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MrCheeze

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Sep 22nd, 2014
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  1. /------------------\
  2. | Mii Brawler |
  3. \------------------/
  4.  
  5. Shot Put This iron ball makes an impact, but it doesn't go very far.
  6. Ultimate Uppercut A devastating uppercut charged up with all your might.
  7. Exploding Side Kick A kick so explosive, it'll set the world on fire (or at least your leg).
  8.  
  9. Onslaught Rush forward to deliver a flurry of kicks, and then finish with an uppercut.
  10. Burning Dropkick A fiery dropkick with decent range. Charge it to really turn up the heat!
  11. Headache Maker Pummel your foes with a swing of your arms as you descend from a jump.
  12.  
  13. Soaring Axe Kick Hit 'em on the way up while flipping, and hit 'em on the way down with an axe kick.
  14. Helicopter Kick A series of spin kicks delivered while soaring diagonally into the air.
  15. Piston Punch A storm of rising punches, carrying both you and your foes into the air for a high-flying combo.
  16.  
  17. Head-On Assault Crash headfirst into the ground, burying any foes standing nearby.
  18. Feint Jump An invincible leap out of danger that you can combo into a mighty kick.
  19. Foot Flurry A flurry of kicks. On the ground you'll charge forward, but in the air you'll stay in place.
  20.  
  21. /------------------\
  22. | Mii Swordfighter |
  23. \------------------/
  24.  
  25. Gale Strike A blade technique that sends a tornado hurtling forth.
  26. Shuriken of Light A small throwing weapon made of light that flies straight forward.
  27. Blurring Blade A flurry of sword slashes. Charge it longer for extra power.
  28.  
  29. Airborne Assault Flip forward to strike a foe, and then rebound off of them.
  30. Slash Launcher Rush through anyone in your path, and launch them upward.
  31. Chakram A throwing weapon that you can guide with directional inputs.
  32.  
  33. Stone Scabbard A high jump followed by a firm downward strike with your sword.
  34. Skyward Slash Dash A flurry of slashes that sends you in the direction of your choice.
  35. Hero's Spin A spinning sword attack that sends you upward if used in the air.
  36.  
  37. Blade Counter Counter an enemy attack. The strength of your strike depends on their attack.
  38. Reversal Slash Creates a rainbow that reflects projectiles. Can also flip foes around if it hits them.
  39. Power Thrust A high-speed strike that goes forward on the ground and diagonally down in the air.
  40.  
  41. /------------------\
  42. | Mii Gunner |
  43. \------------------/
  44.  
  45. Charge Blast A straight plasma shot. Charge it for extra firepower.
  46. Laser Blaze A rapid-fire laser beam that will do damage but won't make foes flinch.
  47. Grenade Launch A grenade thrown in an arc that explodes on impact.
  48.  
  49. Flame Pillar Fire a blast diagonally toward the ground, creating a miniature inferno on impact.
  50. Stealth Burst A stealthy shot that explodes when you release the button.
  51. Gunner Missile Fires a guided missile. Alternatively, enter the move like a smash attack for a super missile!
  52.  
  53. Lunar Launch Shoot downward, and the recoil will rocket you into the air.
  54. Cannon Uppercut An uppercut powered by a downward blast that can dunk airborne foes.
  55. Arm Rocket Take to the sky using jet propulsion. The direction of flight can be adjusted left or right.
  56.  
  57. Echo Reflector Reflects enemy projectiles, sending them back even stronger than they were before.
  58. Bomb Drop A thrown bomb that rolls a short distance on the ground.
  59. Absorbing Vortex Sucks in enemy projectiles, forming a barrier that also heals your damage.
  60.  
  61. /------------------\
  62. | Mario |
  63. \------------------/
  64.  
  65. Fireball Throws a fireball that bounces along the ground.
  66. Fast Fireball Throws a faster, slightly weaker fireball straight ahead.
  67. Fire Orb Throws a big ball of fire. Slow, but hits repeatedly before disappearing.
  68.  
  69. Cape Whips out a cape to spin opponents around and reflect projectiles.
  70. Shocking Cape Whips out a cape that zaps opponents. Doesn't reflect projectiles.
  71. Gust Cape Create a gust of wind with low attack power that can push opponents.
  72.  
  73. Super Jump Punch A rising punch that hits repeatedly.
  74. Super Jump More jump than the Super Jump Punch, but with none of the punch.
  75. Explosive Punch Less jump than the Super Jump Punch, but with an explosive punch at the top.
  76.  
  77. F.L.U.D.D. Blasts opponents with water. It can be charged and aimed at an angle.
  78. Scalding F.L.U.D.D. Shoots hot water a short distance. Burns opponents on contact.
  79. High-Pressure F.L.U.D.D. Takes a while to fully charge, but blasts opponents with torrents of water.
  80.  
  81. /------------------\
  82. | Donkey Kong |
  83. \------------------/
  84.  
  85. Giant Punch A mighty punch. Press the button once to wind up, then again to unleash it.
  86. Lightning Punch Charges up much faster, but isn't quite as mighty. Deals electrical damage.
  87. Storm Punch A punch that's not very strong, but it pushes opponents away with a gust of wind.
  88.  
  89. Headbutt Headbutt opponents in front of you, and bury them if they're on the ground.
  90. Jumping Headbutt Jump up before headbutting. Buries opponents for a shorter time.
  91. Stubborn Headbutt A slow but powerful headbutt. Being attacked won't interrupt this move.
  92.  
  93. Spinning Kong A whirlwind of punches. You can move left and right while spinning.
  94. Chopper Kong Spins high into the air like a helicopter. Doesn't deal any damage to opponents.
  95. Kong Cyclone Suck opponents in as you spin, and then launch them with a single punch.
  96.  
  97. Hand Slap Slap the ground to cause shock waves that send opponents into the air.
  98. Focused Slap Smaller shock waves, but opponents will be stunned and sent flying.
  99. Hot Slap Creates flame pillars that can hit airborne fighters.
  100.  
  101. /------------------\
  102. | Link |
  103. \------------------/
  104.  
  105. Hero's Bow Fires an arrow. The longer you hold the button, the stronger the shot.
  106. Power Bow Shorter-range arrows, but if you draw the bow fully, they'll deal a hefty blow.
  107. Quickfire Bow Rapid-fire arrows that can pass through enemies to hit others.
  108.  
  109. Gale Boomerang Deals damage on its way out, and can pull opponents toward you on its way back.
  110. Boomerang A normal boomerang with good attack power, but it won't pull opponents.
  111. Ripping Boomerang A short-range boomerang that passes through opponents, dealing multiple hits.
  112.  
  113. Spin Attack Strike opponents while spinning. Acts as a jump if used in midair.
  114. Shocking Spin Strong and electrical, but sideways motion is reduced and it leaves you vulnerable.
  115. Whirling Leap Sends you soaring high into the air, but doesn't deal any damage to opponents.
  116.  
  117. Bomb Pull out a throwable bomb that explodes on impact or when the fuse runs out.
  118. Giant Bomb Pull out a huge bomb that makes a huge boom. (Where the heck does Link keep these things?!)
  119. Meteor Bomb Pull out a short-fused bomb that has a meteor effect on airborne foes.
  120.  
  121. /------------------\
  122. | Samus |
  123. \------------------/
  124.  
  125. Charge Shot An energy blast that shoots straight. Can be charged and stored for later.
  126. Dense Charge Shot A Charge Shot with even more power, but at the expense of range and speed.
  127. Melee Charge Shot A point-blank Charge Shot that isn't a projectile. Charging expands its range.
  128.  
  129. Missile Launch a homing missile. Perform like a smash attack to launch a Super Missile.
  130. Relentless Missile Launch a slower, more persistent missile. Also, the Super Missiles decelerate after a bit.
  131. Turbo Missile Launch a missile that takes a second to get going. Its direction can be adjusted.
  132.  
