the Power Pellet, this attack will be cancelled. It's a useful move for recovery, but be careful when foes are around!
  244. Pac-Jump: Anyone can use the trampoline from PAC-MAN's up special, but it breaks on the fourth use. The one who broke it will fall helplessly to the ground.
  245. Fire Hydrant: The water that sprays from the hydrant will even push PAC-MAN himself. You can use to sneak up on a foe while charging an attack!
  246. Fire Hydrant: If you drop a hydrant onto a steep slope, it'll go tumbling down. The tumbling hydrant can deal damage to enemies it hits.
  247.  
  248. Palutena
  249. Autoreticle: This move locks on to an opponent in front and fires three shots. However, it won't lock on to a foe who's currently invincible due to dodging.
  250. Reflect Barrier: This move creates a barrier that reflects enemy projectiles. It also pushes opponents away, so it can be useful if you want to keep your distance.
  251. Super Speed: Palutena charges forward at speed and sends anyone in her way flying. The farther she travels, the more damage she deals on impact.
  252. Rocket Jump: Palutena propels herself with an explosion at her feet, damaging opponents nearby. It's a little more powerful on the ground than in the air.
  253. Jump Glide: After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air.
  254. Counter: This move raises Palutena's shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range.
  255. Celestial Firework: This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents.
  256. Celestial Firework: There's a moment of invincibility just after firing the firework. If you use it well, you might be able to nullify an enemy attack and then strike back!
  257.  
  258. Peach
  259. Low Gliding: Hold jump while crouching to float just above the ground. You can use air attacks quickly that way!
  260. Side Smash Attack: Peach pulls out a tennis racket, a golf club, and then a frying pan. Remember that order!
  261. Side Smash Attack: The tennis racket launches fartherst, the golf club has the best reach, and the frying pan hurts the most.
  262. Peach Parasol: Press up and down to open and close your parasol and adjust your fall speed.
  263. Peach Parasol: Peach can't grab the ledge if she's facing away from it and her parasol is open. Tap down to close it, though, and she'll grab on safely.
  264. Vegetable: Of the eight types, the wrinkle-faced vegetable is the strongest. If you throw it while tapping in a direction, it can do over 30% damage!
  265. Vegetable: Rarely, Peach will pull up a Bob-omb or Mr. Saturn. How rarely? Well, you have a 1/250 chance of a Bob-omb and a 1/166 chance of a Mr. Saturn!
  266.  
  267. Pikachu
  268. Skull Bash: Execute this move like a smash attack, and it'll start off slightly charged already. This way, fully charging it doesn't take as long.
  269. Quick Attack: Pikachu is vulnerable before landing after using Quick Attack in midair. However, if you direct the attack at the ground, the recovery time shortens a little.
  270. Thunder: Hit yourself with Thunder to cause a discharge that damages nearby foes. The lightning bolt can also pass through platforms close to the cloud.
  271. Thunder: The bolt of lightning has a meteor effect. Use it after throwing a foe upward for a powerful combo.
  272. Volt Tackle: The smaller of the two lightning balls moves in front of the large one, so watch the small one to make it easier to control and hit other fighters.
  273.  
  274. Pit
  275. Pit vs. Dark Pit: Pit and Dark Pit are similar in some ways, but they both summon different weapons and both celebrate victory to a different tune.
  276. Palutena Bow: Press up before firing to aim the arrow that way. Also, you can guide the arrow while it's in the air.
  277. Palutena Bow: The arrow fires automatically once it's fully charged, but it won't fire while Pit's changing his aim. You can delay firing that way.
  278. Upperdash Arm: A dash forward followed by an uppercut. While Pit is dashing, the Upperdash Arm deflects projectiles! Cool!
  279. Guardian Orbitars: If the shields take to much damage, they'll break. When that happens, it'll be 10 seconds before they can be used again.
  280.  
  281. R.O.B.
  282. Robo Beam: The beam will constantly charge while it's not in use, reaching three levels of power. R.O.B. starts each battle at the second charge level.
  283. Robo Beam: After charging, R.O.B. fires a beam from his eyes. The red light on his head shows the charge level.
  284. Robo Beam: If the beam is fired at a low angle toward the terrain, it'll bounce once. If fired at a more extreme angle, the beam will disappear.
