List of tips (SSB4-Wii U): Difference between revisions

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*'''[[Bullet Climax]]''' – Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while she's firing to let off more shots.
*'''[[Bullet Climax]]''' – Bayonetta alternates which guns she fires each time you use this move. Keep hitting the button while she's firing to let off more shots.
*'''Bullet Climax''' – Hold down the button to unleash more powerful Charge Bullets. Any extra shots you fire after that will use normal bullets.
*'''Bullet Climax''' – Hold down the button to unleash more powerful Charge Bullets. Any extra shots you fire after that will use normal bullets.
*'''Down Air Attack''' – Bayonetta drops straight down into a split kick. Her foot has a meteor effect, good for bashing foes while they cling to edges.
*'''Down Air Attack''' &ndash; {{Flag|North America}} Bayonetta drops straight down into a split kick. Her foot has a meteor effect, good for bashing foes while they cling to edges.<br>{{Flag|Europe}} Bayonetta drops straight down into a split kick. Her foot has a meteor effect. Aim it at foes clinging to ledges to knock them into oblivion!
*'''[[Down smash|Down Smash]] Attack''' &ndash; Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges.
*'''[[Down smash|Down Smash]] Attack''' &ndash; Summon the crushing foot of a demon to slam down with a meteor effect, particularly effective in preventing foes from recovering from falls or climbing up edges.
*'''Fire Guns (Holding Button)''' &ndash; Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky.
*'''Fire Guns (Holding Button)''' &ndash; Even if an attack misses, you can still hold the button and get a few shots in. You can even steal a KO by hitting a launched foe on their way out! Cheeky.
*'''Fire Guns (Holding Button)''' &ndash; Keep the button held down after any normal attack (and some specials) to fire your guns.
*'''Fire Guns (Holding Button)''' &ndash; Keep the button held down after any normal attack (and some specials) to fire your guns.
*'''Front Air Attack''' &ndash; Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets!
*'''Front Air Attack''' &ndash; Keep pressing the button for three shots in the air. Perfect for foes trying to recover. Or hold the button to pile on the pressure with a hail of bullets!
*'''[[Heel Slide]]''' &ndash; Performs a low, sliding kick. Hold down the button to get in a few gunshots, and then end with a flip attack for good measure.
*'''[[Heel Slide]]''' &ndash; {{Flag|North America}} Performs a low, sliding kick. Hold down the button to get in a few gunshots, and then end with a flip attack for good measure.<br>{{Flag|Europe}} Performs a low sliding kick. Hold down the button to get in a few gunshots and then end with a flip attack for good measure.
*'''Strong Down Attack''' &ndash; Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage.
*'''Strong Down Attack''' &ndash; Bayonetta quickly sweeps enemies off their feet and will shoot ahead and behind if you hold the button. The guns firing ahead deal more damage.
*'''Strong Side Attack''' &ndash; Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after!
*'''Strong Side Attack''' &ndash; Keep pressing the button and Bayonetta will do a three-kick attack. The last kick launches foes, so go for a quick midair attack right after!
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*'''Witch Time''' &ndash; A successful counter will cause time to slow down for up to two seconds, but using the move repeatedly will reduce that to as low as one second.
*'''Witch Time''' &ndash; A successful counter will cause time to slow down for up to two seconds, but using the move repeatedly will reduce that to as low as one second.
*'''Witch Time''' &ndash; Witch Time won't last long if you keep using it against every single attack. Keep it in reserve for when you really need it!
*'''Witch Time''' &ndash; Witch Time won't last long if you keep using it against every single attack. Keep it in reserve for when you really need it!
*'''[[Witch Twist]]''' &ndash; The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation to get the best combos.
*'''[[Witch Twist]]''' &ndash; {{Flag|North America}} The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation to get the best combos.<br>{{Flag|Europe}} The angle foes are launched at changes between the first and second Witch Twists. Adjust your tactics to the situation and get the best combos.
*'''Witch Twist''' &ndash; This versatile move is great for combos or recovery! Do a midair jump after using the move and you can get in a sneaky extra Witch Twist.
*'''Witch Twist''' &ndash; This versatile move is great for combos or recovery! Do a midair jump after using the move and you can get in a sneaky extra Witch Twist.


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*'''[[Bowser Bomb]]''' &ndash; Bowser will leap into the air hornsfirst. Hitting opponents on the way up makes it much easier to clobber them again on the way down.
*'''[[Bowser Bomb]]''' &ndash; Bowser will leap into the air hornsfirst. Hitting opponents on the way up makes it much easier to clobber them again on the way down.
*'''Bowser Bomb''' &ndash; If you land this on a shielding enemy, you can [[shield break|break their shield]] in one hit. Just make sure you capitalize afterward with a dropkick!
*'''Bowser Bomb''' &ndash; If you land this on a shielding enemy, you can [[shield break|break their shield]] in one hit. Just make sure you capitalize afterward with a dropkick!
*'''Bowser Bomb''' &ndash; You can grab on to an [[Ledge|edge]] while bombing, but only if you're really close to it. It's a quick albeit risky way to descend quickly.
*'''Bowser Bomb''' &ndash; {{Flag|North America}} You can grab on to an [[Ledge|edge]] while bombing, but only if you're really close to it. It's a quick albeit risky way to descend quickly.<br>{{Flag|Europe}} You can grab onto an edge on the way down, but only if you're close enough to it. As long as you don't misjudge, it's a quick way to descend.
*'''[[Fire Breath]]''' &ndash; Once Bowser's used up his fire once, he needs time to recharge. Give him 10 seconds, and he'll be ready to roast!
*'''[[Fire Breath]]''' &ndash; Once Bowser's used up his fire once, he needs time to recharge. Give him 10 seconds, and he'll be ready to roast!
*'''Fire Breath''' &ndash; You can change the angle of Bowser's flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks.
*'''Fire Breath''' &ndash; You can change the angle of Bowser's flame. Try aiming slightly above the enemy to make it harder for them to escape! Bowser's not above dirty tricks.
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*'''Clown Kart Dash''' &ndash; The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
*'''Clown Kart Dash''' &ndash; The Junior Clown Car becomes a kart and charges forward. The higher the speed, the more damage it will deal.
*'''[[Mechakoopa]]''' &ndash; After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It's a versatile tool that can be used in a variety of ways to corner foes.
*'''[[Mechakoopa]]''' &ndash; After taking out a Mechakoopa, Bowser Jr. can pick it back up himself. It's a versatile tool that can be used in a variety of ways to corner foes.
*'''Mechakoopa''' &ndash; The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It'll explode if you just leave it alone for a while too.
*'''Mechakoopa''' &ndash; The Junior Clown Car spits out a Mechakoopa that explodes on contact with an enemy. It'll explode if you just leave it alone for a while, too.


==={{SSB4|Captain Falcon}}===
==={{SSB4|Captain Falcon}}===
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*'''[[Aether]]''' &ndash; During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well!
*'''[[Aether]]''' &ndash; During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well!
*'''Aether''' &ndash; Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
*'''Aether''' &ndash; Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
*'''[[Back aerial|Back Air Attack]]''' &ndash; This is the quickest of all Ike's air attacks, and one of the most damaging too. A valuable weapon for a fighter whose attacks tend to be slow.
*'''[[Back aerial|Back Air Attack]]''' &ndash; This is the quickest of all Ike's air attacks, and one of the most damaging, too. A valuable weapon for a fighter whose attacks tend to be slow.
*'''Down Smash Attack''' &ndash; The backward strike of Ike's down smash deals more damage and launches farther than the forward strike.
*'''Down Smash Attack''' &ndash; The backward strike of Ike's down smash deals more damage and launches farther than the forward strike.
*'''[[Eruption]]''' &ndash; A downward stab that summons flames around you. If uncharged, the tip of the sword has a meteor effect when hitting an opponent on the ground.
*'''[[Eruption]]''' &ndash; A downward stab that summons flames around you. If uncharged, the tip of the sword has a meteor effect when hitting an opponent on the ground.