  133. Screw Attack Spin into the air. Any opponents caught by the move get hit several times.
  134. Screw Rush Spin forward through the air, launching opponents sideways.
  135. Apex Screw Attack Hits at the start and peak of the jump. The force at the peak can launch foes.
  136.  
  137. Bomb Drop a bomb in Morph Ball form. You'll fly upward if you're hit by the explosion.
  138. Slip Bomb Drop a bomb that can knock foes over but does less damage.
  139. Mega Bomb Drop a stronger bomb with a longer fuse. Only one can exist at a time.
  140.  
  141. /------------------\
  142. | Yoshi |
  143. \------------------/
  144.  
  145. Egg Lay Grab an opponent with your tongue, swallow them, and turn them into an egg.
  146. Lick Jump forward and attack with your tongue. Surprisingly effective.
  147. Egg Launch Turn a foe into an egg and launch them. This egg is easier to break out of.
  148.  
  149. Egg Roll Turn into an egg and roll into enemies. You can jump once while in the egg.
  150. Heavy Egg Roll Slow, but deals a lot of damage when you roll into opponents.
  151. Light Egg Roll A bouncing version of Egg Roll. Doesn't last very long.
  152.  
  153. Egg Throw Lob an egg. You can set the angle of the throw with directional inputs.
  154. High Jump Jump really high. In midair, you can use the move more than once.
  155. Timed Egg Throw Lob an egg that goes right through opponents as it flies and then explodes.
  156.  
  157. Yoshi Bomb Jump up quickly and slam to the ground, shooting stars out left and right.
  158. Star Bomb Deals less damage with the bombing motion, but the stars are powerful and fly far.
  159. Crushing Bomb A full-power slam attack. So powerful, in fact, that the stars forget to fly out.
  160.  
  161. /------------------\
  162. | Kirby |
  163. \------------------/
  164.  
  165. Inhale Inhale an opponent. You can then copy one of their abilities or spit them out as a star.
  166. Ice Breath Breathe cold air to freeze nearby opponents.
  167. Jumping Inhale Leap forward and inhale an opponent. The star you can spit out won't do damage, though.
  168.  
  169. Hammer Flip A powerful hammer attack that can launch foes. Dangerous when fully charged.
  170. Hammer Bash A hammer swing that sends victims flying skyward. Powerful, but can't be charged.
  171. Giant Hammer Swing an enormous hammer. It's slow but deals a lot of damage.
  172.  
  173. Final Cutter Jump high into the air, striking on the way up and down. Creates a shock wave when landing.
  174. Wave Cutter Jump high into the air, and then slam down to the ground, sending rocks flying.
  175. Upper Cutter Strike powerfully as you rise through the air. You can't attack on the way down.
  176.  
  177. Stone Turn into a heavy object and plummet. You'll take no damage while transformed.
  178. Grounding Stone Takes longer to transform, but can bury opponents.
  179. Meteor Stone Has a meteor effect on foes you hit while falling, but it takes longer to transform back.
  180.  
  181. /------------------\
  182. | Fox |
  183. \------------------/
  184.  
  185. Blaster Rapid-fire lasers that deal damage but don't knock opponents back.
  186. Impact Blaster Slower lasers that deal damage and knock opponents back.
  187. Charge Blaster Charge up to fire a single, powerful laser. It's slow but deals a lot of damage.
  188.  
  189. Fox Illusion Dash through opponents at great speed to knock them into the air.
  190. Fox Burst The dash itself deals no damage, but an explosion occurs where you stop.
  191. Wolf Flash Dash into the air at an angle. When it hits, it sends opponents crashing downward.
  192.  
  193. Fire Fox Engulf yourself in flames and rocket skyward. You can change the direction while charging.
  194. Flying Fox Sends you high into the air at high speed, but deals no damage.
  195. Twisting Fox Spin to pull opponents in, then rise into the air, hitting multiple times on the way.
  196.  
  197. Reflector A shield that reflects projectiles, upping their speed and power.
  198. Big Reflector A larger reflective shield that doesn't power up reflected projectiles.
  199. Amplifying Reflector Sends projectiles back with twice the speed and power, but it takes longer to activate.
  200.  
  201. /------------------\
  202. | Pikachu |
  203. \------------------/
  204.  
  205. Thunder Jolt Send a ball of electricity bouncing along the stage.
  206. Thunder Wave The ball of electricity paralyzes foes but does less damage.
  207. Thunder Shock Shoot a ball of electricity horizontally. Triggers a small blast as it disappears.
  208.  
  209. Skull Bash A flying headbutt that can be charged up.
  210. Shocking Skull Bash A flying headbutt that deals multiple hits. The last hit has added launch power.
  211. Heavy Skull Bash Dives sideways. Deals more damage if it hits near the start of the attack.
  212.  
  213. Quick Attack A fast attack in any direction. Change direction midmove to move a second time.
  214. Meteor Quick Attack A Quick Attack with a meteor effect. Potent at the start and when changing direction.
  215. Quick Feet Doesn't move twice, but moves much farther than Pikachu's other up specials.
  216.  
  217. Thunder A lightning strike that deals more damage to opponents if the bolt hits you.
  218. Thunder Burst An electrical burst around you that sends opponents flying.
  219. Distant Thunder The thundercloud will appear higher up. Deals more damage near the cloud.
  220.  
  221. /------------------\
  222. | Luigi |
  223. \------------------/
  224.  
  225. Fireball Throw a fireball straight ahead. It will bounce if it hits a wall or the ground.
  226. Bouncing Fireball Throw a fireball that bounces along the ground. Gradually loses power.
  227. Iceball Throw a slow-moving, icy ball at your foes.
  228.  
  229. Green Missile A sideways dive that can be charged. It's Luigi, so this move can backfire.
  230. Floating Missile Flies sideways in a straight line. Charges up quickly, but doesn't do a lot of damage.
  231. Quick Missile Fly faster and farther than normal, sliding across the ground if you miss.
  232.  
  233. Super Jump Punch Punch up through the air. Stronger at the start of the move.
  234. Fiery Jump Punch Easier to get a critical hit at the start, but you don't jump as high.
  235. Burial Header Can bury opponents on the way down, but no critical hits on the way up.
  236.  
  237. Luigi Cyclone A spinning attack that can be moved sideways. Tap the button quickly to rise.
  238. Mach Cyclone A spin that pushes opponents. Not much sideways movement, but can rise quite far.
  239. Clothesline Cyclone A slow but powerful whirlwind slap that sends opponents flying sideways.
  240.  
  241. /------------------\
  242. | Captain Falcon |
  243. \------------------/
  244.  
  245. Falcon Punch Charge up for a moment, then strike. The direction can be changed while charging.
  246. Falcon Dash Punch Dash forward and punch. Slightly weaker, and you're vulnerable just before striking.
  247. Mighty Falcon Punch A bigger, more powerful Falcon Punch, but the buildup leaves you more open than ever.
  248.  
  249. Raptor Boost Dash forward, and uppercut when you reach an opponent.
  250. Heavy Raptor Boost A dashing punch that's slow but is difficult to interrupt.
  251. Wind-up Raptor Boost Step back before dashing forward. Charges up faster than the other moves.
  252.  
  253. Falcon Dive Jump up and grab a foe. If you connect with your prey, you'll explode off of them.
  254. Falcon Strike Jump higher than the Falcon Dive, but doesn't grab opponents.
  255. Explosive Falcon Dive Doesn't jump as high as the Falcon Dive, but it's more explosive.
  256.  
  257. Falcon Kick On the ground, does a flying sideways kick. In the air, kicks diagonally downward.
  258. Falcon Kick Fury A Falcon Kick that hits multiple times and can launch opponents at the end.
  259. Lightning Falcon Kick A quick, electrical flying kick that goes straight through enemies.
  260.  
  261. /------------------\
  262. | Ness |
  263. \------------------/
  264.  
  265. PK Flash An electrical blast that explodes after a while or when you release the button.
  266. Rising PK Flash A PK Flash that just keeps rising. Lower on power and sideways motion.
  267. PK Freeze Like PK Flash, but freezes opponents when it hits.
  268.  
