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SquarEvil
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PostPosted: Thu Feb 07, 2008 4:49 pm Reply with quoteBack to top

Marth



Marth’s a royal prince from the Fire Emblem series who also is featured in the opening cinematic for the game.

He attacks with flowing blade work and special moves that enhance his offensive and defensive capabilities. You’ll want to play with Marth in a manner that befits his graceful style.






•   Play 10 brawls
•   Finish Classic mode on any difficulty level
•   Get Marth to join your party in The Subspace Emissary

•   With the exception of the last of the three methods listed above, you’ll need to face Marth in a brawl and beat him after satisfying the above conditions to unlock him.


Marth's Special Moves
Standard Special Move:   Shield Breaker
Side Special Move:          Dancing Blade
Up Special Move:             Dolphin Slash
Down Special Move:        Counter
Final Smash:                  Critical Hit


Tips

If there’s one tip I want to make sure you remember when playing Marth, it’s that the tip of Marth’s sword produces stronger attacks. Attack like you want to just nick the bridge of the opponent’s nose.



Hit the opponent with a strong side attack from up close and you’ll do 8% damage.



Hit him with the tip of your sword and you’ll do 12%.

Marth’s side special, the Dancing Blade, offers nine separate attacks, which is the most of any special move in the game.

Time the button presses for this attack while moving the Control Stick into the up, down, or neutral positions to perform different offensive moves.



Start things off by pressing sideways + the special-move button.



On attack number two, you can choose between two attacks. Hold up on the Control Stick or let it rest in the neutral position. (For this attack, you can also produce the same attack as neutral by tilting down on the Control Stick.)



Attack number three let’s you chose between three attacks. Up, neutral, and down.



And now for the finale. Choose between up, down, or neutral.

Next there’s Marth’s counter, a move that can clinch the match for players who have mastered it. Ike has this move as well.

If an opponent lands an attack on you while Marth is in his counter stance, he’ll deflect the blow and strike back with a quick counterattack.



Ike delivers a ferocious blow!



Marth counters in a flash!

When you land a counter like this, let me tell you, it feels sooooo good!

Let’s continue. Marth’s counterattack delivers damage at 1.1 times the power of the attack he was hit with and will always do a minimum of 8% damage.

Ike’s counter doesn’t go up as quick, but does 1.2 times the damage with a minimum attack power of 10%.

Regardless of the damage dealt, counters will not knock back opponents any further than the attack deflected.

Now, on to Marth’s Final Smash...



A single critical hit!



Bleepbleepbleepbleep!

Huh? What the--?! Is that a life gauge I see?!

...Must have just been my imagination!



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SquarEvil
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PostPosted: Fri Feb 08, 2008 2:41 pm Reply with quoteBack to top

Enemies and Allies

Watch the movie here

Man, Meta Knight and Marth are both so slick, aren’t they?

The story in The Subspace Emissary unfolds with virtually no dialogue. Every so often you might hear a character yell out their trademark battle cry for a particular special move, but for the most part, things move along at a good clip unaided by voiced lines. (I used a similar technique in the Kirby animated series as well.)

During the story, some characters are (or at least appear to be) familiar with some of the other personalities that appear along the way. However, there are several characters that will treat each other as complete strangers at first, just like Marth and Meta Knight did in the movie above.

What spurred these two, who had formerly viewed each other as enemies, to band together? It’s because they realize now that they are united against common enemies known as the Subspace Army.

Now I know some will think, "Well, duh! Marth and Meta Knight would know that at a glance! Neither of them looks like a Primid!" But look at Wario and Bowser. Both of them are residents of "this world" and yet they are on the side of the Subspace Army.

While members of the Subspace Army are easy enough to spot at a glance, figuring out who’s an enemy and who’s an ally is much harder with other characters. My advice is to remember that old saying: The enemy of my enemy is my friend.

...That said, there is one character who has a rather unusual method by which they can distinguish friend from foe...

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SquarEvil
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PostPosted: Fri Feb 08, 2008 2:47 pm Reply with quoteBack to top

Zero Suit Samus: Final Smash

<Power Suit Samus>

When you let loose with Zero Suit Samus’s Final Smash, she reequips her Power Suit.

