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  • Crazy Hand (SSBB) (category Crazy Hand) (section In combination with Master Hand)
    reducing Master Hand's HP by half. Both Master Hand and Crazy Hand always have the same amount of HP. Like all bosses in Brawl, Crazy Hand gains an additional
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  • match 50), Master Hand is always character 3; character one is the player, and character four is reserved for Crazy Hand. The Master Hand glitch and Name
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  • when Bowser's hand is giant, inspection reveals that the giant hand is as detailed as Bowser's normal hand. When in its giant state, the hand can also distort
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  • Arm (redirect from Hand (type)) (section Hand attacks)
    Super Smash Bros. Ultimate. The Arm type is subdivided into two subtypes: Hand and Elbow. In Super Smash Bros. Ultimate, the supertype physical (which is
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  • combos. But on the other hand, high air friction helps resist being KO'd to a degree, and it may be beneficial in some cases to slow to a stop quicker without
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  • the Subspace Emissary. Crazy Hand is a boss on his own, rather than together with Master Hand. Master Hand and Crazy Hand have Stamina Bars like other
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  • causing either only the player who grabbed the Timer to slow down, or each and every character to slow down; in the latter case, a player being KOed during
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  • Master Hands, approaching the cliff where the fighters are situated. As the fighters prepare for battle, every Master Hand surrounding Galeem slowly disintegrates
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  • canonically clones, or at the very least similar. This extends to Master Hand and Crazy Hand at the end, who are always fought together, regardless of intensity
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  • Super Smash Bros. 4. It is the game's only "heavy" battering item: it has a slow swing speed, but does very high damage and knockback in return. Additionally
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  • to its slow speed and lack of protection, and aerial Wizard's Foot no longer restores his double jump. In particular, Dark Dive is likewise slow, and its
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  • Super Smash Bros. 4. Like in previous games, this is where Master Hand and Crazy Hand are fought, along with the new boss Master Core starting at 5.1 Intensity
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  • in the game, with slow moves but decent speed for his size. He has superb reach and a melee style of fighting. Though comparatively slow to most characters
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  • Smash Bros. series, Master Hand and Crazy Hand, are always measured in hit points, unless otherwise altered by the Master Hand glitch or an Action Replay
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  • and Dark Samus and defeat a Master Hand and Crazy Hand puppet. Galeem calls on Palutena and the original Master Hand as reinforcements, while Dharkon calls
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  • poor mobility on the ground (very slow dash speed and slow falling speed). Her grab is disjointed, but it is very slow (at frame 12), while also having
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  • (such as Jigglypuff's slow falling speed and multiple mid-air jumps allowing it to do the wall of pain) and easier recoveries due to slow falling speeds allowing
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  • longer duration also fails to compensate for its increased ending lag. Hand Slap: Hand Slap can now be used in midair, with its second hit being a meteor smash
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  • has poor mobility, adding to the fact that he is floaty, a slow dasher, and extremely slow in the air as well, which makes approaching opponents difficult
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  • Primid's movements. Like a normal Primid, a Metal Primid will also rely on hand-to-hand combat. : Super Smash Bros. Brawl Punching rapidly. Pushing attack. Jumping
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  • While Final Destination is still used for the fights between Master Hand, Crazy Hand, and Giga Bowser, the five boss stages used for Galeem and Dharkon’s
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  • a clumsy and slow manner. The fast and slow animations are often noticeably different in execution, such as a quick flip kick versus a slow trip kick, or
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  • Kong), written as DK, is a starter character in Super Smash Bros. He has slow, yet powerful attacks, like his trademark move: the Giant Punch. Due to this
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  • only characters to face Master Hand and Crazy Hand on a stage other than Final Destination, not counting the Master Hand glitch in Super Smash Bros. Melee
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  • percentages, its slow start-up can make it easily predictable. Flare's decent damage output is mostly counterbalanced by its middling knockback and slow start-up
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  • Yoshi (though Yoshi still uses items with his hands and throws eggs in his Egg Throw with his left hand). In The Subspace Emissary, Ivysaur is in trophy
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  • 1-7 (fast), frames 1-34 → 1-41 (slow)) and larger hitboxes (8u → 9.6u (fast), 6.4u/3.2u/3.2u → 7.5u/6u/4u/4u (slow)). Slow edge attack has more startup lag
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  • Levin Sword in the other hand after 6 seconds, making it look like two Levin swords are being held. Robin will hold their open hand out as if they were holding
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  • flaws, however; his air game, due to his slow aerial attacks, fast falling speed, poor jumping height, and slow air speed, is among the worst in Brawl.
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  • with his left hand, then his right, then both hands simultaneously. Bike taunt: Laughs and faces the screen while doing his signature "W" hand sign with both
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  • Zelda (7/87) Zelda [Smash] Zelda is a bit slow and, because of her light frame, easy to send flying. On the other hand, her magical skills lend her reliable
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  • due to its large disjointed hitbox. However, Peach's primary flaw is her slow ground movement and floatiness, which impair her approach, especially on
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  • easy for even slow attacks to start a combo on Greninja, as none of Greninja's aerial attacks are good at interrupting combos due to slow startup or a lack
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  • 110) and intangibility (frames 1-12 → 1-23 (fast), frames 1-53 → 1-58 (slow)). Slow edge attack has less startup lag (frame 57 → 56) and deals more damage
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  • the background slowly rotating and speeding up before getting overshadowed. The stage then fades to black, looping the cycle. Master Hand (and, under certain
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  • everything around them. This mimics the effects of a time slow — where Smash's Witch Time is a time slow on a singular target, Witch Time in the original games
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  • NTSC versions of the game. Hand Slap: Hand Slap has a new animation: Donkey Kong now alternates slapping the ground with each hand without hopping, instead
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  • attack involves a quick 6% tail whip, while when at high damage, it becomes a slow 12% headbutt. However, in Smash 4, this effect is removed and the edge attack
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  • 10-11). Forward tilt deals less damage (13% (hand)/12% (arm)/11% (body) → 12% (outer hand)/10% (inner hand/arm)), hindering its KO potential. Forward tilt's
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  • Kong's Hand Slap, but without the shockwave. The larger form the Nagagog is in, the more damage and knockback it deals, but the attack speed is slowed down
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  • Bruisin' was a Spirit Board event focused on spirits that specialize in hand-to-hand combat. It ran from 6 a.m. on April 5, 2019 to 6 a.m. on April 8, 2019
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  • an extremely slow, yet powerful weapon that deals high damage, shield damage, and knockback on each move that uses it. Down smash is slow overall, but
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  • altered animation: it is now an uppercut with his right hand instead of a gut punch with his left hand. Back throw: Back throw has a slightly altered animation:
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  • English voice actor for the announcer has also always voiced Master Hand and Crazy Hand. Jeff Manning was the first announcer in the series, starting many
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  • Side taunt: Punches his right hand into his open palm in a threatening pose and scoffs, with dark magic emitting from his hands afterward. When the dark magic
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  • invokes the Announcer. If used during a stage-wide slow-time effect (such as those caused by Dialga, Slow Brawl, or Training Mode), the shock waves created
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  • similar to the laugh he does when he hurts Link. Brings his hands together, then swings his right hand over his head. Pumps a victorious fist, then crouches
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  • with his newly introduced "twin", Crazy Hand. Crazy Hand: The "twin brother" of Master Hand, Crazy Hand is a left hand and is a "hidden boss" in the game.