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*'''[[Final Cutter]]''' &ndash; Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents.
*'''[[Final Cutter]]''' &ndash; Kirby slices up into the air and then slices straight down again. The shock wave that appears when you land can also damage your opponents.
*'''[[Hammer Flip]]''' &ndash; {{Flag|North America}} If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.<br>{{Flag|Europe}} When fully charged, this move turns into the powerful Hammer Flip. However, charging it any further causes damage to Kirby.
*'''[[Hammer Flip]]''' &ndash; {{Flag|North America}} If fully charged, this move becomes very powerful, but Kirby will begin to take damage at full charge.<br>{{Flag|Europe}} When fully charged, this move turns into the powerful Hammer Flip. However, charging it any further causes damage to Kirby.
*{{Flag|North America}} '''Hammer Flip''' / {{Flag|Europe}} Hammer &ndash; {{Flag|North America}} When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing.<br>{{Flag|Europe}} A fully charged Hammer becomes the deadly Hammer Flip, which even makes Kirby invincible for a moment when used on the ground.
*{{Flag|North America}} '''Hammer Flip''' / {{Flag|Europe}} '''Hammer''' &ndash; {{Flag|North America}} When Hammer Flip is fully charged and used on the ground, Kirby is invincible for a brief moment at the start of his swing.<br>{{Flag|Europe}} A fully charged Hammer becomes the deadly Hammer Flip, which even makes Kirby invincible for a moment when used on the ground.
*'''{{b|Inhale|Kirby}}''' &ndash; {{Flag|North America}} If you press the attack button after sucking enemies in, you'll spit them back out. Use enemies to attack other enemies!<br>{{Flag|Europe}} If you press the attack button after sucking an enemy up, you'll spit them back out. Use enemies to attack other enemies!
*'''{{b|Inhale|Kirby}}''' &ndash; {{Flag|North America}} If you press the attack button after sucking enemies in, you'll spit them back out. Use enemies to attack other enemies!<br>{{Flag|Europe}} If you press the attack button after sucking an enemy up, you'll spit them back out. Use enemies to attack other enemies!
*'''Inhale''' &ndash; In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!
*'''Inhale''' &ndash; In addition to enemies, Kirby can inhale some items. You'll recover a little damage this way, but sucking in explosives will hurt!
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*'''[[Shield]]''' &ndash; When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times.
*'''[[Shield]]''' &ndash; When shielding against powerful attacks, such as smash attacks, Luigi will slide backward. This makes him harder to hit multiple times.
*'''[[Neutral aerial|Standard Air Attack]]''' &ndash; This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again.
*'''[[Neutral aerial|Standard Air Attack]]''' &ndash; This attack launches opponents almost straight upward. Since you know which way they're going, it's easy to move in and attack again.
*'''[[Super Jump Punch]]''' &ndash; Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power.
*'''[[Super Jump Punch]]''' &ndash; {{Flag|North America}} Get close to your enemy before using this. Hit them right at the start of the uppercut for maximum damage and launching power.<br>{{Flag|Europe}} Get in close to hit your opponent with the very start of the uppercut. That way, it'll deal a lot of damage and really send them flying!
*'''[[Up smash|Up Smash]] Attack''' &ndash; Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that!
*'''[[Up smash|Up Smash]] Attack''' &ndash; Hit an enemy in front to launch them backward. Hit an enemy behind you to launch them forward. The green guy's kooky like that!


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*'''[[Onslaught]]''' &ndash; A flurry of kicks, followed by a powerful uppercut. This move hits opponents quite some distance and might even KO them if it connects in midair!
*'''[[Onslaught]]''' &ndash; A flurry of kicks, followed by a powerful uppercut. This move hits opponents quite some distance and might even KO them if it connects in midair!
*'''[[Piston Punch]]''' &ndash; {{Flag|North America}} This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents.<br>{{Flag|Europe}} This series of upward punches doesn't climb up too far. It's a powerful attack, but not so great for recovery.
*'''[[Piston Punch]]''' &ndash; {{Flag|North America}} This series of upward punches isn't so great for recovering. However, it's a powerful move to use against opponents.<br>{{Flag|Europe}} This series of upward punches doesn't climb up too far. It's a powerful attack, but not so great for recovery.
*{{Flag|North America}} '''[[Shot Put]]''' / {{Flag|Europe}} Shot-Put &ndash; {{Flag|North America}} Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.<br>{{Flag|Europe}} Throws a metal ball diagonally upwards, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.
*{{Flag|North America}} '''[[Shot Put]]''' / {{Flag|Europe}} '''Shot-Put''' &ndash; {{Flag|North America}} Throws a metal ball diagonally upward, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.<br>{{Flag|Europe}} Throws a metal ball diagonally upwards, just like the real shot-put event. It's effective at blocking opponents' attempts at recovery.
*'''[[Soaring Axe Kick]]''' &ndash; A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect.
*'''[[Soaring Axe Kick]]''' &ndash; A leap up with a somersault kick, and then a swift heel-kick drop. If that falling kick connects, it delivers a powerful meteor effect.
*'''[[Soaring Axe Kick]]''' &ndash; When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge.
*'''[[Soaring Axe Kick]]''' &ndash; When recovering with this move, it often goes past the edge, leaving you open to attack. Try waiting until exactly the right height to grab on to the edge.
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==={{SSB4|Pac-Man}}===
==={{SSB4|Pac-Man}}===
*'''[[Bonus Fruit]]''' &ndash; Cherries fly in a low arc. After hitting the floor, they'll bounce only once.
*'''[[Bonus Fruit]]''' &ndash; Cherries fly in a low arc. After hitting the floor, they'll bounce only once.
*'''Bonus Fruit''' &ndash; Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items.
*'''Bonus Fruit''' &ndash; {{Flag|North America}} Keys fly forward at high speed while spinning. They deal the most damage out of all the Bonus Fruit items.<br>{{Flag|Europe}} Keys fly forwards at high speed while spinning. They deal the most damage out of all the Bonus Fruit items.
*'''Bonus Fruit''' &ndash; Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them.
*'''Bonus Fruit''' &ndash; Oranges don't deal much damage, but they fly straight and at high speed, making it pretty easy to hit foes with them.
*'''Bonus Fruit''' &ndash; PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance!
*'''Bonus Fruit''' &ndash; PAC-MAN's apple bounces repeatedly across the ground. It travels quite a distance!
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*'''[[Autoreticle]]''' &ndash; This move locks on to an opponent in front and fires three shots. However, it won't lock on to a foe who's currently invincible due to dodging.
*'''[[Autoreticle]]''' &ndash; This move locks on to an opponent in front and fires three shots. However, it won't lock on to a foe who's currently invincible due to dodging.
*'''[[Celestial Firework]]''' &ndash; There's a moment of invincibility just after firing the firework. If you use it well, you might be able to nullify an enemy attack and then strike back!
*'''[[Celestial Firework]]''' &ndash; There's a moment of invincibility just after firing the firework. If you use it well, you might be able to nullify an enemy attack and then strike back!
*'''Celestial Firework''' &ndash; This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents.
*'''Celestial Firework''' &ndash; {{Flag|North America}} This move shoots fireworks upward to attack. Besides the obvious anti-air applications, it can also be used to hit downed opponents.<br>{{Flag|Europe}} This move shoots a firework upward to attack. As well as the obvious anti-air applications, it can also be used to hit downed opponents.
*'''{{b|Counter|Palutena}}''' &ndash; This move raises Palutena's shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range.
*'''{{b|Counter|Palutena}}''' &ndash; This move raises Palutena's shield, preparing to counter an enemy attack. The counterattack itself covers a surprisingly wide range.
*'''[[Explosive Flame]]''' &ndash; This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity and then sends them flying.
*'''[[Explosive Flame]]''' &ndash; This move causes an explosion a short distance away from Palutena. It deals multiple hits to any opponents in its vicinity and then sends them flying.
*'''[[Heavenly Light]]''' &ndash; Palutena's Heavenly Light covers a wide area. If you hit someone with it while they're flying off the screen, you can steal the KO for yourself.