  285. Robo Beam: You can't fire a beam if you don't have any energy charged, but the sparks will still harm enemies right in front of you!
  286. Arm Rotor: The spinning arms can deflect energy projectiles. Also, press the button repeatedly for a slightly longer attack!
  287. Robo Burner: R.O.B. will use his burner to fly up. Don't jump--just press the special-move button repeatedly to save fuel and let yourself fly longer.
  288.  
  289. Robin
  290. Tome: The third strike of Robin's standard attack combo uses the same tome as Arcfire. When you run out of one attack, you also run out of the other.
  291. Tome: Robin's flurry attack uses the same tome as Elwind. If you use it up with the flurry attack, you won't be able to use Elwind for recovery!
  292. Levin Sword: When you've used up the Levin Sword, perform smash attacks with the Bronze Sword to reduce the time until you can use the Levin Sword again.
  293. Tome and Levin Sword: When Robin discards tomes and Levin Swords after using them up, they can hurt opponents they hit. They can even be grabbed and thrown!
  294. Tome and Levin Sword: As a general rule, the remaining uses of tomes and Levin Swords won't reset until they're all used up or Robin gets KO'd.
  295. Regenerating Tomes and Swords: If you've used up a tome or your Levin Sword, try KOing some opponents. That'll shorten the time you have to wait to use them again.
  296. Down Air Attack: This attack doesn't have a meteor effect with the Bronze Sword, but it does with the Levin Sword.
  297. Thunder: When casting Thoron, you can hold down the button to make the beam extend farther.
  298. Reaching the Levin Sword's Limits: After eight uses of the Levin Sword, you'll throw it away and be unable to use it for 10 seconds. It reverts to the Bronze Sword after holding it for 8 seconds.
  299. Reaching Thunder's Limits: Thunder can be used up to 20 times in a row, but stronger tomes use it up faster. Elthunder counts as 3 uses, Arcthunder as 5, and Thoron as 8.
  300. Reaching Arcfire's Limits: Arcfire can be used up to six times in a row. Once it's used up, it'll be about 12 seconds before you can use the move again.
  301. Reaching Elwind's Limits: Elwind can be used 18 times, after which you can't use this move at all for eight seconds. This seriously affects your recovery, so beware!
  302. Reaching Nosferatu's Limits: Nosferatu is a useful technique that can recover health, but it can only be used four times in a row and takes up to 40 seconds to recharge.
  303. Pair Up: If Chrom's attack connects and you perform this successfully, all of Robin's tomes and the Levin Sword will be fully recovered afterward.
  304.  
  305. Rosalina & Luma
  306. Luma's Color: Lumas come in various colors, but their abilities are identical. The six colors you can get are yellow, red, green, blue, cream, and Polari.
  307. Luma's Reactions: When Luma is next to Rosalina, it starts dancing if she grabs an opponent. When she gets hurt, you can see it flailing its little arms in panic!
  308. Controlling Luma: Luma can attack even if Rosalina is stunned or sleeping. This can save you in a pinch.
  309. Rebound: When it's on the way back after Luma Shot, Luma can attack as normal. Use this to surprise fighters heading for Rosalina or as a diversion.
  310. Standard Attack: If Rosalina hits a foe with a standard attack while up close, Luma will slip past them. Then use a strong down attack to hit 'em from both sides!
  311. Standard Air Attack: When Luma is next to Rosalina, if you perform a standard air attack right before landing and then go straight into a dash, Luma will attack while dashing.
  312. Side Smash Attack: When Luma is behind Rosalina, this attack won't send him charging as far forward as usual. Better keep that in mind while aiming!
  313. Luma Shot: Luma keeps going for a bit after it hits a foe, but it slows down and deals less damage. Charge this move fully, and it'll be invincible as it flies!
  314. Launch Star: If you input backward just before Rosalina takes off, she'll fly straight up. Useful when you need as much height as possible.
  315. Gravitational Pull: This move pulls in projectiles from a wide area around Rosalina. Use it to pull Ness's PK Thunder off course when he's trying to recover!
  316.  