Yes, Zero Suit Samus isn’t the stoutest of fighters, so picking up a Smash Ball is cause for relief.



She’s on standby and ready to rock!



Energy swirls around Samus.



Then she transforms!



It’s Samus! Samus! Samus!

The whirl of energy that appears before Zero Suit Samus’s transformation sucks enemies into the chaos.

I should probably tell you that only Samus is available on the character-selection screen. So what should you do when you feel like playing Zero Suit Samus from the get-go?

1: At the character-selection screen, hold down a shield button then proceed to the next screen.



The Power Suit falls away in fragments.

2: Quickly input taunts ↑↓↑.



What’s this? ...So you can shed your armor anytime you want?!

Thing is, you’re going to have to put that command in pretty darn fast in order for it to work. If you’ve set your taunts to the +Control Pad on your controller, you’ll eventually input the command correctly if you rapidly hammer up and down on the +Control Pad.

It’s not easy, but how awesome is it that you can make Samus coolly switch between two completely different fighting forms! Try it out next time you feel like showing off.

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SquarEvil
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PostPosted: Mon Feb 11, 2008 5:20 pm Reply with quoteBack to top

Quick Techniques

There are quite a few techniques that didn’t make their way into the instruction manual.

I’ll try not to get too technical with things, but just know that there are lots of small tricks like these for you to play around with.

<Ukemi>

When a blow sends you flying, tap the shield button just before you come into contact with the ground, wall, or ceiling. You’ll bound off the surface with a little hop and, like a judo master, cancel any excess momentum that would have otherwise kept you careening around wildly.



Press with just the right timing.

Since midair move-based recoveries have become more fluid, I believe some will find this technique to be slightly less important than it was in the previous game.

<Perfect Shield>

The enemy closes in to attack. You draw him or her closer, then closer still, and just before the blow connects...

Clang! You just performed a perfect shield! You’ll recover from the blow you just blocked with almost no delay and are in a perfect position to launch a counterattack!



If you do a perfect shield on a big hit, get ready to strike back!

<Stale-Move Negation>

Use a particular move too many times and the damage it deals will begin to decrease!

And so it should. Let’s face it, it takes more skill to use a character’s full move set than to rely on the same attack over and over.

Moves will decrease in attack power when used repeatedly and get progressively weaker with additional usage, so try and weave a wide variety of attacks into your offense.

Also, if you feel like your attacks just aren’t launching the opponent as far as they should... Once again, I suggest you try mixing a few other moves into your offense.



Hey, don’t you think it’s time you, y’know, tried some other moves?

<Glancing Blows>

This isn’t really a technique so much as it is a little tidbit of Smash info.

When your attack just grazes the opponent you’ll hear a little "chik," meaning you’ve just barely grazed the opponent.



A glancing blow just nicks the opponent so don’t expect your enemy to flinch.

<Swim>

In Brawl you can actually swim a little bit when you’re in water. You’ll soon drown though, and the more damage you’ve accumulated, the less time you’ll be able to stay afloat.



We’re... We’re going under!

<Small Jump>

This technique is absolutely vital in a scuffle.

Every character has a momentary animation before they jump where they sort of hunker down. If you let off the jump button before this animation ends you’ll perform a small jump.



Here’s a comparison with a standard jump.

Try using small jumps to close in and score hits on your opponents while dodging their attacks.



Just take a little leap.

<Pivot Grab>

While dashing, press the direction opposite your current heading while performing a grab. You’ll get more range out of this kind of grab, so try pulling a 180 and scooping up your unsuspecting opponent with it.



You can grab from this far away!

<Eating While Reclining>

Let’s say you’ve just taken a solid hit. You go flying and collapse on the ground.

You notice a few tasty food items on the ground near you.

If this describes your situation, now’s the time to hit the A Button. You can scoop up food items and eat them without even standing up.



Mmm... Tasty!

<Breaking Reflectors>

・Mario’s Cape
・Fox’s Reflector
・Pit’s Angel Ring and Mirror Shield
・Zelda’s Naryu’s Love

...And so on. All these moves have the ability to reflect incoming projectiles back at your opponent. When you use one of these to send back an attack, it actually increases the damage that projectile does.

But if you and your opponent pump up a projectile’s damage too high, say by reflecting it back and forth...the projectile will become too powerful and break through your reflecting device.