*'''[[Heavenly Light]]''' &ndash; Palutena's Heavenly Light covers a wide area. If you hit someone with it while they're flying off the screen, you can steal the KO for yourself.
*'''Heavenly Light''' &ndash; Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its area of effect.
*'''Heavenly Light''' &ndash; Palutena's Heavenly Light doesn't cause opponents to flinch, but it does gradually push them out of its area of effect.
*'''Heavenly Light''' &ndash; This move damages anyone who touches the rays of light. It's not particularly powerful, but it can hit repeatedly.
*'''Heavenly Light''' &ndash; {{Flag|North America}} This move damages anyone who touches the rays of light. It's not particularly powerful, but it can hit repeatedly.<br>{{Flag|Europe}} This move damages anyone who touches the rays of light. It's not particularly powerful, but it does hit multiple times.
*'''[[Jump Glide]]''' &ndash; After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air.
*'''[[Jump Glide]]''' &ndash; After leaping upward, Palutena glides down slowly. You can make use of this glide to cover a lot of distance in the air.
*'''[[Lightweight]]''' &ndash; This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch.
*'''[[Lightweight]]''' &ndash; This move temporarily allows Palutena to move faster and jump farther. However, it also makes her easier to damage and launch.
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*'''Thunder''' &ndash; It's difficult to notice in the middle of a battle, but the cover of the tome Robin uses actually changes depending on the spell being used.
*'''Thunder''' &ndash; It's difficult to notice in the middle of a battle, but the cover of the tome Robin uses actually changes depending on the spell being used.
*'''Thunder''' &ndash; Once the tome starts glowing yellow, you can cast Elthunder. It's more powerful than Thunder and travels farther, but it's not quite as fast.
*'''Thunder''' &ndash; Once the tome starts glowing yellow, you can cast Elthunder. It's more powerful than Thunder and travels farther, but it's not quite as fast.
*'''Thunder''' &ndash; Robin will use one of four magic spells, depending on how long you charge Thunder. The color the tome glows indicates which spell will be used.
*'''Thunder''' &ndash; {{Flag|North America}} Robin will use one of four magic spells, depending on how long you charge Thunder. The color the tome glows indicates which spell will be used.<br>{{Flag|Europe}} Robin will use one of four magic spells depending on how long you charge Thunder. The colour the tome glows indicates which spell will be used.
*'''Thunder''' &ndash; When casting Thoron, you can hold down the button to make the beam extend farther.
*'''Thunder''' &ndash; When casting Thoron, you can hold down the button to make the beam extend farther.
*'''Thunder''' &ndash; When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once.
*'''Thunder''' &ndash; When Thunder is fully charged, it becomes Thoron! The high-speed beam can deal damage to multiple opponents at once.
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*'''[[Blazer]]''' &ndash; By pushing left or right during Roy's ascent, you can adjust the angle of the move. However, this stops him from climbing as high.
*'''[[Blazer]]''' &ndash; By pushing left or right during Roy's ascent, you can adjust the angle of the move. However, this stops him from climbing as high.
*'''Blazer''' &ndash; Roy can lash out in the opposite direction with this move if you quickly tap backward before he begins his ascent.
*'''Blazer''' &ndash; Roy can lash out in the opposite direction with this move if you quickly tap backward before he begins his ascent.
*'''Blazer''' &ndash; Roy is momentarily invincible when he uses this move. Unleash it while on the ground to absorb a few hits, and then launch opponents.
*'''Blazer''' &ndash; {{Flag|North America}} Roy is momentarily invincible when he uses this move. Unleash it while on the ground to absorb a few hits, and then launch opponents.<br>{{Flag|Europe}} When this move is used on the ground, there is a brief window where he can withstand attacks and knock out opponents more easily.
*'''[[Counter]]''' &ndash; One sneaky strategy is to counter an opponent in midair as they try to stop you from recovering. Roy falls pretty quickly, though, so it's risky!
*'''[[Counter]]''' &ndash; One sneaky strategy is to counter an opponent in midair as they try to stop you from recovering. Roy falls pretty quickly, though, so it's risky!
*'''Counter''' &ndash; The move is a little slow to start and only lasts a short while, but if used successfully on an incoming attack, it can deal 1.35x damage back at the enemy.
*'''Counter''' &ndash; The move is a little slow to start and only lasts a short while, but if used successfully on an incoming attack, it can deal 1.35x damage back at the enemy.
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*'''[[Neutral aerial|Standard Air]] Attack''' &ndash; Roy performs a double sword slash in midair. This attack's speed makes it ideal for disrupting enemy attacks and getting in close.
*'''[[Neutral aerial|Standard Air]] Attack''' &ndash; Roy performs a double sword slash in midair. This attack's speed makes it ideal for disrupting enemy attacks and getting in close.
*'''[[Standard Attack]]''' &ndash; A backhanded, upward sword slash. Unlike most standard attacks, it doesn't include any follow-ups, but it has speed and power to make up for it.
*'''[[Standard Attack]]''' &ndash; A backhanded, upward sword slash. Unlike most standard attacks, it doesn't include any follow-ups, but it has speed and power to make up for it.
*'''Strong Down Attack''' &ndash; This fast, crouching sword strike has low power, but it turns Roy into a small target. It's great for disrupting enemy attacks.
*'''Strong Down Attack''' &ndash; {{Flag|North America}} This fast, crouching sword strike has low power, but it turns Roy into a small target. It's great for disrupting enemy attacks.<br>{{Flag|Europe}} This move is a fast, crouching sword strike with low power, but it makes it harder to hit him. It's a good move for disrupting enemy attacks.
*'''Strong Side Attack''' &ndash; Roy takes a step forward as he unleashes the move, making it easier to strike with the whole blade and do a lot more damage.
*'''Strong Side Attack''' &ndash; Roy takes a step forward as he unleashes the move, making it easier to strike with the whole blade and do a lot more damage.
*'''[[Up smash|Up Smash]] Attack''' &ndash; Roy's up smash, Flame Sword, is an upward jab of his fiery blade. His sword arm is invulnerable during this, making the move good against air attacks.
*'''[[Up smash|Up Smash]] Attack''' &ndash; Roy's up smash, Flame Sword, is an upward jab of his fiery blade. His sword arm is invulnerable during this, making the move good against air attacks.
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*'''[[Down Air]] Attack''' &ndash; This is the only attack in Ryu's arsenal that has a meteor effect. If it hits, your victim will fly diagonally downward.
*'''[[Down Air]] Attack''' &ndash; This is the only attack in Ryu's arsenal that has a meteor effect. If it hits, your victim will fly diagonally downward.
*'''[[Focus Attack]]''' &ndash; By turning the opposite way the moment Ryu punches, he will strike in that direction instead.
*'''[[Focus Attack]]''' &ndash; By turning the opposite way the moment Ryu punches, he will strike in that direction instead.
*'''Focus Attack''' &ndash; Hitting an opponent with the fully charged version of this move will make them slowly crumple. Time for a follow-up attack!
*'''Focus Attack''' &ndash; {{Flag|North America}} Hitting an opponent with the fully charged version of this move will make them slowly crumple. Time for a follow-up attack!<br>{{Flag|Europe}} Hitting a grounded opponent after charging this move fully will make them slowly crumple. That's your chance for a follow-up attack!
*'''Focus Attack''' &ndash; Ryu can take one hit while readying for this move. This is true until right before he attacks, even when charging the move to maximum power.
*'''Focus Attack''' &ndash; Ryu can take one hit while readying for this move. This is true until right before he attacks, even when charging the move to maximum power.
*'''Focus Attack''' &ndash; Ryu will hold his stance until you release the button or a certain amount of time has passed. Then he'll unleash the punch.
*'''Focus Attack''' &ndash; Ryu will hold his stance until you release the button or a certain amount of time has passed. Then he'll unleash the punch.
*'''Focus Attack''' &ndash; You can cancel this move by pressing left or right twice quickly, either while charging or right after the punch connects.