  317. Samus
  318. Standard Attack: Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee.
  319. Midair Grapple Beam: Hop backward with a small jump, and then fire the Grapple Beam by using a grab in midair. Retreat while keeping your foes at bay!
  320. Screw Attack: When recovering with the Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
  321.  
  322. Sheik
  323. Up Smash Attack: On an enemy with low damage, this attack can hit multiple times. On an enemy with high damage, the first hit can launch them pretty far.
  324. Needle Storm: You can start charging this attack in the air. The more charged it is, the more needles are fired, but they lose power the farther they get from Sheik.
  325. Burst Grenade: Hold the special-move button to throw the grenade farther. It doesn't move much once it lands, but it can travel three times as far in the air.
  326. Bouncing Fish: Press the button again to make Sheik use the axe kick faster. Use it again right after the first kick hits, and you won't freeze up when you land.
  327. Bouncing Fish: Hold left or right to greatly affect the range of the attack. In this way, you can use the attack as a feint or really surprise an opponent!
  328.  
  329. Shulk
  330. Monado Arts: Jump mode increases your jumping ability. You'll be able to move more quickly in the air, but you'll also take more damage from attacks.
  331. Monado Arts: In Jump mode, it's not just Shulk's standard jump and midair jump that go higher--his Air Slash move gives him more height than usual, too.
  332. Monado Arts: In Speed mode, you'll sacrifice damage and jump height in order to move faster.
  333. Monado Arts: In Shield mode, the power of your shield is boosted but you can't move as fast, jump as high, or deal as much damage.
  334. Monado Arts: In Buster mode, you deal more damage than usual, but you can't launch opponents as far and you'll receive more damage.
  335. Monado Arts: In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself.
  336. Monado Arts: Shulk can switch between Monado Arts even while being launched. If you get launched off a cliff, switching to Jump might save you!
  337. Monado Arts: To cancel the current Monado Art, press the special button quickly three times in a row or hold the button for about a second.
  338. Monado Arts: You can't use a Monado Art immediately after it's run out. If you wait about 10 seconds, it will become available for use again.
  339. Air Slash: Press the standard attack button while using an Air Slash to perform another slash forward and rise a little farther. It won't work after you start falling.
  340. Vision: Shulk's Vision is a powerful counter move, but its activation timing becomes stricter when used repeatedly. It recovers slowly while not in use.
  341. Vision: Input toward your foe when you pull off a counter, and you'll swing around them to attack from the other side. This launches farther but won't work in the air.
  342. Chain Attack: Shulk's Monado Arts even affect his Final Smash. If you select Buster, destroying the Smash Ball will be easier and the attack will do more damage.
  343.  
  344. Sonic
  345. Down Air Attack: If you jump, Spring Jump, and then use this attack in quick succession, it will end right before you land, which means no landing delay!
  346. Spin Dash: If this move isn't fully charged yet, you can cancel the charge by pressing the shield button. Use this to fake out your opponents.
  347. Spin Dash: You can jump and move left and right in the air while charging this move. It's a good way to evade attacks while charging!
  348. Spring Jump: Even after a Spring Jump, Sonic can still attack and dodge in the air. However, he can't perform a midair jump or use any more special moves.
  349. Spin Charge: If you hold down and keep tapping the button, you can charge up this move, making it faster and stronger.
  350. Spin Charge: Jump while charging a Spin Charge to do a Spin Jump. After a midair jump, you won't be able to Spin Jump until you hit the ground.
  351. Spin Charge: If you jump while spinning forward, you'll keep spinning in the air. You can hit opponents like that or use other attacks.
  352.  
  353. Toon Link
  354. Hero's Shield: Toon Link's shield blocks lower down than Link's and can better cover his smaller body. However, he can't guard while moving faster than a walk.
  355. Midair Hookshot: Using the grab button will fire the Hookshot even in midair, but you can't grab opponents with it. You can, however, use it to attack or grab edges.
  356. Midair Hookshot: Land with the Hookshot out, and you'll put it away quickly. It's handy as a feint--use it just before landing, and then surprise 'em witha different attack.
  357. Down Air Attack: Unlike Link's down air attack, Toon Link's doesn't bounce up when it hits a foe. If you try to dunk someone with it, you're gonna have a bad time.