  269. PK Fire A ball of light that erupts into a flame pillar when it hits an opponent.
  270. PK Bonfire The ball of light doesn't travel as far, but the flame pillars stick around longer.
  271. PK Fire Burst A ball of light that releases a single flame when it hits. Knocks opponents farther.
  272.  
  273. PK Thunder Fire a steerable ball of lightning. Hit yourself with it to go flying.
  274. Lasting PK Thunder Doesn't disappear when it hits an opponent, but deals less damage.
  275. Rolling PK Thunder A more powerful PK Thunder, but the lightning ball moves more slowly.
  276.  
  277. PSI Magnet Absorb projectiles to heal damage. Blows opponents away at the end of the move.
  278. PSI Vacuum Pull opponents in, and then deal damage at the end of the move. Does not pull projectiles in.
  279. Forward PSI Magnet The field appears in front of you. It can launch foes when vanishing, as well as absorbing projectiles.
  280.  
  281. /------------------\
  282. | Peach |
  283. \------------------/
  284.  
  285. Toad Use Toad as an unwilling shield. If he gets hit, he spreads spores.
  286. Sleepy Toad A counter that puts opponents in front of you to sleep. Launches airborne opponents.
  287. Grumpy Toad Not a counterattack. Releases spores that deal minor damage.
  288.  
  289. Peach Bomber Jump sideways and deliver a powerful hip bash.
  290. Flower Bomber A hip bash that plants flowers on enemies' heads. If you miss, you're left open to attacks.
  291. Flying Peach Bomber Rise into the air and deliver a hip bash. Harder to land, but it's more powerful.
  292.  
  293. Peach Parasol Jump high into the air and open your parasol. Keep it open to slowly float down.
  294. Parasol High Jump Jump high into the air quickly, but you can't open your parasol.
  295. Light Parasol The jump isn't very high, but opening the parasol lifts you a little bit higher.
  296.  
  297. Vegetable Pluck a veggie if on the ground. The veggie's power depends on its mood.
  298. Light Veggie Pluck a slow-flying veggie from the ground. Can only be used so many times in a row.
  299. Heavy Veggie Pluck a heavy veggie that doesn't go far but can launch opponents.
  300.  
  301. /------------------\
  302. | Bowser |
  303. \------------------/
  304.  
  305. Fire Breath Breathe fire. Power decreases if used too much. You can control the angle a little bit.
  306. Fire Shot Spit out a fireball. Power won't change even if used in rapid succession.
  307. Fire Roar More powerful than Fire Breath, but it runs out quickly and takes longer to recharge.
  308.  
  309. Flying Slam Grab an opponent, jump into the air, and slam them to the ground.
  310. Dash Slam Dash and grab an opponent. The jump isn't high, but there's more sideways movement.
  311. Dash Slash Charge and slash opponents with your claws. Low damage, but high launch power.
  312.  
  313. Whirling Fortress Duck inside your shell and spin. You can move sideways while spinning.
  314. Flying Fortress Spins high into the air but doesn't deal damage.
  315. Sliding Fortress Spin while sliding quickly to send opponents flying. Less vertical range.
  316.  
  317. Bowser Bomb Butt-stomp your enemies. On the ground, you can lift opponents with your horns.
  318. Turbulent Bomb Jump up diagonally, and push opponents with a gust of wind when you land.
  319. Slip Bomb Drop down and shake the ground, causing nearby opponents to fall over.
  320.  
  321. /------------------\
  322. | Zelda |
  323. \------------------/
  324.  
  325. Nayru's Love Envelop yourself in a crystal that deals damage and reflects projectiles.
  326. Nayru's Rejection Similar to Nayru's Love, but instead of hitting the opponent, it spins them around.
  327. Nayru's Passion Spin to pull opponents in, and then deal fire damage. Won't reflect projectiles.
  328.  
  329. Din's Fire Fire magic that explodes after a time or when the button is released.
  330. Din's Flare Travels farther, but can't be aimed up or down. Damage is the same at all distances.
  331. Din's Blaze A steady fireball that floats in the air and explodes after a bit.
  332.  
  333. Farore's Wind Teleport in any direction. Deals damage when disappearing and reappearing.
  334. Farore's Squall Teleporting doesn't deal damage, but a gust of wind will push foes away.
  335. Farore's Windfall Will only teleport upward, but foes hit when reappearing are meteor smashed.
  336.  
  337. Phantom Slash Summon a Phantom that slashes foes in front of you. Can be charged.
  338. Phantom Breaker The Phantom travels a set distance and wears down enemy shields rapidly.
  339. Phantom Strike The summoned Phantom strikes harder than normal but will not move forward much.
  340.  
  341. /------------------\
  342. | Sheik |
  343. \------------------/
  344.  
  345. Needle Storm Throw needles forward if on the ground or diagonally down if in the air. Can be charged.
  346. Penetrating Needles Throw needles that go through enemies. You can only throw up to three at a time.
  347. Paralyzing Needle Throw needles that deal slightly less damage but paralyze opponents. Charges more slowly.
  348.  
  349. Burst Grenade Throw a stealthy grenade that pulls opponents in before exploding.
  350. Gravity Grenade Has a smaller explosion radius, but foes hit by the burst will be knocked toward you.
  351. Skimming Grenade Throw a small, bouncing grenade. The longer it takes to explode, the less damage it deals.
  352.  
  353. Vanish Throw a bomb to the ground and warp in any direction. Deals some damage.
  354. Gale An ultra-swift teleport. No attacking ability at all, but makes up for it in sheer speed.
  355. Abyss A stealthy leap that has a meteor effect on any opponents in its path.
  356.  
  357. Bouncing Fish Flip through the air and strike foes with your heel. If you land the kick, you bounce back.
  358. Jellyfish Flip higher and slam downward with your heel. Land the kick to bounce straight up.
  359. Pisces Flip lower and press the button again to kick. Land the kick to bounce forward.
  360.  
  361. /------------------\
  362. | Marth |
  363. \------------------/
  364.  
  365. Shield Breaker Thrust your sword forward. Can be charged. Great for breaking shields.
  366. Storm Thrust Thrust your sword forward, creating a gust of wind that knocks opponents back.
  367. Dashing Assault Thrust while dashing forward. Deals slightly less damage than normal.
  368.  
  369. Dancing Blade Press repeatedly to unleash a sword combo. Press up or down to change the attacks.
  370. Effortless Blade You can't change the combo type, but you can wait longer between attacks. Lower damage.
  371. Heavy Blade Each strike is stronger but launches foes, making it hard to pull off a combo.
  372.  
  373. Dolphin Slash Strike upward with your sword as you rise into the air. Deals most damage at the start.
  374. Crescent Slash Rise in an arc while attacking. Deals most damage at the midpoint. Doesn't go as high.
  375. Dolphin Jump Jump really high, but you won't deal any damage.
  376.  
  377. Counter Prepare for an attack and strike back if hit. The power depends on your enemy's attack.
  378. Easy Counter Your counter stance lasts longer, but the attack power is lower.
  379. Iai Counter A successful counter knocks opponents behind you. Faster but does less damage.
  380.  
  381. /------------------\
  382. | Mr. Game & Watch |
  383. \------------------/
  384.  
  385. Chef Fling inedible food from a frying pan. Hold down the button to fling five foods in a row.
  386. XXL Chef Flings massive food (still inedible). Lower range and slower, but more powerful.
  387. Short-Order Chef Quickly flings mini bits of food from a frying pan. Lower attack power, but longer range.
  388.  
  389. Judge Swing your hammer. The power changes depending on the number displayed.
  390. Extreme Judge Only "1" or "9" will appear, but the latter isn't quite as devastating as usual.
  391. Chain Judge The number shown on the card equals the number of continuous hits dealt.
  392.  
  393. Fire Launch into the air and open a parachute, allowing you to glide down.
  394. Heavy Trampoline Lower vertical distance, but you do more damage on the way up.
  395. Trampoline Launch Launches you and any foes next to you into the air. No parachute included.
  396.  