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  • time limit, avoiding obstacles that try to slow the player down. The Polygons are among these obstacles, and slow the player down by attacking them, but the
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  • output carried over from Pikachu's version makes up aerial strings a painfully slow way of racking up damage. The move can be followed up with a neutral aerial
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  • instead depicted as slowing down time. In the Super Smash Bros. series, Shadow appears as an Assist Trophy and uses Chaos Control to slow down opponents of
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  • tilt is useful when R.O.B. has to engage with a character geared for hand to hand combat. Its quick speed and surprisingly long range are ideal when opponents
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  • others. However, Samus has many glaring weaknesses. One of them is her overall slow mobility: while she has a fast dashing speed, she is among the least mobile
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  • universe the stage originates from). The bosses of their route, Master Hand and Crazy Hand, also fit the duo theme and are always fought together (regardless
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  • startup lag with a shorter duration (frames 15-24 → 19-23). Slow edge attack: Kirby has a new slow edge attack: he does a split kick instead of a lunging headbutt
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  • guaranteed to play whenever the player battles Master Hand during Classic mode, as well as possibly Crazy Hand. Fittingly, this battle will always take place
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  • use his forward and up smashes to good effect, though his forward smash is slow and is weak in the tip (although it has a fast charge release, has fairly
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  • Metal Mario along with Giant Donkey Kong and to a degree Master Hand (from the Master Hand Glitch) are the first characters to be non-playable in one game
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  • Luigi's main problem is his terrible physics - a combination of slow dashing speed, very slow air speed, low traction, and low falling speed gives him very
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  • still slow and awkward in spite of its improvements: his faster dashing speed is slightly below-average at best, while his low traction and slow air speed
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  • altogether, due to the throw effectively having more ending lag. On the other hand, lighter characters are hindered by weight-dependent throws, as the resulting
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  • endurance despite his light weight. On the other hand, Mr. Game & Watch suffered from possessing slow startup on several of his attacks, possessing an
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  • camp due to his very slow and overall poor projectiles and while he does have a reflector and an absorption move, they are both very slow and punishable, which
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  • explosives. Hand Grenade: Generating the Hand Grenades has less ending lag (FAF 24 → 22). Snake can now use his double jump while holding a Hand Grenade,
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  • possessing slow ground speed, air speed, and mobility if he is not constantly using Crouch Dash. When coupled with his low range and very slow jumpsquat
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  • Donkey Kong falls under the generic super heavyweight archetype, boasting slow but powerful attacks. What sets Donkey Kong apart is his surprisingly fast
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  • best in Smash 4, it is still flawed. Diddy Kong's aforementioned slow air speed is slow enough to the point that he can only perform Wall of Pain combos
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  • downed Master Hand and decides to help the heroes take down Tabuu. Later Bowser beats up Ganondorf's trophy for revenge. The sight of Master Hand lying on the
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  • advantageous for a character to have quick and long-distanced rolls because slow rolls are easier to react to and short rolls are easier to punish. Most characters
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  • Does some flips, then holds his hand up. Left: Spins, then holds his hand up. Right: Skids to each side, then holds his hand up. See also: Category:Kirby
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  • hits, normally speaking. With weak throws, small hammers, and slow movement in general (slow falling, air, and dash speed), the Ice Climbers can usually
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  • has a slow walking speed (16th slowest in the game), very quick falling and fast-falling speeds (tied with Bayonetta for the 19th fastest), slow air acceleration
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  • following Banjo & Kazooie and Min Min. When fighting both Master Hand and Crazy Hand in Classic Mode, Sora will start on the far-left side of the stage
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  • "Show me your moves!", Falco's "Hands off my prey!" (often misinterpreted as "Hands off my bread!"), or Sonic's "You're too slow!". Taunt matches often involve
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  • significant trouble breaking through opposing camping due to being such a large and slow character. Waddle Dee Toss is also too laggy (startup and ending-wise) to
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  • comes out of Lucas's hand and has a brief conversation with him, as Lucas shrugs at it. Down taunt: Angrily positions his right hand up to his forehead and
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  • aerials, allowing them to attack opponents from a safe distance. On the other hand, many grabs have poor range: a user must get in very close to be able to
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  • Charizard suffers from slow aerial movement speed and laggy attacks; and Ivysaur is crippled by its abysmal air game and tether recovery, slow and difficult-to-land
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  • fighter until approached. Their sole attack is slow in start-up lag and easy to guard against. Along with being slow, the Goomba's charge attack is weak, dealing
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  • into the air. Side taunt: Fist pumps with his left hand. Down taunt: Fist pumps with his left hand while posing triumphantly. Male Pokémon Trainer's up
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  • now have extended hitboxes with altered sizes (4u (above)/5u (hand)/6u (body) → 5u (above/hand)/1.2u (above to the right)/4u (above right foot)). This gives
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  • fight against Master Hand and Crazy Hand references the battle against Andross from the same game, where Fox must target his hands to attack him. Prior
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  • of magic energy; the former being a thrust of the hand forward and the latter being a wave of the hand back and forth above her. Down smash is a very fast
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  • ninjutsu hand sign that emits a small burst of water from its hands. Greninja's on-screen appearance Up Taunt: Stands upright, clasping its hands together
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  • move. Falcon Punch consists of Captain Falcon performing his iconic move: a slow but powerful punch wreathed in falcon-shaped flames. Throughout the Super
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  • depicts Porky in his carefree childhood days in Onett, a comic book in one hand and a slingshot in the other. Be warned—this statue is also an incredibly
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  • starts waving his left hand in a 'gimmie' style twice, does the same thing with his right, then repeats the motion with both of his hands. He does this 3 times
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  • in the game, but it is also very slow and leaves Link very vulnerable if it misses. Link himself is also rather slow, with the second lowest dashing speed
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  • fingers with his left hand that seem to form a "W" for Wario and then does the same with his right hand after putting away his left hand. Then, he holds them
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  • impactful without knockback, forcing slow characters without good projectiles or long combos to play carefully and slowly get close to do as much damage as
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  • other hand, hurtboxes do not interpolate in this way, so a fast-moving object (such as Fox during his Illusion) may be able to move through a slow or stationary
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  • better recovery option than Cape, the combination of his slow air speed, low jump height, slow air acceleration and Super Jump Punch's mediocre travel distance
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  • aerial's momentum-halting properties. Most of its ground attacks are also on the slow side, and its grounded mobility is average at best (although it does have
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  • done successfully, he does an electrified jumping uppercut with his left hand with very high knockback. Dragon Uppercut is notably one of Kazuya's few
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  • laughing sinisterly. Slowly rises its hand towards the face, clenching its fist. Crosses both its arms, then moves them outward. Thrusts its hand forward, radiating
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  • Bayonetta's smash attacks are slow, often get cancelled out by other moves and have spots with no hitbox; her back air has slow start-up and a relatively small
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  • has poor options when fighting in close range, due to a slow, punishable grab and rather slow, unsafe tilts, and can also be countered by characters who
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  • extended hand hitbox covering both hands rather than two normal hitboxes covering each hand. This makes the move cover less of Wario's hands. The late
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  • somewhat light character who is quite slow in terms of walking speed and dashing speed, and has an extremely slow falling speed and very low gravity, while
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  • back of the user's hand glowing (and in SSB4's case, a large projection of the Triforce visibly being shown hovering above the user's hand). A ray of light
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  • quickly to launch opponents sideways. His side special Back Slash, on the other hand, is a downward swing with a very wide range, though using it leaves Shulk
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  • away, holding her left arm with her right hand, identical to Zelda's. Holds her left arm with her right hand and looks down. Unique to Female Wire Frame
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  • Falco also has mediocre movement options, due to his average dash speed, slow jump squat, and relatively short wavedash and dashdance distances. He additionally
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  • control of the master of the world, Master Hand, and used his powers to control him like a puppet. Tabuu used Master Hand to enlist the help of Bowser, Ganondorf
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  • Galeem and Dharkon are confronted in the final stage, following Master Hand and Crazy Hand being freed from control and conquering the battlefield, the pair
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  • own, in addition to the four it shares with Palkia. Using Roar of Time to slow down the passage of time, similarly to the Timer item. This stacks with other
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  • of origin. Because Crazy Hand represents the destruction of Master Hand's creations, Crazy Hand is encountered in Master Hand's place on lower difficulties
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  • smoke. Up taunt: Waves her hand while looking toward the screen. It is based on the "Greetings" reaction. Side taunt: Claps her hands while facing the screen
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  • Ike is a moderately heavy character with very slow but powerful attacks. Although Ike himself is also slow, his attacks will surprise opponents when hitting
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  • upward in front of himself with both hands. While facing the screen, Cloud twirls the Buster Sword with one hand and places it on his back while looking
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  • hitlag every time they attack. This helps Olimar overcome his slow maneuvrability by slowing down an opponent's actions with Pikmin, making their approach
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  • riskiest. The move's biggest drawback is how punishable it is when whiffed. The slow falling speed afterwards as well as the move's landing lag leaves him wide