  358. Hero's Bow: Unlike Link, if Toon Link fires his bow in midair, he puts it away almost immediately when he lands. This makes it easy to use a quick follow-up.
  359.  
  360. Villager
  361. Down Air Attack: One to three turnips will appear. More turnips means more damage. Three has a meteor effect.
  362. Pocket: Projectiles and items you put in your pocket will disappear after 30 seconds or so. Take them out every so often to keep them longer.
  363. Lloid Rocket: The Lloid Rocket is more powerful when you're riding it, but you can bail at any time just by pressing the button.
  364. Balloon Trip: Your balloons can be popped if hit. If you lose one, you'll lose lift. If you lose both, down you go!
  365. Timber: The Villager can move sideways while using the watering can. It's also possible to water and chop down trees planted by other Villagers.
  366.  
  367. Wario
  368. Dash Attack: Even if you don't land a direct hit with this, just hitting an enemy at the tail end of the attack can send them flying! WAHAHA!
  369. Chomp: Can be used to bite opponents or eat items. If he eats food, it'll restore more health than usual!
  370. Chomp: Wario's hunger knows no bounds, but eating explosives will cause him a bit of damage. The blast will hurt those around him too!
  371. Wario Bike: Press up to do a wheelie and then down to lower the wheel again. Any enemy hit by that front wheel has a good chance of getting launched.
  372. Wario Bike: Wario's motorcycle can break into parts. Throw them at others, or eat them to fill Wario's...gas tank.
  373. Wario Waft: When Wario's bursting at the seams with gas, he'll glow. Getting KO'd won't release any gas either--there's only one way to let it out...
  374.  
  375. Wii Fit Trainer
  376. Standard Attack: If you land three standard attacks in a row, you'll bury your opponents in the ground for a while.
  377. Strong Side Attack: It's not just the front arm thrust that deals damage--the leg raised up behind is also a powerful attack that launches foes straight up.
  378. Up Smash Attack: You're invincible for a moment just before unleashing this. Try using it to launch foes attacking from above.
  379. Header: The ball's trajectory depends on when you press the button again. You can also attack with the headbutt directly, which has a meteor effect.
  380. Header: Shield before hitting the ball to cancel your serve and let the ball fall, dejected, to the ground.
  381. Super Hoop: Press the button repeatedly to float up higher, making recovery easier. If foes are trying to stop you getting back to the stage, just fly out of reach!
  382.  
  383. Yoshi
  384. Midair Jump: Yoshi's midair jump won't stop if a foe attacks him in the middle of it. This is key to recovering for him, since his up special doesn't travel far.
  385. Egg Lay: This move grabs opponents with Yoshi's tongue and traps them in an egg. They'll take less damage while trapped, but you can hit them all you like!
  386. Egg Roll: This move turns Yoshi into an egg that rolls along the ground. The faster it goes, the more powerful it'll be. Just beware of getting grabbed!
  387. Egg Roll: You can start this move in the air, but you won't deal any damage until you hit the ground.
  388. Yoshi Bomb: The damage and launching power of the Yoshi Bomb are both a little higher when used on the ground.
  389. Yoshi Bomb: Yoshi Bomb is great for breaking shields. Start off with multiple standard attacks, and then use Yoshi Bomb to finish that shield off.
  390.  
  391. Zelda
  392. Farore's Wind: Hold a direction before disappearing to warp that way. Zelda will follow the direction of any platforms she encounters during the warp, as well.
  393. Phantom Slash: Charge this attack to make the Phantom travel farther. It'll attack differently based on the distance traveled.
  394. Phantom Slash: If the Phantom takes 13% damage or more, he'll be destroyed. After that, you'll have to wait six seconds before summoning him again.
  395.  
  396. Zero Suit Samus
  397. Down Air Attack: This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
  398. Plasma Whip: If you try to grab in midair, you'll attack with the Plasma Whip instead. If the whip reaches an edge, you'll grab onto it. Handy!
  399. Flip Jump: Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
  400. Flip Jump: Press the attack button during this move to launch a kick. This kick does a lot of damage and has a powerful meteor effect too.
  401. Gunship: Samus jumps into her Gunship and opens fire on her opponents. She'll jump back out after five blasts or 15 seconds.