You’ll take a heavily powered-up shot straight to the body, so you know it’s going to hurt.

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Last edited by SquarEvil on Fri Feb 15, 2008 4:55 pm; edited 1 time in total
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SquarEvil
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PostPosted: Tue Feb 12, 2008 3:28 pm Reply with quoteBack to top

Mario Bros.

Speaking frankly, this stage throws all the basic rules of Smash out the window!



•   Complete Event 19: Wario Bros.



Oho! Now THAT’S a faithful recreation!

Low ceilings over most areas of the stage make standard KOs much more difficult.



See? Like I said, normal KOs are tough to get here.

So, you’ll just have to use the creatures wandering around the stage to do your dirty work.



Here’s a Shellcreeper and a Sidestepper.

You can flip them on their backs by attacking them or by giving them a bump from below.



Flop.

Once they’re upside down, grab ‘em and chuck ‘em at someone. If they hit an opponent, he or she will fly directly sideways!



Whoa there! Look how it sends ‘em flying!

You’ll spend a lot of time taking flying Shellcreepers to the face and getting smacked by Sidesteppers roaming the stage.

The play style here is completely different from the variety you’ll find on all other stages, so look forward to something new.

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PostPosted: Wed Feb 13, 2008 4:32 pm Reply with quoteBack to top

Hidden Parts in Stage Builder

These are the kind of parts you can unlock in Stage Builder.



•   Edit Parts A:
Play ten times or more on stages you built in
Stage Builder
•   Edit Parts B:
Build five or more stages in Stage Builder
•   Edit Parts C:
Build 15 or more stages in Stage Builder




Terrain like you’ve never seen before...



Like rotating platforms similar to a Ferris wheel...



And conveyor belts...



Or springboards...

These are all additional parts you can use in Stage Builder. If you use parts well to build new stages, you’ll get more. It’s pretty simple to unlock them.

Don’t worry if you don’t have a lot of parts at first. More will begin to appear fairly quickly.



Eventually, things start to get pretty fancy!

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SquarEvil
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PostPosted: Wed Feb 13, 2008 4:42 pm Reply with quoteBack to top

Yoshi: Special Moves

Using Yoshi’s special moves obviously calls for becoming an expert at throwing eggs.

<Up Special Move: Egg Throw>



This is what happens if you just do a normal throw.



If you hold the button down, both speed and distance increase.



If you tilt the Control Stick forward when you throw, the angle of the throw will be more horizontal.



If you tilt the Control Stick backward when you throw, the angle of the throw will be more vertical.

The length you hold the button and the direction you move the stick make all sorts of combinations. If you can master them all, your range of attack will be really huge!



Thiiiiis huge!

<Standard Special Move: Egg Lay>

This move captures your opponent in an egg. Yoshi is pretty scary when he uses his tongue attack.



Schlurrrp!



Pop!



And off into the abyss...

If you get trapped in an egg, you can move left and right to try to avoid falling off edges. Also, you can break out of the egg by tilting the Control Stick back and forth.

However, if you’ve taken a lot of damage, it will be harder to break free. So if you’re taking a beating, you’ve got to be careful of surprise attacks!

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PostPosted: Thu Feb 14, 2008 3:06 pm Reply with quoteBack to top

Green Hill Zone

Sonic’s stage is a hidden stage. It’s like the Sega Genesis makes a comeback as Nintendo hardware!



•   Appears after you unlock Sonic.



Wooow, you can see the famous shuttle loop in the back there!



Even the places you won’t see have been made just right...

One of the key features of the terrain here is the big, gently sloping dip in the ground. It’s a good place for Sonic to make runs through.



No stopping now!

However, if it takes enough impacts from attacks, the middle sections of the ground drop off.



The ground falls away in blocks.

The surface splits in three places. As the terrain changes, your tactics also have to change. Take a look at the items that are appearing, your opponents, etc., and adjust accordingly.

On the course in the background, three guests will occasionally pass by: Tails, Knuckles, and Silver.



Here they come, but they’re kinda small...



Actually though, this is how detailed we’ve drawn them!

Probably just because we like them so much.

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PostPosted: Fri Feb 15, 2008 5:06 am Reply with quoteBack to top

I wonder what other surprises we have in store for Brawl?....23 days left! almost there guys!!