  397. Oil Panic Collect energy-based projectiles in a bucket. Once it's full, do the move again to throw oil.
  398. Efficient Panic The bucket fills more quickly, but it deals less damage.
  399. Panic Overload The bucket has a smaller absorption area, but the attack area is larger.
  400.  
  401. /------------------\
  402. | Ganondorf |
  403. \------------------/
  404.  
  405. Warlock Punch Channel dark energy into a devastating punch. Difficult to interrupt.
  406. Warlock Blade Draw a sword and thrust it forward. The blade's tip deals the most damage.
  407. Warlock Thrust A faster, explosive Warlock Punch. Make sure your fist hits home for max damage.
  408.  
  409. Flame Choke Rush forward to grab an enemy. Grabbed enemies will be thrown straight down.
  410. Flame Wave Dash forward to grab an enemy and blast them into the air into other enemies.
  411. Flame Chain Dash forward and strike enemies repeatedly rather than grab them.
  412.  
  413. Dark Dive Jump up and grab an enemy, and then shock and launch them.
  414. Dark Fists Punch opponents into the air, and then hit them in midair to send them higher.
  415. Dark Vault Jump extra high, but you can only grab at the beginning or end of the attack.
  416.  
  417. Wizard's Foot A magic kick that flies straight when on the ground and diagonally down when airborne.
  418. Wizard's Dropkick Jump low into the air before doing the flying kick.
  419. Wizard's Assault A faster flying kick that goes through foes. In the air, the kick goes straight down.
  420.  
  421. /------------------\
  422. | Falco |
  423. \------------------/
  424.  
  425. Blaster A blaster shot that can't be fired very rapidly but makes enemies flinch.
  426. Explosive Blaster Fires a shot that slows down as it travels and explodes just before it stops.
  427. Burst Blaster Fires faster shots, but the power and range are decreased.
  428.  
  429. Falco Phantasm Dash forward with incredible speed, knocking opponents into the air.
  430. Falco Phase You can't be hit while dashing, but the move doesn't hit opponents, either.
  431. Falco Charge A shorter dash that hits much harder at the beginning of the move.
  432.  
  433. Fire Bird Wrap yourself in flame, and dash through the air in the direction of your choosing.
  434. Fast Fire Bird Same as Fire Bird, but you can dash instantly. You don't go as far, though.
  435. Distant Fire Bird Takes longer to charge, but flies farther and hits enemies harder.
  436.  
  437. Reflector Kick out an energy shield that reflects projectiles and deals damage.
  438. Accele-Reflector Only reflects when moving forward, but sends them back stronger than normal.
  439. Reflector Void Destroys shots rather than reflecting them. The reflector itself does more damage.
  440.  
  441. /------------------\
  442. | Wario |
  443. \------------------/
  444.  
  445. Chomp A big, toothy bite that can be used to eat enemies, projectiles, and items.
  446. Inhaling Chomp Pull enemies in, and then bite down. Slightly less powerful than normal.
  447. Garlic Breath Wario's breath is rancid enough to cause enemies to fall over and pass out. Ugh.
  448.  
  449. Wario Bike Ride around on a bike and crash into enemies. Takes some time to recharge.
  450. Speeding Bike The bike is faster and lighter, but it does less damage and falls apart easier.
  451. Burying Bike The bike is slower and heavier. Run over enemies to bury them.
  452.  
  453. Corkscrew Jump while spinning, hitting opponents multiple times.
  454. Widescrew Less damage and range than Corkscrew, but you can change the angle.
  455. Corkscrew Leap Takes longer to charge and doesn't deal damage, but goes much higher.
  456.  
  457. Wario Waft Release noxious gas from your rear end. It, uh..."charges" automatically.
  458. Rose-Scented Waft Release noxious gas that makes flowers grow on opponents' heads.
  459. Quick Waft The noxious gas charges more quickly, but it's less offensive.
  460.  
  461. /------------------\
  462. | Meta Knight |
  463. \------------------/
  464.  
  465. Mach Tornado Twirl and hit enemies multiple times. Press repeatedly to increase spin.
  466. Entangling Tornado Pull enemies in, and then hit them straight up into the air.
  467. Dreadful Tornado A more powerful Mach Tornado, but the amount of spins can't be increased.
  468.  
  469. Drill Rush Spin into opponents with your sword. You can change the angle a bit.
  470. High-Speed Drill Faster than Drill Rush, but the angle can't be changed.
  471. Shieldbreaker Drill A Drill Rush designed to break shields. Attack power and distance are reduced.
  472.  
  473. Shuttle Loop Fly into the air and strike, and then strike again after looping.
  474. Blade Coaster Fly forward instead of up. Enemies hit will be launched at a lower angle.
  475. Lazy Shuttle Loop Do a slow loop, and then strike hard while rising quickly.
  476.  
  477. Dimensional Cape Vanish, teleport in any direction, and then attack when reappearing.
  478. Shield Piercer The attack penetrates shields, but the power and distance are lower.
  479. Stealth Smasher Longer travel distance, but you're left vulnerable for longer.
  480.  
  481. /------------------\
  482. | Pit |
  483. \------------------/
  484.  
  485. Palutena Bow Fire a guidable arrow. While charging, you can aim the bow straight up.
  486. Piercing Bow Fire a stronger arrow that can pierce through foes. Charging takes longer. Can't be guided.
  487. Guiding Bow Fire an arrow that can be guided much more easily but has less power.
  488.  
  489. Upperdash Arm Dash forward and uppercut opponents. Can deflect projectiles.
  490. Interception Arm Acts as a counter, allowing you to uppercut enemies if they try to hit you. No dash.
  491. Quickdash Arm A faster, longer dash that continues after the uppercut, making it hard to control.
  492.  
  493. Power of Flight Fly high through the air. The flight angle can be changed while charging.
  494. Striking Flight The angle of flight can't be controlled as much, but you deal damage at takeoff.
  495. Breezy Flight Doesn't fly as far, but creates a whirlwind around Pit that can push enemies away.
  496.  
  497. Guardian Orbitars Shields your front and back and reflects projectiles, but you're vulnerable from above.
  498. Impact Orbitars The Orbitars damage foes and knock them back. Won't shield you or reflect projectiles.
  499. Amplifying Orbitars Boosts the power of projectiles it reflects, but the Orbitars can be broken more easily.
  500.  
  501. /------------------\
  502. | Zero Suit Samus |
  503. \------------------/
  504.  
  505. Paralyzer Fire an energy blast that stuns enemies. Can be charged.
  506. Blast Shot Shoot farther and faster than normal, but it's slightly less powerful and won't stun.
  507. Electromagnetic Net The energy blast expands after being fired, but it has reduced range.
  508.  
  509. Plasma Whip Attack foes with an energy whip. Can also be used to grab on to edges.
  510. Plasma Dash A dashing strike with your gun. Doesn't use the whip, so it can't grab on to edges.
  511. Whip Lash Knock foes toward you with the very end of the whip. The rest of the whip does nothing.
  512.  
  513. Boost Kick Rise into the air, striking multiple times, and then finish with a spinning kick.
  514. Impact Kick Kick opponents into the air, and then finish with a powerful spinning kick.
  515. Lateral Kick Lift opponents into the air at an angle, and then dash forward with a spinning kick.
  516.  
  517. Flip Jump Flip through the air. If you land on an opponent, they'll be buried in the ground.
  518. Shooting Star Flip Kick The flip itself doesn't attack, but press the button again to do a descending kick.
  519. Low Flip A flip that doesn't go very high but quickly covers a lot of ground.
  520.  
  521. /------------------\
  522. | Olimar / Alph |
  523. \------------------/
  524.  
  525. Pikmin Pluck Pluck a maximum of three Pikmin in this order: red, yellow, blue, white, purple.
  526. Hardy Pikmin Pluck Pluck Pikmin that have more durability. It takes longer to pluck them, though.
  527. Explosive Pluck Trigger an explosive effect when you pluck a Pikmin, but Pikmin are less resilient.
  528.  