  402.  
  403. STAGES
  404. Boxing Ring
  405. Reach those lights hanging above the ring! If you damage them enough, they'll come crashing down, launching anyone caught beneath them.
  406.  
  407. Bridge of Eldin
  408. Sometimes a Bulblin will appear, following along after King Bulblin. It won't really do much, but you can attack it and defeat it. You meanie.
  409.  
  410. Coliseum
  411. The floor of the stage will rise up to form various different platforms. Their layout is random, but they can all be passed through by fighters.
  412.  
  413. Flat Zone X
  414. This stage combines elements from Flat Zone in Melee and Flat Zone 2 in Brawl. Look closely, and you'll see that even the fighters are flat!
  415.  
  416. Gamer
  417. The mother has her eyes peeled for any fighters. Hide in the shadows if you don't want to be discovered smashing after bedtime!
  418. The mother doesn't just peek in from the door or through the window. She appears on TV too, and sometimes even as a drawing in the sketchbook!
  419.  
  420. Garden of Hope
  421. Don't touch the Pekish Aristocrab when it slides across the stage--it'll launch you! It has no issue knocking over the plant pot and the climbing pole.
  422. Parts of the stage are pretty fragile. Luckily, if fighters or the Pekish Aristocrab break anything, some Pikmin will be right along to fix it up.
  423.  
  424. Jungle Hijinxs
  425. When the Barrel Cannons start flashing, it means they're about to vanish off-screen. You can't use them once they're pointing straight up, so hurry!
  426. After being fired out of a Barrel Cannon, you'll smolder for a bit. Don't use another one until you stop...unless you think you'd like exploding! (You won't.)
  427. When the ground starts to quake, it's about to fall out from underneath you. Jump into a Barrel Cannon to flee before it's too late!
  428.  
  429. Kalos Pokemon League
  430. In the Steel-type chamber, swords stick out from the ground, damaging fighters who touch them. Registeel's Stomp will bury fighters in the ground.
  431. In the Fire-type chamber, geysers of flame lift up the platforms. When Ho-Oh appears, these blaze up with renewed intensity!
  432. The flowing water in the Water-type chamber can push fighters off the edge. If Manaphy appears, a hole will open in the center and suck the water in.
  433. In the Dragon-type chamber, energy surges can launch fighters. If electrical sparks fly at the edges of the stage, Rayquaza is about to appear.
  434.  
  435. Kongo Jungle (64)
  436. The Barrel Cannon can nelp you recover even when all seems lost. Time your shot carefully, or you might launch off the screen instead. Oops!
  437.  
  438. Luigi's Mansion
  439. Each pillar supports a part of the building that collapses when that pillar is destroyed. A first-floor pillar can't be destroyed before a second.
  440.  
  441. Mario Circuit (Brawl)
  442. The karts on this stage do more damage than the ones in the new Mario Circuit. The helpful map in the background always shows where they are!
  443.  
  444. Mario Galaxy
  445. It's not just fighters that are affected by this stage's curved gravity--many projectiles will travel in arcs as well, so aim carefully!
  446.  
  447. Mushroom Kingdom U
  448. If one of the giant icicles hits you when it falls, you'll be frozen. If you notice any drops of water falling from above, get out from under them fast!
  449. A spray of water from below is the sign that a pillar of water is about to erupt. If there's an Urchin on one, don't touch it or you'll get hurt!
  450. If Nabbit catches you, he'll put you in his sack. Wriggle about to escape before he carries you off the screen!
  451.  
  452. Norfair
  453. The magma that rises on this stage will gradually cover all but the topmost platforms. Seriously, the floor is lava.
  454.  
  455. Onett
  456. Step on the Drug Store's canopies five times, and the store's sign starts to come free. Do it twice more, and the canopies themselves collapse!
  457. The cars that zoom by from the right-hand side of the screen deal a whopping 30% damage. Use a counterattack on them to deal even more!
  458.  
  459. Orbital Gate Assault
  460. When the missile hits the gate, a force field will appear. It'll launch anyone who touches it--sounds like a thing you should introduce your foes to.
  461. If all players press the ZL Button (or equivalent) when choosing this stage, you'll see a Smash Taunt...as long as Fox and Falco aren't in play.