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  • Smash Bros. Brawl who are left-handed. Link uses battering items such as the Beam Sword and Lip's Stick with his right hand in order to wield his sword with
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  • it good for edgeguarding. However, his ground game is underwhelming. With slow dash speed and short range tilts, he suffers in matchups against characters
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  • at higher percents. Furthermore, Samus has an excellent recovery, with her slow falling speed, Grapple Beam, the great vertical and horizontal distance of
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  • free reign of horizontal direction while airborn, her dash speed is quite slow and she has one of the shortest wavedashes in the game. She also suffers
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  • Kong is also Diddy Kong's partner for the final fight against Master Hand and Crazy Hand. The title originated from the manual of Donkey Kong Country and was
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  • Swordfighter's model being right-handed, two Mii outfits based on other characters do not follow the original character's dominant hand. In Xenoblade Chronicles
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  • separate game rather than part of other series. The Captain Toad and Flies & Hand spirits are the only Mario spirits who are listed as part of a series within
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  • salutes with his hand above his eyes while facing right. Captain Falcon walks slightly slower (0.8533 (25.6) → 0.85). Captain Falcon dashes slower (2.333 (70
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  • character that defies most character archetypes in that it is a tall, floaty, slow middleweight with a long disjointed range much like Zelda. Its long tail
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  • attacks deal low to mediocre damage, and she has rather slow attacking speed (combination of slow movement and her attacks being ending lag heavy). Her projectiles
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  • will remain on his hand until he gets released. King K. Rool's animation when using the Home-Run Bat's forward smash utilizes a one-handed swing, similar to
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  • from Melee in Brawl. The Parasol is the only item that Mewtwo holds in its hand, and only when gliding. When Mr. Game & Watch uses this item while floating
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  • isn't as slow as characters like Ganondorf and King K. Rool, it is still somewhat sluggish; its jab (frame 5) and forward tilt (frame 12) are slow relative
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  • upright with his right hand on his hip. Based on his conversation stance in Castlevania: Symphony of the Night. Thrusts his hand downwards. Richter's idle
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  • damage output is average at best, though is regarded as lacking overall due to slow movement, floaty jump, and said movement specials being rather bad as attacks
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  • growling, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting a pulsating
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  • appearing in one hand with a flash of light will start, provided that Robin is standing completely still; tomes appear in the left hand while holding it
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  • Smash Bros., Master Hand does not appear as its final boss. Because of this, Jigglypuff is the only Pokémon fighter not to face Master Hand. Excluding the Japanese
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  • This is an oddity among one-handed weapon fighters in the Super Smash Bros. series, who will keep their weapon in the same hand and have their back face the
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  • coat with white fur trim and his personal emblem, a stylized version of his hand striking the V sign, embossed on the back. He also wears yellow mitten-like
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  • characters. Referencing how Crazy Hand is the chaotic version of Master Hand, he is encountered instead of Master Hand on lower difficulties. Credits roll
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  • all custom moves have been banned, forcing Mii Gunners to resort to their slow and situational default moveset and removing the versatility of their custom
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  • piece of music available to play on it. In Brawl, the ledge on the right hand side can no longer be grabbed on the larger bottom platform as it could in
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  • below-average mobility. Although he has an average jumping height, Villager sports a slow falling speed (the 12th slowest, tied with Luigi), and below-average air
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  • the side. The sign itself is behind the blast line. Sandbag, Master Hand, and Crazy Hand are the only characters that can cross blast lines in Melee. If they
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  • canonically clones, or at the very least similar. This extends to Master Hand and Crazy Hand at the end, who are always fought together, regardless of intensity
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  • out of shield options due to his short grabbing reach and possessing either slow and/or poor reaching attacks. In addition, he possesses a linear recovery
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  • Charge Blast. Laser Blaze is a fairly slow and easily interceptable projectile; Grenade Launch travels in a very slow and short-ranged arc that no longer
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  • Ness, and Samus's deal slightly more damage, but are noticeably slower, while previously slow pummels such as Ganondorf, Mr. Game & Watch, and Robin's are
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  • versatile: despite his slow air speed and low jump height rendering him susceptible to edgeguarding, his five midair jumps, slow falling speed, long vertical
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  • Japanese like the others. This applies to: Xander Mobus (Announcer, Master Hand, Crazy Hand) Josh Keller (Tekken 7 announcer) Charles Martinet (Mario, Luigi, Dr
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  • Sheik. Up taunt: Stands on one hand. Side taunt: Pulls out her Chain. Down taunt: Performs a threatening pose with her right hand before her face. Balances
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  • Rosalina's disadvantage state is poor due to her tall stature, low gravity, and slow falling speed, while her light weight makes her susceptible to early KOs
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  • side special still puts him in helpless. Who does not face Master Hand and/or Crazy Hand as the final boss in Classic Mode. Whose fighter spirit does not
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  • approach is very committal. Additionally, his only projectile, Hadoken, is slow and very easily intercepted, while his ground attacks have short ranges.
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  • quick, linger longer than average (though its dash grab and pivot grab are slow), and it has one of the best sets of throws among the entire cast, all of
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  • (DLC): A recurring battle theme, sourced from Kingdom Hearts HD 1.5 ReMIX. Hand in Hand (DLC): The battle theme used for Traverse Town, sourced from Kingdom
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  • not function in the air at all, such as Peach's Vegetable and Donkey Kong's Hand Slap prior to SSB4. Others will display unique animations in the air due
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  • respectable level of speed to go alongside his renowned power. While he retains slow walking speed and air acceleration and the slowest jumpsquat, and while his
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  • Very Hard and Intense difficulties. Stock count is displayed on the left-hand side of the screen, as a head icon of each character remaining in their current
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  • first five hits will connect. Using this move in midair will momentarily slow the Brawler's descent during its first use; this allows the Brawler to stall
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  • Seed. The flower, poison and curse statuses. The "crush" of Master Hand and Crazy Hand during their grab attacks in Melee. Amaranthine gas in The Subspace
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  • before raising her hand and looking at it. Fiddles with hair. Up: Turns to her right and says "This is fun!" while holding her hands together. This also
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  • hitboxes, see here. Performs a threatening pose with her left hand before her face. Shakes her hand in front of her face, then swings it to the side. Uses one
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  • lethal in the hands of a master. B: Giant Punch Smash B: Headbutt Donkey Kong [Smash] Being the strongest simian around, DK has the upper hand once he grabs
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  • stature, Shulk is an easy target for combos and juggles, as his tall height, slow air acceleration, and lack of quick combo breakers (with his fastest aerial
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  • (which is also slower). His recovery is also worse. While his new side special Green Missile grants him an extra recovery option, it is very slow and predictable
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  • voiced Joker in Persona 5 in English as well as the announcer, Master Hand, and Crazy Hand in Ultimate, reprises his role as the character in the English version
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  • air acceleration, but a rather slow dashing speed, below average air speed and very high gravity. These stats give Falco slow horizontal movement, but proficient
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  • difficult to KO horizontally despite being a fast-falling character with slow air speed, which is also due to his high weight and the fact that he boasts
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  • average; it has slow startup at frame 10 while also having abysmal KO power, as it can't even KO middleweights past 200%. On top of having slow startup, Duck
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  • Dedede, max aura Lucario, Hero with a crit, and Kazuya. It is relatively slow though, coming out frame 29 and having 39 frames of ending lag. Additionally
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  • recovery. Despite now being able to wall jump, the combination of his slow air speed; slow air acceleration; and Super Jump Punch's mediocre travel distance
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  • among the worst in the game owing to her tall frame, very light weight, and slow falling speed. Furthermore, many of Rosalina's benefits, including her powerful
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  • given universe in each stage. To go with the duo theme, both Master Hand and Crazy Hand are fought regardless of the difficulty. Credits roll after completing
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  • which has a slow hitbox that starts above Ike and renders it very predictable. He is also vulnerable to perfect shielding due to his overall slow aerial attacks
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  • Force Palm receive drastic power boosts; "Aura Bomb" is a massive, powerful, slow-moving Aura Sphere that can hit foes trying to recover through a ledge and
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  • high jumps and wall jumps. Strangely, though, his walking speed is rather slow, and his traction is below average. Such an odd mix of traits grant him excellent
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  • Japanese title: クレイジーハンド, Crazy Hand Purchase from the Shop for 300 gold. This song plays while battling Master Hand and Crazy Hand in tandem. Source: Super Smash
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  • Wario (SSB4)/Forward tilt (category Hand attacks (SSB4))
    a tilt, and has disjointed range due to the lack of a hurtbox on Wario's hand. The damage of the attack scales up from the downwards angle, dealing at
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  • of kill options as well as a decent recovery, Charizard suffered from its slow speed and laggy moveset. It also had trouble against many of the more prevalent
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  • have trouble connecting, his back throw is very slow and thus easy to DI, and his forward aerial is slow and must be sweetspotted (mid hit) in order to
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  • Falco swipes with the hand closest to the camera to grab the opponent. Slow and has average range. His dash grab has an angled grabbox, different to his
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  • Bison towering over Ryu (represented in the game as both Master Hand and Crazy Hand) and the finale of Street Fighter II: The Animated Movie, where Ryu