  529. Pikmin Throw Throw your Pikmin. Most colors will stick to opponents, but purple Pikmin will slam them.
  530. Sticky Pikmin Throw Throw Pikmin that are harder to shake off, but their attacks do less damage.
  531. Tackle Pikmin Throw All Pikmin will behave like purple Pikmin: they'll slam into opponents instead of sticking.
  532.  
  533. Winged Pikmin Summon Winged Pikmin to fly you around. Less effective if you have more Pikmin.
  534. Winged Pikmin Jump Winged Pikmin pull you straight up very quickly, pushing any opponents aside.
  535. Mighty Winged Pikmin You can fly just as far with Pikmin in tow as without, but you can't fly as far to begin with.
  536.  
  537. Pikmin Order Blow your whistle to recall your Pikmin and change their order.
  538. Order Tackle Recalled Pikmin will deal damage when returning, but you're left vulnerable.
  539. Dizzy Whistle Spin nearby opponents around as you recall your Pikmin, but you're left open to attack.
  540.  
  541. /------------------\
  542. | Diddy Kong |
  543. \------------------/
  544.  
  545. Peanut Popgun Diddy's trusty peanut shooter. Don't charge it for too long, or it'll blow up in your face!
  546. Exploding Popgun Charges quickly and explodes, damaging nearby enemies. Doesn't actually fire any peanuts.
  547. Jumbo Peanuts Shoot giant peanuts that don't travel as far but pack a real punch.
  548.  
  549. Monkey Flip Leap forward to grab whoever you contact, or press the button again to kick.
  550. Back Flip A backward leap that switches to a flying forward kick if you press the button again.
  551. Flying Monkey Flip A higher jump with a weaker kick, but the grab attack is stronger.
  552.  
  553. Rocketbarrel Boost Rocket through the air and tackle opponents. Can be charged for extra distance.
  554. Rocketbarrel Attack Hits harder than the Rocketbarrel Boost, but doesn't fly quite as well.
  555. Rocketbarrel Kaboom Charges faster and steers better, but you'll explode if you hit terrain.
  556.  
  557. Banana Peel Throw a banana peel behind you to trip foes. Only one peel can exist at a time.
  558. Shocking Banana Peel A banana peel that paralyzes foes. More effective if stepped on.
  559. Battering Banana Peel Throw a banana peel straight up. The peel launches foes straight up, as well.
  560.  
  561. /------------------\
  562. | King Dedede |
  563. \------------------/
  564.  
  565. Inhale Inhale opponents and spit them out as stars.
  566. Dedede Storm A cyclone from King Dedede's mouth that pulls foes in, hits repeatedly, and launches upward.
  567. Taste Test Inhale opponents quickly, and spit them out as stars instantly.
  568.  
  569. Gordo Throw Throw a Gordo. If opponents attack it with the right timing, they can hit it back.
  570. Topspin Gordo Throw a Gordo that moves slowly at first, then kicks into high gear after it bounces.
  571. Bouncing Gordo Throw a Gordo that bounces back and forth. Lasts awhile, but each hit doesn't hurt much.
  572.  
  573. Super Dedede Jump A big jump, and then a downward crash. Press up to cancel it.
  574. Rising Dedede A big jump that attacks on the way up instead of the way down.
  575. Quick Dedede Jump A jump and crash that's extra fast but doesn't go as high or hit as hard.
  576.  
  577. Jet Hammer You can charge it while walking around, but charge for too long and you'll take damage.
  578. Armored Jet Hammer Charging gives you super armor, but charging fully hurts you more. Also deals less damage.
  579. Dash Jet Hammer Pushes you backward while charging, and sends you dashing forward when you attack.
  580.  
  581. /------------------\
  582. | Ike |
  583. \------------------/
  584.  
  585. Eruption Plunge your sword into the ground, triggering a fiery burst. Hurts you when fully charged.
  586. Tempest Plunging the sword into the ground creates a wind gust that pushes opponents away.
  587. Furious Eruption The eruption covers a wider area the more you charge it, but it also harms you.
  588.  
  589. Quick Draw Lunge forward and slash at any foe in your path. Can be charged.
  590. Close Combat A faster forward lunge that ends with a body blow that launches foes.
  591. Unyielding Blade Grants super armor during the charge and lunge, but the lunge is slower and shorter.
  592.  
  593. Aether Throw your sword up, jump to grab it, and then swing it on the way down.
  594. Aether Drive Throw your sword diagonally up, jump to grab it, and then swing it on the way down.
  595. Aether Wave Creates a shock wave when hitting the ground, but it's less powerful than normal.
  596.  
  597. Counter Block and counter an enemy attack. The strength of your strike depends on their attack.
  598. Paralyzing Counter A counter that paralyzes enemies instead of dealing damage.
  599. Smash Counter Deliver a slower, more powerful attack when countering.
  600.  
  601. /------------------\
  602. | Lucario |
  603. \------------------/
  604.  
  605. Aura Sphere Charge a ball of energy that can damage foes even while powering up. Press again to launch it.
  606. Snaring Aura Sphere Charge a slow-moving energy ball that draws opponents in and damages them.
  607. Piercing Aura Sphere Charge a faster, weaker energy ball that passes through foes.
  608.  
  609. Force Palm A punch that unleashes concentrated energy. Will grab the enemy if they're close enough.
  610. Advancing Force Palm Dash forward while using Force Palm. If it doesn't connect, you're left open to attacks.
  611. Long-Distance Force Palm A Force Palm attack with more range but less damage.
  612.  
  613. Extreme Speed A dash through the air that ends in an attack. You can swerve midflight with directional input.
  614. Ride the Wind Fly through the air longer but slower than Extreme Speed. Doesn't do damage.
  615. Extreme Speed Attack Leaves you vulnerable at the start, but sends opponents flying at any point during the dash.
  616.  
  617. Double Team Prepare for an incoming attack, and counterattack with a sliding kick if struck.
  618. Glancing Counter Dodge to avoid taking damage, and then immediately strike with a strong punch.
  619. Stunning Double Team A counter move that can paralyze your opponent if timed correctly.
  620.  
  621. /------------------\
  622. | R.O.B. |
  623. \------------------/
  624.  
  625. Robo Beam Fire a laser beam, but only when the LED on your head is flashing. It can bounce off the floor.
  626. Wide-Angle Beam A Robo Beam that can be fired at a wider range of angles but doesn't do quite as much damage.
  627. Infinite Robo Beam Never runs out of charge, but isn't as strong as the standard Robo Beam.
  628.  
  629. Arm Rotor Hop forward with an arm-spinning attack. Can also be used to reflect projectiles.
  630. Reflector Arm A longer arm spin that makes it easier to reflect projectiles. No forward movement.
  631. Backward Arm Rotor Spin opponents around while knocking them away. Its slow start leaves you open to attacks.
  632.  
  633. Robo Burner Use your thrusters to fly or hover in the air. You can also attack while airborne.
  634. Robo Rocket Quickly sends you high into the air. Unable to hover like Robo Burner.
  635. High-Speed Burner You can fly around faster, but it burns through your fuel more quickly.
  636.  
  637. Gyro Fire a spinning top. You can only have one on the stage at a time. This attack can be charged.
  638. Fire Gyro Fire a flaming top. Deals more damage, but doesn't travel as far.
  639. Slip Gyro Fire a slippery top that slides across the ground instead of bouncing.
  640.  
  641. /------------------\
  642. | Toon Link |
  643. \------------------/
  644.  
  645. Hero's Bow Fire an arrow with your bow. Charge it up for more power and range.
  646. Fire Arrow Sets fire to the ground where the arrow lands, but the range is reduced.
  647. Piercing Arrow Fire a piercing arrow at high speed. Does less damage than normal arrows.
  648.  