  462.  
  463. PAC-LAND
  464. You can't grab any of the edges on this stage. There aren't many holes, but if you do fall into one, try to recover with plenty of room to spare.
  465. Unlike in other stages, you can't float at all in the water here. You'll fall through it like it's not even there, so be careful not to belly flop to a KO!
  466. This stage includes various special features from the original PAC-LAND game. For instance, the Special Pac item will make you briefly invincible.
  467. The speed at which the stage scrolls depends on where the fighters are standing. Head forward to speed it up; lag behind to slow it down.
  468. When you reach Fairyland, you can obtain magic boots from the Mother Fairy. These let you jump higher for 30 seconds.
  469.  
  470. Palutena's Temple: The bridge in the middle of the stage will break when attacked. There are moving platforms below, so keep calm and land safely.
  471.  
  472. Pilotwings
  473. In this stage, you fight atop a red biplane and a yellow monoplane. It's tough to aim projectiles straight when the plane keeps twisting and turning!
  474.  
  475. Pokemon Stadium 2
  476. This stage's Electric form has conveyor belts on both sides. They'll carry you right off the edge; be careful where you stand when you're taunting.
  477. This stage's Flying form has a constant updraft, making fighters fall more slowly. It extends past the edges of the stage, so it's useful for recovering.
  478.  
  479. Port Town Aero Dive
  480. When you descend onto the track, be careful of high-speed racing machines. In some places, they can even hit you on the floating platforms!
  481.  
  482. Pyrosphere
  483. The bulbous Joulions that fall from above will puff up and explode. You can deal serious damage to Ridley with this explosion.
  484. The flying machines in this stage are called FG II-Grahams. They'll fire lasers if attacked, which can do a lot of damage to Ridley!
  485.  
  486. Skyloft
  487. On the small island with a waterfall, you'll want to be careful of falling. That swift current can easily prevent you from recovering.
  488.  
  489. Skyworld
  490. Skyworld's terrain is impenetrable, but you can grab the edges. Once destroyed, it leaves clouds that can't be grabbed but can be passed through.
  491.  
  492. Temple
  493. When your damage is high, try to fight in the cave around the middle of the stage. It's easy to break your fall against the walls and stay in the game.
  494.  
  495. The Great Cave Offensive
  496. The burning red Danger Zones are as dangerous as the name implies. Touch them with more than 100% damage, and you'll be instantly KO'd.
  497. On this stage, mine carts will sometimes apear. They start moving when someone gets inside or on their own after a while. Try not to get run over!
  498. When treasure chests appear on this stage, break them to get items! Some chests explode, though, so it might be safer to use projectiles.
  499.  
  500. Wii Fit Studio
  501. This stage's background demonstrates seven different poses, and the Wii Balance Board platforms can appear in 125 different ways!
  502.  
  503. Windy Hill Zone
  504. The rotating platforms to the right occasionally change speed or direction. They'll stop briefly beforehand, so be careful not to get carried away!
  505. Springs appear just beyond the edges of this stage that will propel fighters in the direction a spring is pointing. Watch out--they can spin!
  506.  
  507. Woolly World
  508. After a warning appears, the ground will rumble and then fall away. While it's gone, the edges of the blue clouds and rocket can be grabbed.
  509.  
  510. Wrecking Crew
  511. If there's an oil drum on a floor that's falling, stay out of its way! These drums can trap you inside, leaving you immobile and vulnerable to attacks.
  512.  
  513. OTHER
  514. Bonus Effects: You can equip multiple pieces of equipment with the same bonus effect to make that effect stronger.
  515. Breaking Your Fall: When you hit the wall, floor, or ceiling after being launched, press the shield button to break your fall and avoid follow-up attacks.
  516. Changing Direction and Attacking: With most fighters, you can turn around while dashing and then quickly press a button to deliver a strong side attack or a side smash.
  517. Charge Canceling: You can cancel some special moves by pressing the shield button as you charge. Using the move again will start you where you left off!
  518. Clinging to Walls: Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though...
  519. Crouch Walking: Some fighters can move while crouched if you input diagonally down to the left or right.
  520. Crouching's Defensive Value: Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won't help at all--but it looks pretty hilarious!