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SquarEvil
Novice Brawler

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PostPosted: Fri Feb 15, 2008 4:53 pm Reply with quoteBack to top

Damn right! I can't wait...

And with that...



Luigi



Luigi is the dreamy, comical poster boy of the Smash series, and everywhere he goes his slightly awkward presence is felt.

This time around I’d like to present him as less of the eternal second fiddle—and maybe give him a new title like, "everyone’s favorite man in green"!





•   Play 22 brawls
•   Beat Classic with no continues
•   Get Luigi to join your party in The Subspace Emissary

•   With the exception of the last of the three methods listed above, you’ll need to face Luigi in a brawl and beat him after satisfying the above conditions to unlock him.

Luigi's Special Moves
Standard Special Move:  Fireball
Side Special Move:         Green Missile
Up Special Move:           Super Jump Punch
Down Special Move:       Luigi Cyclone
Final Smash:                 Negative Zone

Tips

<Up Special Move: Super Jump Punch>

The Super Jump Punch is Luigi’s calling card.



If you hit the opponent with it midmove, Luigi merely taps the opponent, knocking out a single coin.



BUT! When you get in close and connect with the beginning of the move...



PING! Luigi sends ‘em rocketing skyward!

This is the Fire Jump Punch. It’s more potent on the ground than in the air, so try catching the enemy off guard with it after a quick dash or evasive roll.



Sadly, Luigi’s a sitting duck when he whiffs this attack.

<Side Special Move: Green Missile>

Boost the damage and distance the Green Missile can fly by holding down the special-move button!

Occasionally, regardless of whether you charge the move or not, the Green Missile will launch explosively!

This happens about 1/8th of the time and dramatically boosts the power of the attack!



Remember to aim carefully before blasting off.

<Final Smash: Negative Zone>

When you trigger Luigi’s Final Smash, funky world music fades in and the immediate area gets wrapped up in the Negative Zone.



You’re on Luigi’s turf now!

Opponents who set foot in the Negative Zone are plagued by a random assortment of effects including:


  • Drastically reduced attack power
  • Greater launch distance when hit
  • Increased likelihood of slipping
  • Steady increase in damage percentage
  • Flower growth on head
  • Dizziness
  • Uncontrollable taunting
  • Sudden sleepiness
  • Decreased movement speed


...And so on.

If you fall asleep or get dizzy here, you’ll have no way to avoid the inevitable Fire Jump Punch that will seal your fate!!



Easy pickings. Mmm mmm.

If your opponent unleashes the Negative Zone, at least try to stay in the air. While aloft you won’t suddenly sleep, slip, or start taunting.

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PostPosted: Sat Feb 16, 2008 1:43 am Reply with quoteBack to top

ha ha, I love luigi, his new taunts are awesome!! I'm anxious to try out luigi's FS, its looks interesting what with the massive potential of damage it can deal out.

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SquarEvil
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PostPosted: Mon Feb 18, 2008 1:06 pm Reply with quoteBack to top

Luigi’s Mansion

Luigi’s Mansion looks to be Luigi’s new pad, but there’s something...a little creepy about the place.



•   Play as Luigi in three brawls



Is it a proud estate? Or maybe a haunted mansion?

All these different rooms are visible, kind of like a cross section.



Whoa. Leaving so many swanky rooms for Luigi’s exclusive use seems like a waste.

What I’d really like you to look at are the 4 pillars in the house. When you attack these pillars and destroy them, the area of the house supported by that pillar crumbles to pieces!



I-it’s collapsing! My apologies to the owner!

But you know, since we’ve already come this far, I guess we’ve got no choice but to tear the whole place down!



Noooo! Please doooon’t!



It’s gone... All gone.

While it may seem unusually cruel to Luigi, you shouldn’t hesitate to go ahead and smash down the house if it will give you the upper hand in a brawl.

...Besides, if you just wait a while, the place puts itself back together anyhow.



What the--?! Well, it figures. We all knew it was no ordinary mansion.