  649. Boomerang Deals damage on its way out and on its way back. Can be thrown diagonally.
  650. Floating Boomerang Throw a boomerang that's slow to return. It'll vanish if it hits anything on its way back.
  651. High-Speed Boomerang Throw a high-speed boomerang that passes through fighters. Deals less damage than normal.
  652.  
  653. Spin Attack Spin with your sword. Can hit opponents more than once and can be charged.
  654. Sliding Spin Attack Slide forward while spinning. If used in the air, you'll move more sideways than up.
  655. Flying Spin Attack A spin attack that ends in an upward slash, sending both you and the slashee into the air.
  656.  
  657. Bomb Pull out a throwable bomb. It'll explode after a while or when it hits something.
  658. Time Bomb The bomb only explodes when its fuse runs out. Does less damage but launches foes.
  659. Short-Fuse Bomb A powerful bomb with a very short fuse. The explosion sends fighters flying upward.
  660.  
  661. /------------------\
  662. | Charizard |
  663. \------------------/
  664.  
  665. Flamethrower Breathe fire on your opponents. Can be aimed slightly. The longer you use it, the weaker it gets.
  666. Fire Fang A short-range fire-breathing attack. Hits quickly and continuously to rack up damage.
  667. Fireball Cannon Fires distinct balls of fire that travel far but do less damage than Flamethrower.
  668.  
  669. Flare Blitz Hurtle sideways in an explosive assault. Damages both you and your foes.
  670. Blast Burn Slower but more explosive than Flare Blitz. Deals more damage to both you and your foes.
  671. Dragon Rush Less powerful than Flare Blitz, but you don't take damage when using it.
  672.  
  673. Fly Spiral into the sky. Can hit opponents multiple times while soaring upward.
  674. Rising Cyclone The movement distance is reduced, but it sucks in enemies and launches them.
  675. Fly High Your flight distance is increased, but you don't deal any damage.
  676.  
  677. Rock Smash Headbutt a rock to send fragments flying. Both the headbutt and the fragments can hurt rivals.
  678. Sinking Skull Pound an opponent into the ground, where they'll be stuck for a little while.
  679. Rock Hurl Similar to Rock Smash. The rock shards fly higher, but they cause less damage.
  680.  
  681. /------------------\
  682. | Sonic |
  683. \------------------/
  684.  
  685. Homing Attack Jump into the air, and then home in on the closest fighter (if there's one in range).
  686. Stomp Jump into the air before slamming straight down with a meteor smash.
  687. Surprise Attack A faster Homing Attack with less range and power than normal.
  688.  
  689. Spin Dash Roll forward at high speed. You can charge it, change the direction, and link to other attacks.
  690. Hammer Spin Dash Starts with a huge hop that buries any foes it hits. Slightly weaker than Spin Dash.
  691. Burning Spin Dash A more powerful Spin Dash with no hop at the start. Jumps during the dash are lower.
  692.  
  693. Spring Jump Spawns a spring. When used on the ground, it sticks around and can be used by anyone.
  694. Double Spring Doesn't spring as high, but the move can be used twice in a row without landing.
  695. Springing Headbutt Spring straight up and deliver a headbutt. The spring doesn't stick around, though.
  696.  
  697. Spin Charge A forward dash that can be powered up by rapidly pressing the special-move button.
  698. Auto-Spin Charge A Spin Charge that can be powered up simply by holding the button.
  699. Gravitational Charge Foes in front are pulled in while foes behind are pushed. Takes more button presses to power up.
  700.  
  701. /------------------\
  702. | Rosalina & Luma |
  703. \------------------/
  704.  
  705. Luma Shot Fling Luma forward. Press the button again to call Luma back. This attack can be charged.
  706. Luma Warp Warp Luma forward. What this move lacks in attacking power it makes up for in sheer speed.
  707. Power Luma Shot Send Luma spinning forward like a drill. He travels slowly but has serious power.
  708.  
  709. Star Bits Command Luma to fire three Star Bits forward. Works at any range.
  710. Floaty Star Bit Luma fires one slower Star Bit that doesn't go far but is good at getting in the way.
  711. Shooting Star Bit Luma fires a single, high-powered Star Bit in a straight line. Travels far.
  712.  
  713. Launch Star Fly into the air at an angle. You can adjust the angle a bit by pressing left and right.
  714. Launch Star Plus Sends you skyward quicker, but you can't control the angle of ascent.
  715. Launch Star Attack You travel a shorter distance than normal, but hitting opponents will launch them.
  716.  
  717. Gravitational Pull Draw items and projectiles safely toward you. While being drawn in, they can damage foes.
  718. Catch & Release Pull foes in and damage them. Has no effect on items or projectiles.
  719. Guardian Luma Causes Luma to grow bigger and protect you from attacks. Also does a bit of damage.
  720.  
  721. /------------------\
  722. | Wii Fit Trainer |
  723. \------------------/
  724.  
  725. Sun Salutation Charge a ball of energy. Press again to launch it. Heals you slightly when fully charged.
  726. Enriched Sun Salutation Charge a ball of energy that condenses while charging. Press again to launch it. Won't heal.
  727. Sweeping Sun Salutation The energy ball travels slowly but hits foes multiple times, pushing them away.
  728.  
  729. Header Head a soccer ball at opponents. Press the button again to head the ball early.
  730. Huge Header Head a larger ball that's slightly slower and less powerful but easier to hit with.
  731. Weighted Header Head a heavy ball that's more powerful but quick to drop to the ground.
  732.  
  733. Super Hoop Gyrate into the air, striking opponents. Press rapidly to go higher.
  734. Jumbo Hoop Gyrate into the air with larger hoops that deal damage over a wider area. Can't go as high.
  735. Hoop Hurricane Pull in opponents while rising, and then knock them upward with the hoops.
  736.  
  737. Deep Breathing Press the button at the right time to heal and boost your launching power.
  738. Volatile Breathing A forbidden breathing method that causes an explosion. Doesn't heal or power you up.
  739. Steady Breathing If successful, you're briefly impossible to launch. Takes a while to use again, though.
  740.  
  741. /------------------\
  742. | Little Mac |
  743. \------------------/
  744.  
  745. Straight Lunge Blast forward with a powerful punch. Press once to charge and again to strike.
  746. Flaming Straight Lunge Blast forward with a flaming punch that hits multiple times before launching opponents.
  747. Stunning Straight Lunge Blast through opponents at high speed. Will stun and launch at full charge.
  748.  
  749. Jolt Haymaker Leap forward, dodging low attacks, and deliver a punch. Press again to punch early.
  750. Grounding Blow Jump high into the air to whack opponents downward and bury them.
  751. Guard Breaker A slower but more powerful Jolt Haymaker that can't be blocked by shields.
  752.  
  753. Rising Uppercut Punch upward while twisting into the air. Hits opponents multiple times.
  754. Tornado Uppercut A twisting uppercut that reaches greater heights. Knocks foes away, only hitting them once.
  755. Rising Smash Pop up foes, and then leap up to deliver an extra-powerful punch. Doesn't go very high.
  756.  
  757. Slip Counter Wait for your opponent to attack, and then counter with an uppercut.
  758. Compact Counter A weaker counterattack that doesn't knock foes very far, allowing for easy follow-up combos.
  759. Dash Counter The counter window is shorter, but you dash forward to strike, making it useful at range.
  760.  
  761. /------------------\
  762. | Villager |
  763. \------------------/
  764.  
  765. Pocket Pocket an item or projectile to use later. Press the button again to take it back out.
  766. Garden You can only pocket items in front of you, but it can hit foes and plant flowers on their heads.
  767. Pocket Plus Stash items and projectiles more easily, but they become slightly less effective.
  768.  
  769. Lloid Rocket Fire Lloid forward like a rocket. Hold the button to ride on top of Lloid.
  770. Liftoff Lloid Fire Lloid forward, but he'll soon shoot up into the air, letting you ride to great heights!
  771. Pushy Lloid Lloid will hit opponents multiple times, pushing them before exploding.
  772.  