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  • leaving him with few options in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially
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  • Afterwards, now exhausted, he gasps while holding his left hand out and resting his right hand on his knee. This is similar to his "character chosen" animation
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  • average and his falling speed is rather slow, giving him no disadvantage with weight alone. His walking speed is slow while his dashing speed and air speed
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  • with the design change. Link holds his sword in his right hand and his shield in his left hand. Due to this, Link's entire moveset has been horizontally
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  • he had gone to just to satisfy his revenge, Sagat, who was Bison's right-hand man at the time, managed to restore Ryu to his senses, and he defeated Bison
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  • a bad ending where the opposite side seizes control. When Master Hand and Crazy Hand are both freed and the number of spirits on each side is nearly equal
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  • mid and late hit's have smaller hitboxes (6u/6u (sword)/10u (mid hand)/6u (late hand) → 5.5u (sword)/8u/5.5u). The mid and late hit's sword hitbox is now
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  • out very differently than they do for the rest of the cast. On the other hand, his shield startup animation has invincibility frames and can be jumped
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  • smaller platform sits above this in the middle. Platforms on the left & right-hand sides alternately appear and disappear, making them useful for long distance
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  • Zelda (7/87) Zelda [Smash] Zelda is a bit slow and, because of her light frame, easy to send flying. On the other hand, her magical skills lend her reliable
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  • Smash Bros.) Left: Looks up at the sky with his hands together, spins once, and gives a V sign with his hand. (a la Yoshi's victory pose in Yoshi's Story)
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  • duration (frames 24-39 → 25-34). Slow edge attack: Slow edge attack has larger hitboxes (4.66u/2.5u → 3.12u/4.69u/4.69u). Slow edge attack has less startup
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  • very susceptible to combos. Hero has respectable overall mobility: he has a slow walking speed, slightly below-average air speed and poor air acceleration
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  • results for each character. Mario shoots a red fireball out of the palm of his hand. The fireballs fall down until they hit the ground, which will cause them
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  • lead well into all of his aerials. While Bowser's ordinary jump is often too slow to serve this purpose, using a cancelled Bowser Bomb can let Bowser quickly
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  • front of himself with both hands. Cloud's first idle pose. Cloud's second idle pose. Left: Twirls the Buster Sword with one hand and places it on his back
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  • SSB4 and Brawl, Ness's Magnet pushes enemies and some items (such as Snake's Hand Grenades) away from his body when released. In Super Smash Bros. 4, the move
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  • larger, more powerful and much slower-moving projectile. 4% uncharged, 27% fully charged. The projectile moves so slow that Samus can walk by a fully charged
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  • Additionally, floating aids Daisy's off-stage presence when combined with her slow falling speed, despite her low jumps and the high ending lag of her aerial
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  • will explode at the end of this Final Smash! With a Peanut Popgun in each hand, Diddy showers his foes with a hail of explosive destruction. This Final
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  • juggles are nevertheless susceptible to DI and easy to dodge thanks to his slow mobility, giving him unusual difficulty in combo game execution than other
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  • hitbox near Mewtwo's hand. Dash attack's animation has slightly changed. Mewtwo now performs a dark-energy infused palm thrust with one hand, instead of both
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  • average air speed, above average air acceleration, high jump height and slow falling speed. These attributes grant her an easier time chasing aerial opponents
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  • Dedede to get back to stage safely. Despite the universal decrease in lag, the slow frame data associated with Dedede's moves make a majority of his moveset
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  • to have fast air speed and fast attacks, which makes up for its somewhat slow dash speed. However, its light weight makes it easier to KO, as it is tied
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  • Forward smash: Mario has a new forward smash: he leans forward and thrusts his hand in front of him, emitting a small fiery explosion from his palm. It has less
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  • to send Rayquaza back into the lake and save Diddy Kong. Fox then makes a hand signal for Diddy to come with him to fight Rayquaza until it faints. After
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  • characters (such as Pikachu and Fox) to combo. In addition, his grab is very slow and punishable, yet having limited range compared to other tether grabs.
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  • along the ground, and has the shortest stance of the three. His dash speed is slow, barely outpacing his walk, but he has the third fastest fall speed, and
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  • careful opponent can potentially take advantage of them to gain the upper hand, making his Arts a double-edged sword due to his reliance on them to approach
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  • Balls have a peculiar travel arc: once a ball would be expected to start slowing down, its fire goes out and it stops immediately, falling straight downwards
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  • enough to work as combo finishers. Lastly, Burst Grenade is powerful but has a slow explosion, which limits it to situational usage on edge-guarding predictable
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  • with more "accentuated" fire. It also deals more damage and dramatically slows down opponents now, making it much harder to dodge the attack, especially
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  • health bars for enemies (not including bosses) are compressed at the left hand side, so a length of health bar represents more health at the left of the
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  • "/"This Way!" signal. Side taunt: Fires the Splattershot into the air with one hand while smirking. Despite its appearance, it does not consume ink, and cannot
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  • Capcom character Ryu, and Square Enix's Cloud. He does not widely use hand-to-hand combat, instead relying on the large arsenal of ranged weaponry he has
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  • move that mostly knocks opponents into the air, Spin Charge, on the other hand, hits multiple times, carrying the opponent, and moves a little faster, making
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  • Pikachu's recovery), it is somewhat predictable, due to being on the slow side and Kirby's slow air speed. His aerials can be used to edgeguard or guard break
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  • also limited due to its poor range and lack of a projectile. It also has a slow walking speed and dashing speed, making ineffective at fighting at a grounded
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  • Dr. Mario also has a great projectile, Megavitamins. Their bounciness and slow horizontal speed creates a temporary defensive wall that deters his enemy's
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  • speed, the lightest weight and the lowest jump force, as well as a fairly slow jumpsquat. As such, these attributes make Jigglypuff unable to quickly traverse
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  • attack, he creates a spark of PSI in one hand, and then spins around and creates a spark of PSI in the same hand. It is better combo opener than his old
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  • their fast fall perfectly in order to use his aerials effectively. Pit's slow air speed, average falling speed and low gravity make him somewhat floaty
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  • it especially difficult for R.O.B. to KO heavier characters), while having slow start-up, poor hitbox placement, or both, that makes them difficult to land
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  • to equip the item at the start of a match. Lip's Stick With this wand in hand, a simple flick of the wrist will sprout a flower from a character's head
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  • with set, albeit high knockback when used up close. Lucario then holds its hands above its head as it readies the attack, before launching a large beam of
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  • Polygons, they also have altered, though mostly worse movesets. Master Hand and Crazy Hand could be considered semi-clones, as they share most of their attacks
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  • awakened and Crazy Hand is beaten. She is an obligatory unlock for the true ending, as awaking her leads to a battle with Master Hand that frees him from
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  • balance them out with the slow, heavy characters. The changes to hitstun prevents characters from immediately performing moves to slow their momentum, reducing
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  • Pac-Man fires Boss Galaga's tractor beam from his hand, and has above average grab range. However, its slow start-up, lengthy ending animation, and intermittent
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  • attacks, even in midair, and it is much harder to launch you. On the other hand, you fall like a brick. Getting hit will reduce the duration of this item
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  • damage (6.5% → 8%). Slow chakrams now behave like a short-range multi-hit Boomerang, staying out for a longer duration and slowly returning to where it
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  • employed by Meta Ridley in Metroid Prime. It is similar to Master Hand and Crazy Hand's Jet attack. On higher difficulties of The Subspace Emissary, defeating
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  • is also heavily hindered by his below average mobility as a result of his slow ground speed and aerial speed, further exacerbating his reliance on spacing
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  • Mario has enough rage. Grabs: Mario now grabs with one hand as opposed to two. He still uses both hands during his pummel, however. All of Mario's grabs have
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  • strength, weight and range, Link still has a rather slow, inflexible approach on the ground, due to his slow dash speed, poor dashdance, and short wavedash
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  • non-Pikmin air attack) is not designed for defense. His mobility is also slow, both in the air and on the ground. Olimar players must also learn what each
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  • with his right hand on his hip. Based on Richter Belmont's pose before his fight in Castlevania: Symphony of the Night. Thrusts his hand downwards. Resembles
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  • that leaves Pichu's ears intangible, though it lacks in power. On the other hand, Pichu's neutral attack is mainly used for locking opponents due to its very
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  • the air, her up special Peach Parasol is a recovery move that allows for a slow descent after it is used, and her down special Vegetable has Peach pull out
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  • oriented moveset. This can lead to situations where Young Link is simply too slow to continue a combo he has started. While Fire Arrows can help alleviate
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  • via a beam of light from the heavens. Up taunt: Spins his blades in each hand, then crosses them. He says, "The fight is on!". In the Japanese version
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  • that being Master Hand and Crazy Hand, regardless of the difficulty level. When fighting off the 50 puppet fighter army as Master Hand in World of Light
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  • getting hit grants her super speed — causing everything around her to appear in slow motion. If the dodge is too early or too late, Witch Time will not activate
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  • an impressive recovery. Bowser Jr.'s aerials have great utility, going hand-in-hand with his specials. Neutral aerial has edgeguarding capabilities and is