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PostPosted: Tue Feb 19, 2008 12:16 am Reply with quoteBack to top

I've wanted a Luigi's mansion stage ever since I played it... Luigi's Mansion is such an awesome game.
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PostPosted: Tue Feb 19, 2008 2:45 pm Reply with quoteBack to top

Zelda: Special Moves

<Standard Special Move: Nayru’s Love>

Some sort of crystal forms on Zelda’s sides and revolves around her, shielding her body. It won’t last as long in the air as it does on the ground, so be careful.

The crystal is like a deflector shield. Projectile weapons will bounce off it.



Use it quick and watch it work!

<Side Special Move: Din’s Fire>

A short burst of flame... Uh, but it’s not too powerful...



Pop!

See, you can’t just use Din’s Fire like that.

First, you have to hold the special-move button and store up flame energy. Next, you have to remember to aim the flame by tilting up and down. Once you’ve stored up enough energy, Din’s Fire is unrivaled!



If you use it right, you can hit opponents even at this range!

If you’re the target of this special move, you can learn the timing of the explosion pretty easily. Get in the air and perform a midair dodge (use the shield button while in the air) to try to dodge the attack.

<Up Special Move: Farore’s Wind>

This special move can be used for evasion and to get back to solid ground. You’ll fly in the direction you tilt the Control Stick at the moment Zelda disappears.



Now tilt the Control Stick in the direction you want to go.

You can go to the side, up or down. It moves you quite a long way, and may be quicker than running. I think you’ll be using this move a lot in The Subspace Emissary.



Whoa! You might not always make it to a safe landing, so be careful!

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PostPosted: Tue Feb 19, 2008 2:54 pm Reply with quoteBack to top

Ice Climbers: Special Moves

Play a little and you’ll soon find this out for yourself, but here’s some advice—when fighting as the Ice Climbers, making sure your partner, Nana, stays alive is key.



Your attacks suffer when you’re alone...



But together you’ll hit harder and score multiple hits!

The difference is even more dramatic when performing special moves.

<Standard Special Move: Ice Shot>



Popo fires off a lone chunk of ice that sliiides away.



With Nana by your side, your attack is doubled!

With two shots you can relax, safe in the knowledge that you don’t need to worry about your attack being reflected, since one projectile will cancel out the other upon being repelled.

This will be a constant source of headaches to your opponent.

<Side Special Move: Squall Hammer>



Popo spins around and around. It’s not useless or anything...



But this is much better!

You can also rapidly press the special-move button to rise higher into the air while doing this move, a secondary function whose rate of ascent is also improved when you perform this move with both climbers.

<Up Special Move: Belay>



Popo’s just going through the motions here. He probably had to work out a kink in his shoulder.



When you use Belay with two climbers, they perform a feat that leaves you dazzled at the depths of their friendship!

Belay has virtually no effect when performed alone. This is a real example of how you’ll need both climbers for success.

<Down Special Move: Blizzard>



This short-range projectile move freezes the enemy.



But with the two climbers together, you’re guarded from both sides!



Use it in the air and both climbers will face the same direction for double the power!

Following up a small jump with a midair blizzard can come in pretty handy.

So playing Ice Climbers boils down to Nana. It’s all about Nana.

Like a team of skilled mountain climbers striving to reach the peak, you must honor and cherish the bond that binds you with your teammate as you fight together.



Ahem... And let’s overlook our friend’s occasional impulse to wander off, shall we?

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SquarEvil
Novice Brawler

Wii friend code: 6373 4513 6842 2970
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PS3GamerID: CMDestroyr
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Joined: 02 Nov 2007
Posts: 149


Location: New York or University of Connecticut

PostPosted: Wed Feb 20, 2008 7:38 am Reply with quoteBack to top

Falco



Falco is a pilot from the Star Fox series. He’s a cool customer who likes doing things his own way.

He has the best initial jump of all the characters, and he likes shooting his Blaster as he leaps about.






•   Play 50 brawls
•   Clear the 100-Man Brawl
•   Have Falco join your team in The Subspace Emissary

•   With the exception of the last of the three methods listed above, you’ll need to face Falco in a brawl and beat him after satisfying the above conditions to unlock him.

Falco's Special Moves

Standard Special Move:   Blaster
Side Special Move:          Falco Phantasm
Up Special Move:            Fire Bird
Down Special Move:        Reflector
Final Smash:                  Landmaster

Tip

Be aware—Falco’s moves have changed a lot since he appeared in Super Smash Bros. Melee.