  773. Balloon Trip Don a balloon hat and fly around. You have a lot of control, but the balloons can be popped.
  774. Extreme Balloon Trip Fly using special balloons that don't rise as fast but cause an explosion when they burst.
  775. Balloon High Jump Rise to an incredible height. Any foes you hit will take damage.
  776.  
  777. Timber Plant a seed, water it, and chop the tree down. Each step has a different effect on foes.
  778. Timber Counter A fresh sprout trips opponents, and the fully grown tree fights back if attacked!
  779. Super Timber Slower but stronger. Use lots of water to grow a huge tree. The axe has high launching power.
  780.  
  781. /------------------\
  782. | Palutena |
  783. \------------------/
  784.  
  785. Autoreticle Fire energy blasts from your staff directly at an opponent in front of you.
  786. Explosive Flame Create a blast in front of you that can hit opponents multiple times.
  787. Heavenly Light Surround yourself in rays of light that damage opponents.
  788.  
  789. Reflect Barrier Cast a reflective wall that moves forward for a short distance. Can be used to push rivals.
  790. Angelic Missile Hurtle forth and collide with enemies to send them flying.
  791. Super Speed Dash headfirst into opponents. You can even jump and attack while dashing.
  792.  
  793. Warp Teleport in any direction. You can't attack or be attacked while warping.
  794. Jump Glide Jump into the air and glide around. Move faster by pressing left or right.
  795. Rocket Jump Create an explosion at your feet that blasts you into the air. Also damages opponents.
  796.  
  797. Counter Prepare for an opponent's attack, and strike back when struck.
  798. Lightweight Makes you lighter and significantly faster, but you'll also be easier to launch as a result.
  799. Celestial Firework Shoot a firework into the air. The firework explodes when hit or after a short time.
  800.  
  801. /------------------\
  802. | Robin |
  803. \------------------/
  804.  
  805. Thunder Lightning magic that can be charged to cast Elthunder, Arcthunder, and Thoron.
  806. Thunder+ Cast stronger lightning magic. Can't be used as many times in a row as Thunder.
  807. Speed Thunder Charges and travels faster than Thunder, but it isn't quite as strong.
  808.  
  809. Arcfire Cast a spell to throw a ball of fire. When it hits, it triggers a pillar of flames.
  810. Arcfire+ Cast a spell that causes a large explosion when it lands. Slower to cast than Arcfire.
  811. Fire Wall Cast a giant flame pillar in front of you that can be used to guard against attacks.
  812.  
  813. Elwind Cast wind magic downward, dealing damage and boosting you into the air twice.
  814. Soaring Elwind The first Elwind will send you higher than the second.
  815. Gliding Elwind The first shot sends you up at a forward angle, and then the second fires straight down.
  816.  
  817. Nosferatu A dark curse that steals the life force of enemies.
  818. Distant Nosferatu Can ensnare opponents farther away, but it's less powerful than normal.
  819. Goetia Pulls opponents in before trapping them. No healing effect, but deals more damage.
  820.  
  821. /------------------\
  822. | Duck Hunt |
  823. \------------------/
  824.  
  825. Trick Shot Kick an explosive can. Press the button to shoot it, bouncing it and boosting its power.
  826. High-Explosive Shot Kick a can into the air more quickly. Explodes as soon as you shoot it.
  827. Zigzag Shot Kick a can that moves back and forth as you shoot it. The shots knock foes into the air.
  828.  
  829. Clay Shooting Toss a clay pigeon. Press the button again to fire a volley of three shots at its position.
  830. Rising Clay Toss a clay pigeon that can't be shot. The farther it goes, the more it hurts.
  831. Clay Break Toss a clay pigeon that's harder to shoot, but the shots deal more damage.
  832.  
  833. Duck Jump Use the duck's wings to fly. You can control which direction you fly in.
  834. Duck Jump Snag The duck flies and the dog bites nearby fighters. You can't fly for long, though.
  835. Super Duck Jump Fly high into the air, causing a gust of wind that pushes opponents aside.
  836.  
  837. Wild Gunman Call one of five gunmen who each shoot at different speeds. They can be defeated.
  838. Quick Draw Aces Call one of five gunmen. They fire more quickly, but their shots don't travel very far.
  839. Mega Gunman Call a bigger but slower gunman with high defense to aid you.
  840.  
  841. /------------------\
  842. | Bowser Jr. |
  843. \------------------/
  844.  
  845. Clown Cannon Fire a slow, heavy cannonball. Charge it to boost the cannonball's speed and power.
  846. Piercing Cannon Fire a smaller, less-powerful cannonball that can bash through multiple fighters.
  847. Air Cannon Blast opponents with wind. In the air, you can also use it to move backward quickly.
  848.  
  849. Clown Kart Dash Transform the Junior Clown Car into a kart that speeds forward. Change direction to spin.
  850. Koopa Drift When spinning, the kart careens forward, hitting opponents multiple times.
  851. Grounding Dash A Clown Kart Dash that buries foes. Doesn't go far, and ends in an auto spin.
  852.  
  853. Abandon Ship Eject from the Junior Clown Car just before it explodes. You can attack while you fall.
  854. Meteor Ejection Jump out of the Junior Clown Car, and send it crashing to the ground.
  855. Koopa Meteor Launch high into the air before the Junior Clown Car explodes, firing you downward.
  856.  
  857. Mechakoopa Deploy a Mechakoopa that will explode if thrown, attacked, or just left alone.
  858. Impatient Mechakoopa Launch a Mechakoopa a fair distance. It explodes shortly after landing.
  859. Big Mechakoopa A large, powerful Mechakoopa. Walks past enemies, so throw it to make it go boom!
  860.  
  861. /------------------\
  862. | Shulk |
  863. \------------------/
  864.  
  865. Monado Arts Activate one of five different Arts, each of which provides a different advantage.
  866. Decisive Monado Arts Activate stronger Arts that last longer. However, they can't be canceled once used.
  867. Hyper Monado Arts Your arts are much stronger, but the drawbacks are too. Doesn't last as long.
  868.  
  869. Back Slash Leap forward to deliver a powerful slash. Attack from behind for massive damage!
  870. Back Slash Leap Leap high into the air, and deliver a powerful descending slice.
  871. Back Slash Charge Leap forward, shrugging off foes' attacks, to deliver a powerful slash.
  872.  
  873. Air Slash Lift enemies into the air with a rising slash. Can be followed up with a midair strike.
  874. Advancing Air Slash Slash upward and launch foes diagonally. Press again to deliver a second strike.
  875. Mighty Air Slash A more focused version of the standard Air Slash. Sacrifices range for sheer brute force.
  876.  
  877. Vision Evade an incoming enemy attack, and deliver a swift counterattack.
  878. Dash Vision Counter an enemy's incoming attack while moving swiftly past them.
  879. Power Vision An extra-powerful counter that's much less effective when used repeatedly.
  880.  
  881. /------------------\
  882. | Jigglypuff |
  883. \------------------/
  884.  
  885. Rollout A rolling attack that can be charged to achieve incredible speeds.
  886. Relentless Rollout An unstoppable rolling attack that keeps going even after bumping into enemies.
  887. Raging Rollout A rolling attack that can't be turned around. When fully charged, it has serious power.
  888.  
  889. Pound Step forward and slap your opponent so hard they fly straight into the air.
  890. Sideways Pound Stomp opponents with your adorable feet, and launch them sideways.
  891. Pound Blitz A lunging strike that sends you sliding across the ground. Can hit multiple times.
  892.  
  893. Sing A soothing song that causes extreme drowsiness in nearby opponents.
  894. Hyper Voice A funky tune that sends opponents reeling backward if they get too close.
  895. Spinphony A thrilling melody that somehow spins enemies around where they stand.
  896.  
  897. Rest A well-earned nap. Use it while touching a foe to unleash its hidden power.
  898. Leaping Rest A well-earned nap...with added altitude. No one will disturb you all the way up there.
  899. Wakie Wakie A short yet peaceful nap. Oh, and you explode when you wake up. Not so peaceful, I guess.
  900.  