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  • Subspace Emissary cutscene shows Fox activating the device by waving his hand in front of it, which is not the case for the actual move. In Smash 4 and
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  • Robin with her Levin Sword as an item. Bayonetta teetering on the upper right hand corner cloud platform. Chrom taunting on the stage. Sonic and Knuckles the
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  • point of self-destructing off the right-hand blast line. This can also be done by Captain Falcon on some of the slower parts of the map, but it is harder to
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  • Dance. Roy, however, is strongly held back by a poor approach, owing to his slow air acceleration and unsafe aerials that cannot autocancel in a short hop
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  • hitbox, and the Green Shell's output becomes weaker and weaker as it begins to slow down. Furthermore, opponents can immediately stop the trajectory of the Green
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  • his back aerial and up aerial. R.O.B.'s neutral aerial in Brawl sports a slow startup, but has a long-lasting hitbox that maintains extreme power throughout
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  • fast tap frequence being able to do it correctly. It takes around twice the hand speed as a jumpless Rising Cyclone from Brawl. It is also a very quick out
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  • The second hit's arm and hand hitboxes send opponents at a less favourable angle, especially the former (80° → 40° (arm)/76° (hand)). Fox now has to press
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  • Street Fighter. In Ultimate, these projectile speeds are more prominent, with slow Hadokens having around two-thirds the speed of a normal one, and fast Hadokens
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  • Reaches forward with his right hand. While a tall stature might be compensated with a long grab range, here, Captain Falcon’s grab range is very short
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  • instead of gripping their sword with both hands, in Smash Bros. Corrin keeps the following hand (the right hand) gripping their sword while holding up their
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  • preventing abusive strategies. Retrieved items will appear in the user's hand and can be used as normal. If a pocketed item normally has an immediate effect
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  • from some attacks due to making them unsafe on hit. Just like Master Hand and Crazy Hand, Giga Bowser cannot be grabbed, inhaled by Kirby, or egg laid by Yoshi
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  • potential. In both Melee and Brawl, Zelda was plagued for being tall, floaty, and slow on the ground and in the air. Additionally, she was hampered by poor approach
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  • any character in the game off of a grab through wobbling, and can perform hand-offs in settings where wobbling is banned to achieve nearly as punishing
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  • his body. Side Taunt: Holds one hand forward and one behind his back. Down Taunt: Stands on one foot and holds one hand in mid-air. This is very similar
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  • flashing red, and shortly after will automatically explode in the holder's hands. While it is flashing red to signify its imminent detonation, it will be
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  • game. PK Flash does not travel as high and has a much faster but still very slow startup, but it travels very quickly if Ness sends it forward. Fully charged
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  • air, Ike will jump upward, but the sword will still be slowed down, and won't snap to his hands until its animation is finished. Ike uses Aether in The
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  • his air speed is average and his falling and fast falling speeds are both slow, while his gravity is low. Although they differ on the majority of their
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  • the Mr. Sakurai Presents "Sephiroth" showcase, when battling Master Hand and Crazy Hand in Sephiroth's Classic Mode route. Nintendo Dream (February 2019)
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  • defensive utility. Hitstun carrying over to the ground as in SSB, on the other hand, is generally uncommon, and the launch speed required is too low for any
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  • "bump" the stage upwards a bit. After 51 seconds have elapsed, the stage will slow to a medium pace and the player must battle two pairs of Ice Climbers with
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  • capabilities. His dash speed is slow, his jumping and landing animations are very laggy, and his wavedash is very slow and nearly useless. He is also not
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  • tilt, after those of Ganondorf and Snake, along with being not particularly slow, making it one of the best up tilts in the game. It also notably grants full
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  • battle with an Ore Club in-hand. X Bomb (Red): a spherical explosive from Uprising. The user starts battle with an X Bomb in-hand. Back Shield (Red): an angelic
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  • Wolfens fly down to fire lasers at players, usually coming from the right hand side or from up above. The lasers can damage players, but they will only
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  • having subpar recoveries; Ganondorf is the best example. His recovery is slow and short, but all of his aerials are deadly offstage. Certain characters
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  • considerably more difficult to sweetspot with (the sweetspot is located around Roy's hand, rather than the tip of his sword as with Marth). It has more start-up (frame
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  • he is extremely susceptible to combos, which is only exacerbated by the slow startup of his aerials (excluding his forward and up aerials) giving him
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  • of opponents to face; many routes feature bosses other than Master Hand and Crazy Hand, and some feature a fight against a boss outside of the boss fight
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  • combo escapes or quick landing hitboxes, with his down aerial having very slow startup lag and few options at close range. Due to Mega Man's overreliance
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  • reclaimed from the past, where destiny holds fast, Here where we stand, hand clenched in hand everyone caught in the struggle, This is the day we finally find
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  • towards the camera, then holds his hand up. Left: Skids to each side, then holds his hand up. Right: Spins, then holds his hand up. Up: Horizontal swipe with
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  • character in other contexts, see Mii. The Mii Brawler (Mii格闘タイプ, Mii Hand-to-Hand Fighting Type) is a playable character in Super Smash Bros. Ultimate
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  • weak "slap" hitbox on Link's hand when done with the Boomerang already out. Dash attack's interruptibility occurs slightly slower. Down throw has more ending
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  • Out technique from Sonic the Hedgehog CD, saying "You're too slow!" (遅すぎだぜ!, You're too slow!) in a teasing manner. Down taunt: Says "C'mon, step it up!"
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  • Merami) costs 16 MP and is unleashed after some charging, denoted by the Hero's hand flashing. It fires two intertwined fireballs that travel faster and further
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  • style of swordsmanship pioneered by his father, where a two-handed sword is wielded in one hand with surprising fluidity. This is not reflected in the Super
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  • These are the variations: Vegetable: Default. Light Veggie: Pulls out a slow-flying vegetable, but can only be used twice in a row. The vegetables fly
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  • of shield, known as shield grabbing. Jumping out of shield, on the other hand, grants several more options, allowing characters to immediately use their
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  • hitboxes and versatility. Both of these strengths are countered by their slow mobility, lack of reliable KO-setups, and abundance of lag. Mii Gunners use
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  • Play 60 VS Matches. Play through 10 rounds of Crazy Orders and defeat Crazy Hand. After completing one of the two methods, R.O.B. must then be defeated on
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  • a very effective dash dance, but a slightly above-average walking speed, slow air acceleration and a low midair jump) and good frame data for a weapon
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  • keeping his left hand curled into a fist which he puts on his hip, he touches his forehead with his right fist then straightens his hand out to do a salute
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  • is the Hero of Time from The Legend of Zelda: Ocarina of Time. Link is a slow heavyweight whose Master Sword grants him many disjointed attacks that allow
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  • 54). Slow edge attack has less startup lag with a longer duration (frames 70-73 → 54-59). Slow edge attack has less ending lag (FAF 90 → 70). Slow edge
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  • (likely to avoid conflicts with scrolling the stage horizontally), Flies & Hand, Yuri Kozukata, Arcade Bunny, Squid Sisters, and Rathalos, most of which
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  • aforementioned problem), and poor tournament results. Lucas is a character with some slow but strong attacks that have large hitboxes and an average dashing speed
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  • and air camp. Snake: He has the most projectiles in the game, including his Hand Grenade, and his up smash gives him the longest DACUS in the game. All of
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  • cross ups more easily than the vast majority of the cast. He has slow air speed, a very slow initial dash, and decent dashing speed, but is characterized most
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  • are also considerably weaker especially his neutral and down aerials. His Hand Grenades also take longer to spawn and he can only have one out at a time
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  • his right hand up to his forehead and grunts while generating small bursts of PSI energy from his index and middle fingers, then swings his hand down to
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  • for KOing until around 150% by the ledge. While Thunder is powerful, it has slow start-up and high ending lag that limits its usage to be a situational combo
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  • Chaos Emerald now levitates in Sonic's hand after he grabs it instead of directly making contact with his hand. Due to Sonic’s voice actor change, his
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  • palm strike with the ability to KO at high percents, at the cost of very slow startup (frame 7-8), which significantly weakens its ability as a defensive
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  • Knuckle Joe, Samurai Goroh, Kapp'n, Color TV-Game 15, Devil, Takamaru, Flies & Hand, Squid Sisters, and the Ghosts. Additionally, Lunala can only be summoned
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  • Control, which slows down all opponents in battle with a second phase that completely stops the opponents. He cannot be attacked and he does not slow down the
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  • since his initial dash animation is quite slow, this causes his dash-dancing animation to be more awkward and slower-moving than other characters, and reduces
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  • are generally predictable due to slow startup. Its up smash is among the strongest in the game, but it has very slow startup at 26 frames, while its horizontal
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  • of the game progress, he's rapidly led astray and becomes Giygas's right-hand man. Afterward, he goes missing in time and then reappears in the Nowhere
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  • down throw's outstanding combo potential. However, Luigi retains his overall slow mobility, especially while airborne, as well as his extremely low traction
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  • follow up like off a late hit of a landing neutral aerial. Down smash has slow start up and less raw power, but is disjointed, covers a very large area
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  • E3: Hands-on Impressions for Super Smash bros Melee. IGN (2001-05-17). Retrieved on 2007-11-24. IGN: Spaceworld 2001: Super Smash Bros Melee hands-on.