*'''Focus Attack''' &ndash; You can cancel this move by pressing left or right twice quickly, either while charging or right after the punch connects.
*'''[[Forward aerial|Front Air]] Attack''' &ndash; Hitting an enemy with Ryu's foot has higher launch power, while his upper leg is perfect for shield breaking. It's a good move for combos.
*'''[[Forward aerial|Front Air]] Attack''' &ndash; {{Flag|North America}} Hitting an enemy with Ryu's foot has higher launch power, while his upper leg is perfect for shield breaking. It's a good move for combos.<br>{{Flag|Europe}} Hitting an enemy with Ryu's foot has higher launch power, while his upper leg is good for shield breaking. It's a good move for combos.
*'''[[Hadoken]]''' &ndash; A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It'll disappear after a set distance.
*'''[[Hadoken]]''' &ndash; A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It'll disappear after a set distance.
*'''Hadoken''' &ndash; Input back, down-back, down, down-forward, forward to unleash a fiery Shakunetsu Hadoken that can deal multiple hits.
*'''Hadoken''' &ndash; Input back, down-back, down, down-forward, forward to unleash a fiery Shakunetsu Hadoken that can deal multiple hits.
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==={{SSB4|Samus}}===
==={{SSB4|Samus}}===
*'''{{b|Bomb|Samus}}''' &ndash; Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
*'''{{b|Bomb|Samus}}''' &ndash; Samus morphs into a ball and drops a bomb. You can use the explosion to gain a little height.
*'''[[Charge Shot]]''' &ndash; This is devastating when fully charged. It can be unleashed instantly if you fire it while airborne.
*'''[[Charge Shot]]''' &ndash; {{Flag|North America}} This is devastating when fully charged. It can be unleashed instantly if you fire it while airborne.<br>{{Flag|Europe}} This is devastating when fully charged. You can't charge it in mid-air, but you can unleash it instantly.
*'''[[Grab aerial|Midair Grapple Beam]]''' &ndash; Hop backward with a small jump, and then fire the Grapple Beam by using a grab in midair. Retreat while keeping your foes at bay!
*{{Flag|North America}} '''[[Grab aerial|Midair Grapple Beam]]''' / {{Flag|Europe}} Mid-Air Grapple Beam &ndash; {{Flag|North America}} Hop backward with a small jump, and then fire the Grapple Beam by using a grab in midair. Retreat while keeping your foes at bay!<br>{{Flag|Europe}} Hop backwards with a small jump, then fire the Grapple Beam by using a grab in mid-air, and you can retreat while keeping foes at bay.
*'''[[Missile]]''' &ndash; Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile!
*'''[[Missile]]''' &ndash; Holding a direction will fire a homing missile, while quickly inputting a direction will fire a Super Missile!
*'''{{b|Screw Attack|move}}''' &ndash; When recovering with the Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
*'''{{b|Screw Attack|move}}''' &ndash; When recovering with the Screw Attack, you can't grab edges behind you until you've finished rising. Make sure to face the right way when you use it!
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*'''[[Monado Arts]]''' &ndash; In Buster mode, you deal more damage than usual, but you can't launch opponents as far and you'll receive more damage.
*'''[[Monado Arts]]''' &ndash; In Buster mode, you deal more damage than usual, but you can't launch opponents as far and you'll receive more damage.
*'''Monado Arts''' &ndash; In Jump mode, it's not just Shulk's standard jump and midair jump that go higher—his Air Slash move gives him more height than usual, too.
*'''Monado Arts''' &ndash; In Jump mode, it's not just Shulk's standard jump and midair jump that go higher—his Air Slash move gives him more height than usual, too.
*'''Monado Arts''' &ndash; In Shield mode, the power of your shield is boosted but you can't move as fast, jump as high, or deal as much damage.
*'''Monado Arts''' &ndash; {{Flag|North America}} In Shield mode, the power of your shield is boosted but you can't move as fast, jump as high, or deal as much damage.<br>{{Flag|Europe}} In Shield mode, the power of your shield is boosted, but you can't move as fast, jump as high, or deal as much damage.
*'''Monado Arts''' &ndash; In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself.
*'''Monado Arts''' &ndash; In Smash mode, you can launch opponents more effectively, but you deal less damage and can be launched more easily yourself.
*'''Monado Arts''' &ndash; In Speed mode, you'll sacrifice damage and jump height in order to move faster.
*'''Monado Arts''' &ndash; In Speed mode, you'll sacrifice damage and jump height in order to move faster.
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*'''[[Down aerial|Down Air Attack]]''' &ndash; This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
*'''[[Down aerial|Down Air Attack]]''' &ndash; This move sends Zero Suit Samus diagonally downward while attacking. When she lands, the impact damages enemies around her.
*'''Down Smash Attack''' &ndash; This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victims will be stunned for a moment, leaving them open to another attack!
*'''Down Smash Attack''' &ndash; This attack fires Zero Suit Samus's Paralyzer diagonally down. Its victims will be stunned for a moment, leaving them open to another attack!
*'''[[Flip Jump]]''' &ndash; Fighters struck while on the ground will be buried, while airborne fighters will be meteored.
*'''[[Flip Jump]]''' &ndash; {{Flag|North America}} Fighters struck while on the ground will be buried, while airborne fighters will be meteored.<br>{{Flag|Europe}} Bury an opponent who's on the ground by stepping on them with this move, or step on a foe in mid-air for a meteor effect.
*'''Flip Jump''' &ndash; Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect too.
*'''Flip Jump''' &ndash; {{Flag|North America}} Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect, too.<br>{{Flag|Europe}} Press the attack button during this move to launch a kick. This kick deals a lot of damage and has a powerful meteor effect as well.
*'''[[Gunship]]''' &ndash; Samus jumps into her Gunship and opens fire on her opponents. She'll jump back out after five blasts or 15 seconds.
*'''[[Gunship]]''' &ndash; Samus jumps into her Gunship and opens fire on her opponents. She'll jump back out after five blasts or 15 seconds.
*'''[[Paralyzer]]''' &ndash; {{Flag|North America}} Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!<br>{{Flag|Europe}} Attack with this to paralyse foes for just a moment. When they can't move, that's your chance to strike!
*'''[[Paralyzer]]''' &ndash; {{Flag|North America}} Attack with this to paralyze foes for just a moment. When they can't move, that's your chance to strike!<br>{{Flag|Europe}} Attack with this to paralyse foes for just a moment. When they can't move, that's your chance to strike!
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*'''Boxing Ring: Smash Bros. Version''' &ndash; When selecting the Boxing Ring stage, hold the ZL Button while pressing the A Button (on the Wii U GamePad) to make sure it's the Smash Bros. version.
*'''Boxing Ring: Smash Bros. Version''' &ndash; When selecting the Boxing Ring stage, hold the ZL Button while pressing the A Button (on the Wii U GamePad) to make sure it's the Smash Bros. version.
*'''[[Bridge of Eldin]]''' &ndash; After King Bulblin's explosive goes off, the bridge may look damaged beyond repair. Never fear! Soon enough, a portal will appear to fix it right up.
*'''[[Bridge of Eldin]]''' &ndash; After King Bulblin's explosive goes off, the bridge may look damaged beyond repair. Never fear! Soon enough, a portal will appear to fix it right up.
*'''Bridge of Eldin''' &ndash; Sometimes a Bulblin will appear, following along after King Bulblin. It won't really do much, but you can attack it and defeat it. You meanie.
*'''Bridge of Eldin''' &ndash; {{Flag|North America}} Sometimes a Bulblin will appear, following along after King Bulblin. It won't really do much, but you can attack it and defeat it. You meanie.<br>{{Flag|Europe}} Sometimes a Bulblin will appear, following along after King Bulblin. It won't really do anything, but you can attack it and defeat it.
*'''Bridge of Eldin''' &ndash; When King Bulblin is flinching after being attacked, fighters he rams into won't get hurt.
*'''Bridge of Eldin''' &ndash; When King Bulblin is flinching after being attacked, fighters he rams into won't get hurt.