The spinning 100-slash attack!



Falco’s smash attack looks like it could take an ear off!!

<Side Special Move: Falco Phantasm>

A pretty scary move depending on how you use it.



Slice!



Just like a meteor!

If you do this move too much, though, you’re headed for self-destruction, so use it with care.

Instead, maybe you might want to use your down midair attack for meteor smashes?

<Down Special Move: Reflector>

The Reflector reflects enemy projectile weapons. You kick it away from you to turn it into an attack.



Kick!

It doesn’t have much offensive power, but it can be good for containing an enemy’s attack. Of course it also eliminates enemy projectiles.

<Final Smash: Landmaster>

Since Falco’s element is more in the sky, his Landmaster is not as powerful as Fox’s. Its maneuverability on land also is a little bit lacking.

However, its flight ability more than makes up for its other shortcomings.



Give a lift to your opponents when they have nowhere left to run...



Then take them off the screen!!

There’s no way for your enemies to hurt the Landmaster while it’s on screen, so don’t worry and let her rip!

------------

YAY! My favorite from Melee (and my favorite Star Fox character) makes his return Very Happy (Well, I already knew he was in the game, but still).

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SquarEvil
Novice Brawler

Wii friend code: 6373 4513 6842 2970
XBOX Gamer Tag: CMSlimeShady
PS3GamerID: CMDestroyr
SSBB Friend Code: 3308 4214 6190

Joined: 02 Nov 2007
Posts: 149


Location: New York or University of Connecticut

PostPosted: Thu Feb 21, 2008 4:22 pm Reply with quoteBack to top

Bowser: Special Moves

<Side Special Move: Flying Slam>

This is Bowser’s megamonster move: the Flying Slam!



First, he grabs...



Then he jumps...



SLLAAAMMO!

You can even grab someone in midair, making this move a real mean one.



He’s diving off the edge with his opponent! That’s not nice!

If this was a stock battle and you and your opponent each had one life left, this would be a win for Bowser since he is on top and his enemy would go off-screen first.

But please don’t worry. The opponent will be able to affect side-to-side movement just like Bowser.



The opponent can fight back.

The effectiveness of this resistance depends on the damage gauge. The less damage the opponent has, the stronger he or she will be able to resist.

Likewise, Bowser will find it harder to control his enemy if he has taken a lot of damage.

<Down Special Move: Bowser Bomb>

Bowser’s down special move, the Bowser Bomb, is really powerful, but also leaves him really open.



Whoooomp!

When using this move while on the ground, you can attack when the enemy is right in front of you.

If the initial attack connects...



You’ll launch your opponent up...



And you can get a combination hit as you drop!

Whichever way you do it, if your opponent dodges, they’ll have you wide open. Try not to use this move at the wrong time!



Stop! Stop! Don’t attack me when I’m helpless!

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SquarEvil
Novice Brawler

Wii friend code: 6373 4513 6842 2970
XBOX Gamer Tag: CMSlimeShady
PS3GamerID: CMDestroyr
SSBB Friend Code: 3308 4214 6190

Joined: 02 Nov 2007
Posts: 149


Location: New York or University of Connecticut

PostPosted: Thu Feb 21, 2008 4:29 pm Reply with quoteBack to top

Meteor Smash

This might be too advanced to bring up in Smash 101, but it’s such a good move and doing it feels so good that I want to introduce it.

If you make good contact with Mario on a forward midair attack, your opponent will shoot straight down.



Bonnnnk!

This move is called a meteor smash. If you use this move when your opponent is trying to get back to solid ground, well...



Now! Go NOW!



DONNNK!!



Nailed ‘em!



Whoa, don’t forget to recover...

There are actually several types of meteor smashes.



For Donkey Kong, the spot where you hit is crucial when performing a forward midair attack.



Kirby’s down midair attack can score consecutive hits.



Some of Link’s strong down attacks will cause an opponent to fall as well.



For the Ice Climbers, only Nana can do meteor smashes!

Well, you might not always blast your opponents off the screen, but there’s no harm in remembering these moves.

And this is the last entry for Smash 101. If you’ve got it all down, then you’ll be able to smash with anyone.