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  • they are hit. Since there is no record of this occurring with Master Hand or Crazy Hand, it's reasonable to assume that the glitch only occurs because it's
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  • itself is changed to a reaping swat to Roy's right side (from two-handed-to-one-handed). It has been buffed in the transition from Melee, gaining more counter
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  • very poor: her overall grab range is notoriously short; her pummel is very slow; and her throws have very minimal utility. Altogether, these traits make
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  • character of his size also makes Olimar great at camping out and approaching hand-to-hand combatants, such as Captain Falcon or Wario, and further accentuate his
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  • also be split to form two short swords--Pit holds one sword in his right hand in a standard grip and one in his left in a reverse grip. He may hold them
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  • when compared to Pokémon Stadium 2. Opponents of this stage, on the other hand, cite several inconsistencies that make the stage more "janky" and therefore
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  • notably possess early KO potential as a way to overcome his smash attacks' slow speeds and low ranges, such as the Apple or the Key. This allows him to confuse
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  • outcamp nearly every other character in each game. Ganondorf, on the other hand, is considered one of the worst characters in Brawl, in large part due to
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  • Myran. Olimar is a small and floaty lightweight with overall slow mobility. In turn, he has a slow walking speed, below average dashing and falling speeds,
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  • ability to wall jump. However, his falling and fast falling speeds are both slow, while his gravity is low. Although they differ on the majority of their
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  • Ultimate, there is a set of slash-based sound effects that are noticeably slower and deeper pitched than regular slash sounds. In Brawl, these were reserved
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  • or cover ledge options. Due to the character's below-average airspeed and slow fall speed (without Deep Breathing), she can sometimes struggle to land safely
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  • distance. However, his recovery is among the weakest in the game due to his slow air speed and linear Uppercut, and so he mostly depends on his whip as a
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  • utility overall to be consistently applicable. When combined with his somewhat slow movement, Ness has significant trouble approaching opponents. Thus, his dash
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  • Critical Hit involves him staying still and spinning the Binding Blade in a slow circle, before unleashing a fiery explosion in front of him. Unlike Marth
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  • dropped in its assembled state. If someone holding it takes enough damage or slowly walks backwards off of an edge so that they will auto-grab the ledge, then
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  • stage: the Moon, Nightmare, Andross, Kapp'n, Color TV-Game 15, Devil, Flies & Hand and Arcade Bunny. Additionally, Abra and Marshadow cannot be summoned from
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  • however its slow travel speed makes it very easy to avoid. Holding the button for some time, or when the fire effect in Sephiroth's hand becomes blue
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  • vulnerable to Topple, which causes them to fall onto the ground momentarily) and Slow (which decreases movement and auto-attack speed) if the attack hits the enemy's
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  • Falcon's. Whereas Captain Falcon is fast on the ground, Male Wire Frame is slow. Whereas Captain Falcon is a fast faller, Male Wire Frame is extremely floaty
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  • were difficult to set up, required extensive knowledge of the software on hand and networking protocols, and required both players to be using the same
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  • but has lately shown himself also to be an adventurer with a knack for hand-to-hand combat. : Star Fox : Star Fox Command : Starwing : Star Fox Command Fox
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  • portion of Hyrule Castle. Yoshi and Samus cannot do this due to their overly slow grabs (however, they can throw into a down aerial or a similar aerial to
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  • stress on player's hands, allowing those with repetitive strain injury-related conditions such as carpal tunnel to compete with minimal hand pain. Generally
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  • Up tilt can combo into itself and set up aerial combos. Down tilt, while slow compared to its other moves (coming out at frame 8), has comparably better
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  • Smash. Hit an enemy with the light emanating from the Triforce mark on his hand to initiate the move. The enemy will be trapped within the Triforce and be
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  • there are other ways for the Ice Climbers to punish off a grab, such as their hand-off chain grabs, which are only a true infinite when done near the edge of
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  • fastest air acceleration in the game. On the other hand, she has below-average falling speed, slow air speed and high gravity. These attributes grant Palutena
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  • Taunt: Taps his shoulder with one of his blades and motions with his left hand, saying "Who wants some?" (かかってこい。, Bring it on.) Side Taunt: Spins the Silver
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  • Leans back and states "Come on!" (かかってこい!, Come at me!) whilst waving his hand. In the Japanese version of Melee, he may also say "Come on!" in English
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  • attacks, all of which can reliably KO under 100% while none being particularly slow). Mr. Game & Watch additionally possesses amazing survivability for a character
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  • rather large shield for its size, it is saddled with short tech rolls and a slow, short ledge roll, making it very easy for enemies to extend punishes on
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  • speeds depending on their strength: while characters like Mario pummel as slow as in the previous game while dealing more damage per pummel, others like
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  • competitive Smash. Although Roy remained a popular character overall, on the other hand, there were few Roy players that could match the three's performances, as
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  • canceled by the Cypher projectile. If Snake damages himself with his C4 or Hand Grenade, he can reuse the move and augment his recovery. At higher percentages
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  • hopping opponents. It also isn't any slower than the other non-tether grabs. It can be setup using a forward aerial or Hand Slap. The usefulness of this grab
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  • state where they appear to struggle to hold the item up. Characters move slower in this state and the throwing animation is longer than normal. The only
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  • improved (1.4 → 2.0); he now runs nearly as fast as Fox. Wolf's air speed is slower (1.222 → 1.2). Wolf is the character that has benefited the most from the
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  • standing!" (俺はまだ生きているぞ!, I'm still living on right here!) Spreads his right hand to the side before pumping his fist out in front of him, saying "Nice try
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  • on him. Wario dashes faster (1.35 → 1.55). Wario's air speed is slightly slower (1.222 → 1.2). Wario's base air acceleration is lower (0.04 → 0.03) slightly
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  • first attack is a downward single-handed reap with a step forward that deals 4% damage. The second part is a two-handed swing downward in the other direction
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  • damage: 15.68% → 16.8%. Neutral attack deals 1% more damage on the arm and hand hitboxes respectively: 6%/9% → 7%/10%. Up, forward and down throws have less
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  • charge speed from Brawl; charge speed is 33% slower than Link's. Kirby does not possess Snake's new rolling Hand Grenade toss. Cannot perform a Blast Attack
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  • Diddy's Kong Quest. The projectile is slow, travels straight for 3/4 the length of Final Destination, gradually slowing down as it travels, and deals 13%,
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  • frustration; her left-hand gun with the white gem. "Toccata", engraved "Eye of the Overseer", its flower a marigold symbolizing sorrow; her right-hand gun with the
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  • up smash's sweet spot, have little KO power. Lastly, Burst Grenade has a slow explosion, renders Sheik helpless if performed while airborne, and has only
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  • into Pac-Man's attacks. Aside from his projectiles, Pac-Man also possesses a slow, but potent KO option in Power Pellet. Power Pellet also functions both as
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  • attacks (except his down smash). Additionally, like Link, Young Link has a slow and predictable recovery, though his ability to wall jump, bomb jump and
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  • nearly straight up, while others travel greater horizontal distances. Due to slower average falling speeds and increased ease of edge sweet spotting, recoveries
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  • escape certain combo moves such as Witch Twist. However, Straight Lunge's very slow speed and considerable ending lag through all charge levels limits its usage
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  • Smash 64) and Fighting Wire Frames can be grabbed, bosses such as Master Hand and Giga Bowser cannot. Most enemies in Brawl's Subspace Emissary and Super
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  • competitive play due to no longer being bogged down by stamina, extremely slow and punishable switching between its party and its trainer's other less effective
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  • Note how, since he is no longer a clone of Captain Falcon, it is one single, slow kick instead of two rapid ones. Link's up smash in Brawl. Kirby's up smash
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  • and Corrin, as its few combo-breaking moves are either too risky or too slow to be consistent in this application. All in all, Charizard is a well-rounded
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  • subdued. He also now wears archery gloves on both hands, instead of only wearing one on his left hand. These changes are unique to Smash 4. Pit has received
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  • can familiarize with Spirit battles. After unlocking a character, Master Hand creates bubbles blocking the other two characters which disappear when the
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  • short range, his back throw is easy to DI due to its slow startup, and his forward aerial is slow, laggy, and can be meteor cancelled. However, Mario's
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  • Marth's fast edge attack has a longer animation (54 frames → 55), while his slow edge attack has more startup lag (frame 38 → 44). The different animations
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  • body. Side Taunt: Moves one hand forward and one behind its back, growling. Down Taunt: Stands on one foot and holds one hand in mid-air. This taunt is very