*'''Bridge of Eldin''' &ndash; When the ground shakes, King Bulblin will come riding in from the left or right. The explosive he drops on the bridge is strong enough to blow it up.
*'''Bridge of Eldin''' &ndash; When the ground shakes, King Bulblin will come riding in from the left or right. The explosive he drops on the bridge is strong enough to blow it up.
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*'''Garden of Hope''' &ndash; Parts of the stage are pretty fragile. Luckily, if fighters or the Peckish Aristocrab break anything, some Pikmin will be right along to fix it up.
*'''Garden of Hope''' &ndash; Parts of the stage are pretty fragile. Luckily, if fighters or the Peckish Aristocrab break anything, some Pikmin will be right along to fix it up.
*'''[[Gaur Plain]]''' &ndash; When Metal Face shows up at night, you can attack and defeat him. Whoever finished him off will get credit for the resulting KO.
*'''[[Gaur Plain]]''' &ndash; When Metal Face shows up at night, you can attack and defeat him. Whoever finished him off will get credit for the resulting KO.
*'''[[Halberd]]''' &ndash; Next to the cannon is a mechanical arm that sometimes attacks fighters. It'll freeze for a second; that's your cue to dodge!
*'''[[Halberd]]''' &ndash; {{Flag|North America}} Next to the cannon is a mechanical arm that sometimes attacks fighters. It'll freeze for a second; that's your cue to dodge!<br>{{Flag|Europe}} Next to the cannon is a mechanical arm that sometimes attacks fighters. It freezes stock still for a second first, so that's your cue to dodge!
*'''Halberd''' &ndash; The Halberd's laser cannon is powerful but not very quick. Don't panic if it tries to target you—lead it toward your foes instead!
*'''Halberd''' &ndash; The Halberd's laser cannon is powerful but not very quick. Don't panic if it tries to target you—lead it toward your foes instead!
*'''Halberd''' &ndash; The Halberd's main cannon fires shots that travel lazily through the air, exploding with surprising force when they hit a fighter or the ground.
*'''Halberd''' &ndash; The Halberd's main cannon fires shots that travel lazily through the air, exploding with surprising force when they hit a fighter or the ground.
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*'''Midgar: Bahamut ZERO''' &ndash; From high above the heavens, Bahamut ZERO blasts the stage with a devastatingly powerful beam, obliterating careless fighters.
*'''Midgar: Bahamut ZERO''' &ndash; From high above the heavens, Bahamut ZERO blasts the stage with a devastatingly powerful beam, obliterating careless fighters.
*'''Midgar: Ifrit''' &ndash; Ifrit blazes through the sky and unleashes an inferno forceful enough to shift the entire stage. Stand on the hot spots and you'll feel the burn!
*'''Midgar: Ifrit''' &ndash; Ifrit blazes through the sky and unleashes an inferno forceful enough to shift the entire stage. Stand on the hot spots and you'll feel the burn!
*'''Midgar: Leviathan''' &ndash; If you fall in the water and crash into the right of the stage, you can get to safety. But if your damage is over 100%, [[Danger Zone|you're done for]]!
*'''Midgar: Leviathan''' &ndash; {{Flag|North America}} If you fall in the water and crash into the right of the stage, you can get to safety. But if your damage is over 100%, [[Danger Zone|you're done for]]!<br>{{Flag|Europe}} If you fall in the water and crash into the right of the stage, you can get to safety. But if your damage is over 100% then you're done for!
*'''Midgar: Leviathan''' &ndash; Leviathan rises from the ocean depths, sending a tidal wave crashing down around the stage. Steer clear of the deluge or it will sweep you away!
*'''Midgar: Leviathan''' &ndash; Leviathan rises from the ocean depths, sending a tidal wave crashing down around the stage. Steer clear of the deluge or it will sweep you away!
*'''Midgar: Odin''' &ndash; Odin rides in atop his steed Sleipnir and, with a single slice, cleanly cleaves the stage in two. Be sure not to get slashed—this cut runs deep!
*'''Midgar: Odin''' &ndash; {{Flag|North America}} Odin rides in atop his steed Sleipnir and, with a single slice, cleanly cleaves the stage in two. Be sure not to get slashed—this cut runs deep!<br>{{Flag|Europe}} Odin rides in atop his steed Sleipnir and, with a single slice, cleanly cleaves the stage in two. Be sure not to get slashed - this cut runs deep!
*'''Midgar: Odin''' &ndash; The stage will return to normal soon after being sliced in two—try not to be between the halves when it does, or [[crush|it's an instant KO!]]
*'''Midgar: Odin''' &ndash; The stage will return to normal soon after being sliced in two—try not to be between the halves when it does, or [[crush|it's an instant KO!]]
*'''Midgar: Ramuh''' &ndash; Ramuh rains lightning onto the field, shuffling and electrifying the platforms. Fighters who land on a live surface are in for a nasty shock!
*'''Midgar: Ramuh''' &ndash; Ramuh rains lightning onto the field, shuffling and electrifying the platforms. Fighters who land on a live surface are in for a nasty shock!
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*'''Super Mario Maker''' &ndash; This stage will generate a mixture of floating platforms and solid ground, but it favors creating floating platforms.
*'''Super Mario Maker''' &ndash; This stage will generate a mixture of floating platforms and solid ground, but it favors creating floating platforms.
*'''[[Suzaku Castle]]''' &ndash; These flimsy signs can't stand up to a fighter being launched near them. If all the signs are broken, they will eventually repair themselves.
*'''[[Suzaku Castle]]''' &ndash; These flimsy signs can't stand up to a fighter being launched near them. If all the signs are broken, they will eventually repair themselves.
*'''Suzaku Castle''' &ndash; This stage has a large platform on the right and two smaller ones on the left. Depending on how you like to fight, one side may be more ideal than the other.
*'''Suzaku Castle''' &ndash; {{Flag|North America}} This stage has a large platform on the right and two smaller ones on the left. Depending on how you like to fight, one side may be more ideal than the other.<br>{{Flag|Europe}} The left side of the stage is made up of just two small platforms, but the right side has more space. Change up your fighting style for each side!
*'''[[Temple]]''' &ndash; When your damage is high, try to fight in the cave around the middle of the stage. It's easy to break your fall against the walls and stay in the game.
*'''[[Temple]]''' &ndash; When your damage is high, try to fight in the cave around the middle of the stage. It's easy to break your fall against the walls and stay in the game.
*'''[[The Great Cave Offensive]]''' &ndash; On this stage, mine carts will sometimes appear. They start moving when someone gets inside or on their own after a while. Try not to get run over!
*'''[[The Great Cave Offensive]]''' &ndash; On this stage, mine carts will sometimes appear. They start moving when someone gets inside or on their own after a while. Try not to get run over!
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*'''Skull Kid''' &ndash; Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down.
*'''Skull Kid''' &ndash; Skull Kid has three different moves: he can reverse the directional inputs, make everyone invisible, or flip the stage upside down.
*'''[[Starman]]''' &ndash; He will shoot either a PK Beam γ or a PK Beam Ω, stunning fighters. PK Beam γ targets one fighter, but Ω is less discerning.
*'''[[Starman]]''' &ndash; He will shoot either a PK Beam γ or a PK Beam Ω, stunning fighters. PK Beam γ targets one fighter, but Ω is less discerning.
*'''Starman''' &ndash; If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy too.
*'''Starman''' &ndash; If you can keep up with his teleporting, Starman can be defeated. Reflecting or absorbing the PK Beams is a good strategy, too.
*'''[[Tingle]]''' &ndash; Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield!
*'''[[Tingle]]''' &ndash; Every so often, Tingle will send down a shower of Hammers. Even more rarely, he'll rain Golden Hammers on the battlefield!
*'''Tingle''' &ndash; If flowers bloom around Tingle, the screen will zoom in on the fighter that summoned him. Quick! Charge an attack while no one can see!
*'''Tingle''' &ndash; If flowers bloom around Tingle, the screen will zoom in on the fighter that summoned him. Quick! Charge an attack while no one can see!