  521. Dangerous Shielding: If your shield breaks near an edge, a foe could casually push you off the stage while laughing. Be careful where you use your shield!
  522. Deadly Blow: A red and black flash of lightning when an attack lands means that the victim has been hit with enough force to launch them off the screen.
  523. Directional Taunts: Some taunts are different depending on which way the fighter is facing. Captain Falcon's down taunt and Rosalina & Luma's side taunt are examples.
  524. Easy Final Smash: Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd.
  525. Eating While Prone: Press the attack button while you're prone to eat a food item that's fallen nearby.
  526. Edge-Grabbing Invincibility: When you grab an edge, your fighter flashes and becomes briefly invincible. This won't happen if you grab an edge again before touching the ground.
  527. Footstool Jump: You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down too.
  528. Grab: You have to wait at least a second between letting go of opponents and grabbing them again, so be patient!
  529. Grab an Item while Airborne: You can grab an item in midair by dodging or attacking at just the right time.
  530. Grabbing Edges: If you grab an edge that someone else is grabbing, you'll steal it from him or her. So much for first come, first served!
  531. Helpless Falling: After using certain specials in the air, you won't be able to attack or dodge until you hit the ground. You can still adjust the direction for your fall, though.
  532. Hitstun Shuffling: If you input in a direction while taking damage, you'll shift slightly in that direction.
  533. Landing after Midair Dodging: If you land while performing a midair dodge, you won't be able to move for a moment. Dodging all the time can actually leave you more exposed!
  534. Low Jump: If you press the jump button very briefly, you'll jump lower than usual, which lets you use air attacks against ground-level foes.
  535. Magnifying-Glass Damage: When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger!
  536. Meteor Smash: Launching an opponent straight downward is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method.
  537. Perfect Shield: Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding.
  538. Reflection Move Stamina. Reflection moves tend to break if an attack deals more than around 50 damage. Shots get stronger if reflected, so reflecting back and forth is risky!
  539. Repeated Edge Grabbing: Some moves, such as Ike's Aether, have limits on how many times they can be used to grab onto edges without touching the ground.
  540. Reversing Side Specials: Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too.
  541. Shield Break: While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
  542. Shifting Your Shield: You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
  543. Stale Moves: Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game!
  544. Super Armor: This is a state where you won't flinch even while taking damage. Some specials will trigger this.
  545. The Jump Masters: #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.
  546. The Three Fastest Fighters: #1 is Sonic, #2 is Captain Falcon, and #3 is Little Mac. In Super Smash Bros. Brawl, Fox was #3, but Little Mac is just too light on his feet.
  547. The Three Fastest Walkers: Marth and Lucina are tied for #1, with Fox at #3. Walking doesn't leave you as open as running; patience can be a virtue in battle!
  548. The Three Highest Jumpers: #1 is Falco, #2 is Greninja, and #3 is Zero Suit Samus. Technically Giga Bowser jumps higher, but using a Final Smash form is cheating in this case.
  549. The Three Heaviest Fighters: #1 is Bowser, #2 is Donkey Kong, and #3 is King Dedede. The heavier a fighter is, the stronger their attacks are and the harder they are to launch.
  550. The Three Lightest Fighters: #1 is Jigglypuff, #2 is Mr. Game & Watch, and #3 is Kirby. Light fighters are easy to launch but can easily escape from combos.
  551. The Three Slowest Walkers: #1 is Robin, #2 is Jigglypuff, and #3 is Ganondorf. Don't worry--Robin makes up for that low speed with powerful ranged magic.
  552. The Top 3 Lifting Legends: Who moves fastest while carrying heavy items? #1 is Bowser, #2 is Donkey Kong, and #3 is King Dede. DK can even jump with a crate! So strong!
  553. Throwing Items: Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.
  554. Turning and Grabbing: If you turn around while running and then grab, your grabbing range will be longer than usual.
  555. Wall Jumping: Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.
  556. When Two Attacks Don't Meet: If two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled.
  557. When Two Attacks Meet: Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air!
  558. While Shielding: You can't walk or attack while shielding, but you can jump. Do an up attack before leaving the ground to immediately strike out of your shield!
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