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  • tail end of the Jetstream before Master Hand flies into the background is a weak meteor. Crazy Hand - Crazy Hand shares the meteor smashes of the Power
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  • and has low ending lag, making it relatively difficult to punish despite is slow start-up. His down smash has notably low start-up, allowing it to be used
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  • Bowser and Donkey Kong) lets her have amazing horizontal survivability. Her slow falling speed (the second slowest in the game, tied with Zelda) allows her
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  • fastest back aerials in the game. In later games, the move would become slower, harder to land and weaker although it still remains a powerful KO move
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  • up special and down aerial, most of his defensive options are poor, with a slow aerial attacks, a floaty double jump, and short reaching rolls and dodges
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  • are quite easily punishable if they are whiffed, while his heavyweight and slow mobility without Bomb Sliding render him vulnerable to combos, especially
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  • seen as uncharacteristic of Brawl. Drephen and Borp, on the other hand, are "slower" Melee Sheik mains, preferring to go for hard reads and tech chases
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  • tilting the control stick in the direction the missile is facing will also slow it down. Tapping while pressing B to initiate the move will increase its
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  • 1.0.6 Fixed a glitch where Aether Drive behaved erratically when used in slow motion. Counter's knockback scaling increased (74 → 100), significantly improving
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  • appears at the right hand side of the stage, serving as both a platform and stage hazard. It occasionally rains, and the slope on the left hand side becomes a
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  • expression while performing a doughnut, then returns to normal. Places his hand above his eyes and looks around while smiling with his mouth closed or smiling
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  • be semi-spiked. Slow edge attack - Can only be useful when the opponent is at abnormally high percents. Wario Bike (wheelie) - Very slow while not being
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  • shoots 5 bursts of fire above herself and catches her arm cannon in her other hand. It is a multi-hitting attack with very high start-up lag, and it can deal
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  • King K. Rool (SSBU)/Floor attack (front) (category Hand attacks (SSBU))
    it to be effective at serving its purpose. The 2nd hit is, however, quite slow, and may not always hit opponents. The intangibility also ends just as the
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  • hitboxes are active for the same amount of frames as Marth while being much slower. As a result, the move barely covers half of its swing animation, with most
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  • will appear hourly on the Spirit Board! Don't miss this chance to get your hands on the new spirits Link (Link's Awakening) and Owl. Hoot! You'll also earn
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  • more ending lag (FAF 51 → 55). Back aerial's sweetspot deals more knockback. Hand Grenade deals less shield damage (0 → -1/-4.5 (impact/explosion)). However
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  • that tough to me. Seems kind of slow, actually. Colonel: Well, he is the king of Koopas. It's only natural he'd be slow. But that's only because he's the
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  • reverse aerial rush back aerial for a potent KO confirm. Donkey Kong: Aerial Hand Slap can combo into every one of his tilts and jab at low percents. It can
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  • initiated with either of these, the player should buffer grab. The moment Popo's hand goes for the grab, the Control Stick should be set to neutral, the grab button
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  • in a similar manner to Worldly Slash, a physical art that involves a left-handed upward and downward slash combo. Of note is that the Chain Attack featured
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  • can also be very punishable as his moves outside of tilts are noticeably slower, with every one of his aerial attacks outside of his neutral and up aerials
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  • Zelda: Twilight Princess (2006), a new Link is thrust from a life as a ranch-hand into a world-spanning quest against the forces of the king of an alternate
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  • which is Japanese for "Everyone, watch over me! Closes his eyes, holds a hand to his chest, and silently takes a breath. Brushes his hair from his face
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  • (SSB4)/Neutral special/Custom 1 Mega Capsule: Projectiles are much bigger, and slow moving. They have a short range and much longer startup and ending lag, but
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  • result in Pikachu losing a stock. Pikachu's tech options are also rather slow and punishable and it has a short pivot, making pivoting less useful for
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  • of forward aerial on certain characters, and her grab by default is very slow. As such, ZSS's out of shield game suffers immensely if the opponent spaces
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  • due to his incredible edge guarding and a great combo game. On the other hand, players such as Dabuz believed his weaknesses, especially his poor mobility
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  • appear from a random side of the screen (including the top) and move in a slow straight path until it crashes into the castle, creating an explosion. Mushroom
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  • (the longest of the non-grapple grabs, thanks to it extending far past his hand). His throws possess low damage and knockback, allowing him to chain his
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  • she used while disguised as Marth whilst she put her hand on her hip, then removes it. Holds her hand to her chest, closes her eyes, and silently takes a
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  • slope being destructible and triggering hitlag, the bridge will sometimes slow down attacks like Spin Dash or Wario Bike. This is rather ironic considering
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  • Ice Climbers (SSBU)/Up smash (category Hand attacks (SSBU))
    performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for
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  • attacks, especially his ground attacks. While these attacks are powerful, their slow speeds and long start and end lag render Ike vulnerable to many combo setups
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  • down taunt. For his side taunt, Diddy now leans his head forward and puts a hand in his mouth with a burly expression, as if trying to contain his laughter
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  • downwards with both hands. It has two hitboxes, one which hits horizontally and one that meteor smashes, both with high knockback. A very slow aerial that has
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  • slightly lighter and dealing slightly less damage, while bigger/wider Miis are slower (having worse mobility and more ending lag on their attacks) in exchange
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  • discards a completely different broken tome with a fully charged Thunder, his hand will act as though it is still holding something despite there being nothing
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  • heavyweight, Samus's vertical endurance is slightly below average due to her very slow falling speed (having the worst vertical endurance of the heavyweights);
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  • Little Mac's route features opponents that, like him, specialize in hand-to-hand combat. During each Round, every item except the Sandbag is disabled
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  • while putting her hand on her hip; she then removes the mask. Lucina's up taunt. Lucina's side taunt. Lucina's down taunt. Holds her hand to her chest, closes
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  • only one button can be input in the same time as two stick inputs, they are slower by themselves. Because of this, optimal mashing in Smash 4 generally only
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  • Bone-Idle Fruit in the PAL version): The fruit will travel at an excessively slow pace, and do not disappear, instead sticking around for a while. It also
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  • Stamina the only mode that normally unplayable characters like Master Hand and Crazy Hand can win on without crashing the game. Also, additional models/objects
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  • Fates English dub as "My prayers are with you!") while doing so. Holds his hand to his chest, closes his eyes, and silently takes a breath. Brushes his hair
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  • has been improved. Forward smash charge graphical effects moved from his hands to his feet. Fire Bird now matches Melee's version of the move. It travels
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  • Turns to the side and waves his hand in front of his face. Falco's first idle pose Falco's second idle pose Holds his hand in front of him and takes a deep
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  • it, but taking too long will result in a self-destruct. If the stage is slowed down before or during the faucet or Gusty Gus 2 sketches (such as with a
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  • well as how much damage it does (except Subspace Trackballs, which do not slow down). If a Trackball's track is "open" (that is, it has a start and an end)
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  • numerous flaws, mainly in terms of defense. He is a very large target with slow mobility, making it easy to camp him out. He also has merely above average
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  • both of Dedede and Meta Knight ally with Kirby against the greater threat at hand, and Kirby also receives assistance from other characters, such as the Animal
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  • the hitbox visualization in Super Smash Bros. 64. For the move itself, see Hand Slap.
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  • a face. Warps onto the stage using warp magic and poses with a pointer in hand, before putting the pointer away and pulling out the Sword of the Creator
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  • into the slow-but-strong archetype, boasting high KO power and flame effects when dealing damage. However, her attacks are significantly slower than her
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  • the rival of Kyo, where he, with his burning hand, tries to grab the letter; it slips through his hand just as he was about to grab it. After failing
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  • longer hit duration, hitting earlier and slightly later in the animation Grab hand collision is larger like a normal grab, ends when the hookshot extends, and
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  • significant lag. Counter now properly covers Roy's feet after activation. Slow walk speed slightly increased. Double Edge Dance can now clank with projectiles
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  • it is said in Ultimate. Ultimate version An orchestrated rendition of "Hand in Hand", the second battle theme of Traverse Town from the original Kingdom
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  • never using their shield at all, or at random times in Brawl. On the other hand, higher-level ones almost always defend from attacks, generally having good
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  • hitbox visualization in Super Smash Bros. Melee. For the move itself, see Hand Slap.