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*'''[[Darkrai]]''' &ndash; Its Dark Void move has a strong gravitational pull and puts anyone who touches it to sleep. If you're caught in midair, you'll fall to the ground, sound asleep.
*'''[[Darkrai]]''' &ndash; Its Dark Void move has a strong gravitational pull and puts anyone who touches it to sleep. If you're caught in midair, you'll fall to the ground, sound asleep.
*'''[[Dedenne]]''' &ndash; Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits.
*'''[[Dedenne]]''' &ndash; Its Discharge attack creates an electrical burst with Dedenne in the center. Fighters caught in this will take multiple hits.
*'''[[Deoxys]]''' &ndash; Hyper Beam draws in fighters, but it won't hurt for you to launch them toward Deoxys too.
*'''[[Deoxys]]''' &ndash; {{Flag|North America}} Hyper Beam draws in fighters, but it won't hurt for you to launch them toward Deoxys, too.<br>{{Flag|Europe}} Hyper Beam pulls fighters in closer to Deoxys. Try launching opponents towards it!
*'''[[Eevee]]''' &ndash; Eevee will use Take Down on any fighters nearby. If there aren't any, it'll just stand around looking a bit confused.
*'''[[Eevee]]''' &ndash; Eevee will use Take Down on any fighters nearby. If there aren't any, it'll just stand around looking a bit confused.
*'''[[Electrode]]''' &ndash; Right before an Electrode explodes, its body goes red and shrinks. That's when you can grab it and throw it at your opponents!
*'''[[Electrode]]''' &ndash; Right before an Electrode explodes, its body goes red and shrinks. That's when you can grab it and throw it at your opponents!
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==Game Modes==
==Game Modes==
*'''[[8-Player Smash]] Stages''' &ndash; The fire marshal says you can't play every stage in 8-Player Smash. However, there are more stages available for 5 to 6 players than for 7 to 8.
*'''[[8-Player Smash]] Stages''' &ndash; {{Flag|North America}} The fire marshal says you can't play every stage in 8-Player Smash. However, there are more stages available for 5 to 6 players than for 7 to 8.<br>{{Flag|Europe}} Not every stage is available in 8-Player Smash, but there are slightly more to pick from if you have 5 or 6 players rather than 7 or 8.
*'''[[All-Star]]: Rest Area''' &ndash; In the rest area between battles in All-Star, moves that normally heal you...won't.
*'''[[All-Star]]: Rest Area''' &ndash; In the rest area between battles in All-Star, moves that normally heal you...won't.
*'''[[Challenges]]''' &ndash; In Challenges, squares higher up tend to be more difficult than those lower down. Consider using a hammer on one you find particularly tough.
*'''[[Challenges]]''' &ndash; In Challenges, squares higher up tend to be more difficult than those lower down. Consider using a hammer on one you find particularly tough.
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*'''[[Pivoting|Changing Direction and Attacking]]''' &ndash; With most fighters, you can turn around while dashing and then quickly press a button to deliver a [[Forward tilt|strong side attack]] or a [[Forward smash|side smash]].
*'''[[Pivoting|Changing Direction and Attacking]]''' &ndash; With most fighters, you can turn around while dashing and then quickly press a button to deliver a [[Forward tilt|strong side attack]] or a [[Forward smash|side smash]].
*'''[[Charge canceling|Charge Canceling]]''' &ndash; You can cancel some special moves by pressing the shield button as you charge. Using the move again will start you where you left off!
*'''[[Charge canceling|Charge Canceling]]''' &ndash; You can cancel some special moves by pressing the shield button as you charge. Using the move again will start you where you left off!
*'''[[Wall cling|Clinging to Walls]]''' &ndash; Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though...
*'''[[Wall cling|Clinging to Walls]]''' &ndash; {{Flag|North America}} Some fighters can temporarily stick to walls if you keep holding in the direction of the wall. Not every wall is good for this move, though...<br>{{Flag|Europe}} Some fighters can temporarily stick to walls if you keep holding the direction of the wall. However, this won't work on every wall.
*'''[[Crawling|Crouch Walking]]''' &ndash; Some fighters can move while crouched if you input diagonally down to the left or right.
*'''[[Crawling|Crouch Walking]]''' &ndash; Some fighters can move while crouched if you input diagonally down to the left or right.
*'''[[Crouch cancel|Crouching's Defensive Value]]''' &ndash; Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won't help at all—but it looks pretty hilarious!
*'''[[Crouch cancel|Crouching's Defensive Value]]''' &ndash; Going into a crouch will help protect you from being launched as far. Walking while crouched, however, won't help at all—but it looks pretty hilarious!
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*'''Directional [[Taunt]]s''' &ndash; Some taunts are different depending on which way the fighter is facing. Captain Falcon's down taunt and Rosalina & Luma's side taunt are examples.
*'''Directional [[Taunt]]s''' &ndash; Some taunts are different depending on which way the fighter is facing. Captain Falcon's down taunt and Rosalina & Luma's side taunt are examples.
*'''Easy [[Final Smash]]''' &ndash; Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd.
*'''Easy [[Final Smash]]''' &ndash; Fighters who are really lagging behind will sometimes be ready to use a Final Smash as soon as they return from being KO'd.
*'''Eating while Prone''' &ndash; Press the attack button while you're prone to eat a food item that's fallen nearby.
*{{Flag|North America}} '''Eating while Prone''' / {{Flag|Europe}} '''Eating While Passed Out''' &ndash; {{Flag|North America}} Press the attack button while you're prone to eat a food item that's fallen nearby.<br>{{Flag|Europe}} Press the attack button while you're passed out to eat a food item that's fallen nearby.
*'''[[Edge]]-Grabbing Invincibility''' &ndash; When you grab an edge, your fighter flashes and becomes briefly invincible. This won't happen if you grab an edge again before touching the ground.
*'''[[Edge]]-Grabbing Invincibility''' &ndash; When you grab an edge, your fighter flashes and becomes briefly invincible. This won't happen if you grab an edge again before touching the ground.
*'''[[Equipment]]''' &ndash; Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter!
*'''[[Equipment]]''' &ndash; Fighters can carry up to three pieces of equipment. Carrying different equipment can really change the way you play a fighter!
*'''Equipment Types''' &ndash; Equipment that increases your defense will also decrease your speed. Best for a tough fighter who will fight until the bitter end!
*'''Equipment Types''' &ndash; {{Flag|North America}} Equipment that increases your defense will also decrease your speed. Best for a tough fighter who will fight until the bitter end!<br>{{Flag|Europe}} Equipment that increases your defence will also decrease your speed. Best for a tough fighter that keeps going to the last!
*'''Equipment Types''' &ndash; Equipment that increases your speed will also decrease your attack. Best for a nimble fighter who wants to press the attack!
*'''Equipment Types''' &ndash; Equipment that increases your speed will also decrease your attack. Best for a nimble fighter who wants to press the attack!
*'''[[Footstool Jump]]''' &ndash; You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down too.
*'''[[Footstool Jump]]''' &ndash; You can jump on opponents' heads and use them as a springboard. If they're airborne, they'll fall down, too.
*'''[[Grab]]''' &ndash; You have to wait at least a second between letting go of opponents and grabbing them again, so be patient!
*{{Flag|North America}} '''[[Grab]]''' / {{Flag|Europe}} '''Grabbing''' &ndash; You have to wait at least a second between letting go of opponents and grabbing them again, so be patient!
*'''[[Air grab|Grab an Item while Airborne]]''' &ndash; You can grab an item in midair by dodging or attacking at just the right time.
*{{Flag|North America}} '''[[Air grab|Grab an Item while Airborne]]''' / {{Flag|Europe}} '''Grabbing an Item in Mid-Air''' &ndash; {{Flag|North America}} You can grab an item in midair by dodging or attacking at just the right time.<br>{{Flag|Europe}} You can grab an item in mid-air by dodging or attacking at just the right time.
*'''Grabbing Edges''' &ndash; If you grab an edge that someone else is grabbing, you'll steal it from him or her. So much for first come, first served!