  901. /------------------\
  902. | Lucina |
  903. \------------------/
  904.  
  905. Shield Breaker Thrust the sword forward to pierce through shields. Can be charged.
  906. Storm Thrust Thrust the sword forward. The tip creates a gust of wind that pushes opponents back.
  907. Dashing Assault Thrust while dashing forward. Deals slightly less damage than normal.
  908.  
  909. Dancing Blade Attack up to four times. Press up or down to change the combo type.
  910. Effortless Blade You can't change the combo type, but you can wait longer between attacks. Lower damage.
  911. Heavy Blade Each strike is stronger but launches foes, making it hard to pull off a combo.
  912.  
  913. Dolphin Slash Strike upward with your sword as you rise into the air. Deals most damage at the start.
  914. Crescent Slash Rise in an arc while attacking. Deals most damage at the midpoint. Doesn't go as high.
  915. Dolphin Jump Jump really high, but you won't deal any damage.
  916.  
  917. Counter Prepare for an attack and strike back if hit. The power depends on your enemy's attack.
  918. Easy Counter Your counter stance lasts longer, but the attack power is lower.
  919. Iai Counter A successful counter knocks opponents behind you. Faster but does less damage.
  920.  
  921. /------------------\
  922. | Greninja |
  923. \------------------/
  924.  
  925. Water Shuriken Fire a shuriken of water straight ahead. Charge it up to make the shuriken grow!
  926. Stagnant Shuriken Fires a water shuriken that hovers in place wherever it is created.
  927. Shifting Shuriken Fire two different types of shuriken depending on whether you tap the button or hold it.
  928.  
  929. Shadow Sneak Send a shadow along the ground. Release the button to warp to that point and strike!
  930. Shadow Strike A slower, more powerful form of Shadow Sneak that delivers a truly decisive blow.
  931. Shadow Dash Instantly warp a set distance. Less flexible than the standard Shadow Sneak, but more speedy.
  932.  
  933. Hydro Pump Fire a powerful water jet, propelling you in whichever direction you have pressed.
  934. High-Capacity Pump Fire two jets for a bigger boost. Slower than Hydro Pump, but easier to control.
  935. Single-Shot Pump Rocket skyward with a single short blast. Travels high, but you can't change direction.
  936.  
  937. Substitute Evade an incoming enemy attack by summoning a substitute, and then counterattack.
  938. Exploding Attack Vanish momentarily, and then reappear with a powerful explosion. Not a counterattack.
  939. Substitute Ambush Evade an enemy attack with a substitute, and then launch a slow but extra-powerful counter.
  940.  
  941. /------------------\
  942. | Dr. Mario |
  943. \------------------/
  944.  
  945. Megavitamins Throw a vitamin capsule that bounces off the ground.
  946. Fast Capsule Throw a capsule that flies swift and true. Not strong, but easy to use repeatedly.
  947. Mega Capsule Throws a large, slow-moving capsule. Short ranged, but hits multiple times.
  948.  
  949. Super Sheet A sheet that reflects projectiles. Has a short reach but a wide vertical range.
  950. Shocking Sheet Launch foes with an electrically charged sheet. Can't reflect projectiles, though.
  951. Breezy Sheet Use your sheet to whip up a gale that damages foes while pushing them back.
  952.  
  953. Super Jump Punch This rising punch may have no coins involved, but it's extra powerful at the start of the jump.
  954. Super Jump A slow jump that travels higher. No attack power, but you can move horizontally.
  955. Ol' One-Two A burning uppercut. Not much height, but causes a powerful explosion at its peak.
  956.  
  957. Dr. Tornado Spins repeatedly. You can move sideways while spinning and press the button repeatedly to rise.
  958. Soaring Tornado A rapid spin that creates wind and launches foes. Rises high, but can't move very far horizontally.
  959. Clothesline Tornado A spin that launches opponents you collide with. Slow, but has high launching power.
  960.  
  961. /------------------\
  962. | PAC-MAN |
  963. \------------------/
  964.  
  965. Bonus Fruit Summon a variety of fruit to throw at your foes. Some of them seem a little less edible, though...
  966. Freaky Fruit Summon fruit that move in strange and unpredictable ways, or even travel farther.
  967. Lazy Fruit Summon slow-moving fruit that tend to stick around for quite some time.
  968.  
  969. Power Pellet Summon a row of Pac-Dots ending in a Power Pellet, and send PAC-MAN on a retro dash.
  970. Distant Power Pellet Summon Pac-Dots that move faster and farther, but your own movement is slower.
  971. Enticing Power Pellet Summon a row of Pac-Dots that pull your opponents toward them.
  972.  
  973. Pac-Jump Bounce high into the air with a trampoline that sticks around for a little while.
  974. Power Pac-Jump Summon a trampoline that bounces you higher than usual but doesn't stick around.
  975. Meteor Trampoline Bounces you less high. When it's red, it has the meteor effect and can bury whoever jumps on it.
  976.  
  977. Fire Hydrant Summon a fire hydrant that shoots powerful jets of water that push nearby fighters.
  978. On-Fire Hydrant Summon a fire hydrant that unleashes fire instead of water. Careful, it'll hurt you too!
  979. Dire Hydrant Summon a fire hydrant that will explode after a while or when it hits the ground.
  980.  
  981. /------------------\
  982. | Mega Man |
  983. \------------------/
  984.  
  985. Metal Blade Metal Man's spinning saw. It goes through foes. The direction it travels can be chosen.
  986. Hyper Bomb Bomb Man's weapon. Throw bombs in an arc that explode on contact with an opponent.
  987. Shadow Blade Shadow Man's spinning blade. It flies a set distance and returns to you.
  988.  
  989. Crash Bomber Crash Man's weapon. Fire a bomb that will attach to any opponent in its path and explode.
  990. Ice Slasher Ice Man's weapon. Fire an ice projectile that will freeze enemies upon contact.
  991. Danger Wrap Burst Man's weapon. Fire an explosive projectile that arcs steeply upward.
  992.  
  993. Rush Coil Summon your faithful dog, Rush, to propel you to new heights.
  994. Tornado Hold Tengu Man's weapon. A tornado-blowing fan sends you hurtling skyward to damage enemies.
  995. Beat Summon the bird-type robot Beat to carry you through the air.
  996.  
  997. Leaf Shield Wood Man's rotating shield. It hurts foes who get close. Press again to fire the leaves.
  998. Skull Barrier Skull Man's weapon. A rotating barrier of skulls that reflects enemy projectiles.
  999. Plant Barrier Plant Man's weapon. The deadly petals provide great protection but don't travel far when fired.
  1000.  
  1001. /------------------\
  1002. | Dark Pit |
  1003. \------------------/
  1004.  
  1005. Silver Bow Fire an arrow of darkness. Stronger than Pit's arrows, but they don't curve as much.
  1006. Piercing Bow Fire a giant arrow that travels through foes. A powerful shot, but leaves you quite open.
  1007. Guiding Bow Fire a mystical arrow that can be easily controlled but is slower and less powerful.
  1008.  
  1009. Electroshock Arm A steadfast forward charge with a weapon that launches foes diagonally upward.
  1010. Electrocut Arm Ready your weapon, and then strike if an enemy comes in range. You won't flinch while readied.
  1011. Quickshock Arm Charge forward with such speed, you won't stop even after delivering an uppercut.
  1012.  
  1013. Power of Flight Soar on shining black wings in any upward direction of your choosing.
  1014. Striking Flight A takeoff that launches opponents. More restricted in direction than Power of Flight.
  1015. Breezy Flight A speedy ascent that causes a gale, pushing back opponents in the vicinity.
  1016.  
  1017. Guardian Orbitars Summon shields that block attacks and reflect projectiles, but only from the sides.
  1018. Impact Orbitars Summon shields that launch enemies but don't reflect projectiles or block attacks.
  1019. Amplifying Orbitars Summon shields that are easily broken but boost the power of reflected projectiles.
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