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  • average air speed, above average air acceleration, high jump height and slow falling speed. These attributes grant her an easier time chasing aerial opponents
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  • August 1991. Dr. Mario's Adventure Mode trophy erroneously states that he is slower than Mario. In actuality, they have the same in-game speed. The Daisy trophy
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  • down special is his Hand Slap from Donkey Kong Country, a maneuver where he strongly slaps the ground with the palms of his hands to cause small earthquakes
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  • reflector deals more damage and has a much larger hitbox radius, but the move is slower and destroys absorbable projectiles instead of reflecting them (which it
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  • opponents than Sheik for a given amount of knockback) with equally poor and slow descending options, which can give opponents extremely long juggles. Zero
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  • Using Tournament Mode to simply keep track of brackets is additionally a very slow process given only one match can be edited at a time, any errors made cannot
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  • Banjo grabs ledges with one hand in Ultimate similar to how he does in Nuts & Bolts, as opposed to doing so with both hands as in Banjo-Tooie. Stage elements:
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  • Ball but colored dark blue instead of dark purple. Lucario also cups its hands in a position opposite of the aforementioned move. Like an auto-charge special
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  • Kong (SSB4)/Up special/Custom 2 Dixie Kong's ability to spin in midair to slow her descent was introduced in Donkey Kong Country 2: Diddy's Kong Quest;
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  • provided rebuttals to most criticisms of the list: Marth and Peach were too slow to remain in the top tiers; Link, Roy, and Luigi had untapped aerial prowess;
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  • unlocked. Wario now has more fluid animations. The swelling of his head and hands in some of his attacks has been compared to his attacks from Wario World
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  • one foot and holds one hand in mid-air, assuming a Fujian White Crane-like stance. Stretches both arms out, one on each side, slowly lowers its body, and
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  • as a potent way minimize their chances of recovering. Heavy Egg Roll is slower, but deals much more damage and has armor throughout its duration. Conversely
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  • DI incorrectly), as his up smash does not link properly, his down tilt is slow with low range (albeit with high reward from its meteor hitbox) and his down
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  • Fireballs to bounce faster and therefore travel a shorter distance. On the other hand, his small size and unique moveset can allow for more advantageous setups
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  • with respect to the camera. Turns ninety degrees to his right, extends his hand in a salute, and exclaims "Show me your moves!" Captain Falcon will face
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  • land Rest against in the game. He also has a very poor wavedash and has such slow aerials that conventional techniques like SHFFLing and l-canceling don't
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  • with the reverse now occurring on frame 4 rather than frame 6. On the one hand, this allows Marth to hit opponents behind him with the sweetspot which benefits
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  • sub-games. One of these is called Charge!, where the player's Mii rides a hand-sewn cow. This music piece will play during gameplay of Charge! Composition
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  • initially start at the speed of Monado Speed or Monado Shield and then either slow down or speed up, respectively. The effect will last until Shulk does another
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  • arguably much easier to perform. Snake can also perform bomb recovery using his Hand Grenades. If he picks up and holds a grenade before being sent in the air
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  • the rest of his family. This game was widely panned upon release for its slow pace, tedious and confusing level design, and unnecessary changes like a
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  • Turns to the side and waves his hand in front of his face. Falco's first idle pose Falco's second idle pose Holds his hand in front of him and takes a deep
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  • is the case when stats are equal at any value). However, defense is also slower to rise as its magnitude increases, whereas attack rises at a constant rate
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  • can use Darkness attacks in Brawl, the other ones being Ganondorf, Crazy Hand, and Olimar's White Pikmin (though this is considered poison, it technically
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  • called jump squat, with the exception of Kazuya who has 7 frames. On the other hand, jumps while in midair have no such limitation and are actionable instantly
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  • with his left hand, then his right, then both hands simultaneously. Bike taunt: Laughs and faces the screen while doing his signature "W" hand sign with both
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  • Sheik reveals herself as Zelda, she crosses her hands, while the final Triforce piece appears on her hand, and then spins toward the screen, revealing her
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  • his hands. His grabs have rather poor range although his standing grab is one of the fastest. His dash and pivot however come out relatively slowly, although
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  • aura, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting dark energy
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  • attacks, however, they sometimes tend to be laggy: they usually come out slower than a neutral or tilted attacks, and have longer endlag, a prominent example
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  • assigned there. Arrows will indicate if spirits will level up faster or slower. When exploring, spirits can be sent for treasure, with a chance of finding
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  • sub-games. One of these is called Charge!, where the player's Mii rides a hand-sewn cow. This music piece plays during the gameplay of Charge! Source: Wii
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  • only characters whose Copy Abilities add a cosmetic to the tips of Kirby's hands when copied, specifically their gloves. He gains "sleeves" when copying Donkey
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  • adds on, are grouped into three classes: Mii Brawlers who fight using hand-to-hand combat, Mii Swordfighters who use swords and other bladed tools to do
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  • Flips her hair back. Holds her hand to her chin in contemplation. Turns away, holding her left arm with her right hand. Zelda's first idle pose. Zelda's
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  • facing during the ledge-cancel. If the character is moving sufficiently slowly and forward is not held, they will simply remain in their teetering animation
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  • command inputs for special moves, which very few games attempted to do before hand. He was initially met with skepticism over whether the public was ready for
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  • him vulnerable to attack. While K. Rool flaps his arms, he will float down slower than usual. If a player wants to make him fall faster, they can press down
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  • However, Gundashing remains niche for a multitude of reasons. The setup is very slow and, despite the intangibility, it remains punishable if used liberally;
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  • moves continue to use their respective animations from Brawl. Ganondorf is a slower, stronger, and heavier version of Falcon with more reach as a result of
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  • considered to be the best counterattack in the game, thanks to its ability to slow enemies down, thus granting Bayonetta a very forgiving time window to set
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  • game. He comes armed with his two-handed Regalia blade, Ragnell, with which due to his sheer strength he needs only one hand to wield efficiently. His strength
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  • Eater) and a variety of weapons and explosives such as a mortar launcher, RPG, Hand Grenades, Remote Missiles, and C4. Snake battles acrobatically and incorporates
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  • Forces of Nature. Pit: We need to focus on the fight at hand. Viridi: You focus on the fight at hand. I gotta catch my new recruit. Pit: No! Stop! Palutena:
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  • gets frozen, their knockback is calculated as usual, but they decelerate slower as they fly away (with a launch speed decay of 0.03 per frame, down from
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  • than the hand is for them to be handing on the ledge (which then requires specific spacing). When the landing issues are combined with the hand hitbox hitting
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  • Additionally, at higher percentages, the strong version can sometimes be too slow to connect reliably. For a more niche case, against characters like Mega
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  • off me" tool in Spinning Kong. Naturally, this also means he can combo from Hand Slap and utilise the infinite throw trap. Giant Donkey Kong's improved reach
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  • The guide gives the health of Master Hand at every difficulty, an explanation of every attack, the fact that Crazy Hand shows up at higher difficulties, and
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  • hurtboxes) do not count towards filling up the gauge. Limit Charge, on the other hand, adds a specific amount of units each frame it is active. In Smash 4, this
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  • Presents ???, Sakurai is seen doing a mysterious hand gesture. During the presentation, he does this gesture while hand counting to 17 in binary, as Three Houses
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  • the Boxing Ring. The ring, with a platform visible on the right. The left-hand platform. Zelda standing on the lights. The light fixture being destroyed
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  • Ness does a quick poke with his hands in front of him in the air, similar to the animation of him doing a dash attack, for 12 percent damage (10% weak
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  • raised to match other diagonal sending moves> Down aerial's dive no longer slows down when fast-fell. Homing Attack has a longer window to acquire a homing
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  • these grabs are pivotal to his success. Unfortunately however, they're quite slow and the 4 frame lockout from grabs out of shieldstun significantly hurts
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  • edge, will go back and forth until their time runs out. Excite Flies & Hand A hand holding a fly swatter moves around to swat the flies buzzing around the
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  • out one hand to grab the opponent. Meta Knight's grabs are fast and have good range. Pummel   3% Jabs opponents with his wings' claws. A rather slow pummel
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  • from the ground while fighting Master Hand, that's a good time to deal a lot of damage! If you can get Master Hand to hit the spikes, he'll be rendered
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  • throws a heavy, slow axe in a wide arc, which passes through terrain. Its distance can be controlled by directional inputs. Snake Hand Grenade Snake pulls
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  • for turtle (カメ). This has been corrected in the PAL version. Midna's left hand is miscolored grey on the Wolf Link trophy, despite the rest of her arm being
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  • same grabboxes The hand grabbox is only active for the first 4 frames. The hand grabbox is only active for the first 4 frames. The hand grabbox is only active
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  • semi-spike in Melee, KOing anybody with at least 25% damage. Master Hand's open hand crush has two hitboxes; if the player is hit by his palm, they will
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  • back with hands cupped together and then extends palm forward with a blast of fire (electricity in Dr. Mario's case) coming from his left hand. This move
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  • big band swing style like its rendition in Donkey Kong 64, but retains the slower-paced, atmospheric second half of the original. Source: Donkey Kong Country
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  • shields those hurtboxes with its hitboxes. Marth's forward smash on the other hand, extends the hurtbox of his arm and head before producing a hitbox, and also
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  • Captain Falcon pulls himself up and kicks forward. Edge attack (slow) 10% Captain Falcon slowly climbs up does an uppercut. Neutral special Falcon Punch 27%
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  • Fox, Falco, Goemon, and Captain Falcon respectively. Additionally, Master Hand can be accessed as a boss form for Link through a name select Easter egg
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  • music was also provided solely for the screen, which took the sound of a slow, ominous siren. Super Smash Bros. Brawl returned to the plain black background
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  • Crafting where Steve will craft a tool unsuccessfully, only to look at his empty hand. The easiest method to play this animation is to parry an opponent's attack
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  • Brawl is Flame Choke. Ganondorf boosts forward with one dark magic-infused hand outstretched and grabs an opponent by the face before dropping them to the
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  • Character select screen. These codes are for the NTSC release. Red Alloy is a slower, lighter version of Captain Falcon, similar to the functionality of Male
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  • 8% (legs) Does a somersault and kicks with both feet. Edge attack (slow) 10% Slowly gets up and kicks with one leg. Down taunt 4% Does a short-ranged kick
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  • major/supermajor wins of the four for that season (at 3), but on the other hand had a positive record over the two Japanese players and the second-best consistency
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  • (Doshin) and Hate Giant (Jashin) (with the former holding an islander in his hands), appear as trophies in Super Smash Bros. Melee. English Training (トレーニング
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  • increase in proportion with Lucario's Defense stat, causing Aura to scale at a slower rate the higher Lucario's Defense is. However, a negative Defense stat does
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