*'''Grabbing Edges''' &ndash; If you grab an edge that someone else is grabbing, you'll steal it from him or her. So much for first come, first served!
*'''[[Helpless]] Falling''' &ndash; After using certain specials in the air, you won't be able to attack or dodge until you hit the ground. You can still adjust the direction for your fall, though.
*'''[[Helpless]] Falling''' &ndash; After using certain specials in the air, you won't be able to attack or dodge until you hit the ground. You can still adjust the direction for your fall, though.
*'''[[Smash directional influence|Hitstun Shuffling]]''' &ndash; If you input in a direction while taking damage, you'll shift slightly in that direction.
*'''[[Smash directional influence|Hitstun Shuffling]]''' &ndash; If you input in a direction while taking damage, you'll shift slightly in that direction.
*'''Interacting with Equipment''' &ndash; Using equipment that raises attack will lower defense at the same time. You know what they say—the best defense is a good offense!
*{{Flag|North America}} '''Interacting with Equipment''' / {{Flag|Europe}} '''Equipment Pros and Cons''' &ndash; {{Flag|North America}} Using equipment that raises attack will lower defense at the same time. You know what they say—the best defense is a good offense!<br>{{Flag|Europe}} Using equipment that raises attack will lower defence at the same time. You know what they say - the best defence is a good offence!
*'''Landing after [[Air dodging|Midair Dodging]]''' &ndash; If you land while performing a midair dodge, you won't be able to move for a moment. Dodging all the time can actually leave you more exposed!
*'''Landing after [[Air dodging|Midair Dodging]]''' &ndash; If you land while performing a midair dodge, you won't be able to move for a moment. Dodging all the time can actually leave you more exposed!
*'''Launch-Trail Colors (Free-for-All)''' &ndash; When someone launches you strongly, the trail that follows you is color-coded: red if P1 did it, blue if it was P2, yellow for P3, or green for P4.
*'''Launch-Trail Colors (Free-for-All)''' &ndash; When someone launches you strongly, the trail that follows you is color-coded: red if P1 did it, blue if it was P2, yellow for P3, or green for P4.
*'''Launch-Trail Colors (Team Battle)''' &ndash; In team battles, the trail that follows you when you're launched hard matches the color of the team that the player who launched you belongs to.
*'''Launch-Trail Colors (Team Battle)''' &ndash; In team battles, the trail that follows you when you're launched hard matches the color of the team that the player who launched you belongs to.
*'''Letting Go of Items''' &ndash; Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage.
*{{Flag|North America}} '''Letting Go of Items''' / {{Flag|Europe}} '''Dropping Items''' &ndash; Press the grab button to drop the item you're holding. Even an item dropped like this deals a small amount of damage.
*'''[[Short hop|Low Jump]]''' &ndash; If you press the jump button very briefly, you'll jump lower than usual, which lets you use air attacks against ground-level foes.
*'''[[Short hop|Low Jump]]''' &ndash; If you press the jump button very briefly, you'll jump lower than usual, which lets you use air attacks against ground-level foes.
*'''[[Hoop damage|Magnifying-Glass Damage]]''' &ndash; When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger!
*{{Flag|North America}} '''[[Hoop damage|Magnifying-Glass Damage]]''' / {{Flag|Europe}} '''Magnifying Glass Damage''' &ndash; {{Flag|North America}} When you move off-screen, you'll be shown in a little circle. You'll gradually take damage while off the screen, so don't linger!<br>{{Flag|Europe}} When you move off-screen, you'll be shown in a magnifying glass. You'll gradually take damage while in this state, so be careful!
*'''[[Meteor Smash]]''' &ndash; Launching an opponent straight downward is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method.
*'''[[Meteor Smash]]''' &ndash; {{Flag|North America}} Launching an opponent straight downward is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method.<br>{{Flag|Europe}} Launching an opponent straight downwards is known as a meteor smash. Doing this when there isn't a platform below is a good one-hit KO method.
*'''[[Mii Fighter]]s' Physiques''' &ndash; Your Mii Fighter's stats are affected by the size of the original Mii it's based on. Bigger fighters will be more powerful, while smaller fighters will be faster.
*'''[[Mii Fighter]]s' Physiques''' &ndash; Your Mii Fighter's stats are affected by the size of the original Mii it's based on. Bigger fighters will be more powerful, while smaller fighters will be faster.
*'''[[Perfect Shield]]''' &ndash; Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding.
*'''[[Perfect Shield]]''' &ndash; Shielding right before an attack results in a perfect shield. You'll be able to strike back immediately after guarding.
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*'''Reversing Side Specials''' &ndash; Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too.
*'''Reversing Side Specials''' &ndash; Input the opposite direction right after starting a side special to change direction and do the move the other way. This works in midair, too.
*'''[[Shield]] Break''' &ndash; While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
*'''[[Shield]] Break''' &ndash; While your shield is up, it'll gradually get smaller. When it finally breaks, you'll become dizzy.
*'''[[Shieldstun]] Shuffling''' &ndash; Angling to one side or the other while blocking with your shield will move it very slightly in that direction.
*'''[[Shieldstun]] Shuffling''' &ndash; {{Flag|North America}} Angling to one side or the other while blocking with your shield will move it very slightly in that direction.<br>{{Flag|Europe}} Input ← or → while blocking an attack with your shield to move very slightly in that direction.
*'''Shifting Your Shield''' &ndash; You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
*'''Shifting Your Shield''' &ndash; {{Flag|North America}} You can gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.<br>{{Flag|Europe}} Gently input a direction while shielding to move your shield. This lets you block effectively, even with a small shield.
*'''[[Smash Taunt]]s on [[Orbital Gate Assault]] (Regular Version)''' &ndash; If all players press the ZL Button (or equivalent) when choosing this stage, you'll see a Smash Taunt...as long as Fox and Falco aren't in play.
*'''[[Smash Taunt]]s on [[Orbital Gate Assault]] (Regular Version)''' &ndash; If all players press the ZL Button (or equivalent) when choosing this stage, you'll see a Smash Taunt...as long as Fox and Falco aren't in play.
*'''Smash Taunts on Orbital Gate Assault (Special Version)''' &ndash; If all players press the ZR Button (or equivalent) when choosing this stage, you'll see a special Smash Taunt...as long as Fox and Falco aren't in play.
*'''Smash Taunts on Orbital Gate Assault (Special Version)''' &ndash; If all players press the ZR Button (or equivalent) when choosing this stage, you'll see a special Smash Taunt...as long as Fox and Falco aren't in play.
*'''Smash Taunts on [[Palutena's Temple]]''' &ndash; In the Palutena's Temple stage, you can trigger [[Palutena's Guidance|a special Smash Taunt]] if you use Pit's down taunt for a brief instant. It'll only work once per battle.
*'''Smash Taunts on [[Palutena's Temple]]''' &ndash; In the Palutena's Temple stage, you can trigger [[Palutena's Guidance|a special Smash Taunt]] if you use Pit's down taunt for a brief instant. It'll only work once per battle.
*'''Smash Throw''' &ndash; When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way.
*'''Smash Throw''' &ndash; When you throw an item, quickly press in the same direction as your throw. You'll throw it farther than usual that way.
*'''[[Stale Moves]]''' &ndash; Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game!
*{{Flag|North America}} '''[[Stale Moves]]''' / {{Flag|Europe}} '''Repetition Effect''' &ndash; Using the same attack constantly will decrease its power. Add a little variety to your fighting to spice up your game!
*'''Strong Equipment''' &ndash; Taking on higher intensity levels in Classic mode or achieving high scores in minigames can hugely affect the power of the equipment you pick up.
*'''Strong Equipment''' &ndash; {{Flag|North America}} Taking on higher intensity levels in Classic mode or achieving high scores in minigames can hugely affect the power of the equipment you pick up.<br>{{Flag|Europe}} Taking on higher intensity levels in Classic mode or achieving high scores in mini-games can hugely affect the power of the equipment you can pick up.