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SquarEvil
Novice Brawler

Wii friend code: 6373 4513 6842 2970
XBOX Gamer Tag: CMSlimeShady
PS3GamerID: CMDestroyr
SSBB Friend Code: 3308 4214 6190

Joined: 02 Nov 2007
Posts: 149


Location: New York or University of Connecticut

PostPosted: Fri Feb 22, 2008 2:38 pm Reply with quoteBack to top

Captain Falcon



He’s making his entrance a little late, but here he is—the famous F-Zero pilot, Captain Falcon!

This time around, he’s bringing his pride and joy, the F-Zero machine called the Blue Falcon, to the brawl. This inclusion ought to boost his macho, tough-guy reputation significantly.






•   Play 70 Brawls
•   Beat Classic Brawl Mode on the Normal difficulty setting or greater in less than 12 minutes
•   Get Captain Falcon to join your party in The Subspace Emissary

•   With the exception of the last of the three methods listed above, you’ll need to face Captain Falcon in a brawl and beat him after satisfying the above conditions to unlock him.

Captain Falcon's Special Moves

Standard Special Move:  Falcon Punch
Side Special Move:         Raptor Boost
Up Special Move:           Falcon Dive
Down Special Move:       Falcon Kick
Final Smash:                 Blue Falcon

Tips

Captain Falcon is all about legs. He used to be the fastest runner in the entire game... Way back when, that is.



But there’s no outrunning this guy...

<Standard Special Move: Falcon Punch>

This is the Falcon Punch, a move virtually synonymous with Captain Falcon!



It looks like Snake’s a big fan as well.

This move really works wonders for you in chaotic group matches. Try throwing one out in the fray and your wild punch may just connect with a few opponents.



If you tilt the Control Stick in the opposite direction that Captain Falcon’s facing while he’s winding up...



He pulls a 180...



FALCON PUNCH!!

And there you have it, a reverse Falcon Punch. This move packs juuust a touch more power than the standard version.

<Down Special Move: Falcon Kick>



Perform this move while on solid ground to shoot forward straight as an arrow.



In the air, the move changes to a kick that shoots him downward at a sharp angle.

This move works best as a surprise attack. Make sure you deploy it in a fashion that keeps your opponent from reading when it’s coming.

<Final Smash: Blue Falcon>

For his Final Smash, Captain Falcon calls in the Blue Falcon! Connect with the Final Smash to pull opponents onto the open raceway of an unknown F-Zero race course.



Come on!



Blue Falcon!



Wham! A tremendous hit!!

Falcon’s the only character with a cinematic Final Smash like this.

Mm hmm. That’s one wild move he’s got there.

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SquarEvil
Novice Brawler

Wii friend code: 6373 4513 6842 2970
XBOX Gamer Tag: CMSlimeShady
PS3GamerID: CMDestroyr
SSBB Friend Code: 3308 4214 6190

Joined: 02 Nov 2007
Posts: 149


Location: New York or University of Connecticut

PostPosted: Mon Feb 25, 2008 4:52 pm Reply with quoteBack to top

Master Hand



Fans of the series are familiar with the final boss of Classic mode, the simple but deadly Master Hand!

It’s said that Master Hand is the "manifestation of creative spirit" in this world. He also gets a perfect attendance award for his appearances. If you manage to get this far, all you’ve got left to do is beat him!



Bwa-hah-hah-hah-hah! Master Hand appears!



Beams shoot out from four of his fingers!



First he grabs you...then comes the crushing.



He charges in from the back! Quick, dodge!

And there’s another one to introduce—the "manifestation of destructive spirit," Crazy Hand!





Here’s where the right hand and the left hand come together.

They appear when:

  • You arrive at the final stage and the difficulty level is set to Hard or above.
  • You arrive at the final stage in 9 minutes or less.



The way he walks is a bit...unusual.



He drops bombs. Master Hand can’t use this move.



He also writhes and thrashes around.



Crazy Hand can also get together with Master Hand and perform combo attacks!

Watch the patterns and learn to dodge their attacks. If you’re patient enough, you can win!

Both Master Hand and Crazy Hand are symbols of this world, but their very existence is still quite mysterious.

Oh, and by the way, Master Hand also appears in The Subspace Emissary.



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