*'''[[Super Armor]]''' &ndash; This is a state where you won't flinch even while taking damage. Some specials will trigger this.
*{{Flag|North America}} '''[[Super Armor]]''' / {{Flag|Europe}} '''Super Armour''' &ndash; This is a state where you won't flinch even while taking damage. Some specials will trigger this.
*'''Team Colors''' &ndash; There are four possible team colors: red, blue, green, and yellow. In 8-Player Smash, you can split into four teams of two for a serious scuffle!
*'''Team Colors''' &ndash; There are four possible team colors: red, blue, green, and yellow. In 8-Player Smash, you can split into four teams of two for a serious scuffle!
*'''[[Double jump|The Jump Masters]]''' &ndash; #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.
*'''[[Double jump|The Jump Masters]]''' &ndash; #1 is a tie between Jigglypuff, Meta Knight, and Kirby, who can all manage six. #4 is King Dedede with five, and Pit and Dark Pit are tied at #5 with four.
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*'''The Three Slowest Walkers''' &ndash; #1 is Robin, #2 is Jigglypuff, and #3 is Ganondorf. Don't worry—Robin makes up for that low speed with powerful ranged magic.
*'''The Three Slowest Walkers''' &ndash; #1 is Robin, #2 is Jigglypuff, and #3 is Ganondorf. Don't worry—Robin makes up for that low speed with powerful ranged magic.
*'''The Top 3 Lifting Legends''' &ndash; Who moves fastest while carrying heavy items? #1 is Bowser, #2 is King Dedede, and #3 is Donkey Kong. DK can even jump while carrying heavy items!
*'''The Top 3 Lifting Legends''' &ndash; Who moves fastest while carrying heavy items? #1 is Bowser, #2 is King Dedede, and #3 is Donkey Kong. DK can even jump while carrying heavy items!
*'''Throwing Items''' &ndash; Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.
*'''Throwing Items''' &ndash; {{Flag|North America}} Drop items by pressing the grab button. Input a direction when you drop an item to throw the item in that direction.<br>{{Flag|Europe}} To drop an item, press the grab button. If you input a direction at the same time, you'll throw the item in that direction.
*'''[[Pivot grab|Turning and Grabbing]]''' &ndash; If you turn around while running and then grab, your grabbing range will be longer than usual.
*'''[[Pivot grab|Turning and Grabbing]]''' &ndash; If you turn around while running and then grab, your grabbing range will be longer than usual.
*'''Types of Equipment''' &ndash; Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type.
*'''Types of Equipment''' &ndash; {{Flag|North America}} Equipment can affect either attack, defense, or speed. You can equip more than one piece of the same type.<br>{{Flag|Europe}} Equipment can affect attack, defence and speed. You can equip more than one piece of the same type.
*'''[[Wall jump|Wall Jumping]]''' &ndash; Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.
*'''[[Wall jump|Wall Jumping]]''' &ndash; {{Flag|North America}} Some fighters can jump off walls. Input in the opposite direction while touching the wall to do this.<br>{{Flag|Europe}} Some fighters can jump off walls. Input the opposite direction while touching a wall to do this.
*'''[[Priority|When Two Attacks Don't Meet]]''' &ndash; If two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled.
*'''[[Priority|When Two Attacks Don't Meet]]''' &ndash; If two attacks connect at the same time and one is significantly stronger, that move will prevail. Some moves, like air attacks, are never canceled.
*'''When Two Attacks Meet''' &ndash; Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air!
*'''When Two Attacks Meet''' &ndash; Two attacks can cancel each other out if they connect at the same moment. With the right timing, you can even punch projectiles right out of the air!
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*'''[[Blue Falcon|Captain Falcon's Machine]]''' &ndash; The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash!
*'''[[Blue Falcon|Captain Falcon's Machine]]''' &ndash; The Blue Falcon racing machine first appeared in the original F-Zero. Captain Falcon uses it in Smash Bros. for his Final Smash!
*'''[[Captain Falcon]]'s Origins''' &ndash; Captain Falcon's first appearance was in the 1991 SNES launch title F-Zero. You couldn't see him in the game itself, but he was in the manual.
*'''[[Captain Falcon]]'s Origins''' &ndash; Captain Falcon's first appearance was in the 1991 SNES launch title F-Zero. You couldn't see him in the game itself, but he was in the manual.
*'''[[Charizard]]'s Origins''' &ndash; Charizard made its debut in North America in the 1998 games Pokémon Red and Pokémon Blue. It was even featured on the cover of Pokémon Red.
*'''[[Charizard]]'s Origins''' &ndash; {{Flag|North America}} Charizard made its debut in North America in the 1998 games Pokémon Red and Pokémon Blue. It was even featured on the cover of Pokémon Red.<br>{{Flag|Europe}} Charizard debuted in the first Pokémon games, released in Europe in 1999. It was even featured on the packaging for Pokémon Red Version.
*'''Cutscene Easter Egg''' &ndash; In PAC-MAN, players were rewarded with an intermission after clearing a set number of rounds. In one of them, Blinky shows a little bit of...leg?!
*'''Cutscene Easter Egg''' &ndash; In PAC-MAN, players were rewarded with an intermission after clearing a set number of rounds. In one of them, Blinky shows a little bit of...leg?!
*'''[[Dark Pit]]'s Origins''' &ndash; Dark Pit debuted in Kid Icarus: Uprising, released in 2012. Created by the Mirror of Truth, he has the same abilities as Pit but a different personality.
*'''[[Dark Pit]]'s Origins''' &ndash; Dark Pit debuted in Kid Icarus: Uprising, released in 2012. Created by the Mirror of Truth, he has the same abilities as Pit but a different personality.
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*'''No Goombas?''' &ndash; Super Mario World doesn't feature any normal Goombas. The ones that do appear are actually a different species, now known as Galoombas.
*'''No Goombas?''' &ndash; Super Mario World doesn't feature any normal Goombas. The ones that do appear are actually a different species, now known as Galoombas.
*'''Nurse Peach''' &ndash; When Mario took up a new career as Dr. Mario, Peach joined him as a nurse. But she didn't get to appear in the game itself—only in the manual!
*'''Nurse Peach''' &ndash; When Mario took up a new career as Dr. Mario, Peach joined him as a nurse. But she didn't get to appear in the game itself—only in the manual!
*'''[[Olimar]]'s Origins''' &ndash; Olimar made his first appearance in the original Pikmin, released in 2001. He's a hardworking space pilot for Hocotate Freight.
*'''[[Olimar]]'s Origins''' &ndash; {{Flag|North America}} Olimar made his first appearance in the original Pikmin, released in 2001. He's a hardworking space pilot for Hocotate Freight.<br>{{Flag|Europe}} Olimar made his first appearance in the original Pikmin, released in Europe in 2002. He's a hard-working space pilot for Hocotate Freight.
*'''[[PAC-MAN]]'s Origins''' &ndash; PAC-MAN made his debut in 1980. His debut title was later recognized by Guinness World Records as the "Most Successful Coin-Operated Arcade Game."
*'''[[PAC-MAN]]'s Origins''' &ndash; {{Flag|North America}} PAC-MAN made his debut in 1980. His debut title was later recognized by Guinness World Records as the "Most Successful Coin-Operated Arcade Game."<br>{{Flag|Europe}} PAC-MAN first appeared in the arcade game of the same name in 1980. It was such a success, it even made it into Guinness World Records!
*'''[[Palutena]]'s Origins''' &ndash; Palutena debuted in Kid Icarus for the NES. She only appeared in the ending sequence, but the Japanese version had her name in the title!
*'''[[Palutena]]'s Origins''' &ndash; Palutena debuted in Kid Icarus for the NES. She only appeared in the ending sequence, but the Japanese version had her name in the title!
*'''[[Pikachu]]'s Origins''' &ndash; Pikachu debuted in Pokémon Red and Blue for Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest.
*'''[[Pikachu]]'s Origins''' &ndash; Pikachu debuted in Pokémon Red and Blue for Game Boy. Consider yourself a very lucky Trainer if you catch one in Viridian Forest.
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